SHOOTHOUSE_Zombies
by General Kenobi
0.0.6
Building - Structures go exactly where the ghost shows; big ones (medic tent) are pushed out in front of you instead of refusing to place on top of you - Gates: both halves back on their hinges (zombies got through the gap); "Open gate" / "Close gate" on the gate itself; zombies can no longer open gates, they must break them; upgraded gates carry razor wire on top (one coil reinforced, two armored) - Watchtower back in the shop: FORTIFY, 3,500, from round 5; it places now - Concrete walls: zombies do only 5 % wear to them; only a bloater burst really hurts them; their ruin is now concrete rubble - Rebuilt pieces keep their tier and upgrades - Zombies wear structures at 5 a second again (was 8), and leave a wall for a player within 5 m they can reach - Shop and mystery box can no longer be destroyed - Medic tent area 13 m (Mk II 18 m) - Base electric fence slower (about 4 kills a second, was 5.7), high voltage unchanged and sounds different; fences pay 12 supplies a kill; multi-arc zaps - Floodlights dim and flicker as they wear - Sentries: no more firing into walls or going quiet in a crowd; they shoot bloaters first; "Lighten bolt" upgrade (was "Faster firing") - .50 cal nest removed from the shop Bloaters - First in round 12 (was 10), one more every 3 rounds; spread through the round instead of arriving in bunches - Burst on contact: 1 m from a wall, arm's length from a player (was 3.5 m); burst does 1,500 to structures (was 2,500) - Beep remade: quieter, heard from where it is, and muffled when the bloater is behind you Players - Always downed before dying, also from heavy hits, falls, bleeding and friendly fire - Breaks 40-150 s, growing 3 % a round; after 90 s everyone can Ready Up (F7 / LB + A) to start the next round Sound and UI - Cues and fence sounds are 3D: direction and distance, not inside your head - Supply info lives on the logistics panel (F4), no end-of-round banner; support menu (F5) opens cleanly
- Game Version
- 1.8.0.13
- Created
- Thu, 15 Oct 2026 20:36:58 GMT
- Last Modified
- Thu, 15 Oct 2026 20:48:06 GMT
0.0.5
0.0.5 Shop - New Automation tab: Supply Hub, and the sentry gun moved here. - Support tab removed. Support calls are now earned through kill streaks only. The last tab is now Buy Back. - One weapon per role: M21 (marksman), M16A2, AK-74, M16A2 M203, RPK-74, M249, M60. Removed: SVD, AKS-74U, AK-74 GP-25, PM pistol. - Equipment trimmed to one item per role. One helmet (PASGT) and one vest (M69). - Explosives trimmed to frag grenade, AP mine, minefield kit, C4, detonator (now sold separately), M72 LAW and RPG-7. - Removed from sale: ammo station, flame vent, watchtower, concrete bunker, wall horseshoe, large walled compound. - E-tool and pioneer tool moved to Equipment. - Prices revised across all tabs. Structures - Added the Supply Hub (Mk I-III). Repairs, rebuilds and refills structures within its radius from a shared pool. Players can load it with points or assign a share of their earnings to it. - Added the Logistics panel (F4) showing every hub's status, pool and coverage. Coverage rings toggle with F6. - Added the medic tent (replaces the medical station). Heals players and stops bleeding inside a 10 m area, and revives a player downed inside it after 10 seconds. Runs on supplies. - Added the short electric fence (6 m). - Electric fences, sentries and floodlights now run on supplies loaded with points, and each has an on/off switch. - Sentry upgrades split into three paths: fire rate, turning speed and accuracy. - Destroyed structures now leave wrecks that can be rebuilt. - Any wall can be converted to a gate. Compounds dock onto existing wall lines. - Wall add-ons removed. - Placement previews now show the full structure. - Walls, gates and fences have more health. Zombies and difficulty - Difficulty increases from round 4. More runners and ferals, and a giant every 5 rounds. - Zombies take less damage each round from round 10. - Zombies attack structures when no player is nearby, and wear walls down faster as rounds progress. - Zombies climb sandbag and reinforced walls. Reinforced walls are topped with barbed wire. - Added the bloater from round 10. It walks at the nearest structure or player and explodes, damaging structures. - Zombies chasing a player they cannot reach for 45 seconds become enraged and sprint. - Round breaks grow longer as rounds progress. - The Nightingale's payout increases the longer she survives. Kill streaks - Eight support calls: flare, UAV, siren lure, mortar strike, supply drop, instaheal, gun run, chopper gunner. - The gun run replaces the mortar barrage. Its strip can be aimed and resized. - Each call requires more kills every time it is earned. - An instaheal can be used while downed. Health and armour - Fixed zombie hits killing players outright instead of downing them. - Vests protect the chest and belly, and prevent giants from throwing or knocking down t - Helmets prevent a single head hit from downing a player. - Downed players now stay down until revived. Other - Disconnected players can rejoin within 2 minutes and keep their points, kills and streak. - Points of a player who leaves the game are split among the team. - All sounds follow the game's volume settings and earplugs. - Music levels remixed and additional tracks added. - All mode controls can be rebound under Settings > Controls > Zombies. - Added a loading screen. - BetterTracers compatibility fix.
- Game Version
- 1.8.0.13
- Created
- Tue, 13 Oct 2026 20:36:33 GMT
- Last Modified
- Tue, 13 Oct 2026 20:48:06 GMT
0.0.4
- Game Version
- 1.8.0.13
- Created
- Sat, 10 Oct 2026 20:04:24 GMT
- Last Modified
- Sat, 10 Oct 2026 20:05:45 GMT
0.0.3
- Game Version
- 1.8.0.13
- Created
- Sat, 10 Oct 2026 02:37:21 GMT
- Last Modified
- Sat, 10 Oct 2026 02:38:36 GMT
0.0.2
- Game Version
- 1.8.0.13
- Created
- Sat, 10 Oct 2026 02:29:35 GMT
- Last Modified
- Sat, 10 Oct 2026 02:30:51 GMT
0.0.1
- Game Version
- 1.8.0.13
- Created
- Thu, 08 Oct 2026 23:21:18 GMT
- Last Modified
- Thu, 08 Oct 2026 23:22:48 GMT
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