Updates
This page has automatically been added to the to do category for the following reason: Season 5 / Start building separate pages? Getting Too long.. The page was tagged by: --Starclaws 17:53, 12 April 2012 (PDT) |
The following is a list of all game updates and changes.
Contents
- 1 Season 13 (4.7) - Enter the Sandman (April 26, 2016)
- 2 Season 12 (4.6) - Mysterious Season (December 7, 2015)
- 3 Season 11 (4.5) - Save Our Souls! (April 1, 2015)
- 4 Season 10 (4.4) - Dev's Not Dead (September 22, 2014)
- 5 Season 9 (4.3) - La Villa Nostra (March 8, 2014)
- 6 Seasion 8 (4.2) - Sleight of Hand (August 8, 2013)
- 7 Season 7 (4.1) - Insidious Bugs
- 8 Season 6 (4.0) - Death Watch
- 9 Season 5 (3.2) - Shamanic Monday
- 10 Season 4 (3.1) - Going Underground
- 11 Season 3 (2.0) - A Chemical Necromancy
- 12 Season 2 (1.2) - Rise of the Labradoodle
- 13 Season 1 (1.1) - Hang 'em high!
- 14 Season 0 (1.0) - Let's get it on! (Old towns)
- 15 Beta phase
- 16 See also
- 17 External links
Season 13 (4.7) - Enter the Sandman (April 26, 2016)
See Season 13 for details.
Season 12 (4.6) - Mysterious Season (December 7, 2015)
See Season 12 for details.
Season 11 (4.5) - Save Our Souls! (April 1, 2015)
See Season 11 for details.
Season 10 (4.4) - Dev's Not Dead (September 22, 2014)
See Season 10 for details.
Season 9 (4.3) - La Villa Nostra (March 8, 2014)
Season 9: La Villa Nostra started on March 8, 2014. See Season 9 for details.
Patches (April 4, 2014)
The watchmen system is patched and simplified, together with some bugfixes. See Season_9#April_4.2C_2014 for details.
Seasion 8 (4.2) - Sleight of Hand (August 8, 2013)
Season 8: Sleight of Hand started on August 8, 2013.
There were some changes made during the season 8, like the watchmen system. However there was no announcement of gameplay changes.
See Season 8 for details.
Season 7 (4.1) - Insidious Bugs
8th March, 2013
- New Roleplay texts have been added: (list to be added)
- Watchmen bug fixes:
- Fixed the Watchmen entering/leaving watch without selection.
- Certain objects collected for use in a watch or otherwise occasionally disappeared without giving the correct defensive bonus.
- Objects in chests didn't disappear after a watch.
- The defense taking into account the statuses of the watchmen is worked out prior to the attack.
- Construction Sites changes:
- The Great Moat is no longer a temporary construction.
- The Gallows is no longer a temporary construction.
- The Meat Locker no longer requirements blueprints (instead of [unchecked rarity] blueprint).
- The Water Turrets now gives a 20% bonus to all water weapons used during the nights watch.
This page has automatically been added to the to do category for the following reason: the 20% bonus is wrong, confirm what was meant. The page was tagged by: isaaclw |
- The Catapult now gives a 20% bonus for animals used, and also stops watchmen becoming terrified during a watch.
- Blueprints: Ruins in the World Beyond now offer more plans to citizens righteous enough to explore their darkest corners.
- Ghoul changes:
- Traveller's corpse and Meaty Bone has a chance to transform citizens into Ghouls.
- Traveller's corpse now has a 90% chance of ghoulifying a citizen, increased from 80%.
- "Picto Hunters": Certain Hordes players exploited a glitch involving searching distant ruins for distinctions, committing suicide with cyanide or dehydration, and immediately reincarnate into a new town with the gained distinctions. These players are ineligible for the new distinction: Good Guy.
- The exploited glitch only occurred on Hordes, and so this section is irrelevant to Die2Nite and should not have been included.
Season 6 (4.0) - Death Watch
19th December, 2012
- Christmas Event item changes:
- Reintroduction of Sand Balls
- Santa's reindeer added, new miscellaneous item with 40 Watchmen defense bonus.
- Foul-smelling vintage suit added, new miscellaneous item for stealing .
- Second-hand Red Coat added, new miscellaneous item, component to create Foul-smelling vintage suit.
- Ripped Red Trousers added, new miscellaneous item, component to create Foul-smelling vintage suit.
- Foul-smelling Red Hat added, new miscellaneous item, component to create Foul-smelling vintage suit.
5th November, 2012
- Unforgiving Wastelands: The chance of finding something to eat or drink in the World Beyond will diminish as time goes on. Nobody can resist the relentless onslaught from the World Beyond forever, once your town has been devastated, alia iacta est!
- Ghoul added:
- New Status.
- "Partially infected" citizens who can eat any Citizen to gain 1 Hero day and 7.
- Must consume a human or flesh related products, or die from hunger. See the page for more information.
- Watchmen added:
- Any citizen can opt in to provide for the town, at the expense of being wounded, terrorized or eaten.
- Every citizen has a base 95% chance of survival, 10% chance of injury or getting terrorized, and can block 10 zombies. Being a Hero, having items or certain statuses affect the defence a citizen can provide, and their chances of survival.
- Profession changes:
- Survivalist
- The Survival Guide now has around 17% failure chance, resulting in the book being used up, but providing no food/water .
- Survivalist
- Ruins changes:
- Abandoned Bunker now has a chance to give Stake Launcher and Kalashni-Splash upon exploration.
