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March 6, 2026

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!

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