Fixed Bugs/Archive

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badly damaged radio

Timestamp: 01:33, 9 March 2007 (UTC)
reported by
Current Status: fixed
Severity: fixed
Description: There is a radio transmitter in the SE corner of Joachim Mall that refuses to be destroyed. Its the only thing the Mall Tour havent destroyed yet :( Anyway, i just spent some 20 ap on it and it didnt moved an inch from badly damaged radio, even with several attacks on it saying that i managed to damage the radio.


  1. this was also reported in the mall tour forum, afaik, so i think more people are wasting ap on this lone and indestructible radio. --People's Commissar Hagnat [cloned] [mod] 01:33, 9 March 2007 (UTC)
  2. I second this report. I had over 9-10 SUCCESSES on this particular radio(about 20ap total) and it has not been destroyed--Zubins 16:12, 9 March 2007 (UTC) Edit: There are more of these indestructible radios popping up in Malton. Mitchem mall has one now also. --Zubins 16:17, 9 March 2007 (UTC)
  • Fixed. All indestructible radios are now destructible. --Kevan 16:44, 9 March 2007 (UTC)
  1. Why was it indestructible, out of curiosity? Standard Zombie 15:52, 28 January 2008 (UTC)

Healing persons that are gone already

If a person was the last in a list of players in a building, if you try to heal him/her, and he/she just left the building, you will heal youself. I wonder if it works for attacking as well :) --BioLogIn 0:27, 5 Dec 2005, (GMT +3)

Ummm...hi...I'm new here...but I can definitely confirm this. I hate slow computers...--Felix Fitzpatrick 21:33, 20 Dec 2005 (GMT)

Same thing happens if the other person dies while you're trying to heal them. Either you heal yourself or it says 'You're already at full health', and you lose an AP. -- Konfear 23:00, 19 Jan 2006 (GMT)

Simular, and most probably the same cause: I tried to apply a FAK to a survivor who was down to 4 HP (having just arrived in the building). On the next page, I get a message stating that a) the survivor was killed by another survivor, b) another message below it "You restore 5 hit points.", plus c) the FAK is gone, d) I both lost an AP and the FAK, and e) I didn't gain any XP. Madalex 20:46, 19 March 2006 (GMT)

So... not fixed. Wait for Kevan. --V2Blast 21:52, 6 June 2006 (BST)
This is still happening to me. It's very frustrating, especially since I was low on AP and in the middle of a battle at the time. --Hempress 10:28, 26 November 2006 (EST)

Fixed. --Kevan 19:30, 26 November 2006 (UTC)

Billboard Description Bug

Timestamp: 18:32, 11 November 2006 (UTC)
reported by
Current Status: Fixed
Severity: Fixed
Description: The description at Margery Avenue reads You are at Margery Avenue.

a credit cardA rotating billboard is stuck halfway between two posters.

I've tried refreshing and logging on and off, but it stays the same. Character: [1]. Screenshot: BillboardBug.PNG


  • Fixed. --Kevan 18:38, 11 November 2006 (UTC)
Talk about that for promptness! Cheers!--Preasure 18:42, 11 November 2006 (UTC)

Anti-Zerging Measures Not Applying to non-Hostile Actions

Timestamp: 12:58, 26 October 2006 (BST)
reported by
Current Status: new
Description: Anti-zerging is known to reduce %-chance-to-hit when attacking. But does it also adversely affect efforts to re-barricade buildings, %-chance-to-find when searching for items, etc.? If it doesn't, it should, IMO.

Definitely agree with this. Support type characters have no reason not to run multiple accounts as it stands now. ConfusedUs 21:47, 31 October 2006 (UTC)

Totally agreed, the fact that players can have three characters (hell, running bots for that matter) rebarricading the same building without penalty is completely abusive. —The preceding unsigned comment was added by pchem (talkcontribs) at an unknown time.

Agreed. If the bots can only be punished by this measure, then this is what we should do. Mancide 15:15, 31 October 2006 (UTC)

This is not a bug. What's it doing here? --Daranz. talk . mod . 15:38, 31 October 2006 (UTC)

Daranz, is that the "it's a feature, not a bug" argument? The way something was programmed allows for a completely abusive, game-balance destroying exploit. Sounds like a bug. --Pchem 15:54, 31 October 2006 (UTC)

Whoa yeah that definitely sounds like something that needs to be looked at... major balance issue here if that's the case. --Mikkle 15:59, 31 October 2006 (UTC)

I concur: this definitely sounds like a problem.--Kentor 16:02, 31 October 2006 (UTC)

Completely agreed, rebarricading bots are ruining the game. AlexXdude 17:35, 31 October 2006 (UTC)

Yep, getting tired of breaking into locations and seeing Leo4, Leo5, Leo6 (or something similar, you get the drift) all in the same segment of a building. If their search success and barricade abilities were diminished, they couldn't all pen up in the same spot safely and compile their 300 server queries each into scanning the barricades every 40-50 seconds and kicking on a barricade script.

Even if it's not a barricade bot, one player can easily stack three characters and their 150AP into the exact same block with no penalty to 95% of their actions if they understand what the anti-zerging code doesn't affect. Reading some of these forums, several players have 3-9+ additional characters just to support their main character's efforts with healing, barricading, self reviving... Luna 20:53, 31 October 2006 (UTC)

Absolutely, these anti-zerging measures should apply to both sides. Let's stick it to the bots already! Bounty838 20:57, 31 October 2006 (UTC)

Well, this should now be moved to the "Bugs reported more than once" section. --Pchem 15:25, 1 November 2006 (UTC)

Forget the 150AP you get from having 3 characters. What about the 150 health? If enough new alts get made and sent to a single location each day, no zombie horde would ever be able to clear them and ransack. Toxy 03:45, 7 November 2006 (UTC)

What in the..I tought that there were % reductions for these actions. I agree that this should be changed. Any form of zerging is pure abuse. - Jenx 21:55 (GMT+2)

As Daranz says, this is hardly a bug when it starts off as a completely speculative question. But exploits are usually nearer to bugs than features - I've given the working-together penalties another small ratchet this evening. --Kevan 22:23, 11 November 2006 (UTC)

Full Health Healing display error

Timestamp: 22:54, 31 August 2006 (BST)
reported by
Current Status: Fixed
Severity: Fixed
Description: When healing a player at full health, there is a display error in the response. "Dubov is already at full health., taking them to 60."


  • I believe this was introduced when they new (and unannounced) code was introduced recently.--GoNINzo 22:54, 31 August 2006 (BST)

Unofficial Note: (as of 28th August 2006)

   * When you heal a survivor, you now get the addendum "...bringing them to X Hp." 
  • Fixed. --Kevan 04:27, 1 September 2006 (BST)

Binoculars not showing accurate survior/zombie count

Timestamp: 22:30, 31 August 2006 (BST)
reported by
Current Status: Fixed
Severity: Fixed
Description: Screenshot 1

Screenshot 2
(Screenshots taken within 1 minute of each other.)

Screenshot 1 is a binocular view SW from the Rogers Building in Ridleybank. I heard there were a lot of zombies attacking the Blackmore building, so I took a look. When I saw that there were 105 zombies, I thought "wow." But I also noticed the 105 survivors. No way. So I decided to step outside (a deadly move, I am afraid) and saw that there was actually only one survivor, as seen in screenshot 2.