- Abandoned Hospital now has a chance to give Mattress and Empty Vending Machine upon exploration.
- Abandoned Hotel now has a chance to give Stake Launcher and Empty Vending Machine upon exploration.
- Fast Food Restaurant now has a chance to give Suspicious-looking Vegetable upon exploration.
- 2 Explorable Ruins are available in Hardcore Towns
- Images of the Blueprints gained from ruins changed :
- Construction Sites changes:
- Wall Upgrade v1, the resource cost was increased from ×6 ×4 to ×15 ×5, and increased from 10 to 30
- Great Pit, building costs decreased from ×8 to nothing (except 80 cost).
- Spiked Pit, raised from 25 to 40, cost lowered from 60 to 40, building costs lowered from ×20 to ×8 ×4, blueprint changed from Construction Blueprint (uncommon) to Construction Blueprint (common)
- Great Moat, changed from a permanent building to temporary building.
- Grater, building costs were lowered from ×15 Handful of nuts and bolts to ×15 Handful of nuts and bolts, and the rarity of the building decreased from Construction Blueprint (uncommon) to Construction Blueprint (common).
- Barbed Wire, provided increased from 5 to 10.
- Bait, the rarity of the building decreased from Construction Blueprint (uncommon) to Construction Blueprint (common).
- Wall Upgrade v2, building costs were decreased from ×9 ×6 ×6 to ×9 ×6 ×3, and increased from 20 to 50
- Metal Patches, building costs decreased from ×1 × 3 ×2 to ×1 ×3, cost dropped from 55 to 40, parent building changed from Wall Upgrade v2 to Wall Upgrade v1, and blueprint rarity changed from Construction Blueprint (common) to none.
- Spiked Wall, building costs decreased from ×5 ×20 ×1 to ×5 ×2 ×1, rarity of the building decreased from Construction Blueprint (uncommon) to Construction Blueprint (common), and parent building changed from Wall Upgrade v2 to Metal Patches
- Inner Wall, the provided increased from 55 to 75, rarity of the building decreased from Construction Blueprint (uncommon) to Construction Blueprint (common), and parent building changed from Wall Upgrade v2 to Metal Patches
- Third Wall, the provided was increased from 80 to 100.
- Evolutive Wall, rarity decreased from Construction Blueprint (very rare!) to Construction Blueprint (rare), and parent building changed from Wall Upgrade v2 to Metal Patches.
- Concrete Reinforcement, rarity decreased from Construction Blueprint (rare) to Construction Blueprint (common), and parent building changed from Wall Upgrade v2 to Metal Patches.
- Old-school traps, building costs fell from ×15 to ×10, provided increased from 25 to 35, required decreased from 65 to 50, and blueprint rarity changed from Construction Blueprint (common) to none.
- Überwall Parent building changed from Wall Upgrade v2 to Spiked Wall, and rarity of the building increased from Construction Blueprint (common) to Construction Blueprint (uncommon).
- Wooden Fencing, the provided was increased from 10 to 30, and building costs lowered from ×5 ×2 to ×5.
- Slip 'n' Slide, blueprint rarity decreased from Construction Blueprint (uncommon) to Construction Blueprint (common)
- Acid Spray, blueprint rarity increased from a non-blueprint build to a Construction Blueprint (common).
- Armour Plating, building costs decreased from ×15 ×5 to ×10, and blueprint rarity reduced from Construction Blueprint (common) to not requiring a blueprint to unlock.
- Armour Plating v2, building costs decreased from ×5 ×10 to ×10, provided was decreased from 30 to 25, and blueprint rarity reduced from Construction Blueprint (common) to not requiring a blueprint to unlock.
- Armour Plating v3, building costs increased from 30 to 40 , provided was increased from 30 to 40, and blueprint rarity reduced from Construction Blueprint (uncommon) to not requiring a blueprint to unlock.
- Plywood, provided increased from 15 to 25, and blueprint rarity changed from Construction Blueprint (common) to none.
- Extrawall, blueprint rarity decreased from Construction Blueprint (uncommon) to Construction Blueprint (common).
- Pump
- Water Filter, building cost reverted back to season 4 ×15 ×3 ×2 ×1 to ×10 ×2 ×1.
- Drilling Rig, blueprint rarity reduced from Construction Blueprint (common) to not requiring a blueprint to unlock.
- Hydraulic Network, blueprint rarity reduced from Construction Blueprint (common) to not requiring a blueprint to unlock.
- Boiling Fog, the provided was increased from 35 to 50.
- Saniflow Macerator, the cost increased from 50 to 55, and the resource costs increased from ×2 ×10 ×2 ×2 to ×4 ×10 ×2 ×2.
- Shower, the cost was increased from 24 to 25.
- Automatic Sprinkler, the provided rose from 135 to 150, and the cost rose from 50 to 85.
- Water Turrets, the provided was increased from 10 to 70, and building costs increased from ×40 ×1 to ×40 ×7, and rarity of the building increased from Construction Blueprint (uncommon) to Construction Blueprint (rare).
- Water Catcher, resource cost raised to ×2 and ×2
- Apple Tree, blueprint rarity decreased from Construction Blueprint (very rare!) to Construction Blueprint (rare).
- Decon Shower, blueprint rarity decreased from Construction Blueprint (rare) to Construction Blueprint (common)
- Divining Rocket, cost decreased from 100 to 90, and rarity of the building decreased from Construction Blueprint (very rare!) to Construction Blueprint (rare).
