Desert map: a fifth map with sand dunes, three big oases, sandstone spires and rock piles, small stones, driftwood and bones. Pick it with the Biome button on the Setup screen.
Oases: every lake has many palms, bushes and small grass around it, a green ring of ground, and stones and boulders standing in the water. The ground and the grass stay dry, nothing grows in the water.
Desert haze: a thick yellow sand haze lies over the dunes and roads. It stays off the base, the shops and the oases.
Desert wildlife and sound: birds circle overhead, and red and brown crabs scuttle along the lake shores and run from you. The desert has its own music and you hear water near the lakes.
Surrender: the host has a Surrender button at the bottom of the Tab panel. It asks Yes or No, and Yes ends the run as a defeat and takes everyone back to the main menu.
Profession upgrades: a new section in the XP shop with upgrades for your profession only. The Engineer buys turret damage, fire rate and range. The Medic buys longer Health kits and stronger Health kit healing. The Heavy buys more uses for every ammo box. The Light buys Special Training, which unlocks the Shotgun, Bazooka, Flamethrower and Minigun for the rest of the run (you still buy each weapon in the Weapon shop).
Health kit: the Medic's healing ward is now called Health kit. Its ground ring is the same ragged outline as the meteor mark, in green, slowly turning, and you see it while placing the kit too.
Turret and Health kit upgrades moved from the Weapon shop and the Supplies shop to the XP shop, and every profession upgrade now costs 20 percent more with each level you already own.
Minimap: it now starts at 24 m during a run.
Biome buttons: the Desert button sits between Swamp and Underworld.
Missing effects for joining players: the fireballs of the Wyvern and the Demon Lord, the acid spider's spit and the other new effects were invisible for players on the published game. They now ship with the game.
Grass in the water: ground grass no longer grows on the drawn water edge of swamp and oasis ponds.
Start scene: a wrong start scene setting could make the game fail to start with "failed to run an initial scene". It is fixed.
Acid spider: a new green spider, as fast as the werewolf and as tough as the heavy. It bites when it reaches you and, while it is still coming, stands still and spits three acid blobs in a small fan. The blobs fly straight, so keep moving. It shows up in waves and patrols from wave 4. A hit from its acid splashes green.
New effects: boss fireballs, meteorites, patrol and shrine drops, spawn portals, healing, bullet hits, the flamethrower, shrines and the lava ponds all have new, richer effects, with new sounds for fireballs, meteors, portal spawns and boss deaths.
Boss deaths: the golem, the Wyvern and the Demon Lord each have their own death sound that every player hears.
Demon Lord warning: when the Demon Lord wakes at a shrine everyone gets a message and a sound.
Blood: players and bots show blood splatters when they are hit, a skull effect when they go down and a fire effect when they die, and everyone sees them.
Level-up and shop sparkles: buying a skillbook or an XP pack, and picking a perk, now show the same rising yellow stars as drinking a potion.
Wyvern drops: the Wyvern now also drops enemies from the sky beside its meteors.
Wyvern and Demon Lord fireballs: they now curve a little towards the nearest player, fly twice as far, are shot from much further away (the Wyvern from 1600, the Demon Lord from 1400) and 30% faster, and are 30% quieter. A Wyvern or Demon Lord starts its meteors and enemy drops only when a player is within that range.
Meteorites: they fall from closer, their rock is visible for longer and they look and sound new. A patrol and a meteorite no longer fall at the same moment.
Patrols and shrine drops: the drop is a purple glowing ball, 30% smaller, with no stars in the landing burst, and it falls from half the distance.
Werewolves now appear from wave 2 and harpies from wave 3, and patrols bring harpies from wave 3.
Boss, portal and crate rewards: killing a boss, destroying a field portal and picking up a supply crate now give their gold and XP split evenly between all players and bots, whatever the shared gold setting says.
Messages: the patrol, portal, crate, Demon Lord and boss warnings are shorter.
Shrines: the temple shrine no longer has its archway gate, and a yellow magic glow rises from every shrine.
Bazooka rockets leave a sparking fuse tail and make a rushing sound while they fly.
Grenade: buy one in the Weapon shop, next to the barricade, and carry one at a time. Hold V to aim: a marker creeps outwards from you, release V to throw (at the longest distance it throws by itself). The blast hurts every enemy around the landing spot, and your teammates too when friendly fire is on. Every class can use it, and bots buy and throw them as well.
Skillbooks: three books in the XP shop, Strength, Agility and Wisdom. Each one gives several small permanent boosts for the rest of the run, you can buy as many as you like, and every purchase of the same book costs 50 gold more than the last. Strength: max health, damage, bleed-out time and crit chance. Agility: fire rate, move speed, stamina and a faster revive. Wisdom: XP gain, gold gain, reload time, repair speed and cheaper shops.
