Undead Overlord

Undead Overlord

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Martin  [developer] Jul 21, 2014 @ 12:25pm
Release Notes
Please don't submit general bug reports or feature requests here, open a new thread instead.

Alpha1.16a (1/21/2016)

New
  • added sound to burning vehicle hulks
  • collision sounds for grenades
Tuning
  • Mission 05
    1. military command tent downgraded to a small encampment of Cougar teams, to distract less from the primary mission objective
    2. city center warehouses much better defended, and now feature a group of scientists that are the primary mission goal
    3. lots of new props added, more random survivor groups added
    4. end mission objective location arrow added, enabled after Tank goal completed
    5. some groups of humans now using wander hint parents to wander about within a limited space on the map
  • Mission 04
    1. squads around military base will now (mostly) all reinforce each other when base is attacked, making the end of m04 a bit tougher
  • improved sound of landmine explosions and grenades with new SoundData Prefab tools
  • swapped m04 + m05 blurbs in the Mission Select screen to better match the audio plays for those missions, small editorial tweaks to blurbs
Fixes
  • turrets can’t fire through walls
  • a few bad textures in m05 cleaned up
  • fixed missing landmine sounds in skirmishes
  • fixed the “rotate camera” goal in the m01 tutorial not showing a goal arrow in the scene
  • fixed burning truck behind gas station in m04 not carved out of navmesh
  • fixed alpha test menu enabled in skirmish missions by default
  • fixed no chaos earned for killing a goat
Known Bugs
  • missing collision for animated police car in m02

Alpha1.16 (10/29/2015)

New
  • Mission 04 - “Night Terrors”
  • Mission 05 - “Breakthrough”
  • New human weapon - machine gun turret
  • Mission Select screen updates:
    1. Separate sections for mission maps vs. skirmish maps
    2. Updated scene graphics
    3. New radio plays for new missions
  • Bonus goals - all missions (including the two new ones) now have two functional bonus goals
  • Pooling and limiting for footstep sounds - footstep sounds don’t go missing, and don’t overlap so much that they cause weird audio artifacts
  • Added Steam Cloud support
  • Better lighting for destroyed pieces of destructibles after the destruction has happened - no longer tied to the character lighting
Tuning
  • Boss upgrades cost more
  • Speed Zombie ranged attack less powerful
  • Reviewed and tuned starting and max chaos levels for all maps
Fixes
  • Possible to target the Speed Zombie bile projectile for attack
  • Mission 01 - Humans running out of bounds
  • Mission 02 - Goat bonus linked to the wrong character (female rifle unit)
  • Mission 03 - Swat reinforcements visible at edge of the map and mini map at beginning of the mission
  • Mission 03 - Speed Zombie mutation pop-up and counter-attack notice pop-up working again
  • Skirmish 01 - Military spawning out of forward base are backtracking before finding their way
  • Misc bug fixes

Alpha1.15 (12/8/2014)
New
  • Four new achievements + support for Steam stats and achievement progress
  • New music for Skirmish 02
  • New radio play for Skirmish 02 on the Mission Select screen
  • Improved audio for gas pump explosions
  • Improvements to footstep sound logic
  • ”Breathing” sound for the undead EyePod + groaning sound when under attack
  • Damage sounds for military tents
  • More props and improved lighting for Skirmish 02
  • Optimizations to the animation system
Tuning
  • Increased search range for EMTs in Mission 02
Fixes
  • Fixed bug with targeting human bases
  • Fixed missing collisions for walls and shelves in grocery store in Mission 03
  • Fixed mind controlled humans continuing to implement their wander behavior rather than obeying their Undead Overlord
  • Fixed missing icons for mind controlled humans
  • Audio for the radio in Mission Select is no longer controlled by the Music options setting
  • Fixed glitches in music for stats screen
  • Fixed injured goats sliding around the map
  • Fixed hint nodes obstructing clicks - and therefore sometimes preventing commands from working properly
  • Fixed center-on-event script not always working in Mission 03