- Workshop
- Cremato-Cue, blueprint rarity decreased from Construction Blueprint (rare) to Construction Blueprint (uncommon)
- Cannon Mounds, the provided increased from 15 to 30.
- Rock Cannon, the provided was increased from 25 to 50.
- Railgun, the provided was decreased from 55 to 50, the cost increased from 30 to 40, and the resource costs decreased from ×10 ×4 ×1 ×1 to ×10 ×2 ×1 ×1.
- Plate Gun, the cost increased from 35 to 50, and the resource costs decreased from ×5 ×1 ×5 ×3 ×3 to ×5 ×1 ×3 ×3 ×3.
- War Mill, parent building changed from Cannon Mounds to Workshop, and blueprint rarity reduced from Construction Blueprint (uncommon) to not requiring a blueprint to unlock.
- Brutal Cannon, the provided was increased from 25 to 50, resource costs lowered from ×1 ×2 to ×1 ×1, and cost increased from 24 to 25
- Screaming Saws, blueprint rarity reduced from Construction Blueprint (uncommon) to not requiring a blueprint to unlock.
- Gallows, now a temporary building.
- Defensive Thinktank, provided increased from 0 to 8, resource cost decreased from ×5 ×15 to ×5 ×10, and blueprint rarity decreased from Construction Blueprint (very rare!) to Construction Blueprint (rare).
- Small Café, blueprint rarity reduced from Construction Blueprint (uncommon) to not requiring a blueprint to unlock.
- Henhouse, resource costs changed from ×5 ×5 ×1 ×3 to ×5 ×5 ×2 ×2, and cost lowered from 40 to 25
- Community Involvement, blueprint rarity decreased from Construction Blueprint (very rare!) to Construction Blueprint (rare)
- Infirmary, rarity of the building decreased from Construction Blueprint (very rare!) to Construction Blueprint (rare).
- Central Cafeteria, blueprint rarity decreased from Construction Blueprint (rare) to Construction Blueprint (common)
- Central Laboratory, rarity decreased from Construction Blueprint (rare) to Construction Blueprint (common)
- Watchtower, the provided dropped from 5 to 0 (building no longer defensive).
- Upgraded Map, the rarity of the building decreased from Construction Blueprint (uncommon) to Construction Blueprint (common).
- Vaporiser, the rarity of the building decreased from Construction Blueprint (uncommon) to Construction Blueprint (common).
- Emergency Supplies, provided dropped from 10 to none (building no longer defensive).
- Wood Plating, the provided was increased from 10 to 40.
- Spikes, the provided was increased from 15 to 25, and blueprint rarity reduced from Construction Blueprint (common) to not requiring a blueprint to unlock.
- Guerilla Traps, provided increased from 35 to 50, and blueprint requirement changed from Construction Blueprint (rare) to Construction Blueprint (uncommon)
- Garbage Heap was renamed back to Rubbish Heap (reverted update from Season 3)
- Pits, the provided was increased from 20 to 40.
- Bomb Factory, The blueprint rarity reduced from Construction Blueprint (common) to not requiring a blueprint to unlock. It is free to build right from the town start.
- Abject Panic, the provided was increased from 30 to 50.
- Spirit Mirage, now a permanent building, the dropped from 100 to 80, and resource costs dropped from ×6 ×6 ×6 ×3 to ×6 ×6 ×2 ×2
- Holy Raincloud, resource costs changed from ×8 ×9 ×7 ×5 to ×7 ×9 ×5 ×4
- XXL Voodoo Doll, now a permanent building, dropped from 200 to 65, and resource costs dropped from ×2 ×3 ×8 ×2 ×5 to ×2 ×3 ×2 ×2 ×2
- Sword of Bokor, now a permanent building, dropped from 300 to 100, and resource costs dropped from ×8 ×7 ×9 ×8 to ×8 ×5 ×3 ×3
- Crows' Nest, blueprint requirement dropped from Construction Blueprint (rare) to Construction Blueprint (uncommon)
- Guard Tower
- New building: Shooting Gallery
- New building: Miniature Armory
- New building: Small Trebuchet
- New building: Swedish Workshop
- Foundations
- The Big Rebuild, with a complete rebuild of stats. The provided increased from 180 to 300, the cost decreased from 500 to 300, the resource costs increased from ×12 ×5 ×3 to ×20 ×20 ×10 ×10 ×5, and the rarity of the building decreased from Construction Blueprint (very rare!) to Construction Blueprint (rare).
- False Town, increased from 145 to 400, cost increased from 300 to 400, resource cost changed from ×20 ×15 ×6 to ×20 ×20 ×20 ×20 ×15
- Faucet, building costs increased from ×2 to ×4
- Food Dump, rarity of the building increased from Construction Blueprint (uncommon) to Construction Blueprint (rare).
- Weapons Dump, rarity decreased from Construction Blueprint (rare) to Construction Blueprint (uncommon)
- Free Dump, resource costs increased from ×10 ×6 ×2 ×1 ×2 to ×10 ×10 ×2 ×1 ×2
- Dump Upgrade, the resource costs increased from ×10 ×10 ×20 to ×15 ×15 ×20
- Bonfire, The rarity of the building decreased from Construction Blueprint (rare) to Construction Blueprint (uncommon)
- People's Court, building costs raised from ×6, ×5, ×1 to ×6, ×15, ×1, and blurprint rarity decreased from Construction Blueprint (rare) to Construction Blueprint (uncommon)
- Labyrinth, provided increased from 110 to 150.