Harpy: a new flying enemy, as fast and as strong as the werewolf. It flies over barricades and water, but goes around rocks and shops. It shows up in waves and in patrols from wave 4.
Wyvern: on every 10th wave the first boss is a flying Wyvern with twice the health of the mini-boss. It stays out of reach, spits slow fireballs you can dodge, and calls down meteors on the players closest to it.
Shrines: three ruined shrines in the wild of every map, a temple in Forest and Jungle and a graveyard in Swamp and Underworld. They glow violet at night and show on the map and the Setup map as a dark green flame.
Demon Lord: every 5th wave a Demon Lord with 6 to 10 guards wakes at one of the shrines. Once you wake them they never go back and march on the Core when they lose you. The Demon Lord fights with its sword, spits slow green fireballs at anyone out of reach, and drops enemies from the sky beside the players closest to it. The shrine of a living Demon Lord is red on the map.
Shrines setting: a new Shrines button in the Setup settings turns the shrines and the Demon Lord on or off.
Reload ring: a ring around the crosshair shows your reload. Press R or click the left mouse button at the white marker for a perfect reload (a click does not fire a shot).
Boombox: it wiggles to the beat while it plays. It can be repaired with the hammer, but once it is destroyed it stays gone until the next run.
Mouse: the mouse can no longer wander further than the crosshair, hold Alt to move it freely. While a level-up perk is waiting you see the arrow cursor and can still shoot. Turning the view with the right mouse button works as before.
Controls panel: it shows while you hold Tab.
Engineer: his turrets are now simply stronger (his old bonus is built in), and he can use the minigun and the bazooka.
Minigun: the heating bar floats higher so it no longer covers your character.
Boss health bars: they show only once a boss has taken damage, like every other enemy.
Boombox: a new black and grey model, and the rubber duck is gone from the game.
Setup settings: Gate turrets is now Core towers, Destructible turrets is Destructible towers, Enemy deployment is Enemy patrols and Spawn portals is Wild portals. The text beside each of these buttons says On or Off, and Base shape shows only Square or Ring.
Ground plants: the grass and bushes on the ground come from the same Nature Biomes packs as the trees.
Not being able to shoot or switch weapons with Ctrl and the mouse wheel: the invisible mouse could drift over a panel. It now stays with the crosshair.
Main menu freeze: changing the seed, biome or number of players in the menu no longer freezes the game for about two seconds.
Gate turrets: a new switch in the Setup menu, on by default. A tower stands beside every gate of the base. Walk up to it and press E to build a turret on it, then upgrade it from the same window. A tower can only be used when its lane is open.
Turret upgrades: damage, fire rate and range, up to five levels each, and a price that rises with every level. The prices follow the difficulty.
Turret weapons: every turret starts with a pistol and can be given a shotgun, a rifle, a sniper rifle, a flamethrower, a minigun or a bazooka. Buy each one once and switch between the ones you own for free, in the same window. The tower is coloured by its weapon.
The turrets never need ammo. Their kills pay gold and experience to the whole team, split between all players and bots.
Destructible turrets: a second switch in the Setup menu, off by default. When it is on, zombies attack the towers. A destroyed tower turns see-through red and stops shooting, and you repair it with the hammer. Its upgrades and weapons are kept. A new health upgrade makes it tougher.
Empty tower spots show a green ring on the ground, and a green see-through tower appears when you walk close. A tower becomes see-through when you stand behind it.
Repair option: the hammer now has Repair as its first option, and it is the one selected every time you pull the hammer out with G. Hold the left mouse button to repair. It mends the closest damaged wall or turret, or the one under your cursor if you aim at it. A green ring shows what it will repair.
Turret range upgrade: the Engineer can now also buy more range for the small turrets.
Bots and gate turrets: bots build gate turrets beside their gate, upgrade them with the weapons of their profession, and repair them when they are destroyed. Repairing a destroyed tower comes before building walls.
The small base is now a third bigger, so the towers fit.
Only the Engineer can place the small deployable turrets now. The Mercenary can no longer.
Repairing is now done with the Repair option and the left mouse button. E no longer repairs: it opens the shops and the tower window.
Destroyed wall pieces are now see-through red instead of green.
Big square base: the shops now stand beside the right end of a wall opening, so the shops and the towers never get in each other's way. The crates beside the shops never block a road or a gate any more.
Setup menu: the left panels and the map picture end at the same height, the profession text has room for three lines, and the new switches fit.
Controls list: updated for the hammer, the Repair option and the E key.
The shop texts for barricades and turrets no longer mention keys that were removed long ago.