  • Fixed. --Kevan 04:44, 1 September 2006 (BST)
  • Thanks Kevan!--Cheeser 18:03, 1 September 2006 (BST)

Login Problems

Timestamp: 16:05, 6 July 2006 (BST)
reported by
Current Status: Fixed
Severity: Fixed
  1. I attempt to log in, and learn that I stuffed up my user/pass combo
  2. I attempt to log in again, this time copying and pasting the *exact* user/pass word combo required
  3. I still get the "you have entered your user/pass/whatever incorrectly..." message.
  4. I paste the exact same user/pass again, and I login successfully.
Clearing cookies does not appear to make a difference.
I am using Firefox, with UDTool 0.7.2, Urban Dead Centred Map 0.5, and a host of other plugins.
A clean install of IE 6 gives the exact same problem, so I am certain that this has nothing to do with my browser, or the extensions installed.
Using Firefox, or IE 6 from another machine makes no difference. I am therefore relatively certain that this is browser, or hardware independent.

Fixed. --Kevan 03:25, 12 July 2006 (BST)

Unable to barricade an empty Building/Can't Ransack empty building

I really wanted to barricade this passing empty building, but it was ransacked. I clicked repair damage, but the game won't let me, stating that there is still a zombie in the building, while it was clearly empty. -Jun 20th, 17:48 See here: [2] —The preceding unsigned comment was added by Ytrewq (talkcontribs) at an unknown time.

  • This is getting a bit annoying. I wish people would just realize that new bugs go in the "New Bugs" section. I think this page should be reorganized so that new bugs is at the top, and the rest continuing in reverse order. Here's the history link if you want it. If anyone wants, they can put it in the correct template format (time's in the history link). --V2Blast TP!CSR 02:11, 21 June 2006 (BST)

Just so you know there's two sides to every coin. I can't ransack an empty building. [3] --GuavaMoment 03:54, 4 July 2006 (BST)

  • Fixed the only loophole I could see that might be causing this. (Banned characters were still being counted for building occupancy.) --Kevan 07:24, 16 July 2006 (BST)

Someone move this... --V2Blast TP!CSR 16:21, 10 August 2006 (BST)

Login Issue

Report #1

Whenever I try to login, no matter what password or screenname I put in, it always takes me to the same character. I don't know why this is, as I log out every time, and try to log in as other characters several times. I can even put nothing in the blanks and click login, and I still can log in as my character. Its odd, as it only seems to be happening to me. I even tried to start a new character, and i skipped the whole choosing you stats part and sent me right back in as the same character!-Vladmyre 21:12, 15 Nov 2005 (GMT)

I've had the same problem once or twice, it seemed to depend on the computer I was logging in from. Logging in from a different computer worked fine. -dobbs
I encountered this problem as well. This is probably due to not clicking the "Log Out" button when you are done with that character. I had set up a second character and every time I would attempt to log on, I would be logged in as my first character. This went away after I clicked "Log Out" with the first character. I experimented with this a bit and it appears that if you use any valid user name and password, you will be take back to the last character you logged on as but did not log out from. --Greenozzy 22:58, 23 Nov 2005 (GMT)
This sounds like a cache issue to me. I had this problem when I first started playing and had to clear my browser cache to fix it. Since then I've configured my settings to reload the page from the server, rather than the cache, and I haven't seen it happen again. --otherlleft 17:21, 29 Nov 2005 (GMT)
I noticed this bug as well. If user (or character) A logs in at a computer to play, but does not log out, user B can (on the same computer) later (after any ammount of time) login from the UD home page with user B's login/password yet will be playing character A. This can be bad for competitive (but forgetfull) players who share a computer. The expected behavior should at least to log user B into user B's character even if user A is lazy. Most likely UD uses a cookie. (Clearing your cache on your browser probably also empties the cookie jar.)--varsik 00:02 Dec 1 2005 (PST)
Its definitely not that someone didn't log out. even when I log out I can only access the one character. and considering that im in a building under seige, i'm getting kinda worried (and just a bit annoyed considering how many times i've tried to log in) --grassman 00:23, 1 Dec 2005 (GMT)
I know the last comment on here was made in December 05, but I just encountered this problem when I started using Firefox instead of Internet Explorer. Clearing the system cache as well as the cookies fixed it for me. --LiquidMetal 8:04, 13 Mar 2006 (PST)
I've had this problem in the past, the reason is that your internet browser is loading the cache-saved version of the page. Refreshing the page should work find for most if not all problems of this type. --Xaxle 11:45, 2 Jun 2006 (GMT)
So I assume this is considered fixed? pink, time to move it (because I'm too lazy)! --V2Blast 21:41, 6 June 2006 (BST)

I find this a very useful glitch, actually. Since I have only one character, all I have to do it click the 'Log in' button, without filling in the name or password. -Mark 17:12, 7 July 2006 (BST)

Report #2

I have two characters, one Zombie, one survivor. Having clicked on Log Out on my Zombie Character, irrespective of what I type into the user name and password (even if it's just random letters), when I click on Log In it returns me to my Zombie character. Is this a Cookies issue? Simon 13:30 BST 11 Oct 05

I've had the same problem. Cleared cookies and cache (IE 6) but it made no odds. Which ever character I said I was logging in as it always went for the same one. Tried the AOL built in browser and it logged in as the other character first time. Some wierd proxy cache thing perhaps? Kardrath 00:30 BST 16 Oct 05
I've been having the same problems as Simon, except the Char I can't get to is my zombie. I'm not sure what this is either. Shadow 5:25, 28 Nov 05
I've had a similar problem. I logged in as my main char, Rockphed, who was in a PD. There were some zeds inside, so I fired a weapon at them. The next screen I got was of one of my alts, pheznap, who was listed as standing outside a different PD. I had left him in the library next to that PD. After clicking on the enter PD button, my display went back to Rockphed. -Rockphed 19:33, 1 Dec 2005 (GMT)

This happens to me sometimes as well. Log out, and wait a couple minutes before logging on the other character. --The Fifth Horseman 15:06, 16 Jan 2006 (GMT) Weird... go Get Firefox! So not quite fixed yet? --V2Blast 21:43, 6 June 2006 (BST) this is happening to me i've tried deleting cookies, using different browsers and clicking login instead of hitting enter (don't know why that should make a difference) a can't create a new character or login as my survivor alt it takes me straight to my zombie... so this bug is still lurking about

Report #3

It may be something that I am doing wrong, but I cannot seem to leave/logout of my one character. As soon as I go back to the map, it reinstates me as my one character, Clay Pleabargain. I have even tried to create a new character, but that just brought me back to the map screen. Does anyone know anyway I might be able to fix this? -- Kais Shau GMT 15:41, 7 Jan 2006

Yes this has been happening to me also. After trying to find out what happened I just hit the log out button instead of just going back to the homepage and I was allowed to log in with my other character.

