Until now our detailed change-lists have been distributed purely in a text file that comes in the games install folder (its called changelist.txt in the Docs folder if your curious). The text file just contains a dump of all our change-lists from our codebase. At the suggestion of several members of the community, we will also be posting update notes for the larger updates here as well! (For smaller hotfixes keep an eye on the changelist.txt file)! So anyway, without further ado, the following changes were made in the most recent update.
Added:
- New weapon upgrade system. Gems are now used to upgrade per-weapon upgrade trees, that modify the stats and abilities of each weapon. Each weapon can have 10 stats increased with gems, further stat upgrades have to be traded off by reducing other stats, which should work out to be nice and self-balancing. Skills are no longer activated with gems, but recharge with enemy kills.
- All steam inventory weapons now come in several varients. Each of these varients have unique upgrade trees that are pre-upgraded, and focus on individual stats, going higher than the increases that can be achieved from generic weapons. Several versions of the weapons have special attributes, for example firing in spread patterns. The weapon variants can be identified by the adjective attached to their name, eg. the "Harmful Uzi" variant has high damage output.
- Ability to unequip items in the inventory when using a controller (the equip context menu item will now change to unequip if item is equipped).
- New item - Screwdriver - Broken items can now be repaired to full durability with this, rather than just flat out destroyed when they break.
- New accessory - Cutie Eyes
- New hat - Afro
- New hat - Beret
- New hat - Big Sis
- New hat - Paint Can
- New hat - Colbydude
- New hat - Cowlick
- New hat - Builder Bob
- New hat - Football Helmet
- New hat - Frog Hat
- New hat - Jo-Jo
- New hat - Meguca
- New hat - Messy Bun
- New hat - Moe Mop
- New hat - Edge La Edge
- New hat - Jake Boxton
- New hat - Slenderbag
- New hat - Rina
- Support for intro/outro mini-cutscenes on campaign levels, rather than just poping in and out of existance. Added some basic ones to c1_s* maps.
- Further support for FMV cutscenes.
- Sort order support for player starts, so spawn points are more deterministic in campaign maps.
- More attack sound variations for enemies.
- Support for scrolling using mouse wheel to various UI elements (primarily in the editor).
- Handlers for SIGINT/SIGTERM and the equivilent callbacks on windows. Should allow slightly more graceful shutdowns of dedicated servers or the game when run through the terminal.
Modified:
- Huge amount of changes to improve connection management. Should no longer recieve as many timeouts, and servers should always relinquish their lobby reservations quickly.
- Skills are now recharged by enemy kills, rather than through the use of gems.
- Gems are no longer purchasable in the shop, but are still dropped in abundence in game.
- Halfed number of giblets spawned when fodder/chaser enemies are killed, it was a bit overbearing before.
- Various steam inventory items have had their drop rates and rarities modified.
- Various optimisations to path finding and inventory management, should save a fairly sizable amount of cpu time.
- Various tiling issues fixed in c1_s2 and c1_s3.
- c1_s3 now loops back to c1_s1 when finished for now.
- Equipped items are now highlighted in inventory.
- Hide moderate button if no reports are in the users queue.
- Improved atlas batching to save draw time.
- Properties in editor are now sorted in a somewhat more sane way.
- Parellised the GC mark phase to save CPU time.
- Disable gpu query objects used for retrieving gpu time for profile graphs. Seems to stall on some nvidia cards, and not of much use to the end-user.
- Modified task manager to prevent delays in worker threads picking up pending tasks. Prevents minor stalls on the main thread.
Fixed:
- Secondary coop characters not being able to modify their characters correctly (selecting modify character would put them in the primary users inventory).
- Infinite loop when calculating broken items.
- Being able to select invisible elements in the UI.
- Being able to disable navigation if certain popups are shown during UI transitions.
- Various issues with inventory sizes not representing actual inventory space remaining.
- Ensure user has a valid hat equipped if the current one is removed.
- Crash when upgrading weapon then going back to inventory when gem and weapon are on same inventory page.
- Exploit to do with equipping hats.
- Ammo modifiers running out too fast with unlimited ammo weapons (pistol).
- Dedicated servers revert out of editor mode when no users in server anymore.
- Moved some slightly questionable connection code back to the main thread, should prevent some race conditions that were causing crashes.
- Lobby hosts searching for dedicated servers will no longer leave zombie connections open before connecting to reserved servers.
- Ranking list views not centering on players rank.
- Item_Archetype::Get_Archetype returning an object instance that has an invalid base class type-id.
Until now our detailed change-lists have been distributed purely in a text file that comes in the games install folder (its called changelist.txt in the Docs folder if your curious). The text file just contains a dump of all our change-lists from our codebase. At the suggestion of several members of the community, we will also be posting update notes for the larger updates here as well! (For smaller hotfixes keep an eye on the changelist.txt file)! So anyway, without further ado, the following changes were made in the most recent update.
Added:
- New weapon upgrade system. Gems are now used to upgrade per-weapon upgrade trees, that modify the stats and abilities of each weapon. Each weapon can have 10 stats increased with gems, further stat upgrades have to be traded off by reducing other stats, which should work out to be nice and self-balancing. Skills are no longer activated with gems, but recharge with enemy kills.
- All steam inventory weapons now come in several varients. Each of these varients have unique upgrade trees that are pre-upgraded, and focus on individual stats, going higher than the increases that can be achieved from generic weapons. Several versions of the weapons have special attributes, for example firing in spread patterns. The weapon variants can be identified by the adjective attached to their name, eg. the "Harmful Uzi" variant has high damage output.