- All or Nothing, resource costs increased from ×15 ×10 ×4 to ×15 ×15 ×4
- Altar, rarity decreased from Construction Blueprint (rare) to Construction Blueprint (uncommon)
- No Holes Barred, ×1 and ×1 were removed from the material cost.
- Air Strike, building costs reduced from ×5 ×1 ×10 ×4 ×1 to ×5 ×1 ×10 ×2 ×1
- Hot Air Balloon, resource cost increased from ×5 ×5 ×4 ×2 to ×5 ×5 ×6 ×2.
- Portal Lock
- Automatic Piston Lock, the provided increased from 15 to 30, and resource costs dropped from ×10 ×3 ×4 ×1 to ×10 ×3 ×2 ×1
- Reinforced Gates, the provided was increased from 5 to 20.
- Ventilation System, rarity decreased from Construction Blueprint (rare) to Construction Blueprint (uncommon)
- Item changes:
- Intestine Melon was downgraded from Premium Food to normal Food, restoring only 6 and it cannot be cooked.
- Intestine Melon, Human Flesh, Mouldy Ham Sandwich, Suspicious-looking Vegetable, Dodgy Homemade Dish, Meaty Bone, Unspecified Meat and Fleshroom Puree now have a slim chance to transform you into a Ghoul when eating one.
- Traveller's corpse added, which has a high chance to transform the citizen who consumes it into a Ghoul.
- Gnawed corpse added, which remains after consuming Traveller's corpse.
- Stake Launcher added, a new weapon specialized for nightwatch with 10 Watchmen defence bonus.
- Hastily-built desk added, new furniture item specialized for nightwatch with 25 Watchmen defense bonus.
- Empty Vending Machine added, new furniture item specialized for nightwatch with 40 Watchmen defense bonus.
- Kalashni-Splash added, a new weapon specialized for nightwatch with 15 Watchmen defence bonus.
Season 5 (3.2) - Shamanic Monday
6th July, 2012
- Bug fixes:
29th June, 2012
- Changes to Soul Pages:
- Heroic spirit to the right is recoloured from yellow to red reading untranslated "Ame de Héros" (French for a "Heroic Soul") under it, for consistency.
- Bug fixes:
- Sword of Bokor's name has been properly translated.
- XXL Voodoo Doll's name has been properly translated.
- Spirit Mirage's name has been properly translated.
- Holy Raincloud's name has been properly translated.
8th June, 2012 - Open Sesame! Close automatically!
- Brothers in Arms issue has been resolved by giving all of the player base two free hero days. In turn, Hero mode triggered made any Armageddon Witness able to use up one day that could not be used since 2nd April, preventing from successful use of Brothers in Arms.
24th May, 2012 - Zombie Attack!
- Changes to Brothers in Arms.
- Changes to Lost Soul:
- Attribution for collecting Aimless Souls has been made clearer and simpler with addition of Weak Souls that replace Aimless Souls on pick-up.
- Further adjustments to Soul Pages:
- New night background to accommodate the blue Twinoid profile box for it to cause less of an impact on the overall picture. In fact, the page already was linking to this background, albeit the file proper was missing, similar to some of other Season 5 content.
- An assortment of bug fixes:
- Aimless Souls deposited in The Bank are now being accounted in the town's score correctly.
- Involuntarily page refresh issue has been addressed.
- All missing graphic files (icons, etc.) by far have been brought back.
3rd May, 2012 - Flying Soul-o!
- Improvements of Shaman:
- Once per day, the Shaman can heal any type of injury or status. However, there's a chance the healing won't work, or that the status is transferred to the Shaman.
- The Shaman can use an Aimless Soul and 1 to cause rain to fall on the Town or on any part of the World Beyond to increase water supply or purify the area and eliminate some zombies, respectively.
- Soul locations can be pin-pointed for others to see.
- Improvements of Lost Soul:
- Aimless Souls appear from any cause of death, not only Dead in your bed.
- Aimless Souls don't move around the World Beyond as much.
- Further adjustments to Soul Pages:
- Instead of a list, Distinctions are now being displayed as thumbnails with tool-tips, similar to the old soul pages. They still do not show if a distinction has titles to unlock or not, though. In addition, the ever criticised scroll bar is still in place.
- Vanilla Twinoid colour scheme is switched to the one matching Die2Nite more.
- Improvements of Forums:
- Town forum posts now display Locations correctly: "in town or at the gates" instead of "[0,0]".
- Town forum posts now display Jobs next to locations.
- Roleplay threads have been returned.
- Roleplay tags are beige again, instead of white. Safari users have reported a delay in fixing the issue with their browsers.
- :hordes_shaman: emoticon has been added, albeit lacking the graphic file proper.
- :chaussette: emoticon has been brought back, albeit lacking the graphic file proper.
- An assortment of bug fixes:
- Citizens currently not incarnated in a Town after Dying are no longer able to post in its Forums.
- Construction projects formerly subordinate to the Garbage Dump are back in place, instead of being under Pits.
- Soul Collector now accounts as intended.
- In Chaos Citizens' locations are no longer displayed in the Forums.
- The Directory and the Clock are now once more visible while browsing the Forums.
26th April, 2012
- Further adjustments to Soul Pages:
- Instead of the ascending alphabetical order, Distinctions have been partially made to follow rarity and score in descending order.
- A separate list of unlocked icons and titles has been implemented, categorised under corresponding distinctions and displaying the approximate (rounded) Twinoid score granted for each icon and title unlocked. Titles' tool-tips display score requirements of acquisition.
