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Zombie Survival | v1.9.1 Resurrection

Mod Name: Zombie Survival | v1.9.1 Resurrection



Author: Essential Strategy



Language: English, Spanish



Description: The world is dynamic, everything has a beginning and an end, what nobody knows is that our end is near, death and destruction lurk in the form of a lethal virus, the time has come to pay for our mistakes in hell biological in which we will not know who to trust. -Created by Essential Strategy. -Urban tilesets by Videogames.

Changelog: v1.9.1 Competitive Patch!
-Many balance changes in many units.
-Reload system has been removed from all units.
-New PCC resource: Coalition Favour.
-Now PCC Energy works as building and machine limit.
-Resource spawn system improved.
-Harder survival map.
-4 new units:
*Survivor Trapper.
*Bandit Bonebreaker.
*PCC Interceptor.
*Zombie Jumper.
-A lot of minor adjustments and fixes.


---More details---
-Full rework for the mod:
*Many balance changes.
*Improved names and descriptions.
*New resource system.
*Many gameplay changes.

-Safe Zone and Resource Victory removed from Skirmish Mode.

-Now the Food and Water resources make up the same resource: Supplies.

-New resource: Local Water, limited resource that allows plantation of Farms and growth of Catalysts.

-New resource: Wood, resource for building construction.

-New resource: Metal, resource for construction of buildings and manufacture of weapons.

-New resource: DNA, resource used for all units, structures and zombie improvements.

-New resource: Infection, resource used for units, structures and advanced zombie improvements.

-New resource: Energy, resource for the construction of buildings and advanced machines.

-Water Wells now appear by default in resource pools, and represent the only source of water in the mod (2000 water per well).

-The resource generation system has been improved.

-New population system: now the number of units that each building can create is limited.

-Now  Bandits and Survivors builders manage the constructed buildings, and are spent when constructing a building.

-Now buildings leave debris (small resources) when destroyed.

-New status: Wound, shows when a unit is wounded.

-New status: Burn, reduces 5 HP per second for 5 seconds, can be spread between units. It affects humans, animals and zombies.

-New status: Poisoning, reduces 2 HP per second for 60 seconds. It affects humans, animals and zombies.

-New status: Infection, it grows until it turns its host into a zombie. It affects humans and animals.

-Knockback effect has been added to units with high attack power. Enemy units are knocked back if they are hit by these projectiles.

-Now the resources have a limit in storage that can be expanded by constructing specific buildings.

-Unit production buildings now have a unit capacity indicator.

-Storage buildings now have a capacity indicator.

-Now the resource production buildings have production capacity indicators.

-Completely redesigned Zombie gameplay system, now have structures and can collect resources.

-The help guide for all factions has been updated.

-AI has been greatly improved.

-Now the Survival map is called The Last Position and is included in the mod by default.

-New game mode: Campaign, the mod is compatible with the campaign map packs.

-New game mode: Plague, Plague Ruins appear on the map and spawn zombies over time, with only available human factions and starting military units.

-New game mode: Infected AI, set enemy AIs as zombies, and allies as humans.

-Many balance changes, in general HP and damage adjustments so that units can withstand several hits before dying. This gives higher priority to statuses and creates a margin for strategic action.

-Now the Potato Farm can only be built near a water source, but it produces automatically as it consumes water. Its production can be increased by assigning it Workers.

-Now the Survivors' Bonfire can cause the Burn status.

-Now the Survivors' Fumigator can cause the Burn status.

-The Bandits' Rain Funnel now fills and empties realistically.

-Now the Bandits' Rain Funnel serves as a renewable water source, it can accumulate up to 1000 water and supply up to 2 farms.

-Now the Survivors' Engineer and Bandit's Invader can capture non-biological buildings.

-Zombies must now build their structures on infested terrain.

-Now zombies don't lose HP over time, and on the contrary they regenerate a little faster than human units.

-Now the Zombie's Kamikaze can infest areas and transmute into a Tumor.

-Now the Zombie's Crawler is able to bury himself, being totally hidden from the enemy and capable of ambushing enemy units.

-Now the Zombie's Infected Deer is able to jump obstacles.

-Now the attack of the Zombie's Sprinter causes poison status.

-Now human units leave corpses when they die.

-New Zombie Conversion System: Zombies can convert human corpses before they rot.

-Now the units transported in the Bandits' Destroyer cannot attack.

-Now the Molotov of the Bandits' Pyroman has a shorter duration (30s>15s), but Pyroman has a higher fire rate.

-Now the Bandits' Pyroman and Enforcer can attack while moving.

-Now the Bandits' and Survivors' Boat can be easily destroyed by units effective against machines.

-The Bandits' Barricade can now be opened to make way for units.

-Armor stat has been added to higher units, and their price has been slightly increased.

-New technology for Survivors: Reverse Engineering, unlocks the Fumigator, Motorcycle and Craft Jeep at the Workshop.

-New technology for Survivors: Armored Clothing, +30 shield to human units.

-New technology for Survivors: Hard Vigilance, add watchers to buildings without attack.

-New technology for Survivors: Simple Construction, add self-repair to buildings.

-New technology for Survivors: Battle Engineers, unlocks the Rocketeer and Fumigator at the Workshop.

-New technology for Survivors: Steel Tools, Lumber and Mining huts have +5 production.

-New technology for Bandits: Rotary Ammo, +15 damage to human units with firearms.

