Talk:News

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Here's the UD news in its entirety. It can be moved to a template or something for embedding in another page (like the mainpage) if needed. Also, if FAQ, etc. is ported over, the external links might be changed to link to entries here (unless we really want the original news in here).


[edit] July 3rd: Helicopters

It's interesting with the crates also in monroeville (possibly, i head the helicopters, but did not find any crates) - crates sometimes have needles (indeed one i found this morning in malton had 3) if those crates have the same in monroeville, maybe some revives are now possible in that town?--Lardass 14:56, 3 July 2008 (BST)


[edit] June 1st: "the fact noted in their profile"

Ummm... my profile says that my Zombie character "CrazySnakeMan2 was a headshot corpse at the end of the Monroeville quarantine."

Considering I'm up and walking around, is this a bug or something? TheUncleBob 17:39, 1 June 2008 (BST)

My profile has been fixed: "CrazySnakeMan2 was among the walking dead at the end of the Monroeville quarantine." TheUncleBob 01:29, 2 June 2008 (BST)

"____ was an undamaged corpse at the end of the Monroeville quarantine." - Considering i'm lying on the ground with a fat headshot i find that somewhat odd...--J3DSR! 07:11, 2 June 2008 (BST)

I had the same thing yesterday, but now it shows correctly as headshot corpse. --Midianian|T|T:S|C:RCS| 13:15, 2 June 2008 (BST)
Well, hopefully when it all gets straightened out, we'll see a chart of some kind that shows how many people were in each category at the end of the quarantine. And, if we're really lucky, The "next signups" will let us "revive" our completely dead characters one time... ;) TheUncleBob 13:47, 2 June 2008 (BST)
The update leaves the date Monroeville opens in ambiguity. Does anyone know when it will open? -- Takiel 23:44 (EST), 05 June 2008

Is it just me, or does anyone else think that it seem a bit cheap that MIA level 1 characters with 0 XP count as having "survived"? Honestly, makes me wish I'd killed a lot more of them... they didn't do anything to earn that, other than there being too many of them to kill. Not that I haven't been trying... —[Revenant[Hey, you!] [Cades] AU 08:48, 6 June 2008 (BST)

Well, they did survive, you know?.. a lot of people worked towards getting rid of all of them, but, well, there's a lot of them and a lot of people somehow think that killing a total inactive is a PK. (while i actually think killing zomie is more of PK than killing Lvl1-XP0) --~~~~ [talk] 08:53, 6 June 2008 (BST)

[edit] May 28

Whats the whole dark building thing mean? To me it sounds exactly how it is now, unpowered buildings have worse search rates. So i guess i'm missing something. Any word on the household weapons? --J3DSR! 13:07, 28 May 2008 (BST)

First, dark buildings decrease attack rates. Second, I presume the search rates will now be even worse in those buildings when unlit. --Midianian|T|T:S|C:RCS| 13:09, 28 May 2008 (BST)
Im in corless bank, vinetown, whic would seem to be giving the impression of being ruined, even though its vsb and repaired. An example of a darkened building? --Rosslessness 13:10, 28 May 2008 (BST)
Yep thats it, standing outside the same building shows it to be normal grey in colour. --Rosslessness 13:11, 28 May 2008 (BST)
And i can hit people with my toolbox. (The preceding comment was NOT a metaphor.)--Rosslessness 13:13, 28 May 2008 (BST)
Banana Creme Pies FTW --Thesurveyor 13:14, 28 May 2008 (BST)

Items that can now be used as weapons:

  • toolbox (25%, 2 dam) (survivor with maxed melee)
  • fuel can (25%, 1 dam) (survivor with maxed melee)
  • beer bottle (10%, 3 dam) (zombie)

I don't know if there's others. --Midianian|T|T:S|C:RCS| 13:14, 28 May 2008 (BST)

You can poke someone with a newspaper (100% to hit, 0 damage) as well. I like this idea! --Stas 17:27, 28 May 2008 (BST)
You mean you can't beat someone to death with a newspaper?!?! Drat.
It is only 25% for a toolbox if you have hand to hand. Otherwise, it is 5% without anything.--– Nubis 18:33, 28 May 2008 (BST)

Cinemas and clubs are also effected by the darkening. Warehouses and schools and churches seem unnaffected as are junkyards railways and museums. --Rosslessness 13:16, 28 May 2008 (BST)

FWIW, It would seem that all unpowered Bars & Clubs appear ruined from the outside, but cade levels are what they were/unaffected. This kind of messes with Free Running, in that we can't tell what is & isn't actually ruined. --Samfibian 15:53, 28 May 2008 (BST)
Zoo buildings are also unaffected.--'BPTmz 21:44, 28 May 2008 (BST)
Hmm. If you're inside a building next door to a dark but un-ruined building, it appears the same as a ruin, so from inside Mitchem Mall, the Corless bank is dark grey. That's not so good. Garum 13:46, 28 May 2008 (BST)
It does indeed make freerunning slightly more dangerous, while exploring the update it ran into the front line of a zombie assault. --Rosslessness 15:03, 28 May 2008 (BST)
This was an unintentional glitch. It's now been fixed. --Kevan 16:08, 28 May 2008 (BST)