I am having the same problem and have not been able to get back onto the character i want for a few hours now, I have tried logging in and out, left the game fro and turned and restarted my computer twice a few hours, help me pleaseShenron 04:42, 16 April 2006 (BST) Hmm... what browser are you using. If you're not using it already, go Get Firefox! So not quite fixed yet. --V2Blast 21:45, 6 June 2006 (BST)

Report #4

I have paid the five dollars to purchase an exemption from the 160 hit per day per ISP exemption and have a PayPal receipt to show for it, but I am still falling under that limit each day. Who do I need to talk to to straighten this out? ----GrayGhost 02:54, 10 Jan 2006 (GMT)

  • That would be Kevan, the creator of the game to whom you paid the five dollars. Did you mention the character you wanted exempted? Not even a bug, but leave it for a while so ghostie here can read it. Or tell him on his talk page. --V2Blast 21:49, 6 June 2006 (BST)

Report #5

This is related to the "unable to log out" issue mentioned above. It is definitely effecting me on Safari and occasionally on Mozilla. However the issue only occurs when I try to log in through If I login through the "logout" page (ie. then it all works fine so I'm guessing there is some discrepancy in the implementation of those two pages. I think, but I'm not sure (I guess I should do some experiments to check) that the problem arises when I have closed down the web browser in between logging out and logging in. Louise 09:34, 25 Jan 2006 (GMT)

Report #6

When trying to login with an incorrect username/password, I come back to the login page (map.cgi in URL). If I then input correct information, it does not log in, and displays the same page again. After that, it works normally. I use Firefox 1.5. --Greycloak 19:48, 3 Feb 2006 (GMT)

Me and my friends all have a simaler problem when we try to log in on ither firefox or ie. All it dose it ether go refresh the main page or go to the game screen and then when we click to do something it just gose file not found or we never take that actions. Its rather strange. Ive purged my cookies and temp files and i still get the same problem on multipule computers. And we are all useing correct names and passwords Espon2025 1:59, 1 Jul 2006

Report #7

Ive had similar problems. It was like I was ALWAYS logged on as one character. No matter what I typed in in the log in screen (another character log in or just plain jibberish) I was always returned to the smae character. I even could add contacts outside of the game(Opened profile links from a forum) while not being log in. A purge of my cookies fixed this, I might work for some of you. I use Mozilla BTW. --Cdrwcry 06:39, 27 April 2006 (BST) Yeah, so it's not a bug. Clear the cache. Fixed. --V2Blast 21:50, 6 June 2006 (BST)

Report #8

I don't know whether this should be under this or a new topic but i think it belongs here. Everytime i try to login or create a new character it takes me straight to my zombie, sometimes i am able to login as my survivor alt but i can't create a new character, any ideas or solutions ? thanks. necropolis123

"Dying" players not shown with Scent Fear

Timestamp: 3:51, 17 June 2006 (BST)
reported by
Current Status: fixed
Severity: unassigned
Description: The recent change to scent fear to include a "dying" label on survivors with less than 13 HP doesn't appear to work. Characters with HP below 13 are still shown as "(wounded)" in the room description.

Fixed. --Kevan 04:27, 17 June 2006 (BST)

Wow, that was fast. Needs moving. --V2Blast P!U! 18:33, 17 June 2006 (BST)

Repair Building Damage

Timestamp: 05:08, 7 June 2006 (BST)
reported by
Current Status: fixed
Severity: unassigned
Description: I just repaired damage to 3 buildings in southwest New Arkham. The 1 XP showed up on the next refresh, and then disappeared on the sub-sequent refresh. Clearing the building of dead bodies provided permanent 1 XP.

Comments here

  • I've noted this behaviour as well. In repeadted tests with multiple characters and browsers. My preference would be no XP be awarded for this action in the long run. --Spraycan Willy MalTel 04:04, 19 June 2006 (BST)
  • Fixed. --Kevan 04:29, 19 June 2006 (BST)
Moving time! --V2Blast TP! 22:00, 19 June 2006 (BST)

Transmitters can be retuned from outside the building.

Timestamp: 23:37, 1 June 2006 (BST)
reported by
Flying hamster
Current Status: fixed
Severity: unassigned
Description: I was looking around outside St Alexander's Hospital (Lockettside), and noticed that I can retune the transmitter to a different frequency. Once I entered the hospital, the frequency of the transmitter reflected the change I'd made. I'm assuming that this is not desired behaviour - that retuning should only be possible inside the building.

Fixed. --Kevan 04:57, 2 June 2006 (BST)

Timezone is reported as GMT, is actually BST (GMT+1)

Timestamp: 09:37, 26 March 2006 (BST)
reported by
Current Status: new
Severity: unassigned
Description: Timezone in chat/combat log is still reporting as GMT, but seems to be actually BST (GMT+1) as it reported a time in the future by an hour. (UK just switched to BST this weekend) Timezone reference page:

This bug appears to be fixed now, yay. -- Aradan 09:29, 27 March 2006 (BST)

  • Duplicate of Server time incorrect. It apparently reappeared after it was fixed, then was refixed. Joy. –Xoid 07:02, 15 June 2006 (BST)

Groaning for 0 AP

Timestamp: 21:33, 14 March 2006 (GMT)
reported by
Current Status: fixed
Severity: N/A
Description: Once a character has run out of AP, it appears possible to groan even though the AP to do so doesn't exist. If the URL is refreshed (or re-entered with the ?groan on the end), then the groan text will appear with the "You have run out of Action Points" message — just as if you had groaned with 1 AP left. However, AP stays at 0 (that is: does not go negative, despite having been 0 to start with), and a new groan is generated (as confirmed with a new zombie character who was placed in the same group as the groaning character and moved withing hearing range)

Fixed. --Kevan 06:28, 18 April 2006 (BST)

Attacking/Healing self for XP

Timestamp: 8:09, 13 March 2006 (GMT)
reported by
Current Status: fixed
Severity: N/A
Description: Bug works by specifying yourself as a target for attacks or heals by manipulating post data. When healing with your player ID as the target rather than an empty string you will gain XP. When attacking yourself in the same way 50% XP is gained.

Obviously only those with a bit of know-how would be able to exploit this since you're unable to do it with the UD interface. But it does turn healing into a really AP efficient XP gainer (get FAK's in 2-3 AP, stand in zombie horde, then gain 5 XP for every AP spent). Killing yourself also leaves room for exploitation. As a zombie with low HP I can kill myself before a human does to avoid headshot while gaining 11 XP. --sluutthefeared 08:09, 13 March 2006 (GMT)

Thanks; it's fixed. --Kevan 10:44, 13 March 2006 (GMT)
  • Unless anyone else does it, it's all yours Xoid. Move it! --V2Blast P! 02:01, 9 June 2006 (BST)

Infect as a Survivor

Timestamp: 12:23, 13 Feb 2006 (GMT)
reported by
Current Status: fixed
Severity: medium
Description: If you send the bite command as a survivor to attack someone they will become infected. You will attack using a punch and deal one damage, but also get the ?person was infected? message. This is not possible, as far as I know, using the normal Urban Dead interface (not counting adding things to the end of the url). Happened to me because I was testing my FireFox extension and forgot my char was human.