The tower model and its colours are temporary and may change. (we know how this works...)
Enemy deployment: a new switch in the Setup menu. When it is on, tough patrols of heavy zombies and werewolves fall from the sky as meteors into the wild, with a blast where they land and a message on screen.
The patrols roam around the wilderness and fight anyone who comes close, but they never march on the Core.
A new patrol falls every one to three minutes, in the breaks between waves as well. The patrols get bigger as the waves go on: one or two zombies at the start, up to six to ten after wave 30. There are never more than 50 patrol zombies at once.
Patrols land away from roads, shops, crates, portals, trees and water, and never right next to a player.
Underworld: a new dark underground map with glowing lava pools, flames over the lava, stalagmites, bare dead trees and dark rock, lit in red and black. Pick it with the Biome button in the Setup menu.
Underworld sound: its own dark music, and a low lava rumble that grows louder as you walk up to a pool.
Map edge hills: the ring of stones around the map is gone. Big rolling hills now close in the map in all four biomes, and a soft mist lies at their feet in the Forest and the Jungle.
Fog: in the Swamp and the Underworld soft see-through clouds drift around wherever you look. They fade away around the Core, the shops and the roads.
Skies: every map has its own sky behind the hills.
Out to the hills: trees, rocks and plants now fill the land all the way out to the hills, and you can walk a bit further toward them.
Wildlife: harmless butterflies flutter over the Forest and the Jungle, crows circle high overhead, and frogs sit and hop by the Swamp ponds.
Fireflies: little glowing lights drift around in the Swamp.
The animals keep away from the Core, the shops and the roads, and scatter when a player or a zombie comes close. You cannot bump into them.
Meteorite rain: in the Underworld small meteorites fall around the players and the bots. A dark shadow shows where each one will land and shrinks until the impact, then a small blast hurts every player and bot in it a little. Zombies are never hurt. Nothing lands in the Core or the shops. The shadows also show on the map as red rings.
Map: the lava and the swamp water now show on the map.
Pictograms: the names floating above the shops, the supply crates and the portals are replaced by small round pictograms (a gun, a cross, a star and a pillar for the shops, a crate for the supply crates, a skull for the portals). They keep the same size on the screen wherever they hang. A crate that is ambushed turns red.
Ponds: the water ponds in the Swamp and the lava pools in the Underworld are bigger, bean-shaped instead of round, and there are fewer of them.
Enemy spawn portals: nothing grows or stands right around a spawn portal any more, so there is room around the gate.
Underworld footsteps: all the ground sounds like gravel.
Supply crates: when the zombies jump out around a crate you now hear the spawn portal sound.
Performance: smoother frame rate with fewer stutters, especially in big waves. The interface and the map take much less work, and far scenery no longer casts shadows.
Bots and zombies now walk around ponds and lava instead of across them.
Separate shops: the little fence around a shop standing outside the base is now one barricade on each side, four in all, with the corners open.
Stamina bar: it is orange when full and slides to red as it runs out, and back as it refills.
XP bar: now yellow, like the XP shop. The pictograms of the bars and perks follow the new colours.
Main menu: new pictures for all four biomes, with the ring of barricades, the fog and the animals.
Base shape button: in the Setup menu the host now picks a square or a ring wall for the base (square is the default). The seed no longer decides it, and the rest of the map is laid out around your choice, so no rock, tree or stone stands in the wall. It works for the small base (Random shops) too.
The zombies have their own colours now: the vampire is dark red, the spider dark green, the ghoul grey and the werewolf almost black.
The vampire's walk and run animation is faster, so his feet no longer slide over the ground.
Bots and far shops: with Random shops the bots now walk out to shops far from the Core. At most half of the bots go to the Weapon Shop at the same time and at most a third go to any other shop. A bot that waited last time goes first, and it keeps shopping into the start of the wave if it has to.
Bots no longer run back and forth between the Core and a far shop.
Bots no longer get stuck walking around a shop's fence, and a bot that cannot reach a shop gives it up and goes home.
Bots now walk to the far shops mid-wave when they run out of ammo, instead of turning back after one step.
Crate and portal trips start again with Random shops on.
Shops no longer appear on top of a road.
Rocks, trees and stones no longer stand on the base walls.
Build tool: press G to take out the hammer. Pick what to place with Ctrl + mouse wheel (barricade, turret, and the Medic's healing ward or the Heavy's ammo box), click to place, press G again to get your weapon back. Repairing (hold E) now needs the hammer in hand, for bots too.
Holster: press the number of the weapon you hold again to put it away. Ctrl + mouse wheel switches weapon.
See-through scenery: when a player, zombie, turret, healing ward or ammo box is hidden behind a tree, a rock or the Core, that object turns see-through and the hidden one shows through as a coloured outline: red for zombies, blue for players and bots, orange for turrets and ammo boxes, green for the healing ward.
