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August 15, 2026

ZT : Playtest 25 | Armory, Level, Progression

[ Armory Update & Progression Foundation ]

  • The armory got a full redesign: the weapon list, camo grid, and preview window were all rebuilt with a cleaner layout and consistent styling

  • Camo rarity: every camo now has a rarity from Common to Mythic, shown as a colored badge in the preview and a color stripe on its card

  • Weapon levels: every gun tracks its own level from your kills with it (Pack-a-Punch kills count too), shown on its weapon card and in the preview

  • Progression tracking is live: kills, headshots, and Pack-a-Punch kills are counted per gun from this patch on

  • Pack-a-Punch camo slot: set a separate camo for a gun's upgraded form, or leave it empty for the classic gold

  • Weapon cards show two swatches at a glance: your base camo and your Pack-a-Punch camo

  • New camo tabs: All, Mastery, Supporter, and Special

  • Locked camos now tell you exactly how to earn them in the preview (kill counts, headshot counts, Patreon tier)

  • Search fields on both panels, sort options for the camo grid, and weapon filters (All / Carrying / Skinned / Unskinned) with a weapon class dropdown

  • Bulk actions: apply a camo to every weapon at once, preview a random unlocked camo, undo your last change, and a two-tap Clear All

  • Favourites: pin camos you like and they float to the top of the grid

  • New camos for patrons

  • Detailed toast notifications for weapon levels, camo unlocks, etc. + Rank up notification

NOTE: Progression is purely in a testing phase right now, do not expect your stats & unlocks to persist between playtest unless specified

[ Performance ]

  • Optimization pass on the world's trigger zones: they no longer run physics events for every player every tick, and instead use cheap enter/exit detection with a self-correcting recheck

  • Your weapons no longer collide with invisible movement walls and helper volumes, removing a chunk of hidden physics cost that grew with every player in the lobby

  • Removed a dozen leftover helper trigger boxes from the shipped world (pure physics overhead, zero function)

  • Guns now run one update loop instead of two, on your own guns and on every other player's copies of them

  • Faraway players' footstep processing now shuts off entirely beyond hearing range instead of simulating steps you can't hear

[ Changes ]

  • Pausing the match no longer eats a gun cooking in the Pack-a-Punch (or your 5000 points)

  • Pausing the match no longer eats a mystery box roll mid-cycle

  • Shotguns give you a max of 30 points per shot per enemy now instead of being uncapped

  • Revolvers now fire instantly instead of feeling sluggish with the float trigger

[ Bugs ]

  • Fixed the world staying invisible if you teleported out of certain rooms: it now recovers within a couple of seconds

  • Fixed points earned from damaging zombies (+10) getting capped

  • Fixed some pistols having inconsistent slide interactions

🇯🇵 日本語版はこちら → LINK