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- Stamina now recovers twice as fast when you are stationary
- Slightly increased delay between zombies spawning and being able to attack
- Increased Copperhead damage 16%
- Added the “Pistol” tag to Twin Vipers
- Added “Feedback” link to launch menu that directs to Steam Discussions
- Made Tutorial for picking up weapons more visible
- Added Medkits as a new “weapon” - these are fairly limited at tier 0 (grey quality) but healing and number of uses increase with rarity level. Additionally, they heal both the user and any allies who are close by.
- Two additional characters are playable in the demo - Goth and Chef
- Fixed a UI bug that would occur when dying while standing near a weapon pickup
- Increased Chainsaw damage and ammo
-Cursed zombies are now stunned by chainsaws, matching the behavior of regular zombies
-The mouse wheel can now be used to cycle through your weapon slots
-Added FPS cap setting in the graphics options
-Fixed a bug where the “Bandolier” perk did not properly apply to Burst Fire weapons found mid run
-Fixed a bug which would cause exploding zombies to deal double damage to clients in co-op
-Doubled the effects of the “Magic Bullet” perk
-Added a Gameplay Options section to the settings menu which includes the following:
Autofire toggle - allows all weapons (besides hold and release style) to continuously fire while the trigger is held
Force Feedback for controllers
Camera Distance - choose between the default view, or an extended version
Names and healthbars for allies in multiplayer
- Fixed an issue that could cause the "Tough Guy" perk to not properly increase max health in some situations
-You can now join a co-op session through the Steam overlay
-There is now a visible mark on the healthbar at 30% when you have the “Cornered” perk
-Ghosts can now “sprint” without needing stamina
-Ghosts can now see arrows pointing to allies and their money total
-Weapon Tooltips will no longer appear for Ghosts
-The “Overload” perk will no longer consume ammo from Medkits
-Some earned achievements will now attempt to re-report to Steam when starting a game
-Fixed a bug where zombies would stop spawning if all players were standing at the top of the Zombieville City Hall steps
-Adjusted collision in some areas of the map where zombies could become blocked and unable to reach the player
-Additional achievement fixes for “stuck” achievements
-Greatly increased distance at which money despawns (1200 to 3600 units)
-Selling weapons once again correctly shows the money gained
-The “Hold” prompt on the UI no longer gets stuck on when clients pick up a weapon dropped by another player
-Fixed a crash that could occur in multiplayer when a client tried picking up a weapon dropped by a player
Bug Fixes
-Fixed a bug which would cause the movement penalty for firing while backpedaling to not correctly apply in some situations
-Raytraced Shadow Denoiser is now disabled by default, as it could cause intermittent light flickering when Raytracing was enabled - it can be optionally re-enabled in the Graphics settings.
-The ESC key now correctly backs out of menus on the launch screen
Adjustments
-Added an input buffer for both weapon firing and swapping commands - for example, attempting to switch weapons halfway through firing an RPG will execute the swap after the animation is complete.
-Added the ability to instantly pick up a weapon into the currently active slot with E (on keyboard) or Left Trigger (on controller)
-Weapons with “Overload” now simply consume double ammo, instead of using ammo from all weapons at once
-Bottomless weapons now regenerate 1% of their ammo per tick (minimum 1), making it more useful for larger capacity weapons
-Increased the minimum distance explosive zombies can spawn from a player
-Increased Striker damage roughly 45%
-Increased Boomstick base ammo from 20 to 30
-Increased Minigun base ammo from 180 to 240
-Added additional protections to prevent data loss: backup saves will now be generated at <username>/AppData/Local/Exodus/Saved/Slots, and automatically loaded if the primary file is unable to be read
-Added a setting to the Gameplay options to allow sprinting to be a toggle instead of a hold