Just walked into Giles Cinema, which was ruined and "dark" - except the description still says a generator is running. Attempts to repair come up with too dark to repair. Refueling the genny changed nothing. Still dark, still unrepairable. Sounds like something's amiss. --Wyeast 01:56, 30 May 2008 (GMT)

My group had similar problems. -- AHLGTH 03:18, 30 May 2008 (BST)
Dead trees can also be used if ya have one for 2 damage.--Dragon fang 07:59, 3 June 2008 (BST)
Yeah, it's 25% for a fir tree. I don't know if you can use plastic ones, maybe not because you need to assemble them. --Howard Bentley 00:48, 4 June 2008 (BST)

[edit] attack rate discussion

Attack rates are halved in dark buildings (at least for survivors). --Midianian|T|T:S|C:RCS| 13:59, 28 May 2008 (BST)

Can anyone confirm this is survivor only? Its completely pointless otherwise --Drplump 17:48, 28 May 2008 (BST)
It also affects zombies. My zombie broke into an unpowered cinema (which did NOT look ruined, so as Kevan said, that is fixed) and his attack rates were half normal. I didn't get a chance to use tangling grasp to see if its effect was cut in half, but even if not, my best attack would have been claws at 35% for 3 damage or bite at 25% for 4 damage- both with a large change (32.5% or 37.5%) of loosing my grasp.  Swiers 22:18, 28 May 2008 (BST)

I don't see why survivors have been nerfed again... zombies were doing more than fine, as well as winning a lot of the time. Shouldn't survivors have a similar buff like the buff zombies got to ruin? the longer a building remains barricaded the harder it is to attack/ruin etc... or even if a building spends a few weeks at ehb survivors get a higher cade lvl available. Just my 2 cents, you've made the game even more anti-survivor than it was with the 2 zombies and u cant cade addition... And whats with the crappy new weapons that almost no-one will ever use? They are pretty much the same with maxed skills as a fire-axe with no skills... Give us something decent kevan, something actually useful for survivors. Thebattler35 17:11, 28 May 2008 (BST)

I don't know about you, but i will enjoy my newspaper. --H The Person 17:47, 28 May 2008 (BST)
As will I :D. I was disappointed that crucifixes are still useless though. Was looking forward to beating someone to death with one. Mrs FlibbleTalk 17:59, 28 May 2008 (BST)
That would be cool. Wish we had the 'set fuel can by xxxxx' option, with the option of shooting it & blowing it up for a kill [latent pyro =D]. All this is fine, I suppose, for better or worse. Finding a landing strip in the fields of Monroeville, so I can fly to Malton & take an extended dirtnap would be very nice, indeed.
How hard does it make it to repair a building. If the horde has moved on its only a matter of time before someone can eventually repair it. I think this only helps zombies hold NTs in the area they are in to prevent someone from running over and repairing it to grab some needles and stab 3 people who will dirt nap. --Drplump 17:51, 28 May 2008 (BST)
This is NOT a survivor nerf. The affected building have no useful resources. If they are to hard to repair, leave them ruined, and use them as entry points / indoor revive points. If you MUST clear them out, use combat revives; syringes still work fine in the dark. Actually, a dark building makes an AWSOME survivor safehouse, nearly impossible for zombies to attack, and farily easy to defend with mix if combat revives and normal weapons (for the rotters). Of course, if you pack one full of rotters, its also an awsome zombie safehouse, though still an entry point for survivors.  Swiers 22:18, 28 May 2008 (BST)

A zombies' attack % is halved inside a dark building, too. Meaning a levelled zombie in one of these places has a 25% chance to hit!! And you're calling this a survivor nerf... Basically, you now have godlike new safehouses. Enjoy. I feel like giving up on UD with a fucking 25% hit rate with my levelled zambah, sheeeeeesh Kevan... --18:17, 28 May 2008 (BST) As for your BIG NERF to Free Running ... this adds a small element of what it was like pre-ruin ... back when you didn't have FREE ADVERTISING for entry points... We did just fine then. And, TRPs don't seem to be affected by Darkness, so why are you whining about search rates??? Seriously, taken as a whole, this update cluster is quite pro-survivor... Seriously, this is a frustrating zombie and PKer nerf... --WanYao 18:44, 28 May 2008 (BST)

