Update 25/02/2016 (To Version 1.0.33.28a)
[ 2016-02-25 22:56:14 CET ] [ Original post ]
Update 25/02/2016 (To Version 1.0.33.28a) A few new things, various fixed things and some modified things! Side effect of this update is controller-bindings have now been reset (sorry!), as a lot of the controller input systems have been heavily modified.
Added:
- Ability to drop weapons and coins.
- Support default bindings for a huge number of controllers, controller support should be a lot more wide now. All controller configurations have been reset.
- Local hosting option to lobbies, ticked by default. Handy if you don't want to wait for dedicated server searches.
- Along with the above we've added additional button names / icon sets for the main controller types (ds4/ds3/xb1/xb360).
- Support for manual control of enemy spawning.
- Support for oval-paint tool in editor.
- Compass pips showing the position and state of other players.
- Various new gib types for destroyable objects.
- Dead tag next to player names when they are dead.
Modified:
- Nerfed the floater zombies firing interval and attack radius.
- Increased per-round score bonus, reduced per-damage score reduction, reduced per-death score reduction, increased per-revive score bonus.
- Reduced gib counts for a lot of different effects, reduces visual clutter.
- Love pylon and turrets have far higher base health.
- Enemy drops and player drops now dissappear out of existance after a while, get them while you can! Time depends on drop source, usually 2 minutes.
- Disable various vfx processing when running as a dedicated server with a null renderer. Should reduce dedicated server CPU usage a lot.
- Heavily changed item drop rates so rarity is a bit more evenly spread out.
- Further balancing of fire damage.
- Actors tag/event linking is now many-to-many, lot nicer when hooking up events in maps! Shift+Click on to several objects also quick-links them.
- Maximum zoom out when sharing the same screen is reduced. This mainly effects campaign maps and is mainly a base for some of the future campaign maps.
Fixed:
- Ensure players are spawned on round change in wave modes, even when the intermission is short.
- Some text typo's.
- Country flags now correctly show up in dedicated servers on the scoreboard.
- Some HUD elements not desaturating when the player they refer to is dead.
- Prevent overshooting the pathing target of zombies when they are moving at high speed (smooths out some of the jerky behaviour at very high waves).
- Some indestructable weapons (namely screwdrivers) not being consumed when used.
- Being able to equip a few passive skills that you shouldn't be able to.
- Cheater achievement not unlocking correctly if user gains last level by purchasing any of the +1 level skill items.
- Potential negative values for challenge's time-remaining.
- Loss of items when going to further levels in dungeon.
- Crash when disposing of render targets on GPU's without framebuffer-object support.
- Turret damage not correctly contributing to turret challenges.
- Not being able to change reference values in the editor property grid.
- Now force fmod to emit stero format audio, rather than whatever the OS default is. Should fix some audio bugs people have had.
Update 25/02/2016 (To Version 1.0.33.28a)
[ 2016-02-25 22:56:14 CET ] [ Original post ]
Update 25/02/2016 (To Version 1.0.33.28a) A few new things, various fixed things and some modified things! Side effect of this update is controller-bindings have now been reset (sorry!), as a lot of the controller input systems have been heavily modified.
Added:
- Ability to drop weapons and coins.
- Support default bindings for a huge number of controllers, controller support should be a lot more wide now. All controller configurations have been reset.
- Local hosting option to lobbies, ticked by default. Handy if you don't want to wait for dedicated server searches.
- Along with the above we've added additional button names / icon sets for the main controller types (ds4/ds3/xb1/xb360).
- Support for manual control of enemy spawning.
- Support for oval-paint tool in editor.
- Compass pips showing the position and state of other players.
- Various new gib types for destroyable objects.
- Dead tag next to player names when they are dead.
Modified:
- Nerfed the floater zombies firing interval and attack radius.
- Increased per-round score bonus, reduced per-damage score reduction, reduced per-death score reduction, increased per-revive score bonus.
- Reduced gib counts for a lot of different effects, reduces visual clutter.
- Love pylon and turrets have far higher base health.
- Enemy drops and player drops now dissappear out of existance after a while, get them while you can! Time depends on drop source, usually 2 minutes.
- Disable various vfx processing when running as a dedicated server with a null renderer. Should reduce dedicated server CPU usage a lot.
- Heavily changed item drop rates so rarity is a bit more evenly spread out.
- Further balancing of fire damage.
- Actors tag/event linking is now many-to-many, lot nicer when hooking up events in maps! Shift+Click on to several objects also quick-links them.
- Maximum zoom out when sharing the same screen is reduced. This mainly effects campaign maps and is mainly a base for some of the future campaign maps.
Fixed:
- Ensure players are spawned on round change in wave modes, even when the intermission is short.
- Some text typo's.
- Country flags now correctly show up in dedicated servers on the scoreboard.
- Some HUD elements not desaturating when the player they refer to is dead.
- Prevent overshooting the pathing target of zombies when they are moving at high speed (smooths out some of the jerky behaviour at very high waves).
- Some indestructable weapons (namely screwdrivers) not being consumed when used.
- Being able to equip a few passive skills that you shouldn't be able to.
- Cheater achievement not unlocking correctly if user gains last level by purchasing any of the +1 level skill items.
- Potential negative values for challenge's time-remaining.
- Loss of items when going to further levels in dungeon.
- Crash when disposing of render targets on GPU's without framebuffer-object support.
- Turret damage not correctly contributing to turret challenges.
- Not being able to change reference values in the editor property grid.
- Now force fmod to emit stero format audio, rather than whatever the OS default is. Should fix some audio bugs people have had.
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]
Zombie Grinder is cross-platform, multiplayer game that features a variety of different game-modes to enjoy with friends, both locally and online. You can slaughter your way through many different maps, game modes and enemies - With tons of weapons and customization options!
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!
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!
MINIMAL SETUP
- 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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