Judge Dredd vs. Zombies reviewed on The Register

2000AD readers react a little differently from the rest of the world when they see the words “Judge Dredd” in any title. Ol’ Stony Face could always be relied upon to bring the law to the living and the dead alike, and zombies are definitely within his jurisdiction, but I doubt he’d approve of modern time wasters. Check out the review over at El Reg to make up your own mind (just don’t let Psi Division catch you disagreeing with Dredd…)

December 8 Update

Hunger and thirst deaths are back, but the two of us have done extensive testing to make sure there won’t be a repeat of the widespread carnage that resulted last time. We’ve also made some other small tweaks and changes to other areas based on our tests - including missions, the tutorial and visibility - and tried to deal with the main bugs that have been interfering with play.

To cushion the hardship of survivors again facing death from starvation and dehydration, we’re resetting all health (injury points) to max and also resetting Hunger and Thirst levels to zero. This gives everyone a chance to find supplies and assess the situation.

  • Survivors will suffer an injury point loss after 24 hours at max Thirst, or 96 hours at max Hunger.
  • Hunger and Thirst will no longer penalize injury recovery rate, but being at max Hunger or max Thirst will completely prevent injury recovery. The error which was making Fatigue and Fear not recover due to max Hunger or Thirst has already been removed.
  • Only a single notification will display when one or more of your characters is at max Hunger and/or Thirst and you click to check recovery status.
  • Test subject delivery missions are now only specific as to the Blood Type required by NECRA researchers.
  • Scavenge location visibility has been increased to 750 meters for all users.
  • Only one scavenge location - the Red Cross Tent - is created for the tutorial. This now has its own map marker and the yellow exclamation marks are no longer used.
  • A bug which was generating NECRA missions at excessive distances has been fixed - however, some missions are still being generated with errors and we’ll try to deal with these soon.
  • New player squad icons are hidden from the map until they are level 5 (at which time they can be attacked). Lower level players can see squads belonging to players over level 5.
  • An existing route on map load was showing incorrect end marker - a standard Google maps marker. This should be fixed.
  • Armor filter should now work on the manage inventory pages.
  • PvP attacks should now generate a notification as well as incrementing the attacks count and adding the yellow border if no existing attacks.
  • All membership options removed and replaced with “SCUGS Upgrade”.

After listening to your feedback, we took the decision to remove the three membership options. We agreed that the SP boost and other features of the membership packages were too powerful so have replaced them with a single SCUGS Upgrade option which lasts 30 days. 

The SCUGS Upgrade can be bought with NC. This makes it possible for players who complete offers to get the most important aspects of the interface upgrades. Thanks to everyone who supports development of WotLD by buying NECRA Credits - we really couldn’t have made it this far without you!

You can comment on the changes over at 

August 9 Update

This release is primarily aimed at improving the tutorial, to help new players get into the game.

  • Removed step zero (welcome to WotLD) of the tutoral
  • Fixed problem with skull toggling getting stuck
  • “Next” button pulsates when step is completed and tutorial pane reappears
  • “GO” pulsates when first route is planned
  • “Plan route to here” pulsates and is highlighted by an arrow when first step is completed (to indicate the first emergency cache)
  • “Manage inventory” pulsates and is highlighted when squad reaches emergency cache
  • Video added to explain drag and drop inventory management - shows until first inventory mission is completed
  • “Manage team” pulsates and is highlighted when squad reaches first survivor mission
  • Video added to explain drag and drop survivor management - shows until first inventory mission is completed
  • Tutorial pops up after each step is completed, along with completion text



June 22 Update

Bunch of bug fixes and shareable map markers added to SCUGS Elite!

  • Fix for being trapped in the blue area indicating the extent of SCUGS coverage. Fear still goes up faster, but your squads shouldn’t get stuck there.
  • Added missing icon for Large Gun Dealership locations.
  • Equipment transfter not allowed at locations or caches if it will leave the survivor unable to move.
  • Removed “undefined” from notifications for mission completion.
  • BBCode for faction description fixed.
  • Squad movement problem caused by a character being bitten is now fixed.
  • Added pagination to reports on route submit and next leg.
  • Fixed error in Inbox count for messages.

SCUGS Elite now also includes map markers. Enter “Marker mode” (a link will appear when your Elite subscription is enabled) and click to add a marker. You can give the marker a single character to identify it, add notes and remove old markers. Use them to plot waypoints, remember dangerous areas, plan trade or launch a plan of attack against enemies!

