Added optional experimental AI zombies to fill empty zombie slots. Player-controlled zombies gradually replace bots.
Added Carrier zombies: tougher, faster zombies with a chance to infect Survivors.
Added infection progression with coughing, whispers, visual symptoms and eventual transformation.
Added pills that delay infection progression.
Added the M4A1, M1911 and Remington pump-action shotgun.
Added shell-by-shell reloading and dedicated animations for the Remington.
Added a zombie emergence sequence with ground effects, sound and a camera transition into first person.
Added Horde Health, showing the combined health of nearby player-controlled zombies.
Added breakable glass with health, shattering effects and round-reset support.
Added destructible wooden doors and door-locking planks.
Added fall damage.
Added configurable server settings for round duration, friendly fire, starting zombie percentage, Carrier count and AI zombie population.
Added mapper tools, ready-to-use prefabs and documentation for community maps.
Rebuilt HE grenades with charged throws, short throws, explosion damage and physics impulses.
Added stronger grenade explosion effects with smoke, sparks and fading particles.
Redesigned Survivor and Zombie HUDs with clearer numerical vitals and distinct visual styles.
Improved zombie third-person animations, attack blending, turning and movement transitions.
Zombies now retain their Survivor clothing, with additional dirt and blood effects.
Improved AI navigation, target selection, obstacle recovery and attacks against barricades.
AI zombies now support ladder and window traversal, crouching, jumping and attacks against closed bunker hatches.
Improved blood splatters, bullet impacts, claw marks and fading debris.
Improved weapon, item and ladder audio, including animation-timed reload and pill sounds.
Improved loot variety and added smaller loot-spawn configurations.
Survivors now start with a crowbar, either a USP or M1911, and reserve pistol ammunition.
Reduced unnecessary network messages and added limits to cosmetic effects and debris.
Fixed pickups occasionally becoming unusable after joining or spawning.
Fixed shotgun reload synchronization issues that could cause shots to be rejected and ammunition to return.
Fixed several held-weapon and item visibility issues between clients.
Fixed duplicate window barricades and missing barricade health indicators.
Fixed placed planks incorrectly allowing players and zombies to pass through them.
Fixed carried props lifting players or pulling them through the floor when released.
Fixed zombie animations occasionally freezing or disappearing after respawn.
Fixed bot spawn sounds and effects appearing at their previous death location.
Fixed overlapping action sounds and sounds continuing after an action was interrupted.
Fixed inventory pickup sounds playing during reloading and item consumption.
Fixed infection transformations failing to drop equipment or preserve viewing direction.
Fixed headwear, hair and other head cosmetics remaining visible after a zombie’s head exploded.
Fixed several player appearance issues involving skin tone and clothing.
Fixed ladder-related errors and problems jumping away from ladders.
Fixed unwanted player collisions with pickups and head gibs.
AI zombies are experimental and optional. Locked In remains designed primarily for PvP with player-controlled zombies. Multiplayer performance and AI navigation are still being tested and improved.
Added ability to pickup plank that has aleready been placed.
Added spectate mode.
Running is now the default.
Running drains stamina, gradually reducing movement speed as stamina gets lower.
Stamina regenerates while standing still, walking (hold Shift), or crouch-walking.
Inventory weight affects running speed. Carrying more equipment makes you slower.
New building to the map
Zombies have their own default running speed.
Sprint Burst provides a temporary speed boost at the cost of stamina.
Sprint Burst stamina regenerates very slowly, so use it wisely!
Each successful hit on a human restores 20% stamina, rewarding aggressive play.
Team Selection Phase has been improved, you will now spawn directly after choosing team.(you will be frozen in place)
Further Optimizations to the network traffic
The traditional sprint mechanic has been removed.
Some ground textures can fail to load properly
Added fencing around the playable area to prevent players from escaping the map.
Added an upward push action, allowing players to tip over and reposition fallen furniture and other physics objects.
Reduced the Team Selection phase from 30 seconds to 15 seconds.
Reduced Survivor movement and sprint speed.
Smoothed the transition between standing and crouching.
Made several networking optimizations to reduce unnecessary network traffic, especially with higher player counts.- This should significantly improve multiplayer stability, but still needs further testing under load.
removed player colllision with ragdolls