-New technology for Bandits: Special Contacts, unlocks the Demolisher and Pyroman at the Mercenary Camp.

-New technology for Bandits: Rudimentary Tech, allows the construction of Ballistae and Rain Funnels.

-New technology for Bandits: Stimulating Drugs, adds more movement speed and higher regeneration speed to human units.

-New technology for Bandits: War Tactics, unlock the Cannoneer and Destroyer at the Mercenary Camp.

-New technology for Bandits: Pack Training, Huntsdogs has +40 HP, +15 attack damage and +10 attack speed.

-New technology for Zombies: Cellular Regeneration, all zombies have +5 HP regeneration per second.

-New technology for Zombies: Progressive Adaptation, unlocks the Mutant and Abomination at the Deepener.

-New technology for Zombies: Aerodynamic Mutations, allows to reanimate Infected Birds and Marauders at the Collector.

-New technology for Zombies: Buccal Contagion, allows melee zombies to cause infection status.

-New technology for Zombies: Genetic Instability, unlocks the Crawler and Sprinter at the Deepener.

-New technology for Zombies: Metabolic Proteins, all melee zombies have +5 attack damage and +0.2 movement speed.

-New generic building: Lumber Hut, automatically collects wood from nearby trees.

-New generic building: Mining Hut, automatically collects metal from nearby ores.

-New neutral animal: Deer, can jump over obstacles and move over mountains. Provides Supplies and DNA.

-New neutral animal: Quail. Provides Supplies and DNA.

-New neutral animal: Wolf, can attack units of any team. Provides Supplies and DNA.

-New neutral animal: Bear, can attack units of any team. Provides Supplies and DNA.

-New Zombie structures:
*Sewer: Main base, constructor.
*Infestor: Infestation spreader.
*Infested Terrain: Construction terrain.
*Catalyst: Infection Generator.
*Deepener: Producer of basic and advanced units.
*Tumor: Constructor.
*Mutator: Technology researcher.
*Collector: Resource store and producer of advanced units.

-New faction: Post-Catastrophe Coalition, slow and very resistant faction. Resources: Supplies, Metal, Energy, Clones.

-CPC buildings:
*Outpost: Main base, builder.
*Solar Pannel: Power generator.
*Conservatory: supply generator.
*Electric Link: Power range extender.
*Biology Center: Producer of basic units.
*Assembler: Producer of advanced units.
*Communications Station: Technology researcher.
*Hermetic Depot: Resource store.

-CPC Units:
*Aggressor.
*Sniper.
*Saffer.
*Cleaner.
*AHR.
*Drone.
*APC.
*CT-13.
*Juggernaut.
*SB8 Chopper.

-New building for Bandits: Ballista, ancient weapon with great range and power, but very weak.

-New unit for Zombies: Marauder, flying unit with ranged attack, capable of infesting and transmuting into a Tumor.

-The Sandbox Tool has been added to the mod, useful to detect bugs and easily know all factions.

-New campaign buildings, available in Sandbox mode only: Dwellings, Ruins, Signs.

-New campaign units, available in Sandbox mode only: Infected Bear, Infected Wolf.

-3 new campaign heroes: Allyssa Mount, John Riddick, The Devourer.

-New Easter Egg unit (?).

-Graphics of all buildings have been improved.

-Graphics of all units have been improved.

-New construction animation for all buildings.

-Improved build and kill effects.

-New unit ready sounds.

-New and improved general sound effects.

-New icons have been added to tech upgrades.

-New decomposition animation added to human corpses.

#
#==== v1.9.1 Competitive patch ====#
#

-Many balance changes in many units.

-CPC energy system has been changed, it is now a limit of buildings and mechanical units.

-The Zombie Buccal Contagion buff now also affects Sprinters and Marauders.

-Now the Zombie Crawler's Bury ability is instant, it takes 0 seconds to execute.

-The Infest ability of the Kamikaze and the Zombie Marauder now takes less time (10s>5s).

-The Survivors' Armored Clothing upgrade now adds more shield (30>40) and all units get the shield when investigated.

-New Survivors' unit: Trapper, unit with explosive bolt crossbow, effective against machines and buildings. Available in the Tent.

-New Bandits' unit: Bonebreaker, a unit with a melee mace, effective against buildings, has a passive skill that causes double damage in a larger area with knockback effect. Available in the Armory.

-New PCC unit: Interceptor, rocket launcher unit, effective against machines and buildings, its projectiles follow the target. Available at the Biology Center.

-New Zombie unit: Jumper, a long-range unit, effective against machines and buildings, has a passive jumping ability that causes double damage in a larger area with knockback effect. Available at the Deepener with the Progressive Adaptation upgrade.

-The storage system has been improved, it is no longer infinite with 4 storages.

-Now all units deal the same base damage (3-5) and are only effective against what is specified in their description.

-The armor of all superior units has been reduced (20>2).

-Ammo reload system has been removed from all units.

-HP of wild animals has been reduced.

-The resource spawm system has been improved, it is now lighter and faster.

-New resource for the Post-Catastrophe Coalition: Coalition Favour, resource required for technological improvements and advanced units. Awarded for constructing buildings or killing enemy units.

-Difficulty of the survival map The Last Position has been increased.

-Added Dismantle option for buildings and Recover for bio-structures. Returns 75% of the building/bio-structure cost.



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