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
