ZT: Playtest 12 | Mule Kick, Scoreboard, Balance Changes
[ New Perk: Mule Kick - 4000 points ]
Mule Kick grants you a third weapon slot
Upon losing losing Mule Kick you lose the third slot AND the weapon
UI layout shift: the item selector itself rearranges to a 3-slot layout when Mule Kick is active
Mule Kick's third weapon slot is visually distinct — green border instead of the default white.
Mule Kick moved into Deadshot Daiquiri's old spot; Deadshot now lives in the left courtyard.
Thank you to @thecraguy for 3D modeling & texturing the Mule Kick machine!
[ Scoreboard ]
Pressing Trigger near the left side of your head or pressing Tab opens the scoreboard
View the current points, kills, downs, revives, & headshots of every player in the match
When a match ends, the final scoreboard freezes with the round you reached
[ Weapon Swap Popup ]
HUD now briefly shows you a popup of the weapon you just swapped to
It includes colored weapon name, silhouette, & ammo information
[ External Knife & Grenade Holsters]
Added toggle to enable external equipment holsters for easier access to knife & grenades
Note: This is a simple initial implementation of this just so u guys have it, I'll prob overhaul it in the future with more settings
[ Balancing Rework]
Zombie speed tier round progression
Nerfed & rebalanced all weapon penetration stats
Slightly lowered hellhound speed
Note: Did more research on balancing since early to mid game has felt really easy. Some of the reasons are that zombie speed tier round progression was more dampened than normal, and weapon penetration values were WAY too good. Reaching round 20 should feel more challenging and rewarding. Before, buy decisions lacked weight because there wasn't enough urgency to make them feel consequential. It still takes zombies the same amount of rounds to reach all sprinters, the progression to it just feels more aggressive
[ Visuals ]
Reduced interaction text font size
Minor HUD adjustments
Adjusted volumetric fog animated noise
Fixed lobby lighting
Made laser sight easier to see in the fog
Added extra visual to radio & scoreboard hud tutorial
[ Audio ]
Adjusted Hellhound audio volume
[ Changes ]
Garand ping now synchronized
Decreased gun scale size increment
[ Bugs ]
Fixed hellhounds lunging at player not in line of sight
Adjusted barrier invisible walls
Fixed grenades clipping through bridge
🇯🇵 日本語版はこちら → LINK
Comments (2)
I know in some games they added stragglers mixed in with the sprinters to make hoarding them harder. Will you be implementing that?
Hmm, i may implement that to try it out