You can also share the marker with other players or with your entire faction. A message will be sent and they can then choose to display the marker on their map. Let us know how you find them!

April 25 Update

We’ve been working on missions for some time, but we’re putting out some changes today which are designed as an intermediate phase between the current system and the one we’re heading towards, as we want to try to address some of the loose ends and flaws in the initial implementation of more complex SCUGS missions. SCUGS will now be sending out missions with more sensitivity to the circumstances of your squads. You should see more missions, and the distances should be more manageable. With more collection missions, the fewer delivery missions should be more easily completed, although you may have to complete several collection missions before you find a required item. The in-game message for missions has also been removed, so you should check the missions count at the top of the page and also your missions page to see if there are any new objectives. There are also some changes to the rate at which SCUGS will determine whether any family members are within range, so you may find that you are more easily able to reunite your survivors with their loved ones, gaining the fear and fatigue boost to family members.  

April 24 Update

A major change to the way firearms and weapons work in the game today. In the real-world, items deteriorate over time and with use. This would be especially true in the zombocalypse, where skulls are being cracked and firearms can burn through some serious ammo keeping the horde at bay. Firearms and melee weapons will now have a small chance of degrading in quality when used in combat. There are four states:

  • Excellent: Factory-fresh and in perfect condition.
  • Good: The item is in normal working order. It will probably last, if maintained and treated well.
  • Fair: The item has seen better days but is still in reasonable working condition.
  • Poor: The item has been used too much without proper care being taken. It could literally fall apart at any moment.
Condition affects firepower and melee strength, reducing these by a percentage. Different categories of firearm are affected differently. Automatic weapons are more prone to react badly to being in poor condition. Each item also has individual durability, which will tell you how likely it is to need better maintenance. Some will be much more likely to break than others. Items will go through the four states as they degrade. Reaching “poor” is especially risky, as the item could literally be rendered useless the next time there’s a chance of deterioration. This models a golf club breaking or a gun being so badly damaged as to be only fit for scrap. Your character will panic and discard the item. You can reduce the chance that a firearm or melee weapon will get damaged by investing in two new skills: Careful Handling - reduces chance that melee weapons will degrade. Gunsmith - reduces chance that firearms will degrade. There will be ways to repair items in future, but for now we really want you to help us test how this new feature works. Some fixes going in as well:
  • Bile Egg image should now be loading.
  • Negative encumbrance error is fixed
  • Lost Property markers should now be appearing if characters had items on them when killed - remember that there is a small chance that some items will be lost on death
  • Fix for scavenging - some locations were bugged
  • Safehouse ‘enable access for faction’ link available independent of whether the player has the required level to ‘upgrade’ a safehouse
  • Info now shows for the Easter Eggs in all cases
Happy Easter to everyone from both of us!  

Easter Egg Hunt!

To celebrate the approach of Easter, we’ve released some disgusting and disturbing Easter Eggs into the zombie-filled streets of Los Angeles!

Collect as many as you can by scavenging at various locations around the city.

At the end of the hunt, you can exchange eggs for a range of prizes, including some very special new items…

There are seven types of eggs to collect and the hunt will end on May 5! Get ‘em while you can!

April 17 update

Bugfixes and improvements going out today:

  • The large infocard images should now be correctly hidden on the infocard and reports
  • PvP attack link should be working again - we’d welcome tests of this if anyone feels like some skirmishing
  • Visible squad marker positions should now be updated correctly on the map and notebook when moving
  • Squad status links should be updated under the map when a route is finished
  • The map now centers on the active squad during a route
  • There should now be survival reports when a character progresses to infected state, or joins the ranks of the living dead
  • SP should now be refunded when a character succumbs to infection and dies
  • Current reports are back on the map during a route
  • Unread messages have a red background (this was reversed by mistake)
  • Recover button changed to read “Click to check character recovery status” and centered
  • Help icons added to more elements (z-density card, recover button)
 

Infection bites in WotLD

A lot of changes have filtered in over the last couple of weeks along with fixes, so I’ll address the meatier parts of the update, which took longer than we expected, due to real-life infection in your devs.

Speaking of infection, your survivors can now be bitten by zeds…

Infection

The circumstances leading to a bite during PvZ combat are complicated, but z-density certainly plays a role. Future items, infocards and skills will help to improve bite resistance, but for now your characters have to rely on their general fitness and skill.

