PO TEST

by Project Outbreak

2.4.6

2.4.0
Much larger hordes: far zombies become lightweight stand-ins that keep walking, follow their routes and react to gunfire, and turn back into full zombies as you come closer, so a server can hold far more of them at once. A rifle dropped in a tackle or grab now falls to the ground for every player instead of hanging in the air. Zombies can build hanging body chains beneath helicopters, with more places to grip and steadier hanging poses. Added Zombie Sound Volume to global settings and mission JSON, from 0% to 100%. Prevent repeated zombie-animation resets on bodies that were never converted. Reduced script initialization overhead. Server performance: lighter zombie animation on dedicated servers (no visible change for players) and cheaper helicopter-latch and corpse-feeding checks. Stand-ins now act like zombies: they chase nearby players and soldiers, surround them and attack, follow gunfire and lures, and can be shot down (a headshot drops one). Whole hordes now arrive (a spawned group no longer loses most of its zombies), servers with a frame cap keep more zombies real, and soldiers fight back against stand-ins that attack them. AI soldiers' shots now hit stand-ins on dedicated servers, so soldiers fight back against them. Every stand-in rule is now a global setting and an outbreak.json setting, including how many zombies stay real, how near they must be, how stand-ins fight, and a switch to turn stand-ins off. Stand-ins hear soldiers' gunfire, Sprinter stand-ins run, stand-ins play a zombie attack when they swing, turn into full zombies to climb to someone on a floor or roof (and, if you switch it on, when they get stuck), and feed on the dead and the downed. Soldiers now really fight back: a soldier that stand-ins attack fires back at them about twice a second and wounds and kills them. It can be switched off, and how often a round hits can be set, in the global settings and in outbreak.json. Stand-ins and zombies now find soldiers who are knocked out and feed on them, and a soldier shot while he turns into a zombie no longer ends his turn with an error. Zombie groups spawned by other mods now stay full zombies unless that mod or the server owner lets them become stand-ins (new otherGroups setting in outbreak.json and the Game Master settings), so mods that spawn and count their own zombies work as before.
Game Version
1.8.0.13
Created
Sat, 17 Oct 2026 14:11:45 GMT
Last Modified
Sat, 17 Oct 2026 14:13:04 GMT

2.4.5

2.4.0
Much larger hordes: far zombies become lightweight stand-ins that keep walking, follow their routes and react to gunfire, and turn back into full zombies as you come closer, so a server can hold far more of them at once. A rifle dropped in a tackle or grab now falls to the ground for every player instead of hanging in the air. Zombies can build hanging body chains beneath helicopters, with more places to grip and steadier hanging poses. Added Zombie Sound Volume to global settings and mission JSON, from 0% to 100%. Prevent repeated zombie-animation resets on bodies that were never converted. Reduced script initialization overhead. Server performance: lighter zombie animation on dedicated servers (no visible change for players) and cheaper helicopter-latch and corpse-feeding checks. Stand-ins now act like zombies: they chase nearby players and soldiers, surround them and attack, follow gunfire and lures, and can be shot down (a headshot drops one). Whole hordes now arrive (a spawned group no longer loses most of its zombies), servers with a frame cap keep more zombies real, and soldiers fight back against stand-ins that attack them. AI soldiers' shots now hit stand-ins on dedicated servers, so soldiers fight back against them. Every stand-in rule is now a global setting and an outbreak.json setting, including how many zombies stay real, how near they must be, how stand-ins fight, and a switch to turn stand-ins off. Stand-ins hear soldiers' gunfire, Sprinter stand-ins run, stand-ins play a zombie attack when they swing, turn into full zombies to climb to someone on a floor or roof (and, if you switch it on, when they get stuck), and feed on the dead and the downed. Soldiers now really fight back: a soldier that stand-ins attack fires back at them about twice a second and wounds and kills them. It can be switched off, and how often a round hits can be set, in the global settings and in outbreak.json. Stand-ins and zombies now find soldiers who are knocked out and feed on them, and a soldier shot while he turns into a zombie no longer ends his turn with an error.
Game Version
1.8.0.13
Created
Sat, 17 Oct 2026 04:07:55 GMT
Last Modified
Sat, 17 Oct 2026 04:09:34 GMT