Alpha1.14 (11/1/2014)
New
  • Skirmish02 Map
  • Wander buddies - humans will group up and travel together
  • Destructible gas pumps
  • Skirmish01
    > Next pass art and lighting
    > Added roofs for warehouse interiors
  • New hotkeys
    > Mutate Speed Zombie (Z)
    > Mutate Tank Zombie (T)
    > Mutate Brain Zombie (B)
    > Chaos Rage (G)
    > Select newest zombie (~)
  • Object pooling for selection sounds to avoid audio distortion when selecting large hordes
  • Movement sounds for Brain Zombies
  • Chase sounds for Grunt Zombies
  • Sounds for the Undead Base (also known as the Eye Pod)
  • Goat sounds
Tuning
  • Tuned Skirmish01 pacing - should be easier to start and harder to finish
  • Human AI: retarget more liberally
  • Now using the damage falloff curve for shotguns to modulate stun percentage (e.g. 50% stun chance with 50% damage falloff = 25% chance of stun)
  • Music gets cued only when humans are attacked (as opposed to, say, mailboxes . . . or fire hydrants)
Fixes
  • Fixed errors when a grunt zombie dies on the same frame as it gets mutated
  • Fixed landmines not beeping
  • Fixed broken patrols in Skirmish01
  • Fixed humans killed by explosions not becoming edible flesh
  • Fixed cop car and ambulance arrival audio missing
  • Fixed zombie goats reanimating far away from their ragdoll
  • Fixed audio for car54 in mission01 not stopping when the police car is destroyed
  • Fixed mouse clicks going through the minimap
  • Fixed new and destroyed minimap icons briefly visible on the main camera
  • Fixed missing unit icons
  • Fixed errors when objects get destroyed during a fade in/out
  • Don’t play new zombie audio fx before mission has started
Alpha1.13/b (8/30/2014)
New
  • Mini-map (yay!)
  • Human stamina - drains over time when running, affects speed
  • Human wounded/limping behavior
  • Human wander behavior (v1.0 - humans don’t just stand around)
  • Attack-Move command (hold left ALT + right mouse click); can also be used to attack friendly units
  • Hold command (hotkey = h)
  • Sound effect for gaining new zombies, even when off screen
  • New sound effects for the Chaos bar build-up, and for Chaos Rage burn down
  • Sound FX volume control + updates to controls instructions in Options screen
Tuning
  • Expanded “Small Town” map and re-tuned mission02
  • Zombie bosses require 5x Chaos to create, zombie deaths do not generate chaos
  • Civilian deaths generate 20% less chaos, grenadier death generates 50% more
  • Reduced health for some civilians that had way too much
  • Pistols and rifles no longer stun zombies
  • Max damage for landmines +50% (can now take down a Speed Zombie at close range)
  • Human base in skirmish map spawns 3x more humans after armored car outposts are destroyed, with a 1 in 3 chance of spawning a grenadier
  • Humans generally don’t flee as far before they decide to start attacking again
  • Semi-random initial speed setting for humans
  • alphaTest map props have been spaced out for fewer stuck units
Fixes
  • Merging your last zombies for a boss zombie mutation no longer causes defeat
  • Fixed error on end of MindControl when the mind controlled human was the player's last remaining unit and the controlling brain is dead
  • Chaos Bar fully disabled in mission01
  • Workaround for units with off-mesh destinations (zombies shouldn’t be left behind when setting group destinations near obstacles)
  • Fixed navmesh issues with some of the static destructible vehicles (zombies can attack them more consistently, and are also less likely to get stuck on them)
  • “To Be Continued” graphic now appears only after Mission 03 is complete
  • Ambient occlusion map tweaks for mission01-03 and skirmish01 lightmaps
Alpha1.12 (7/26/2014)
New
  • Art for Speed Zombie spit attack
  • Special attacks now work as group attacks - all selected units (of the most powerful type of unit selected) will attempt their special attack
  • Chaos Rage introduction and alert graphics
  • Vortex from Dimension Z
  • New stats screen audio
  • Chase audio for the gas station crew
  • Probably some new bugs
Tuning
  • Tank Zombie power attack
    > Quicker to use and complete
    > Increased cooldown time to 12 seconds
  • Reduced stun duration by 50% for zombies and 25% for humans
  • Brain Zombie
    > Reduced eyeball attack range by 20%
    > Mind Control special attack now has limited range
    > Mind Control now has a 30 second cooldown
  • Removed Grunt Zombie kick attack
  • Police don’t show up quite so quickly in Mission02
  • Speed Zombie - spit attack tuning to go with new art
Fixes
  • Fixes for mind-controlled humans
  • Fixed lighting on grenade (you can see it now!)
  • Lots of merging fixes and improvements
    > Spawning or stunned zombies commanded to merge will begin merging when ready, instead of messing up their merge group.
    > Merging grunts’ icons are removed as soon as they begin morphing, and will be invulnerable to attack
    > When forming a speed zombie, both grunts will move toward each other
    > Zombies waiting to merge will play their distress animation instead of walking in place
  • Fixed bug when a unit is killed or merged while in target selection mode (e.g. grunt zombie waiting to use cannibalize)
  • Show targeted effect on units targeted with a special ability
  • Only allow cannibalize meat (bad zombies - no eating the fire hydrants!)
  • Fixed errors with Brain Zombie attack effect when its victim died early
  • Fixed Brain Zombie colliders blocking bullets
  • Temporarily removed LOD-swapping for Brain Zombie, which is causing animation event issues
  • Fixed failure to target for cannibalize (if a previous cannibalize attempt on that same target had already failed)
  • Speed Zombie LOD changes to fix animation glitches
  • Improved pathfinding around vehicles in Mission02
  • Fixed bad rotations on several props (no more floating books!)
  • Misc. minor fixes (and some critical ones)
Alpha 1.11 (7/20/2014)
New
  • Added skippable instructional pop-up for Place Unit Menu in the alphaTest map
Fixes
  • Fixed bug where a merging unit being killed could cause other merging units to get stuck
  • Zombies can no longer devour themselves
  • Speed Zombie
    > fixed lighting issues
    > fixed attack range (claws are not a ranged weapon!)
    > fixed idle animation to loop properly (no more nervous tick)
    > new stun animation (stunned Speed Zombies won’t just run in place)
    > Fixed missing anim events on hit reactions (animations won’t get stuck after a stun)
  • Fix for clicking new location breaks out of stun
  • Fix for using power attacks after a regular attack on the same enemy
  • Fixed radio static being played for mission01 in the mission select screen
Tuning
  • Doubled Tank Zombie hit points
Alpha 1.10 (7/18/14: First public early access release on Steam)
  • Skirmish Map Update - Win/lose conditions, destructible vehicle obstructions/spawners,
    tuning pass
  • Goals List - Get quickly notified of new goals, review current goals, and easily send
    the camera to the location of any active goal.
  • New Skins - EMTs, Local Police, Fast Food Workers
  • New Destructible - Ambulance
  • Lots of fixes
Last edited by Martin; Jan 24, 2016 @ 10:02pm
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Showing 1-15 of 41 comments
WorstGooEver Jul 21, 2014 @ 2:00pm 
Patch?? Fixes? Updates? Aren't you guys supposed to be vacationing on your yachts by now? Other people swore to me that's how this works.
Fried Kittens Jul 21, 2014 @ 2:34pm 
Originally posted by WorstGooEver:
Patch?? Fixes? Updates? Aren't you guys supposed to be vacationing on your yachts by now? Other people swore to me that's how this works.
Most EA Devs Just sell the game and do that, no updates needed.
Kittens away!
Priest72 Jul 21, 2014 @ 7:41pm 
had problems with zombies merging will freeze in the middle of merge and never move basically turning them into sitting targets plus hitting merge button doesnt work every time you hit it sometimes just spends your points
JumpCore  [developer] Jul 22, 2014 @ 12:20am 
Yeah, multiple issues with merges right now. One of those bugs got fixed in Alpha1.11, but there are others still crawling about - more fixes on that front coming in the next build.
kljd87 Jul 24, 2014 @ 4:49pm 
had problems with the path finder in the game. I told the zombies where to go but one of them keeps getting stuck by running into a mailbox.
RabidUrko Jul 26, 2014 @ 4:36am 
Great update and fixes. 1.12
Last edited by RabidUrko; Jul 26, 2014 @ 4:37am
HELLBOUNDMAN Jul 27, 2014 @ 7:23am 
I kinda feel that 30 seconds on mind control is double what it needs to be.
Noodles Aug 11, 2014 @ 11:57pm 
so, how often does this game update? :D
JumpCore  [developer] Aug 12, 2014 @ 10:02am 
As often as possible, given our small, mostly part-time team!