- An assortment of bug fixes:
- Soul Pages of participants of the Clash of the Titans have been made accessible without returning an error.
- The Great Register have been made to be displayed correctly at the The News Corpse
- Brothers in Arms has been partially fixed (as claimed by Epoq), although the effects are not noticeable.
- Clean distinction descriptions and titles have been translated.
12th April, 2012
- New game mechanic
- New hero profession
- New items
- New constructions
- Non-distant town changes for players with soul score over 100
- No distinctions will be awarded before day 8. The exceptions are 'bad' distinctions for deaths, punishments, etc.
- If a town is comprised with at least 20 players with soul score below 100, the experienced players gain a special distinction for helping the town to survive past day 8.
- Profession changes
- Scout
- The Scout's ability to detect zombies in adjacent zones has been reduced: each zone has an accuracy ±2 zombies, regardless of the zone containing zombies or not. (A zone marked clear may have up to 2 zombies.)
- Survivalist
- The Survival Guide now only works at a distance of 3 km or more from the town.
- Tamer
- The Three-legged Labradoodle now shows the way out of Explorable Ruins with a blue arrow.
- Technician
- The Technician can now use their Construction Points to repair buildings, mostly in Hardcore Towns.
- The previously available possibility to transform or refine objects in the Workshop is retained.
- Scout
- Construction Sites changes
- Garbage Dump now requires a Construction Blueprint (common) instead of none.
- New dump blueprints now increase the number of given by the corresponding resources.
- Ironically, all dump upgrades have ended up under Pits, a temporary construction that requires rare items in order to be built.
- New Distinctions
- Mystic Points
- Professional Shaman
- Soul Value (reimplemented with a fixed icon)
- Soul Collector
- Spiritual Guide
- New Leaderboard
- Private Towns are now being ranked separately.
- Soul Score rankings are now sortable by season, they can still show results of all seasons combined.
- The global ranking now displays all points gained from Lost Soul collected.
- New Forums. After integration with Twinoid, native Die2Nite forums have been replaced with the ones of new design with an updated and improved code. New features include:
- Editing own posts no later than 10 minutes after posting, unless somebody makes another post before then.
- Customizable searching by keywords and users, sorted by date and relevance, and optionally grouped by subject.
- Following threads.
- Liking threads.
- Universal customizable Twinoid titles instead of pre-set Die2Nite-specific ones.
- Enhanced formatting:
- Quotation retains original formatting of the person quoted.
- The link tag can now be applied to text requiring only the link to be pasted.
- The side note tag with lowered font size and indentation.
- The roleplay tag can be entitled.
- The player tag that creates a specified twinoid user tab.
- Support of unordered lists. A line needs to be started with a space and an asterisk. Next points can be indented according to one's need with multiple spaces put before the asterisk, the first point of the list, however, cannot be indented beyond the base level. A list is broken by a blank line.
- Standard emoticon base is extended with any icons the player unlocks in Twinoid-supported games, as well as standard Twinoid v1, Twinoid v2, DinoRPG and AlphaBounce sets.
- ...
- Roleplay tags modifications:
- 4-, 6-, 8-, 10-, 12-, 20- and 100-side dice.
- New letter, consonant and vowel tags that draw a random letter in the group.
- Removal of the resident tag, presumably temporary.
- ...
- Soul Page changes
- After integration of forums with twinoid, distinctions are being displayed the same way as on Twinoid profile pages under statistics. The titles are only viewable in the 'change community title' dialogue.
- ...
- Another shovelful of updates:
- The zombie Attack curve has been revised
- New titles to unlock
Season 4 (3.1) - Going Underground
2nd April, 2012
- Removed Distinction
- Removed Forum emoticon
- :chaussette:
Following the technical failure caused by the last undocumented update, Epoq has issued compensation to all the players who had logged into Twinoid on the weekend following 30th March, 2012, regardless of their status at the time.
- Break Through, a new non-heroic power available to Heroes and Residents alike that can be used once per town in an infested zone to kill one zombie and gain Control over the zone for 10 minutes, similar to a Flash Grenade. The chances to succeed and fail are even.
- The Lunch Box was renamed the Armageddon Lunch Box, and replaces the Doggy Bag given at the start of each town.
- Armageddon Witness, a rare Distinction with a matching title
March, 2012
- Construction Points can now be spent in the Workshop
- Construction Sites changes
- Numerous changes in Defence values
- False Town dropped from 200 to 145.
- Labyrinth dropped from 100 to 85.
- The Big Rebuild dropped from 255 to 180.
- Water Turrets level 0 dropped from 70 to 10.
- Wooden Fencing dropped from 15 to 10.
- ...