  • Interesting! That's probably the reason why it seems getting Infectious Bite without the prequisites seems to work, because it's handled seperately. How queer. I'll consider moving this right over to Known Bugs later today, since this is unlikely to get reported a second time and, well, you sound like you know what you're saying. ^_~ (Also, changed severity from low to medium, hope you don't mind.) -pinkgothic 13:58, 13 Feb 2006 (GMT)
  • Moved, for above reasons. -pinkgothic 22:15, 13 Feb 2006 (GMT)
  • I tested this on a co-worker, and can comfirm that the victim is infected. -Bilge Monkey 18:31, 1 March 2006 (GMT)
Vampires! Fixed. --Kevan 12:49, 6 June 2006 (BST)

Click list names to interact with others

Had my alt over in Dunnel Hills, was looking in the attack drop down, and saw [ 'list names' to interact with others...], also looked with my main character in caiger and it was in the attack/revive/dna extractor and heal drop down's. It happens in Firefix with the UD tool/I.E/Opera/Netscape -- Night Haunter 18:09, 27 Jan 2006 (GMT)

Could you describe the way the dropdown looked with more detail, possibly? Was that the only thing you saw in it? If not - are you sure that you were in a building with less than 50 people in it, because that's what the message is for - if over 50 people are there, they're not all shown in the dropdown until you click on "List names" in the room description. -pinkgothic 20:20, 27 Jan 2006 (GMT)
Holy sh... I think I know what you're trying to say. I'm in Caiger Mall and there's a huge amount of survivors there... and they all show up in the dropdown list! The first 50 as they should before the "[ 'list names' to interact with others...]"... and the rest behind it. That's definitely not how it's supposed to be. Moving to Known Bugs because the Caiger Mall situation isn't prone to changing any time soon, and situations like that is why this was put in place in the first place... -pinkgothic 14:30, 28 Jan 2006 (GMT)

I think you know what I mean but I've got a screenshot for everyone else. Also it only happens when you don't click the 'list names' link to show all players in a building - when you show them all, the item in the drop down disappears --- Night Haunter 19:05, 28 Jan 2006 (GMT)

The [ 'list names' to interact with others...] is supposed to be there, just so you know. What isn't supposed to be there is all the survivors listed after it. That the click-the-link notice would vanish after the link is clicked only makes sense. ^_^ -pinkgothic 20:12, 28 Jan 2006 (GMT)

Along the same lines, in buildings with show list, once i show the list it is consistently showing the last 18 names twice (There are 68 people in the building at the time of experimentation). The number may be dependant on the amount of people in the building, but it is easily repeatable. Just clicking show list will set it off. Screenie --Grim s 23:32, 29 Jan 2006 (GMT)

Actually, I think this may be a feature... I think Kevan wants it such that you can see the 10 (or so) most active and the 10 (or so) least active people in each room. Since most zombies either attack at the bottom or the top of the list, they don't have to click list names to get to the bottom of the list now. --C tiger 01:25, 5 Feb 2006 (GMT)
It shows them twice, like this: Person x, Person y, Person z, Person x, Person y, Person z. Your reasoning this makes no sense, especially as it happens after clicking "show list". --Grim s 02:42, 5 Feb 2006 (GMT)
C tiger, I have to agree with Grim s, all evidence points to this being a (very harsh for the server) bug. Even if the 'double display' after clicking "list names" wasn't in place, the information that you should click 'list names' to interact with others is in the dropdown if you haven't clicked "list names", which is either redundant in case he really did change it as you said (the 10 most active and 10 least active - though let it be noted that it really does show everyone, and not just those), or a clear display something's gone horribly wrong... -pinkgothic 15:18, 5 Feb 2006 (GMT)

Agh. Fixed. --Kevan 15:45, 9 Feb 2006 (GMT)

Awesome! Thanks bunches! ^___^ -pinkgothic 17:13, 9 Feb 2006 (GMT)

Superstrong Zombie Bug

Recently attacked a Zombie and when it was hit with my shot gun I was informed that I'd removed 8 HP (due to flak jacket) and the zombie was now on 112HP.

Series of images from fight below:

1 2 3 4 5 6

Unless there's a secret new skill that I wasn't aware of this seems unusual. HarryWynn 00:09, 16 Jan 2006 (GMT)

  • RE: This happened to me to, saturday, Jan 14, 2006 at 11:14:46 PM. I have a screenshot, but I am too N00B to know how to post it. I will post it if somebody tells me how. -Tereseth 17 Jan 2006, 9:44 PM (GMT)
Moved here for reasons akin to the XP exploit bug that was fixed. -pinkgothic 17:22, 18 Jan 2006 (GMT)
120 HP to start with. Does this mean you can buy Body-Building twice? --thief 20:40, 23 Jan 2006 (GMT)
Partially fixed. It shouldn't be happening as often, but is still possible. Am working on it. --Kevan 08:05, 27 Jan 2006 (GMT)
Fixed. Got it. --Kevan 12:28, 7 Feb 2006 (GMT)
I assume you got it, but maybe did not revert all zombies that exploited it? Asking because this just popped up on Bug Reports (follows) -pinkgothic 03:08, 12 Feb 2006 (GMT)
No, I reverted them. And according to the database there are no zombies in Malton with an HP above sixty, at the moment, although this might just be because the reported Zombie God had been knocked below sixty - I'll keep an eye on this in case any creep back in, and check that it's not just a message-report bug. --Kevan 01:58, 13 Feb 2006 (GMT)
  • RE: Sorry Kevan but it's not fixed yet During a Breach in the Barricades of the Latrobe Building [21, 28](in Darvall Heights next to the Caiger Mall) I was helping by fighting off the zeds that came in well... one of them had Way over 120HP it took 3 guys to beat that thing down -Dark Templer1 01:38, 20 Feb 2006 (GMT)
    • RE: Still going. Proof in the following screens: 1, 2. --Dr. Fletch 06:00, 9 March 2006 (GMT)
      • RE: More of the same. Scared the hell out of me to boot. 1 09:06, 16 Match 2006 (GMT)
  • RE: Kevan, still going on. Have a screenshot of the attack I did on the zombie and a screenshot of it's profile. Zombie is "Unspoken Dead" in the Whatmore Building [45,16] --Wileysez 31 March 2006 (GMT)

Zombie God?

Fighting a lone zombie near Caiger, this message flashed up: "You fire at the zombie for 5 damage. Their flak jacket absorbs 1 point of that damage. They drop to 88 HP."

Two others there at the same time got similar messages, and wrote this:

  • 1337 ninja said "You fire at the zombie for 5 damage. Their flak jacket absorbs 1 point of that damage. They drop to 104 HP. WTF?!" (02-11 21:59 GMT)
  • KenForee said "You fire at the zombie for 5 damage. Their flak jacket absorbs 1 point of that damage. They drop to 92 HP. WHAT?? 92 hp??" (02-11 21:59 GMT)

My profile is: The other two people who I know are aware of this are: and

--Alexander Antwerp 21:59, 11th Feb 2006 GMT

Add on to the Zombie God bug:

I've run into a few 100 HP zombies, one of which calculated damage oddly and dealt negative XP to me.

I unfortunately did not screencap the shots, but I started with 27 experiance points, hit with two shotgun blasts, 3 pistol shots, and 2 axe swings (with flak jaket a total of 34 damage), yet he only went down to 83 from 100 HP. After combat, I had 21 XP! I had lost six experience points and only had 27 damage from my 34 dealt go through!

Truely this is zombie God.

This zombie was spotted by M1X0R in Nixbank in March of 2006.