We're already a little later than we wanted for Alpha1.13, for instance. Life has a tendency to intervene, and two visits to the ER plus some (literally) fevered brains for the team have set the latest update back a bit.

That said - there's going to be some cool stuff in it (like an expanded map for Mission 02), and it will include some community requests (Hold and Attack commands, and declining Stamina for fleeing humans) and a bunch of re-tuning (not to mention ongoing bug fixes).

With a little better luck this week than last, we'll hopefully have it ready by the end of the week. But, no promises on that front . . . it'll be ready when it's ready!
GaryOakWinsAgain Aug 16, 2014 @ 5:20pm 
sounds good, keep us updated :)
MissingNO Aug 17, 2014 @ 12:26am 
Yay!
Nanobang Aug 29, 2014 @ 5:38am 
Congrats on your release to Early Access! I voted yes for y'all in greenlight and have been following you as one of my favorites / followed, so I'm very excited to see you've gotten to the next level. As a rule, I don't buy early-access games, but I'm tempted to break that rule . . . keep up the great work!
SleepyKirin Sep 3, 2014 @ 6:17am 
im going to keep my eye on this game
Noodles Sep 3, 2014 @ 6:27am 
Originally posted by Kitsuneskyy:
im going to keep my eye on this game
I am also very interested to see where this goes ;D
Aloysius Teapot Sep 17, 2014 @ 10:11am 
Originally posted by JumpCore:
As often as possible, given our small, mostly part-time team!

We're already a little later than we wanted for Alpha1.13, for instance. Life has a tendency to intervene, and two visits to the ER plus some (literally) fevered brains for the team have set the latest update back a bit.

That said - there's going to be some cool stuff in it (like an expanded map for Mission 02), and it will include some community requests (Hold and Attack commands, and declining Stamina for fleeing humans) and a bunch of re-tuning (not to mention ongoing bug fixes).

With a little better luck this week than last, we'll hopefully have it ready by the end of the week. But, no promises on that front . . . it'll be ready when it's ready!


Well, all that matters is you're still working on it. Don't feel rushed or obligated to put this game over everything else. It's a marathon, not a sprint and the work you have done on it is appreciated thus far.
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