Being bitten does not always immediately lead to infection, although some characters may have lower natural infection resistance than others. Again, this will be something that can be improved over time, and some items may even allow you to stave off infection for a long period. For now, your characters will become infected within a matter of hours or days, depending on their natural resistance.

Note that NECRA regulations prohibit the use of bitten or infected characters in defensive positions.

Bitten characters will display a gray square next to their normal health indicators. A report will be shown in gray when a character is bitten.

An infected character can continue as normal for a varying amount of time, depending on their virus resistance. Again, this attribute will be something that can be improved using items, infocards or skills in future, but it’s just their natural resilience that you can depend on for now.

Infected characters display a sickly greenish-yellow square next to their normal health indicators. A report will be shown in the same colour when a character becomes infected.

When a character becomes infected, there is a risk involved in keeping them active and around other characters. They may be able to keep moving, but they can turn in hours or days. Although you may notice patterns over time, the unpredictability of this can be dangerous. A character who turns while in the midst (in a squad or a safehouse) of other survivors - even survivors under the control of another NECRA operative - may be able to get in a few bites before they are subdued. Characters left alone when about to turn will tend to wander off, delirious and in search of company, before they fully join the ranks of the living dead, so you won’t find compromised safehouses. This also means that safehouses cannot be intentionally rendered unusable by leaving an infected character there.

A NECRA operative can choose to terminate the survivor status of any character who has been bitten or infected. This effectively means that their fellow survivors will be told to “remove” the survivor by whatever means they deem necessary, or, if the survivor is alone, communications will be terminated and they will no longer be tracked by SCUGS. This action can only be taken from the NECRA ID page of the affected survivor.

Your tools to fight infection will grow over time, so do not be unduly disturbed by feelings of powerlessness when a survivor is bitten. This reaction is normal but your operative training should allow you to make tough decisions when they are required, and evaluate the risk of keeping a bitten or infected survivor in the field.

SCUGS streamlined

The second major change today is that the the map page no longer causes a page refresh when moving your squads. This was a massive overhaul which has meant several other changes in the way that the map works.

Loading the map page no longer results in a scan for z-density and locations for every active squad. This alone should really speed up load times for players with multiple squads. Instead, when you select a squad, SCUGS will scan the vicinity around the squad. This is only done once for each squad, after a page reload, so it shouldn’t be too intrusive. Doing it this way means that the map page should be a lot snappier to load, letting you get straight into planning a route for your chosen squad and not being held back while resting squads take a leisurely look around.

For normal movement, your squads will progress after a slight delay as SCUGS tracks their new position, but the page itself no longer needs to be reloaded.

As part of this change, we have removed the broadcast counter at the top of the page. This has been the cause of a lot of delays in page loading times, and we haven’t found it to be exceptionally useful in our own testing. Instead, this has now been replaced with a private mission counter. The “Battles” counter has been renamed to “Attacked!”, a minor change to highlight the danger when a report comes in. The PvP system will be streamlined over time. We’re well aware of the problems with the way it currently works.

Part of the update which may be unwelcome for those of you on smaller screens is that the current reports have now been merged with the survival reports under the map. This is a temporary solution so we hope you can work around it.

We hope that you will enjoy these improvements to the SCUGS interface. Thanks to Jungly for putting in some crazy hours to get them working so well!

Missions interface

Missions have been slowly increasing in complexity as we piece together the engine we’re working towards. The “deliver” missions which were introduced a little abruptly recently have been difficult for most of you to attempt, and in some cases have been confused with “collection” missions. Bear in mind that missions are being tested and so we know that the current approach is not ideal, but we’d like to see how innovative solutions to completing the delivery missions can get. You can use trade or combat to obtain special items, so remember that, even when you don’t have a particular strain or vaccine, someone else might.

In order to make the mission types clearer, we’ve added coloured flags on the missions page, showing the following types: collect, deliver, survivor, cache, family. We hope these will assist you in deciding which missions to attempt, and we’ll be getting back to improving missions very soon.

Thanks for your patience over the last two weeks. We really hope the update today makes playing WotLD more fun and we’re looking forward to your feedback and bug reports as you really get your teeth into the new features!

Latest update gives better control over rations

NECRA operatives can now set ration breaks for survivors from the Command page. The schedule can be as frequent as you like, but survivors will still only eat what they need for the day. This can be a good way of keeping on top of hunger and thirst, and gives you much more control over when you need to make sure the required resources are in place.

More details about the update over on the http://forum.worldofthelivingdead.com/viewtopic.php?f=19&t=1085