Project Outbreak Zombies

by Project Outbreak

1.3.3

1.3.3
- The Nephilim now nearly always grabs and throws someone he closes on, instead of sometimes only hitting them. Game Masters can set how often this happens in the world settings.
- A thrown man no longer hangs in the air for a moment after the Nephilim has already thrown him.
- Automatic respawn no longer picks a faction nobody can play as. On some scenarios that left a player with no body at all.
- A soldier who dies in a vehicle stays in the seat again and can be pulled out with Remove Casualty. Before, the body fell through the vehicle and blocked the seat for good.
- Zombifying someone who sits in a vehicle now gets them out first, so they turn on the ground beside it.
Game Version
1.8.0.13
Created
Wed, 16 Sep 2026 20:15:40 GMT
Last Modified
Wed, 16 Sep 2026 20:23:05 GMT

1.3.2

1.3.2
- A Mass Grave now takes three explosive blasts to collapse. Any grenade, charge or shell counts as one blast, however big. Game Masters can change the number from 1 to 10 in the Mass Grave's properties. Fire still burns it down.
- Zombies keep their intended body appearance across connected players.
- Fixed on dedicated servers: some newer zombies could only be hit at floor level after they got back up. Their hitboxes now move with the body, while walking and after they recover.
- The newer zombies, the Nephilim and the Nightingale now use 2K textures instead of 4K. They look the same, and the download is much smaller.
Game Version
1.8.0.13
Created
Tue, 15 Sep 2026 16:11:24 GMT
Last Modified
Tue, 15 Sep 2026 16:18:26 GMT

1.3.1

1.3.1
- Fixed players being disconnected from dedicated servers when a zombie in the torn M88 uniform appeared, and being unable to rejoin while one was in the world.
- Fixed the Nephilim's body stretching after gunfire knocks him down.
Game Version
1.8.0.13
Created
Mon, 14 Sep 2026 07:39:36 GMT
Last Modified
Mon, 14 Sep 2026 07:57:56 GMT

1.3.0

1.3.0
- Game Masters can place a Mass Grave (Destructible Spawner). It leaks zombies until you blow it up. They crawl out of the pile instead of appearing standing. Small-arms fire barely hurts it. Creatures already out stay in the world. It takes a route like the spawner, even while it leaks.
- New Zombies!
- The new zombie families make up 40% of spawned zombies by default. Game Masters can set anything from none to all of them with the New Zombie Share setting in the global zombie settings.
- Adds 24 new zombie appearances to ordinary hordes, each with its original look and a native physical ragdoll.
- Melee hits can shove zombies back. Game Masters can set the chance from 0% to 100% in the global zombie settings; the default is 90%.
- A zombie shoved back into other zombies can knock them off balance: each zombie it bumps into may stumble, and a stumbling zombie may fall over and get back up. Game Masters set both chances in the global zombie settings; the defaults are 60% to stumble and 25% of those to fall.
- Zombie and survivor voices now come from the body and pick up the room, so a horde no longer goes quiet and you can tell which way a moan is coming from.
- Large scenarios no longer silently stop at 128 AI. Outbreak now raises the game's active-AI limit at the start of every mission (default 1000) and writes that to the server log. Mission makers can set their own value.
- A soldier who is tackled no longer jumps back to their feet the instant the zombie on top of them is shot. They stay down for a moment and end up prone, so squadmates still firing at the zombie do not hit a friend who suddenly stands up. Single player and servers.
- A reanimation that got stuck retrying forever when clothing could not be moved now stops instead of looping for the rest of the session.
- A zombie being reanimated no longer has its headshot-only floor-hold cancelled by the rise itself.
- Zombie animations now use their own resources so Tactical Animation Overhaul and other human animation mods can continue to control living characters.
- Zombify, Place as Zombie and Reanimate now 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.
- Fixed waypoints placed on a zombie spawner being lost when the server restarts. The spawner's settings always came back, but its route did not, so a restart quietly left every spawner sending zombies nowhere. Routes are now saved with the spawner and come back with it, keeping the markers you placed where you put them.
- Route markers left over from an older session, which no spawner owns any more, are now cleared away shortly after the server starts instead of sitting on the map forever.
- Servers can now be set up in advance with a settings file. Zombies, the ambient population and the infection settings are already running the way you chose the moment the server starts, with nobody logged in as Game Master.
- Spawners and the ambient population can now be placed in a scenario in the editor, and each server can tune them from its own settings file without changing the scenario.
- A spawner can now wait for something to happen instead of starting straight away: a player reaching an area, or a base changing hands.
- New trigger area you can place in the editor. Put one where you want, name what it should set off, and it will set it off when somebody walks in.
- The world-wide zombie settings - how far they see and hear, how tough they are, whether a kill is permanent - can now come from the same server settings file.
- Military zombies can now appear in a bloodstained, torn M88 uniform with ragged sleeves, worn pockets and damaged trousers.