Possible Game Abuse: Character with Excessive XP

One of the members of one of the message boards found this profileThis character joined december first and has apparently averaged 239 experience per day. I don't think this is possible within the bounds of normal game play. --Stroth 03:04, 12 Jan 2006 (GMT)

Once it had the attack skills, a zombie who was standing still and having kills set up for them (accomplices beating someone down to 1HP, then handing the victim over) could gain a theoretical 6.5XP per action (50% chance of hitting for 3XP plus a 10XP bonus kill), which would give 325XP per day. Does seem more likely that this is abuse, but I can't think of any repeatable-action tricks that would work; that it'd either have to be an action that gave you 5XP per AP (can you use first-aid kits that you aren't carrying, if you force the URL?) or any XP-giving action that didn't expend an AP (none of which exist, that I can think of). --Spiro 03:32, 12 Jan 2006 (GMT)
(Have tested the first-aid kit thing, it doesn't have any effect.) --Spiro 03:40, 12 Jan 2006 (GMT)

I have encountered a similar character, with this profile. This guy joined on December 11. When he attacked me last night, he was carrying at least 9900+ XP. An hour later, he had gained 10,327 XP. Right now he's got 12,534 XP. He attacked me sixteen times, so he had at least 34 APs left to gain over 350 points. And today he's somehow gained over 2,100 XP. This seems to be a recent problem, judging from the other entries. --Joe Parsec 22:51, 12 Jan 2006 (GMT)

Moved here due to the severity of the potential bug. -pinkgothic 01:15, 15 Jan 2006 (GMT)
Could it possibly be kevan, playtesting? Otherwise, this person or these people have to 1) get extra AP somehow, and 2) evade the IP lockout. --Drummer boy 06:29, 15 Jan 2006 (GMT)
If a human had already stocked a large amount of FAK's the previous day and was in a place with tons of injured comrades it is possible. They get 5XP per heal regardless of how much they heal. Assuming they had enough FAK's and injured they could get 5*50=250XP Ofcourse that is 1 day not several in a row. --EMAG_TRESNI 03:51, 17 June 2006 (BST)

Fixed. It wasn't me, it was someone who'd found and exploited a bug. The loophole's been closed. --Kevan 00:56, 17 Jan 2006 (GMT)

I was one of the people using the bug (I think there were only two of us). I actually intended to email you about it after I had a little more fun with it. Anyway, just thought I'd let you know the bug isn't totally fixed, but the exploit is crippled, since attacking isn't free anymore.
As far as I was able to determine, the things you could do for free using the bug were attacking, moving, and searching. I don't know if you fixed searching (my character is a zombie) but I can still move for free. I'll write an article about the bug for the wiki, as it gives an interesting insight into the complexity and obscurity of problems that coders have to deal with. I'll hold off until you get the rest of the bug fixed though. OsuUshi 20:03, 17 Jan 2006 (GMT)
Thanks for mentioning the detail. It should be completely fixed now, it was just movement I'd missed. --Kevan 01:20, 18 Jan 2006 (GMT)
Kevan, will users who used the exploit be allowed to keep their current standings/loot/whatever, or will they be reverted? --Drummer boy 03:24, 20 Jan 2006 (GMT)
If you check the profiles you'll see that both of the charicters have been dropped to 0 XP. And since neither of them have gained any more since then, Kevan probably locked them for exploiting bugs. --Stroth 03:37, 20 Jan 2006 (GMT)
Awesome. Yes, I should have paid more attention and seen there were profiles attached. Thanks :) --Drummer boy 16:25, 20 Jan 2006 (GMT)
Finally got my lazy butt around to writing an article on the exploit. And no, Kevan didn't lock our accounts, but he didn't need to: we spoiled the game for ourselves. Can't say we didn't deserve it, of course. OsuUshi 18:52, 27 February 2006 (GMT)

Not all characters appearing in option box

I am inside St. Elizabeth's Hospital in Lukinswood. There are 27 other characters besides me. In the first aid kit option box, there are only 26 names (one is missing) and a three line entry that says:

[ 'list
names' to interact
with others...]

However, there is no 'list names' to click as there are only 27 people in the room, and all their names are listed in the room description. I'm not sure if the order matters, but there are 25 names, then the above 3-line message, then 'the barricades', then the 26th name, and finally 'the generator.' (Barricades aren't usually listed when inside the building, are they?) -Misha 18:22, 2 Jan 2006 (GMT)

I can confirm this. It's definitely a bug, so I assume this can be moved to Known Bugs sometime soon... what happens is that one of the names in the dropdown is substituted with the click message. I don't know if there's a pattern to the substitution yet, but for reference, my drop down, which has 29 of 30 names listed, is missing the fifth-last user from the dropdown, which is where that message is. In other words, the 25 names are followed by "click 'list names' to interact with others", that is followed by "the barricades", and that is followed by the last four names of the room listing. There's no generator where I am, so naturally that's not being mentioned. (Nor are there zombies. You get the point, I'm sure. :) )
Until this is fixed, here's a way to get around it... if you want to interact with the individual not on the list, add them to your contact list, that will force them onto the list. I'm not yet sure if doing that will bump someone else off the dropdown, but I'm going to assume that's the case for now, as in, assuming worst-case. -pinkgothic 21:20, 2 Jan 2006 (GMT)
I've taken liberty to move this, despite the short wait time. -pinkgothic 23:45, 2 Jan 2006 (GMT)

Fixed. Was changing the overcrowded-building dropdown to list the most idle and most active survivors rather than just the most idle, must have missed testing it in buildings between 25 and 50 population. --Kevan 00:02, 3 Jan 2006 (GMT)

Wow! That was quick. :) Thank you, Kevan. -pinkgothic 00:07, 3 Jan 2006 (GMT)

Jumping From A Window While Infected Triggers Bug

After an unwanted revive, ran my character off to the nearest tall building to jump off of. At some point, my character had received an infectious bit, so he was losing HP all the way. Jumped from a window, and died, of course - and also lost 1 HP due to infection. Screenshot can be found here. As you can see, presented with no "Stand Up" button, but rather I have the normal "Enter the Building" and "Search Area" buttons. You may notice that "Storeys" is actually misspelled - I just checked a few dictionaries to verify, and this usage should still be "Stories". I then clicked on "Enter the Building", an action which seemed to heal one HP, bringing me back to 0, and presented me with the "You Have Died" message and the "Stand Up" button. --Reverend Loki 17:39, 23 Dec 2005 (GMT)

Fixed. And "storeys" is the British spelling. --Kevan 00:11, 3 Jan 2006 (GMT)

Heh. Gotta love that snarky British humour! --sweitzen 20:16, 12 May 2006 (GMT)

HP not being decreased by some attacks

Quick Summary: During one expedition (his first) to Caiger Mall, Donny Osmond was attacked by zombies and four of those attacks did NO damage despite showing messages to the contrary.

Less-quick summary: Donny Osmond is a character I recently started and moved to the Caiger Mall area. Today he jogged over to (outside) the Mall to do some DNA analyzing and soak up zombie AP. While doing that, I noticed some weirdness with his HP, so after he finished and returned to a hideout, I went back over what had happened (using the back and forward buttons in Firefox to check what had happened, and the character's AP, HP, etc). Donny was infected early on after arriving, and was attacked numerous times. Most of those attacks did damage properly, but four of them didn't decrease Donny's HP, despite saying that he took damage. In total, he took 10 less damage than he should have (Which would have resulted in his death, except that I would have had him flee earlier).

