ZT: Playtest 8 | Grenades, Weapon Handling, Headless Rework
Zombies Trinity: Playtest 8 : 3.26.2026 [ Prototype Weapon Rotation ]
Rasputin's Retribution, Night Hawk, & EPC WN available in mysterybox to everyone
[ New Prototype Weapon ]
Added Death Wish & EPC WN to Boulder Tier prototype mysterybox pool
[ Weapon Handling Overhaul ]
Reworked two-handed aiming with adaptive smoothing. Small hand jitter is dampened while large movements pass through instantly
Two-handed grip tilt stabilization. Roll axis no longer jitters from natural hand tremor
Snipers are no longer sluggish while having minimal jitter while scoping
Gun slides and secondary grips are now unpickupable until the main grip is held, preventing accidental grabs
Added aim smoothing toggle in settings for players who prefer raw input
[ Grenade System ]
Added grenades to loadout menu with reserve count
Players now start with 2 grenades every match & replenish by 2 each round, up to a max of 4
Pin and striker mechanics: pull pin with use button, start cooking grenade by release use button, drop to throw
Player movement velocity has a 30% influence on grenades thrown velocity
Grenade system is built to support multiple future grenade types eg. Monkey bombs, semtex, bouncing betty
Max Ammo power-up fully replenishes grenade reserves
[ Headless Zombie Rework ]
Adjusted head gib conditions
Zombies that take high headshot damage with little health left now lose their head and keep fighting, bleeding out under ~5 seconds
Headless zombies still chase and attack normally
[ Zombie Spawn Rework ]
Each spawn call picks a player via round-robin (cycling through all players evenly)
All valid spawn points are sorted by distance to that player
Closest spawn points ahead of selected player are prioritized if spawn point is not on cooldown.
Spawn points with intact barriers are preferred
[ Visuals ]
Powerups now emit light
[ Performance ]
Many codebase wide CPU optimizations & large reduction in GC buildup
Optimized zombie hitbox scripts to reduce per-frame overhead, ~90% fewer Update calls from the zombie damage system.
Fixed bug causing lag when bullet impacts spawn on zombies
Reduced synced footstep network load
[ Desktop Changes ]
Unholstering secondary weapon now drops & holsters back you main weapon & vice versa
Pistols no longer reload when there's no reserve ammo left
Loadout menu now spawns in front of your face & locks in place allowing you to properly click on any slot
[ Bugs ]
Fixed loadout not being reset upon respawn
Fixed powerup bugs
Added extra safeguards to false gameovers
Added extra host migration safety
🇯🇵 日本語版はこちら → [LINK]