2.4.4

2.4.0
Much larger hordes: far zombies become lightweight stand-ins that keep walking, follow their routes and react to gunfire, and turn back into full zombies as you come closer, so a server can hold far more of them at once. A rifle dropped in a tackle or grab now falls to the ground for every player instead of hanging in the air. Zombies can build hanging body chains beneath helicopters, with more places to grip and steadier hanging poses. Added Zombie Sound Volume to global settings and mission JSON, from 0% to 100%. Prevent repeated zombie-animation resets on bodies that were never converted. Reduced script initialization overhead. Server performance: lighter zombie animation on dedicated servers (no visible change for players) and cheaper helicopter-latch and corpse-feeding checks. Stand-ins now act like zombies: they chase nearby players and soldiers, surround them and attack, follow gunfire and lures, and can be shot down (a headshot drops one). Whole hordes now arrive (a spawned group no longer loses most of its zombies), servers with a frame cap keep more zombies real, and soldiers fight back against stand-ins that attack them. AI soldiers' shots now hit stand-ins on dedicated servers, so soldiers fight back against them. Every stand-in rule is now a global setting and an outbreak.json setting, including how many zombies stay real, how near they must be, how stand-ins fight, and a switch to turn stand-ins off. Stand-ins hear soldiers' gunfire, Sprinter stand-ins run, stand-ins play a zombie attack when they swing, turn into full zombies to climb to someone on a floor or roof (and, if you switch it on, when they get stuck), and feed on the dead and the downed. A soldier turning into a zombie is no longer cut off in the middle of rising.
Game Version
1.8.0.13
Created
Thu, 15 Oct 2026 21:38:24 GMT
Last Modified
Thu, 15 Oct 2026 21:40:03 GMT

2.4.3

2.4.0
Much larger hordes: far zombies become lightweight stand-ins that keep walking, follow their routes and react to gunfire, and turn back into full zombies as you come closer, so a server can hold far more of them at once. A rifle dropped in a tackle or grab now falls to the ground for every player instead of hanging in the air. Zombies can build hanging body chains beneath helicopters, with more places to grip and steadier hanging poses. Added Zombie Sound Volume to global settings and mission JSON, from 0% to 100%. Prevent repeated zombie-animation resets on bodies that were never converted. Reduced script initialization overhead. Server performance: lighter zombie animation on dedicated servers (no visible change for players) and cheaper helicopter-latch and corpse-feeding checks. Stand-ins now act like zombies: they chase nearby players and soldiers, surround them and attack, follow gunfire and lures, and can be shot down (a headshot drops one). Whole hordes now arrive (a spawned group no longer loses most of its zombies), servers with a frame cap keep more zombies real, and soldiers fight back against stand-ins that attack them. AI soldiers' shots now hit stand-ins on dedicated servers, so soldiers fight back against them.
Game Version
1.8.0.13
Created
Thu, 15 Oct 2026 20:42:17 GMT
Last Modified
Thu, 15 Oct 2026 20:43:57 GMT

2.4.2

2.4.0
Much larger hordes: far zombies become lightweight stand-ins that keep walking, follow their routes and react to gunfire, and turn back into full zombies as you come closer, so a server can hold far more of them at once. A rifle dropped in a tackle or grab now falls to the ground for every player instead of hanging in the air. Zombies can build hanging body chains beneath helicopters, with more places to grip and steadier hanging poses. Added Zombie Sound Volume to global settings and mission JSON, from 0% to 100%. Prevent repeated zombie-animation resets on bodies that were never converted. Reduced script initialization overhead. Server performance: lighter zombie animation on dedicated servers (no visible change for players) and cheaper helicopter-latch and corpse-feeding checks. Stand-ins now act like zombies: they chase nearby players and soldiers, surround them and attack, follow gunfire and lures, and can be shot down (a headshot drops one). Whole hordes now arrive (a spawned group no longer loses most of its zombies), servers with a frame cap keep more zombies real, and soldiers fight back against stand-ins that attack them.
Game Version
1.8.0.13
Created
Thu, 15 Oct 2026 20:06:53 GMT
Last Modified
Thu, 15 Oct 2026 20:08:30 GMT

2.4.1

2.4.0
Much larger hordes: far zombies become lightweight stand-ins that keep walking, follow their routes and react to gunfire, and turn back into full zombies as you come closer, so a server can hold far more of them at once. A rifle dropped in a tackle or grab now falls to the ground for every player instead of hanging in the air. Zombies can build hanging body chains beneath helicopters, with more places to grip and steadier hanging poses. Added Zombie Sound Volume to global settings and mission JSON, from 0% to 100%. Prevent repeated zombie-animation resets on bodies that were never converted. Reduced script initialization overhead. Server performance: lighter zombie animation on dedicated servers (no visible change for players) and cheaper helicopter-latch and corpse-feeding checks. Stand-ins now act like zombies: they chase nearby players and soldiers, surround them and attack, follow gunfire and lures, and can be shot down (a headshot drops one).
Game Version
1.8.0.13
Created
Thu, 15 Oct 2026 18:38:07 GMT
Last Modified
Thu, 15 Oct 2026 18:39:52 GMT