I've posted the log at User:Shadowlord/Donny Osmond Bug Log to avoid spamming this page up with it.--SL 02:10, 23 Nov 2005 (GMT)

[other examples trimmed]

Fixed. This was an issue with simultaneous database updates (one player taking game actions while another attacks them), which should be okay now. --Kevan 05:57, 7 Jan 2006 (GMT)
Comment: Apparently it is not. See this Bug Report --Nov 07:12, 8 Jan 2006 (GMT)
Comment: Yes it still is broken. Last night 2 of my zombie friends killed a survivor. both got the kill. Slayerek 10:22, 10 Jan 2006 (GMT)
Comment: I can verify it is broken as well. This morning I was attacked for 4 damage and infected. After moving, I noticed that I am still at 60hp and took no infection damage for the move. Thunderclap8 15:15, 25 Jan 2006 (GMT)
Comment: I agree, I was infected at with 50hp, I did 10 more attacks, then spent 5 AP's walking into Caiger Mall, and I noticed I didn't loose a single HPFireswordfight 19:52, 1 Feb 2006 (GMT)

Server time incorrect

Timestamp: 06:16, 29 Oct 2005 (BST)
reported by
Current Status: new
Severity: aesthetics
Description: The time stamps on all actions within the game are stated as being in GMT, but the time displayed is usually +01:00 GMT/UTC. I have compared this against numerous computer clocks, including my stratum 3 timeserver. This is likely an incorrect time setting on the server running the game.


Based on the timestamp for this entry, the times displayed in the game are actually in BST, not GMT. So the issue will probably be temporarily resolved this weekend as Britain turns its clocks back. It may still be worth reconfiguring the time on the server to operate entirely in UTC. --BenM 06:21, 29 Oct 2005 (BST)
This appears to be working/fixed. The UK is now on BST, and the action reports are labelled "BST". -- Aradan 09:27, 27 March 2006 (BST)
  • Fixed known bug, needs moving? --V2Blast 22:21, 6 June 2006 (BST)

DNA Tagging Overload

I consider the following a bug.

The fixed-time reset every 24 hours for DNA extractions causes the UD server to become very slow to respond, or unavailable, at the same time each day, sometimes for several hours.

The people with the skill to extract DNA need to log in shortly after the reset time to have a much better chance to gain their XP. If they log in before the server reset there pretty much isn't anything to get. If they log in too late after the reset, then there pretty much isn't anything to get.

The solution is to tag a player with a time-stamp in the database when they are DNA extracted. Zombies can't be DNA extracted again until the time is time-stamp+24hours.

This changes the reset time from a global reset every day at the same time (making NTs preferentially log in at the same time every day for best results, causing load) to reset time for each individual. Over a period of a few weeks the several hours of heavy sever load will greatly diminish as NTs find their best time to play, rather than the best time to play being dictated by the reset time.

This isn't really a bug, but is a design fault. It'll be changed. --Kevan 00:54, 20 Oct 2005 (BST)
Please note that changing it the way suggested will only cause a different pattern. As there's a lot of empty ocean between North America and Asia, it will lead to most scans being done in Asia. At the start of day in Asia a couple of hours without a lot of scanning will have elapsed, leading to high sucess rates in scanning in Asia, and the timezones after Asia will not get much to scan. (Working in a global service organisation I'm pretty sure about this ;) --Madalex 12:57, 22 Oct 2005 (BST)
What? The suggestion doesn't involve time zones, so I don't understand what you're getting at. --LouisB3 20:56, 7 Nov 2005 (GMT)
Yeah, there's also the problem of someone tagging the same mob of zombies at the same time every day, as only they know the exact time to tag them. I'm considering better solutions to this, perhaps randomising it or linking it to some zombie action (that zombies only become "untagged" when they die or level). --Kevan 13:55, 22 Oct 2005 (BST)
Knowing when to go after a specific horde (assuming the horde doesn't break up or move long distances) seems like genuine strategy, unlike the current exploitation of the "design fault". Also, nerfing Scientists seems like a bummer, since they're already pretty bad compared to the Military. --LouisB3 20:56, 7 Nov 2005 (GMT)
A small side note: Shouldn't a DNA Extractor still give you the same information regardless whether somebody has already been scanned or not? --Madalex 19:00, 22 Oct 2005 (BST)
If "untagging" is to be linked a zombie action, it should be something more common than leveling-up or dying -- such as gaining a certain amount of XP -- since tagging zombies is one of the best ways for NecroTech employees to get through the early levels. If it is limited to leveling up or dying, hordes of high-level zombies could roam about and none would be available for tagging. --Ethan Frome 23:05, 2 Nov 2005 (GMT)
Probably random un-tagging (after a minimum of, say, 6 hours) is the best way to go. This avoids the problem of one person tagging a single horde at the same time every day, as well as people clogging the servers to get the choicest zombie flesh right as the clock resets.--Ethan Frome 23:05, 2 Nov 2005 (GMT)
Another possible way to do it would be to assign a certain percentage chance to the scanner like the weapons have. There some drawbacks to this way though. It would become possible to rescan a given zombie a couple of times, but something simular could currently happen when somebody starts a round before the Start of Day (SoD) and returns after SoD has happened. Basically, there are three components to this issue: a) server load an implementation will cause due to the changes in behaviour of the players, b) balance between Survivors and Zombies, but also betwenn the various Survivor classes, and c) flavour of the game. The small side note mentioned above is currently the only thing which either doesn't affect or improves the three points. Madalex 20:27, 7 Nov 2005 (GMT)

4294965895XP Bug

I was headshoot today and this is what i have: "You are athabaska and you are dead. You have 0 Hit Points and 4294965895 Experience Points. You have 13 Action Points remaining." Damn, too few AP 8)))))--athabaska 12:44, 19 Oct 2005 (RUS)

Hm, looks like basic database behaviour has changed during the server upgrades, and reducing a number below zero now wraps it around to four billion. Which isn't good. It'll take some faffing around to fix this elegantly; for now, the game will just zero the XP of anyone it notices who's got billions of it - you might get one turn of visibility before it kicks in, but won't be able to spend it. --Kevan 14:55, 19 Oct 2005 (BST)
This has now been fixed. Zombie Hunters get to see how much XP they're knocking off, as well, as a bonus. --Kevan 00:54, 20 Oct 2005 (BST)

Same here. And as I made a screenshot and all, I'll post it! :) Pic -- Jaren80 20:10, 19 Oct 2005 (BST)

Zombies Taking DNA Samples

Since your last turn:

  • A zombie said "Mrh?"
    [<a target="_blank" style="color:#8fbf00;" href="">Zombish</a> for "mr?"]
    [<a target="_blank" style="color:#8fbf00;" href="">Zombish</a> for "mr?"] (10-17 23:30 GMT)
  • A zombie extracted a DNA sample from you. (10-18 00:12 GMT)
  • A zombie attacked you for 3 damage. (10-18 02:15 GMT)
  • A zombie attacked you for 3 damage. (many many times)

Zombies can extract DNA samples without using their teeth now? Also, I'm concerned particular URL manipulation could be used to attack a certain zombie directly, no matter where in the stack he is.