- Ability to unequip items in the inventory when using a controller (the equip context menu item will now change to unequip if item is equipped).
- New item - Screwdriver - Broken items can now be repaired to full durability with this, rather than just flat out destroyed when they break.
- New accessory - Cutie Eyes
- New hat - Afro
- New hat - Beret
- New hat - Big Sis
- New hat - Paint Can
- New hat - Colbydude
- New hat - Cowlick
- New hat - Builder Bob
- New hat - Football Helmet
- New hat - Frog Hat
- New hat - Jo-Jo
- New hat - Meguca
- New hat - Messy Bun
- New hat - Moe Mop
- New hat - Edge La Edge
- New hat - Jake Boxton
- New hat - Slenderbag
- New hat - Rina
- Support for intro/outro mini-cutscenes on campaign levels, rather than just poping in and out of existance. Added some basic ones to c1_s* maps.
- Further support for FMV cutscenes.
- Sort order support for player starts, so spawn points are more deterministic in campaign maps.
- More attack sound variations for enemies.
- Support for scrolling using mouse wheel to various UI elements (primarily in the editor).
- Handlers for SIGINT/SIGTERM and the equivilent callbacks on windows. Should allow slightly more graceful shutdowns of dedicated servers or the game when run through the terminal.
Modified:
- Huge amount of changes to improve connection management. Should no longer recieve as many timeouts, and servers should always relinquish their lobby reservations quickly.
- Skills are now recharged by enemy kills, rather than through the use of gems.
- Gems are no longer purchasable in the shop, but are still dropped in abundence in game.
- Halfed number of giblets spawned when fodder/chaser enemies are killed, it was a bit overbearing before.
- Various steam inventory items have had their drop rates and rarities modified.
- Various optimisations to path finding and inventory management, should save a fairly sizable amount of cpu time.
- Various tiling issues fixed in c1_s2 and c1_s3.
- c1_s3 now loops back to c1_s1 when finished for now.
- Equipped items are now highlighted in inventory.
- Hide moderate button if no reports are in the users queue.
- Improved atlas batching to save draw time.
- Properties in editor are now sorted in a somewhat more sane way.
- Parellised the GC mark phase to save CPU time.
- Disable gpu query objects used for retrieving gpu time for profile graphs. Seems to stall on some nvidia cards, and not of much use to the end-user.
- Modified task manager to prevent delays in worker threads picking up pending tasks. Prevents minor stalls on the main thread.
Fixed:
- Secondary coop characters not being able to modify their characters correctly (selecting modify character would put them in the primary users inventory).
- Infinite loop when calculating broken items.
- Being able to select invisible elements in the UI.
- Being able to disable navigation if certain popups are shown during UI transitions.
- Various issues with inventory sizes not representing actual inventory space remaining.
- Ensure user has a valid hat equipped if the current one is removed.
- Crash when upgrading weapon then going back to inventory when gem and weapon are on same inventory page.
- Exploit to do with equipping hats.
- Ammo modifiers running out too fast with unlimited ammo weapons (pistol).
- Dedicated servers revert out of editor mode when no users in server anymore.
- Moved some slightly questionable connection code back to the main thread, should prevent some race conditions that were causing crashes.
- Lobby hosts searching for dedicated servers will no longer leave zombie connections open before connecting to reserved servers.
- Ranking list views not centering on players rank.
- Item_Archetype::Get_Archetype returning an object instance that has an invalid base class type-id.
Zombie Grinder
TwinDrills
TwinDrills
2015-10-16
Action Indie RPG Adventure Singleplayer Multiplayer Coop EA
Game News Posts 8
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mixed
(258 reviews)
http://zombiegrinder.com
https://store.steampowered.com/app/263920 
The Game includes VR Support
Zombie Grinder Linux32 [26.39 M]
Cooperation
Supports both local shared-screen coop (and split-screen if in pvp modes), online coop, and even the ability to mix both - bringing in multiple local players into online games!
Support is available for global community-wide in-game-chat, local in-game-chat and voice chat to make cooperation and setting up matches even easier!
Weapons & Customization
The game contains a constantly evolving stable of items to find in-game and add to your inventory! Giving you options to change each of your characters individual look and load-out. There are even some rare special-drops of steam-inventory items that have rare randomized stats for you to bring into your game!
This stable of items includes many fun and exotic weapons - everything from automated turrets to rocket-propelled-chainsaws!
Skills
The longer you play the game, the more experience your character gains, and the more times you level up! Leveling up allows you to unlock parts of the skill tree that give you passive or active skills you can activate during games to give you an edge over the enemy!
Game Modes
Many different modes are implemented, with more being worked on! For PVE this includes modes like: like wave-based game modes and objective modes. While PVP provides the common deathmatch style modes, CTF, TDM, DM, Gun-Game, etc.
If that's not enough we provide several rogue-like game modes that procedurally generate their game maps! Providing more longevity to the game!
Various game modes also provide global ranking to show how awesome you are at the game!
Level-Editor & Workshop
If that's not enough, the game also features a level editor that has full support for Steam Workshop. If the provided maps aren't enough, you can make your own or browse ones other people have made!
In future we want to work on opening up the source of some of the gameplay code to allow far-larger scope modifications!
- OS: Ubuntu 14.04.1
- Processor: Dual Core 2.4GHz ProcessorMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Supporting Shader Model 2.1 & OpenGL 2.1. with at least 512mb GRAM.
- Storage: 512 MB available space
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