2.4.0

2.4.0
Much larger hordes: far zombies become lightweight stand-ins that keep walking, follow their routes and react to gunfire, and turn back into full zombies as you come closer, so a server can hold far more of them at once. A rifle dropped in a tackle or grab now falls to the ground for every player instead of hanging in the air. Zombies can build hanging body chains beneath helicopters, with more places to grip and steadier hanging poses. Added Zombie Sound Volume to global settings and mission JSON, from 0% to 100%. Prevent repeated zombie-animation resets on bodies that were never converted. Reduced script initialization overhead. Server performance: lighter zombie animation on dedicated servers (no visible change for players) and cheaper helicopter-latch and corpse-feeding checks.
Game Version
1.8.0.13
Created
Thu, 15 Oct 2026 12:47:06 GMT
Last Modified
Thu, 15 Oct 2026 12:48:26 GMT

1.2.3

1.2.3
- Fixed other creators' scenarios failing to spawn players. This mod adds its own faction to the world's faction list, and the way it did that could replace a scenario's own faction setup, leaving the game with nothing to spawn players into. It now keeps everything the base game's list already had and only adds to it.
- Removed an unfinished map-wide population feature that was switched off and unused. It still had to load on every server, spending part of a budget that every mod on a server shares, which could stop a heavily modded server from starting at all.
- Test candidate: zombie animations now use their own resources for compatibility with Tactical Animation Overhaul.
- Zombify, Place as Zombie and Reanimate use a physical fall, grounded convulsions and a native get-up. Existing people retain their outfits and carried items; placed zombies leave no equipment behind.
- Turning zombies can be killed before they rise. Held weapons drop without a second inventory-removal request.
Game Version
1.8.0.13
Created
Tue, 08 Sep 2026 23:39:36 GMT
Last Modified
Tue, 08 Sep 2026 23:41:03 GMT

0.0.14

Game Version
1.8.0.10
Created
Sun, 30 Aug 2026 21:04:36 GMT
Last Modified
Sun, 30 Aug 2026 21:05:37 GMT

0.0.13

Game Version
1.8.0.10
Created
Sun, 30 Aug 2026 18:56:43 GMT
Last Modified
Sun, 30 Aug 2026 18:58:00 GMT

0.0.12

Game Version
1.8.0.10
Created
Sat, 29 Aug 2026 15:37:48 GMT
Last Modified
Sat, 29 Aug 2026 15:38:58 GMT

0.0.11

Game Version
1.8.0.10
Created
Sat, 29 Aug 2026 11:41:31 GMT
Last Modified
Sat, 29 Aug 2026 11:42:33 GMT

0.0.10

Game Version
1.8.0.10
Created
Fri, 28 Aug 2026 21:47:54 GMT
Last Modified
Fri, 28 Aug 2026 21:50:26 GMT

0.0.9

Game Version
1.8.0.10
Created
Mon, 24 Aug 2026 00:56:01 GMT
Last Modified
Mon, 24 Aug 2026 00:56:57 GMT

0.0.8

Game Version
1.8.0.10
Created
Sat, 22 Aug 2026 21:20:43 GMT
Last Modified
Sat, 22 Aug 2026 21:21:26 GMT

0.0.7

Game Version
1.8.0.10
Created
Fri, 21 Aug 2026 23:01:30 GMT
Last Modified
Fri, 21 Aug 2026 23:02:07 GMT

0.0.6

Game Version
1.8.0.10
Created
Thu, 20 Aug 2026 20:21:55 GMT
Last Modified
Thu, 20 Aug 2026 20:22:43 GMT

0.0.5

Game Version
1.8.0.10
Created
Thu, 20 Aug 2026 15:49:51 GMT
Last Modified
Thu, 20 Aug 2026 15:50:39 GMT

0.0.4

Game Version
1.8.0.10
Created
Wed, 19 Aug 2026 19:35:38 GMT
Last Modified
Wed, 19 Aug 2026 19:36:39 GMT

0.0.3

Game Version
1.8.0.10
Created
Wed, 19 Aug 2026 07:56:44 GMT
Last Modified
Wed, 19 Aug 2026 07:57:33 GMT

0.0.2

Game Version
1.8.0.10
Created
Tue, 18 Aug 2026 15:52:13 GMT
Last Modified
Tue, 18 Aug 2026 15:52:58 GMT

0.0.1

Game Version
1.8.0.10
Created
Tue, 18 Aug 2026 08:47:57 GMT
Last Modified
Tue, 18 Aug 2026 08:49:05 GMT

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