It was an NT scientist who died after tagging you (it works the other way, as well, that you can get apparently infected by the bite of survivors). It's because the player's name is looked up at the time of the message being printed. I should fix this.
The attacking a certain zombie is entirely intentional, though, intending to represent "recognising the one with the machete in its head". --Kevan 21:36, 24 Oct 2005 (BST)
Fixed. --Kevan 08:03, 27 Jan 2006 (GMT)

No map screen

Status: We've kicked the server around a bit, which should have fixed the problem - checking the few characters that were named below, they seem to be back on the map, although it's possible they used Etna's temporary fix. We'll keep an eye on this thread to see if there are any reports to come in. Do give your character name if you're still stuck, though. --Kevan 22:13, 6 Oct 2005 (BST)

I was heading north to find zombies and when I stepped on the Woolven Cinema block in Scarletwood, the map screen and talk options vanished. I was able to make it to the junkyard next door by pressing back and clicking on the relevant block, but stepping back onto the Cinema caused it to mess up again. I don't want to be eaten by zombies! My character is Mil Milligan, by the way. --Mister Six 20:56, 6 Oct 2005 (BST)

You're not the only one, skippy. Map screen and many options (my First Aid kits and firearms register no one at my location and therefore list no one) are suddenly gone. I suspect server issues. --Squashua
I have the same issue - but only on my level 19 humans. I have 3 level 19s (all of which are in malls) that have the problem. I have one level 7 scientist in a NT building who can see the map, and who hes in the room with.--KegRider

I have the same problem, but unfortunately I closed the browser like an idiot instead of pressing back...It's the same situation in IE and Firefox. My character is stuck in Roachtown, Newstead Street Railroad Station, which I entered from the!

I have the same with a level 2 zombie and level 2 necrotech. They're still in the locations (since I can find appropriate things by searching) but I can't see the map or move :( Marianne Wells
I have the same problem - on only one character. ceejayoz has no map nor description of the location (although GPS coords are correct). ceejayoz2 works fine. ? ceejayoz .com 21:14, 6 Oct 2005 (BST)
Me too - I'm (rotational) stuck somewhere in Judgewood with no map. It's getting cold and I'm scared.
Same problem here. Does anyone think Kevan has been notified about this? (Moving this to "Known Bugs.") The Coach 21:20, 6 Oct 2005 (BST)

I too have just gotten this problem. I hit level 19 a week or so ago and that seems to be part of it, but I heard that people outside of my location needed help and healing, and trying to a new space, the whole map and my first aide kits, as well as my ability to speak, or any description of my surroundings have all disappeared. This renders my guy useless. Any solutions yet? Phooey... :(

I'm level 1 and ran into this problem as well. Worse, once I logged out it won't let me back in, saying no character with this username exists. Creating a new one with the same name caused an error. - BobFungus
My level 2 (w/ 16 exp) Private is having this problem. He's in East Becktown outside one of the police stations. No problems with my Level 1 Civilian though. - Napoleon XIV (Johnny Yuma and John Durigon in game)

TEMPORARY FIX I'm Etna, lvl 19 on here. I found a fix to this. Say you're in square [34,54], then type into the address bar::[34,55] Also, if you don't have a GPS on you just go to Then figure out what your coordinates were when it happened, put the text above into your address bar and just put in the coordinates of the square next to you(or the one you were in), and it's fixed. This moves you one space and fixes the map. REMEMBER! The square you input MUST be right next to you, if you input anything else it won't work. Also, I tried the fix below this message, and it didn't work for me, but try that out too, maybe it'll work for someone else.TEMPORARY FIX

The same thing happened to me in North Blythville, I was using Firefox. When I switched to IE, I got the map fine.

I'm in Peppardville. I was having this problem, but everything seems back up there now. -Corben

Appears fixed for me now. Could be wrong, but methinks the lord of the undead fixed whatever database corruption or webpage/cgi mis-include there was.
Seems to be fixed now. I moved it to the fixed bugs section. Unfortunately for me my character somehow got deleted and I had to recreate him. Oh well, good thing I only had 6xp total anyways. - BobFungus

Killed again, Ankle Grab doesnt work

Hi. I play a zombie, that was revived. I have the ankle grab, but when I died (as a survivor), getting up takes the 10ap:s. Not sure if it's a bug or a feature though :P.

Confirmed: I recently purchased the Ankle Grab skill (stand up for 1AP). I was then revivified, and died again to zombie attacks. Today when I stood back up as a Zombie, it cost me the full 10AP to stand up, and not 1AP as Ankle Grab states. I also had a weird problem with my other skills not being applied correctly: Despite having Vigor Mortis and both Claw Skills, my first attack was only a 20% chance to deal 2 damage instead of the normal 50% for 3. --Zark the Damned 12:43, 6 Oct 2005 (BST)
The %age error on your first attack has been noted by Kevan. You attacked at the correct values but for the first attack the displayed value doesn't match the actual value. I believe he is going to add a fix for this. --Chainsaws 13:59, 6 Oct 2005 (BST)
I also play a zombie and have the Ankle Grab skill. Today marks the second time it's cost me 10AP to stand up since buying the skill. Help? --MarneyS 9:21, 6 Oct 2005
Well, this is an odd thing. I, too, have Ankle Grab, and far too many oppurtunities to use it, and it's worked fine each time so far. Can you affected folk give some more details on your characters, perhaps? Maybe then it'll be easier to figure out what's going wrong there. :) -pinkgothic 05:57, 7 Oct 2005 (BST)
What kind of details would be useful? My zombie is called Kate Monster; she's 11th level and has a whole bunch of skills, all of which seem to be working properly aside from the Ankle Grab skill. Strangely, Ankle Grab worked properly (i.e. standing up cost 1AP) the first time I died after buying the skill, but hasn't worked properly since then. --MarneyS 08:59, 7 Oct 2005
If there's something wrong with your character, it's helpful to know the character's name so that I can actually look them up in the database. It sounds like this is just me implementing Ankle Grab a bit too vaguely - it only works when you stand up after being killed as a zombie; it's probably easier to genericise it than reword the skill, so all standing up (including revivification) now costs 1AP for Ankle-Grabbers. --Kevan 14:44, 7 Oct 2005 (BST)
Kate Monster is the character name, and at least one of those deaths was after having been killed as a zombie, as I recall. Happily, I haven't been killed again since posting this, though, so I can't say if it's still a problem or not. --MarneyS 10:19, 7 Oct 2005
There seems to be a bug with the new "Always standing up with 1 AP for Ankle-Grabbers". It's explained in the unofficial forum, with screenshots: --Craw 17:23, 7 Oct 2005
I'm glad you mentioned it, because I just stood up and went from 12 to 11.966666667 AP. Weirdness. --MarneyS 15:03, 7 Oct 2005

Fixed. Both the 10AP thing and the 0.03AP thing should be resolved, now. --Kevan 12:42, 9 Oct 2005 (BST)

Headshot Bugs

This one I found out and its happened twice to me. As a first level zombie, I have been headshot a few times, and it says 'you lost no experiance' however my experiance counter has droped ten points...after the first shot, and another ten after the second.