- Icon changes
- Abbatoir
- Acid Spray
- Air Strike
- All or Nothing
- Animal Dump
- Apple Tree
- Automatic Sprinkler
- Bait
- Barbed Wire
- Boiling Fog
- Bomb Factory
- Brutal Cannon / Plate Gun / Railgun / Rock Cannon
- Builders' Merchant / Community Involvement
- Central Cafeteria / Small Café
- Cinema
- Coffin Catapult
- Concrete Reinforcement / Slip 'n' Slide / Wall Upgrade v1 / Wall Upgrade v2
- Crow Statue
- Decon Shower / Shower / Sluice
- Divining Rocket
- Divining Rods
- Eden Project
- Factory
- Faucet
- Firework Foray
- Frat House
- Free Dump
- Gas Gun
- Giant Sandcastle
- Guerilla Traps / Pits / Spikes
- Henhouse
- Hot Air Balloon
- Infirmary
- Lighthouse
- Ministry of Slavery
- People's Court
- Saniflow Macerator
- Scarecrows
- Screaming Saws
- Spiked Pit
- The Big Rebuild
- Ventilation System
- Zombie Grater
- Numerous changes in Defence values
- New Distinction
- Distinction icon changes:
- New Map tag
- Lost soul
- New Forum emoticon
- :chaussette:
16th March, 2012
New items for the Saint Patrick's Day:
- 338: Green Imp Suit
- 339: Winness
- 340: Hurling stick
New distinctions:
- [[Image:#REDIRECT Data:The leprechaun got you good|top|link=The Leprechaun Got Your Good]] The leprechaun got you good
16:00 (ZT), 1st December, 2011
16:00 (ZT), 15th November, 2011
- 100. Abandoned Bunker
- 101. Abandoned Hotel
- 102. Abandoned Hospital
- New map tags
- A ruin to explore
- New hero jobs
- New distinctions for the new content
- New items
- Handyman's Toolbelt
- Survival Guide
- Toxin
- Multiple redundant copies of the blueprints, possibly each with different constructions available? Better blueprints to be found in the abandoned buildings?
- 126. Spy Rocket
- 270. Bloody Dressing
- 277. Cursed Cuddly Toy
- 321. Magnetic Key
- 322. Bump Key
- 323. Bottle Opener
- 324. Magnetic Key Blank
- 325. Bump Key Blank
- 326. Bottle Opener Blank
- Scavenger upgrade, extra oxygen in abandoned buildings.
- Construction site balancing
- Water Purifier, resource cost of nuts and bolts was lowered from ×5 to ×1.
- Water Filter, material cost was changed from ×10 ×2 ×1 to ×15 ×3 ×2 ×1.
- Mines, the rose from 110 to 115, cost rose from 25 to 50.
- Cinema, the blueprint changed from rare to very rare! (confirm).
- Labyrinth, the number of planks required fell from ×40 to ×20.
- Lighthouse, the blueprint changed from rare to uncommon (confirm). The number of ECs required fell from ×3 to ×2.
- Water Catcher, the amount of iron required fell from ×2 to ×1.
- No Holes Barred, ×2 is no longer part of the resource cost (confirm).
- False Town, the cost dropped from 600 to 300, the dropped from 245 to 200, and the resource cost changed from ×30 ×25 ×10 to ×20 ×10 ×6.
- Faucet, resource cost of nuts and bolts was lowered from ×4 to ×2.
- Hydraulic Network, the resource cost of nuts and bolts dropped from ×5 to ×3
- Saniflow Macerator, decreased from 55 to 50.
- Central Laboratory, the resource cost of Pharmaceutical Products dropped from ×10 to ×5.
- Central Cafeteria, the resource cost was lowered from ×5 ×1 ×2 ×2 to ×5 ×1 ×1 ×1.
- Infirmary, the materials changed from ×5 to ×5.
- Factory, had its name changed from Small Factory, and it is now a provided blueprint in all towns. It no longer costs ×3 and uses ×1 instead.
- Wooden Fencing, resource cost of nuts and bolts was lowered from ×5 to ×2 and the dropped from 20 to 15.
- Water Turrets, cost increased from 60 to 80, Water Ration cost dropped from ×60 to ×40.
- Searchtower, material cost increased to include ×1.
- Eden Project, the semtex requirement dropped from ×5 to ×2.
- Zombie Grater, the nuts and bolts cost dropped from ×5 to ×3.
- Hot Air Balloon, the materials cost lowered from ×5 ×5 ×6 ×4 to ×5 ×5 ×4 ×2.
- Defensive Focus, the nuts and bolts cost decreased from ×6 to ×3.
- Home Laboratory success rates were lowered for levels 1-3.
- Bug fixes
- Bug in the Garbage Dump.
- Problem with the Wall Upgrade construction projects.
- Bug allowing the town to survive only using personal defences.
- Display bug affecting the location on SOS message posts.
- Display bug involving Heroic Actions at the Town Gates.
- Hero day gift bug.
- Water Turret descriptions updated.
- And more...
- Item changes
- Pocket Vibrator (charged), has a chance to not use up a battery.
- Devastator (loaded) is improved.
- New emoticons
- :iloveu:
Season 3 (2.0) - A Chemical Necromancy
17th August, 2011
- The Pre-war Camera is fixed to properly unlock in someones soul if their total purchased (not used) hero time is 6 months or greater.
16:00 (ZT), 21st July, 2011
New features
- New construction interface
- Construction Blueprints
- Architect's Chest - contains rare blueprints
- Sealed Architect's Chest - contains very rare blueprints. has to be unlocked like the safe.
- Worn Leather Bag - contains a random type of blueprint (common-very rare).
- Construction Blueprint (common)
- Construction Blueprint (uncommon)
- Construction Blueprint (rare)
- Construction Blueprint (very rare!)