Note: a route placed before this update cannot be recovered and has to be placed once more. Every restart after that keeps it.
- Improved Nephilim faces, mouth shading and skin detail, with restored localized wounds and bloodshot green, brown, grey or blue eyes.
- Added Male AAB appearances with four levels of decay, different wounds and four facial expressions.
- Added Nephilim, known to survivors as Neph, with shirtless and randomized military outfits. Every Nephilim you place has one of four skin tones and faces.
- Nephilim uses arcing throws, contact chokes and knockdown slaps, sprints at full speed, and moves on from downed enemies. Nobody can break free of his throws and chokes.
- Added separate health controls for Nephilim, shamblers, sprinters, crawlers and ferals.
- AAB and Decayed zombies join ordinary hordes instead of appearing as separate Game Master entries. Nephilim stays out of mixed hordes.
- Fixed Nephilim stretching during knockdowns and improved his native trousers, sleeve, collar, shoulder and upper-arm fit.
- Thrown spears now knock Nephilim down on every fourth hit while still dealing damage and embedding on every hit.
- Fixed overlapping heads and mismatched body collision on AAB and Decayed horde appearances.
- Fixed some AAB and Decayed zombies appearing without a head.
- Reanimated zombies from the new families now come back with their own look instead of as an ordinary survivor.
- Nephilim now has his own snarls, attack cries, pain sounds and death vocals.
- Added the Nightingale, a crying Afflicted nurse who calls a horde and seeks cover from living hunters.
- Refined the Nightingale with natural skin tones, detailed wounds and smoother shoulder and wrist movement.
- Nightingale now has fitted scrub top and pants over a complete body, with a closer waist, a smoother back and a closer sleeve fit. Corrected her facing during movement and attacks and smoothed a protruding patch on her upper arm. Her top and trousers now share textured teal fabric with faded wear and more natural dried blood stains, without the repeated stripe pattern. Every Nightingale you place has blonde, red or brunette hair.
- Nightingale keeps her original crying pose. Her screams play with scream animations, and her body and clothing use the complete native character skeleton for ragdoll movement.
- Nightingale: when hunted she runs into nearby buildings, hides upstairs where she can reach a floor, and closes doors behind her. Her scream now calls her horde: she screams as she stands up to run or attack, and every so often from her hiding place before crying again, and anyone within ten metres of a scream is knocked off their feet, at most once a minute.
- The Nightingale's horde comes from the moment she is found: waves keep coming every 22 seconds and on every scream until she dies, and nobody comes while she is still unfound.
- The Nightingale's horde is now capped: at most 100 of hers alive at once, 24 per player near her. Gunfire near her makes them come faster, and they always form out of sight.
- The Nightingale breathes in fear while she hides, with new breathing takes, and has five new screams.
- Fixed see-through gaps along the spine, over the head, at the waist and on the arms of AAB zombies without a shirt or hat.
- Fixed Decayed zombies showing a red and white checkerboard instead of their skin.
- The Nightingale opens doors like a person and never breaks doors, windows or fences, even with Breach on.
Game Version
1.8.0.13
Created
Mon, 14 Sep 2026 06:02:36 GMT
Last Modified
Mon, 14 Sep 2026 06:21:44 GMT

1.2.3

- Reworked Faction System to enable more compatibility with more scenarios
- Removed an old unused horde spawn system
Game Version
1.8.0.13
Created
Mon, 07 Sep 2026 08:12:02 GMT
Last Modified
Mon, 07 Sep 2026 08:13:16 GMT

1.2.2

- Added Custom Soldier Voices, a Game Master setting (on by default). Turn it off and living, non-zombie characters use the base game's voice lines instead of Project Outbreak's. Zombie voices are unaffected. Available in the Game Master settings, a mission header, and the placeable rules prefab.
- Spawner routes are now drawn on the map as a filled arrow with a marker at every point, and the line drapes over hills instead of sinking through them.
- Route points are created and moved directly: right-click the newest point to extend the route, and drag any point to move it. New points are placed clear of whatever they were added from, so they can no longer appear buried inside it.
- Fixed the Game Master logging an attribute registration error every session.
Game Version
1.8.0.13
Created
Sun, 06 Sep 2026 17:57:58 GMT
Last Modified
Sun, 06 Sep 2026 17:59:17 GMT

1.2.1

1.2.1
- Corrects a false warning about Game Master settings. Existing settings and zombie behavior are unchanged.
- Fixes ArmaVision showing No properties when Project Outbreak settings are loaded.
Game Version
1.8.0.13
Created
Sat, 05 Sep 2026 22:18:59 GMT
Last Modified
Sat, 05 Sep 2026 22:20:40 GMT

