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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