- New buildings
- Concrete Reinforcement
- Small Fence
- Slip 'n' Slide
- Vaporiser
- Acid Spray
- Armour Plating
- Armour Plating v2
- Armour Plating v3
- Plywood
- Extrawall
- Water Filter
- Grapeboom
- Shower
- Water Catcher
- Mist Spray
- Sluice
- Decon Shower
- Apple Tree
- Divining Rocket
- Divining Rods
- Defensive Thinktank
- Brutal Cannon
- Architect's Study
- Abbatoir
- Central Cafeteria
- Small Café
- Small Cemetary
- Henhouse
- Infirmary
- Community Involvement
- Abject Panic
- Frat House
- Guard Tower
- Crows' Nest
- Scarecrows
- Garbage Dump
- Dump Upgrade
- Weapons Dump
- Wood Dump
- Metal Dump
- Food Dump
- Animal Dump
- Free Dump
- People's Court
- Lighthouse
- Bonfire
- Labyrinth
- Meat Locker
- Fortifications
- Reactor
- No Holes Barred
- Crow Statue
- Giant Sandcastle
- All or Nothing
- Ministry of Slavery
- Altar
- Giant BRD
- Cinema
- Ventilation System
- Last-minute Lock
- Fertilizer
- New Items
- Exploding Grapefruit - from Grapeboom
- Encyclopedia - a new roleplaying item
- Pre-war Camera - for purchasing 6 months of hero mode
- Apple - from the Apple Tree
- Egg - from the Henhouse
- SawdustSteak - from the Small Café
- New hero powers
- Mayor - allows you to host a private town (assumed but private towns do not function at this time)
- Architect - you start with one common blueprint in your house
- New distinctions
- Community Awards
- Building Repairs
- Lab Rat - for mixing drugs in a hero laboratory
- Wonder Constructions
- Wonder: Sandcastle
- Wonder: Statue of the Crow
- Wonder: Fearfulness Wheel
- Wonder: Giant BRD
- Atomic deaths
- New Punishments
Changes
- Attack algorithm changed. Fewer zombies than before up to day 15, more after. Open gates less devastating.
- Heroic Return range decreased from 15km to 11km.
- Defence objects now only contribute 1 defence to the town instead of 2, Defensive focus upgrades add .2 defence to Defence objects instead of .7 or 1.2.
- Guardians in town for the attack now add 5 defence instead of 1, certain buildings improve this.
- Scouts can tell what building is located in uncleared zones.
- Local towns start with a few buildings already built and receive automatic building suggestions.
- Dictator allows heroes to make building recommendations.
- Distant towns are now limited to 20 coalition members or heroes - other 20 members must be filled in by random solo players (regular, non-distant towns have a limit of 30). This was known as the "Meta Cap".
- After 5 days without logging in, players are automatically made unavailable in their coalition.
- Camping success rates are reduced when not camping in a building, but successfully camping in a special zone automatically grants a blueprint (what blueprint depends on the distance of the building - farther buildings grant better blueprints), only the first successful camping at a building will generate a blueprint.
- Defence icon changed from to .
- Renamed some of the cooking titles.
- Item changes
- Housing upgrades have changed cost, they previously used 2 and some resources. Houses provide 40% to the town now down from 50%
- Hovel is 6 and no longer uses a plank
- Shack is 4 , uses 1 plank instead of 2, and it provides 6 up from 4
- House is 6 , uses 1 iron instead of 2, no longer uses a plank, and it provides 10 up from 6
- Fort renamed to Air-Raid Shelter, is 6 , uses 3 planks instead of 2, requires construction of the Builders' Merchant, no longer uses an old door, and it provides 14 up from 8
- Stronghold is 7 , and provides 20 up from 12
- Nuclear Bunker is 7 , uses 3 handful of nuts and bolts instead of 5, uses 1 sheet metal parts instead of 2
- Level 3 lab can only create 1 drug per day, level 4 lab can create 4 drugs per day
- Level 4 lab now requires an engine instead of vodka
- Many buildings must now be unlocked with blueprints and have changed cost
- Construction of the Workshop no longer uses a ×1, Workshop upgrade changed from 7% cost reduction to 5% cost reduction per level
- Pump now only provides 5 water instead of 10 when built, pump upgrades also provide half the previous amounts (needs confirmation - Pump upgrade 1 still says it adds 20 rations to the well)
- Great pit dropped from 20 to 10 and the description changed slightly
- Great Wall Strengthening was renamed to Wall Upgrade v1. The defence provided was increased from 7 to 10. The icon changed from the generic to .
- The Construction Diary was renamed Building Registry
- Screaming Saws image changed from to , and the defence value increased from 40 to 45.
- Barricades were renamed to Wooden Fencing, the image changed from to , and the dropped from 25 to 20
- Plumbing was renamed to Faucet, the image changed from to
- Barbs were renamed to Barbed Wire, the image changed from to , and the defence dropped from 9 to 5. The description changed slightly
- Stone Cannon was renamed the Rock Cannon, the image changed from to , and fell from 60 to 25.
- Breaker was renamed to War Mill and fell from 12 to 10
- False town image changed from to , the rose from 210 to 245 and the resources required changed from ×25 ×20 ×20 ×10 to ×30 ×25 ×10
- Armour Plating was renamed Reinforced Gates, and dropped from 12 to 5
- Cost of the predictor dropped from ×2 to ×1 and the scanner is not required anymore
- Moat was renamed the Great Moat, the image changed from to . increased from 45 to 65 (confirm).
- Spiked Pit image changed from to , reduced from 50 to 25, the description was altered slightly.
- Sturdy Gallows were retired and replaced by Gallows, bringing back the original resource cost and a slight cost raise from 12 to 13 . The Gallows retain the description of the Sturdy Gallows and still remain after use.
- Water Purifier was changed from giving 5-9 Water rations per jerrycan, to 1-3 Water rations per jerrycan. The cost rose from 50 to 75, and the resource cost rose from ×5 ×8 ×1 to ×5 ×6 ×5 ×3.
