ZT: Playtest 5 | Patch Notes | Crawlers
[ Prototype Weapon Rotation ]
PX-Annihilator available in mysterybox to everyone
[ New Prototype Weapon ]
Added Night Hawk to Boulder Tier prototype mysterybox pool
Reverted Deagle to default skin
[ Power-Up Drop System Rework ]
Power-ups can now guarantee a drop after enough points are earned during a round.
The required point threshold scales with the current round.
Only points from zombie killing blows count toward the guaranteed drop.
The random drop chance has been reverted to 2%.
[ Crawlers Added ]
Crawlers only spawn from lower-body hits
Explosives have a significantly higher chance to create crawlers
Bullet weapons have a very low base crawler chance
High-damage bullet weapons (snipers, revolver, etc) increase crawler chance
Crawlers become harder to create as rounds increase.
[ Zombie Turning Rework ]
Each zombie tier now has their own turn speeds
Zombies now have turn speed acceleration that is scaled by round
Zombies now lead into the direction you are moving / predict where you are going
[ Match Pausing Added ]
Added button at map spawn to pause the match
Only instance Master may request a pause
Player positions are saved & restored on resume
[ Visual ]
Bullet trails much more visible & consistent. Hip firing will feel much easier
[ Bugs ]
Fixed mystery box breaking when 2 people open it at the same time
Fixed weapons disappearing / being reverted to old ones
Greatly reduced the chance of zombies pushing you through walls
Maybe fixed late joiners seeing no zombies occasionally
Fixed bullet penetration damage loss not working as intended ( This will make the game harder )
Fixed loadout weapon text color not updating when empty
Fixed round number not resetting on game end
[ Performance]
MASSIVELY optimized bullet script physics calculations & spawning
Optimized bullet hole spawning
Optimized +-point emission
Optimized mystery box script
Further optimized zombie script & reduced master CPU load via AI LODS
[ Network Performance]
Fixed serialization request spam while downed
[ Balance ]
Increased zombie collider size, felt way too easy to slip through hordes
Deadshot Daiquiri execution no longer applies to extra Doubletap bullet
Slightly increased deagle base damage
Increased Vector damage & headshot multiplier
[ Audio ]
Added extra sound effect to round number changing
Changed default bullet impact sound
Note: High rounds in patch are MUCH more difficult than the last playtest, I am excited to see how far you veterans will take this limit test. good luck!
🇯🇵 日本語版はこちら → LINK