More a question about this than a bug but is it intentional that I take a headshot and lose XP as a human? --Chainsaws 11:23, 4 Oct 2005 (BST)
Others have reported that when you're headshot as a human you actually don't lose any xp, despite the message to the contrary. --SL 19:32, 8 Oct 2005 (BST)
Ah, thanks. I wasn't able to check if I had or not. --Chainsaws 10:31, 10 Oct 2005 (BST)
Are you sure about that? I was headshot as a survivor (in fact it was what killed me) and dropped from around 30+ XP and to 4 XP. As a human. --Cahllahan 12:44, 16 Oct 2005 (EST)
I was somehow Headshotted twice, from two different characters. They both shot me at the exact same time. --Ghede 1:14 AM, 11 October 2005 (EST)

I can second that, I'm new here, so I may not be doing this correctly, but I've taken two headshots from two different people as well. Another thing for me is that I don't know if I lose exp when I take headshots, I've never noticed it before. Envoy of Chaos

Same here: I've been headshot twice in one death, by two different persons. Race condition? Picture -- Jaren80 20:13, 6 Dec 2005 (GMT)
Also, a survivor was apparently headshot whilst dead after being killed by zombies. Pic --SA-TA-EK-Rumisiel 19:37, 19 Oct 2005 (BST)

Fixed, variously. The survivor-headshot thing was just the message being printed when it shouldn't have been, nobody ever lost any XP from it. The level-one zombie thing was due to Infection erroneously being counted as a skill for Headshot damage, and is now fixed. The double-headshot thing is surprising, but dramatic and unlikely enough to leave in place, I think. --Kevan 01:01, 20 Oct 2005 (BST)

I have a slightly different problem. I have a level 2 zombie, but my skill is a human skill (Free Running). When I take a headshot, it tells me that I lost no experience, however I DO lose experience. --edsteele 9:50, 17 Nov 2005 (EST)

Player added twice to contact list bug

It is possible to add a player to your contact list twice. This would not be a big deal in and of itself, except that it causes any such player to appear twice in the room contents and dropdown listings in the game itself. For example, if Player, OtherGuy1 and OtherGuy2 are at the same location, and Player's contact list has two listings for OtherGuy2, the contents of the room will be displayed as "Also here are Otherguy 1, OtherGuy2, and OtherGuy2." and the "attack" dropdown list will contain "OtherGuy1, OtherGuy2, OtherGuy2". The Coach 22:22, 26 Sep 2005 (BST)

Heck, you can add YOURSELF to your contact list if you want to. Kinda weird. --Squashua 17:53, 11 Nov 2005 (GMT)
This has been fixed. --Stroth 19:30, 20 Nov 2005 (GMT)

Attacking zombies in contact list gives too little XP bug

In many ways, it seems like zombies that are added to the contact list of a human player are treated as other players when selected via dropdowns, as opposed to being treated as zombies. The best (and most harmful) example of this is when a human player attacks a zombie who is on his contact list by name -- that is, chooses "Attack (ZombieX) with (weapon)" rather than "Attack (zombie) with weapon" -- the player will receive only half the XP of a normal hit against a zombie. Presumably, this is because UD treats any named character as a human rather than a zombie for the purposes of attacking. The Coach 22:22, 26 Sep 2005 (BST)

Also, if, as a zombie, you attack another zombie who is on your contact list by name, you will gain the NORMAL amount of XP, presumably because the zombie is treated as a human. This is a pretty serious bug, as it rewards PKing among zombies. The Coach 19:51, 5 Oct 2005 (BST)

I can second that zombie on your list. i was killed by a zombie so i put him on my list so i can kill him, i attacked the zombie as a zombie and got full XP.

Fixed the attack thing. Are any other instances actually harmful, though? --Kevan 21:39, 24 Oct 2005 (BST)

Curing Infection bug

When applying a medkit to someone with in Infectious Bite. You are informed that you have restored x hit points and cured the infection. Applying a second health kit tells you you have also cured the infection, and a third. So is the infection cured or not? And if so why am I still being told I am curing it?

Ah. Thought I'd fixed this a few hours ago, but I'd only fixed the self-curing. It should be fine now. --Kevan 00:54, 25 Sep 2005 (BST)
As of a couple minutes ago, healing the same guy multiple times resulted in the "cured" message. What is the intended behavior?
Ah, hm, was still some quirks in it. It should be fine now. --Kevan 09:04, 25 Sep 2005 (BST)

Zombie "Stand up" action problem

When I log into my character who has been killed, regardless of the amount of AP I have before I stand up (the only action possible), it goes to zero after I stand. This, of course, leaves me wide open to being killed again before I can move, starting the whole cycle over again. Gerien 23 Sep. 2005

By "regardless of the amount", I presume you mean "between 1 and 10"? It costs 10AP to stand up. Might be helpful if the stand up button said this, actually. --Spiro 01:44, 24 Sep 2005 (BST)
Thank you, Spiro. I didn't know that. Is that why even after several hours of not playing I'm still showing as having zero AP? --Gerien 18:17, 23 Sep 2005 (PST)
This would be it, and this has been causing confusion - I've made it so that the stat box now displays negative AP, rather than rounding up to zero. And the Stand Up button now mentions the 10AP cost, for clarity. --Kevan 01:04, 25 Sep 2005 (BST)
I don't know if this is a bug or not. I play a zombie character, and I recently bought Ankle Grab, which allows me to stand up for 1ap. Today, when I logged in, I found I had been revivified, I stood up (paying the normal 10ap since I was alive). I walked up a building and jumped from the window and got myself killed. But when I was going to stand up as a zombie, I found out this action still costed me 10ap, instead of 1. Is it a bug or is there some other reason? --locke.dragnarok 9:19 05 oct 2005 (GMT -4)
Thats not a bug. When you are first killed or revived, you always pay 10 ap to stand up. It only has an effect if you die while being a zombie.--Lightman
I again don't know if this is a bug, but it sure does make a starting zombie very difficult. Today is the third time that I've logged in at the beginning of the day, stood up and found that I have 21 action points left to spend... I don't get it, am I doing something wrong? I'm pretty sure from all the reading I've been doing that I should have 40 left after I stand up at the beginning of the day? If it helps, I'm just a regular old level 1 corpse. Also, my character name is Grrnngh. --Pyrinoc
Perhaps a silly question, but - are you sure you had 50AP before you stood up? If you're playing into the evening and logging on again in the morning, your character won't have had time to recharge to a full 50AP. --Kevan 14:56, 27 Oct 2005 (BST)

Free Running bug

A player with the Free Running skill who steps out onto the streets directly from inside a building will not see the zombies and humans in that block, but will see the people inside neighbouring buildings. Walking to another block or searching the block will fix the problem, or it can be avoided outright by leaving the original building through the front doors. Additionally, one can perform an action that does not cost AP, such as dropping an item. Refreshing the screen will not solve the issue without using an AP. Some players have rationalised the behaviour of this bug as "hiding in the sewers." Going to your contacts list or any other page that links back to the map.cgi page should correct the display without using an AP.

This is due to Free Running players being moved outside halfway through the map being drawn (I think you only get to see players inside to the north-west, north, north-east and west, as well as your current block). It'll be fixed along with the upcoming moving-within-large-buildings issue, as they're both fairly related, during the next few days. --Kevan 10:40, 16 Sep 2005 (BST)
Kevan - I checked today and could see characters in the southeast, south, and southwest. Not sure if that changes the fix, but thought you ought to know. --otherlleft 01:36, 18 Sep 2005 (BST)
This was quite a while ago - does anyone have any news about the large buildings mod, or this issue being fixed? Saxsux 13:12, 23 Dec 2005 (GMT)

Fixed as part of the Large Building changes. --Kevan 08:32, 30 Dec 2005 (GMT)

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