- Mega Pump was renamed to Mechanical Pump, the image was replaced with , required resources dropped from ×15 ×15 ×4 ×3 to ×10 ×15, was reduced from 170 to 70, and water provided dropped from 150 to 50 rations.
- Razor Wall was renamed Grater
- Ramparts was renamed to Wall Upgrade v2, the image was replaced with and increased from 5 to 20.
- Portal Lock no longer provides 2
- Cannon Mounds raised from 10 to 15.
- Emergency Supplies rose from 5 to 10.
- Zombie Grater image changed from to , and decreased from 75 to 65.
- Old School Traps fell from 30 to 25.
- Vegetable Plot no longer depends upon the water purifier.
- Automatic Sprinklers image was replaced with , rose from 95 to 135.
- Rubbish Heap was renamed to Garbage Heap and fell from 10 to 5.
- Perforator was renamed Railgun, the image changed from to . increased from 45 to 55.
- Upgradable Wall was renamed to Evolutive Wall. Blurb was changed slightly.
- Foundations resource cost changed from ×8, ×5 and ×2 to ×10, ×8.
- Waterminefield was renamed Mines, the image changed from to , the increased from 75 to 110, and the water use dropped from ×20 to ×10.
- Uberwall rose from 70 to 80.
- Hydraulic Network was renamed Workshop, and the image was replaced with
- Saniflo Macerator was renamed Saniflow Macerator, the image changed from to , increased from 45 to 50.
- Explodage was renamed Bomb Factory, the image changed from to , and the description changed slightly
- Well Drilling Rig was renamed Drilling Rig.
- Piston-Lock was renamed Automatic Piston Lock.
- Lure was renamed Bait, the resource cost increased from ×1 to ×3, and the increased from 10 to 50. The image changed from to .
- Primitive Catapult were renamed to Catapult. The description changed slightly
- Plate Gun image changed from to and increased from 50 to 60.
- Mount Killaman-jaro increased from 50 to 60
- Emergency Defences was renamed Wood Plating, and fell from 40 to 10
- Pressure Washer was renamed Boiling Fog, the image changed from to , fell from 50 to 35.
- Baited Trap was renamed Pits, the image changed from to , fell from 45 to 20.
- Spike Trap was renamed Spikes, the image changed from to , fell from 25 to 15.
- Guerilla Tactics was renamed Guerilla Traps, the image changed from to , fell from 45 to 35.
Season 2 (1.2) - Rise of the Labradoodle
16:00? (ZT), 27th April, 2011
- Gallows were replaced by Sturdy Gallows which are not destroyed after use.
16:00 (ZT), 20th April, 2011
- New items
- Bigger maps (27 x 27) available
- With a distinction for exploring the far reaches: Expert Expeditions
- Camping in the desert
- New Items that can be used to improve your camp-site and increase your chance of survival.
- Some defence objects can now be installed in zones for a camping bonus (improving the site, consumes defensive object). This could be done in season one, but did not improve the site due to the fact players could not camp (this still consumed the defensive object).
- You can now attack a citizen outside for 3 as you could indoors previously.
- Daredevil Camper distinction for camping
- Zen Camper distinction for camping after the town is devastated
- Learned Camper status effect granted after camping that increases scavenging rate
- New profession - Tamer
- Shunned gain new abilities
- Hide objects
- Banned Citizen's Note leading to their stash
- Search the towns rubbish to find new items and earn Emancipation of the Shunned distinction and titles. You can search the waste 4 times per day to find the following new common items:
- As well as the following rare items:
- Mix the items found in the waste to create:
- Hide objects
- Ranked town rewards
- For being in the top 1-15 towns:
- Ranked Towns distinction with titles
- For being in the number 1 town:
- Legendary Towns! distinction with titles
- A special forum background
- A Screaming Alarm Clock (ready) which gives 1 extra AP daily (doesn't take a backsack/chest spot, and must be set daily to work)
- For being in the top 1-15 towns:
- New Special Zones
- 10. Nuclear Bunker (Probably an older unreported building from season 1)
- 25. Duke's Villa (Probably an older unreported building from season 1)
- 47. Warehouse
- 48. Old Aerodrome
- 49. Dilapidated Building
- 50. Citizen's Tent
- 51. Motel 666 Dusk
- 52. Collapsed Mineshaft
- 53. Already in the game before season 2
- 54. Old Field Hospital
- 55. Army Outpost
- 56. The 'Mayor-Mobile'
- 57. Once-inhabited Cave
- 58. Broken-down Tank
- 59. Strange Circular Device
- 60. Abandonned Well (in-game spelling error)
- 61. Already in the game before season 2
Season 1 (1.1) - Hang 'em high!
17th January, 2011
- New rankings
- Gallows implemented
- Rusty Chain now an 'important' item (taken from the posession of a citizen when they are shunned)
Season 0 (1.0) - Let's get it on! (Old towns)
Christmas!
25th December, 2010 The following updates were added only to towns alive on christmas day and remained for the life of that town.
- Sand balls could be found outside to throw at other residents.
- Sand balls! distinction
- A Christmas Present was delivered to everyone's house containing:
1st December, 2010
- Hero mode now purchasable
- Sponsorship system implemented
Beta phase
1st November, 2010
- No changes (first version of the game!)
See also
External links
- Zombie-Hunting Season is so in right now! So how are you going to spend it?? - Official Die2Nite.Com Help Section