The items panel shows your vest and helmet next to your potion. The potion icon takes the colour of its effect, and drinking one gives a coloured sparkle: green health, red damage, yellow haste, blue speed. Vest and helmet are light blue, in the shop too.
Game event sounds (shield, downed, revived, respawn, joining and leaving players) and footsteps that change with the ground.
Late joiners get a window to pick their profession.
Every class now numbers its own weapons 1, 2, 3 ... up to its last weapon, instead of fixed numbers.
The keys 8, 9 and the old G (barricade, turret, ward, ammo box) are gone: everything you build is on the G tool. Level-up perks are picked by clicking the card (no more 5, 6, 7).
The Heavy now starts with its one barricade. The Medic's healing ward has a new model (a first aid kit).
The Core's health and shield bars only show once the Core is damaged.
The controls panel is now a clean table of keys.
Smarter bots: they fall back to a safe spot when hurt or outnumbered, build barricades where the lane is weakest, take big supply crates as a squad, sprint home after a trip, and the Heavy bot puts its ammo box near the Core.
The grass and bushes no longer disappear and pop back when a portal opens or closes.
Three new weapons: the **Flamethrower** (burns through crowds), the **Minigun** (spins up, can overheat, you move slowly while firing) and the **Sniper rifle** (each shot passes through up to 3 zombies).
Medic: a **healing ward**. Press G to place it; it slowly heals the most wounded player nearby. One every 5 minutes, and the Supplies shop sells longer ward time.
Heavy: the **ammo box** is now placed like a turret (G, then click), and shows how many uses are left.
A **boombox** in every base. Press E to play some funky music for everyone nearby, and E again to pause it.
**Area music:** forest or jungle ambience everywhere, ominous music near the zombie portals, and its own tune near shops out in the wild. The MUSIC switch is now also in the Tab panel.
New main menu music, and a picture of each map type on the main menu: pick Forest or Jungle with one click.
**Bot intelligence:** set each bot to Simple, Normal or Master on the main menu or in the Tab panel. Smarter bots share out tasks, aim ahead of moving zombies, build a barricade line in front of their gate, pick up supply crates and heal themselves.
A crosshair for each weapon, and supply crates now tell you how much gold and XP you got.
Zombies smash ammo boxes and healing wards that block their way, so the horde never gets stuck behind one.
All-new look: hand-made forest and jungle maps, new weapon models and effects, a redesigned HUD, shops, perk cards, Tab panel, minimap and main menu.
Building limits per profession: Engineer 3 barricades and 2 turrets, Mercenary 1 and 1, Light and Heavy 1 barricade, Medic none.
The Universal profession is now called **Mercenary**.
Footsteps are louder, and name tags show health and armor as bars.
Resurrection stones. When you die you can always respawn at the Core with E; you lose the XP you earned towards your next level (half of it on Easy).
Joining players saw no icons or pictures in the HUD.
Joining players saw floating weapons and other leftovers from the host.
Grass and flowers grew on a new zombie portal when a player joined during a run.
Bots standing next to a damaged barricade without repairing it, and bots stuck "shopping" far away from a shop.
Supply crates drop on the map from the first wave. Walk close and zombies guard them; hold E for 3 seconds to take one and get gold and XP.
Add or remove bots at any time: hold Tab and click an empty slot. A bot that joins late gets gold and XP, so it can buy gear straight away.
A barricade wall now rings the Core, a circle or a square depending on the seed, with four gates that face the zombie portals.
Destructible crates guard the gates and stand beside the shops. Zombies smash them, and you can shoot or repair them.
The shops are now coloured camping tents, and shops placed out in the wild get their own small fence.
Bots now also spend gold in the Core workshop (not when gold is shared).
New voice lines when a crate's guards appear.
A new **Extreme** difficulty, harder than Hard: more and tougher zombies that hit harder, dearer shops, less gold and a short bleed-out.
Achievements: kills, waves, wins, bosses, crates, revives, building, perfect reloads, levels and more.
Weapon damage: pistol -40%, rifle +20%, bazooka +30%.
Turrets deal less damage, and bot turrets show their owner's name.
You can zoom the camera out 30% further, and you can no longer walk around on the main menu.
The "LEVEL UP!" banner above the perk cards is gone. The XP shop sign is yellow and the Core workshop sign violet.
The menu music was silent in the published game.
Models and sounds showing as errors in the published game.
Grass and flowers flickering when a bot or player joined during a run.
Removed the odd "ding" after a repair finished.
Bots crowding around an ammo box (partly).
The desert map is removed (forest and jungle remain).