1.2.0

1.2.0
- Fixed Zombie Permanent Kills with ACE Medical hit-zone mods. Headshots, explosions and fire can finish Zombies again, while ordinary body damage still only knocks them down. Servers without ACE are unchanged.
- New setting: Placing Ignores AI Limit. Off by default. Turn it on to keep placing creatures by hand after Project Outbreak's active-AI budget is full. Ambience, directed spawning and reanimation keep their own budgets.
- Fixed scenario-authored zombie rules being absent from published packages.
- Bonus Zombie vocals
Game Version
1.8.0.13
Created
Fri, 04 Sep 2026 19:48:40 GMT
Last Modified
Fri, 04 Sep 2026 19:50:08 GMT

1.1.6

New Game Master setting: with Zombie Permanent Kills set to headshots, explosives and fire only, a new Body-damage Down Time slider sets how long a zombie stays down after normal body damage, from getting back up at once to staying down for five minutes. Zombies now stay down for exactly the time that was set. Before, they could get back up on their own much sooner. The slider only becomes active while the permanent-kills mode is switched on.
Game Version
1.8.0.10
Created
Wed, 02 Sep 2026 13:11:14 GMT
Last Modified
Wed, 02 Sep 2026 13:12:13 GMT

1.1.5

Hotfix 1.1.5:
- Fixed being unable to fire or reload after a zombie tackled or pinned you. Your controls now come back as soon as you are back.
- Being tackled while climbing a ladder no longer throws your weapon into the wall you were on. The drop waits until you are on solid ground.
- Being released while holding a jerrycan or the field receiver no longer leaves your gun unusable. The item is put away for you.
- Parked and quiet cars no longer attract zombies. A vehicle that is running and moving still makes noise they can hear.
Game Version
1.8.0.10
Created
Wed, 02 Sep 2026 11:13:31 GMT
Last Modified
Wed, 02 Sep 2026 11:14:35 GMT

1.1.4

Hotfix 1.1.4:
- Fixed players being kicked with a system failure the moment they spawned in as a US soldier with a saved loadout.
Game Version
1.8.0.10
Created
Tue, 01 Sep 2026 21:15:43 GMT
Last Modified
Tue, 01 Sep 2026 21:16:47 GMT

1.1.3

Hotfix 1.1.3:
- Fixed the crash that was disconnecting players from servers. A nametag setting could end up empty, and the game then crashed the moment your character changed - on spawn, on respawn, or when taking control of something. Players saw this as being kicked with a system failure.
- Nametags now work normally again.
Game Version
1.8.0.10
Created
Tue, 01 Sep 2026 14:10:23 GMT
Last Modified
Tue, 01 Sep 2026 14:11:31 GMT

1.1.2

Hotfix 1.1.2:
- Creatures no longer keep calling the pack to a body they cannot reach. A corpse that nothing can get to now stops drawing creatures after a few tries instead of forever.
- Added server logging to help track down players being disconnected. Server owners see a line for every join and every drop, and can turn on extra detail with -POLastWords.
- No gameplay changes beyond the creature behaviour above.
Game Version
1.8.0.10
Created
Tue, 01 Sep 2026 12:23:02 GMT
Last Modified
Tue, 01 Sep 2026 12:24:03 GMT

1.1.1

Outbreak 1.1.1:
Reanimate All is now host-admin only. Ordinary Game Masters still get Reanimate This Corpse.
Reduced load-time script overhead without changing gameplay.
Hardened reanimate so it leaves the corpseif it fails.
Game Version
1.8.0.10
Created
Tue, 01 Sep 2026 08:41:38 GMT
Last Modified
Tue, 01 Sep 2026 08:42:50 GMT

1.1.0

Project Outbreak — 1.1.0

- Zombies now feed on you while you are knocked out, not only after you die.
- Being eaten hurts. You lose health while they feed, and they will finish you off if nobody drives them away.
- Killing the zombie that tackled you now frees you properly instead of leaving you stuck.
- A zombie whose pinned victim dies now gets off the body with the proper animation instead of snapping upright.
- You are less shoved or repositioned while you are being tackled, pinned, bitten, or pounced on.
- Zombies walking in to feed no longer push the ones already feeding out of the way.
- Zombie Headshot Only Kills as game master setting
Game Version
1.8.0.10
Created
Tue, 01 Sep 2026 07:34:59 GMT
Last Modified
Tue, 01 Sep 2026 07:36:16 GMT

1.0.2

Hotfix 1.0.2:
- Fixed a startup failure that could prevent large modpacks from loading Project Outbreak.
- Reduced load-time script overhead without changing gameplay.
Game Version
1.8.0.10
Created
Mon, 31 Aug 2026 15:13:55 GMT
Last Modified
Mon, 31 Aug 2026 15:14:57 GMT

1.0.1

- Hotfix: animations were not shipped in last release
Game Version
1.8.0.10
Created
Sun, 30 Aug 2026 20:38:08 GMT
Last Modified
Sun, 30 Aug 2026 20:39:22 GMT

1.0.0

Game Version
1.8.0.10
Created
Sun, 30 Aug 2026 18:23:05 GMT
Last Modified
Sun, 30 Aug 2026 18:23:54 GMT

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