I was about to add that. Big PK'ing nerf. Unless they bring a genny with them.--Rosslessness 18:55, 28 May 2008 (BST)
The darkness doesn't really benefit survivors against zombies, just against PKers. Seeing how each side has to spend double the AP as before to remove the other, this lengthens the duration of break-ins, which is more advantageous to zombies than survivors. --Midianian|T|T:S|C:RCS| 19:01, 28 May 2008 (BST)
Combat Revive.  Swiers 22:18, 28 May 2008 (BST)
So, the zombie attacks are indeed halved as well? That is a pity. Contrary to what has been said above, survivors, at this point, are not in need of a buff. Logically, I would think that a creature that can pick out the scent of its hordemates blocks away could also fight without being hampered in a darkened building. This would have added an imperative to the survivor routine to light buildings. I do wish this aspect of the update would be rescinded. (The rest is quite acceptable.) --Bette Noir 19:02, 28 May 2008 (BST)
This totally screws zombies. What's half of 65% vs half of 50%, kids? And... Zombie hands do how much damage? Yup, that's right: 3hp. A pistol does 4 or 5, a shotty 8 or 10. This SCREWS zombies much more than survivors. And, this won't increase the cost of Combat Reviving....... --WanYao 19:24, 28 May 2008 (BST)
This screws survivors just as much as zombies. The percentages are irrelevant to this. If there's a problem in the percentages, it's not because of the dark buildings. Like I said, this makes break-ins longer which is advantageous to zombies. This also doubles the use of ammunition needed to get a zombie outside. --Midianian|T|T:S|C:RCS| 19:32, 28 May 2008 (BST)
It also screws with decading. unless you go outside. --Rosslessness 19:34, 28 May 2008 (BST)
Do the math. 1/2 of zombies' crappy damage per AP rate hurts them more than 1/2 of survivors far better damage per AP rate. zombies lose, because it hurts them more, because they have lower hit %s and lower damage rates to begin with. simple. --WanYao 19:43, 28 May 2008 (BST)
Not sure about that - survivors will burn through their stored AP (ie ammo) to less effect, and then have to use the crappy axe. But it is a big relative improvement for combat revives. Garum 19:51, 28 May 2008 (BST)
Not really a factor... Especially since search rates in TRPs are not changed. But the fact remains that skilled zombies will hit only 1 in 4 times in these DARK FORTRESSES, versus about 3 in 10 for skilled survivors. And, when a zombie DOES hit, they still do crappier damage than a survivor. This update makes that differential in hit/damage rates that much more pronounced. And, a longer siege allows more time to run, or heal, or stock up on stored AP... It's a zombie nerf, overall. --WanYao 19:57, 28 May 2008 (BST)
DARK FORTRESSES, my ass. This actually makes the difference between zombies' and survivors' damage per AP smaller. --Midianian|T|T:S|C:RCS| 20:10, 28 May 2008 (BST)
In the meantime, until experience shows who is right or someone does actually do the maths, perhaps we should all - survivor sympathizers and zombie sympathizers alike - run around crying 'OH NOES'. Garum 20:33, 28 May 2008 (BST)
Midanian, have you forgotten about barricades? It doesn't matter how long zombies are inside if they can't hit anything and when they are basically fighting through barricades and then fighting super barricades it basically means that while survivors will still be able to kill shit zombies are now shit out of luck because they can't. --Karekmaps?! 21:21, 28 May 2008 (BST)
I actually had forgotten about barricades at that point, but I still consider the doubled ammo-consumption to mostly balance that. You really have to think about this like time had slowed down to half inside dark buildings. Yes, zombies are going to take double the AP to kill survivors, or rip the barricades down again from the inside, but it also takes double the AP for survivors to get rid of the zombies. There are some anomalies to this, like ammo consumption, barricade construction (which is slightly offset by interference) and revivification, some of which I will probably try to rectify later on since they don't make sense to me. --Midianian|T|T:S|C:RCS| 22:11, 28 May 2008 (BST)
Except the number parity is a joke, 50% of 65% is a lot less AP lost than 50% of 50%, survivors still have 1 in 3 to hit from what was about 1 in 1.5, zombies have 1 in 4 from what was 1 in 2, that's a very significant increase and basically means that survivors are doing combat like they were one or two skills down while zombies are doing combat like everything was barricades, except since they need 20 hits to kill, on average, it means 80 AP to kill instead of 40, survivors still only need 6 hits, which means from about 9 AP they now spend 18. That's in no way a balanced static nerf.--Karekmaps?! 22:23, 28 May 2008 (BST)
And don't forget the survivor side's ultimate weapon: The combat revive. Who wants to bet that revives are still 100% inside these dark buildings?--The Hierophant 22:30, 28 May 2008 (BST)
Most survivors don't have the balls to do combat revives, so that's not nearly as bad as it sounds. --Midianian|T|T:S|C:RCS| 22:43, 28 May 2008 (BST)
The ratio between X and Y is the same as between halved X and halved Y. What this means, is that survivors are still just as much more efficent than zombies inside dark buildings, as what they are outside dark buildings. Just think about it; if everything suddenly cost twice as much AP as it currently does, the balance would not be changed a bit. Things would just be slower. --Midianian|T|T:S|C:RCS| 22:43, 28 May 2008 (BST)
Don't forget Healing. The bite attack is already a very hard way to heal yourself. In a dark Building the zombie healing rate is ridiculous bad, while the human healing is unnerfed. --Experiment211 00:44, 29 May 2008 (BST)
Yes, it's another of those anomalies I mentioned (which do seem to crop up). But what people don't seem to understand is that the ratio between zombie and survivor attacking efficencies stays exactly the same. --Midianian|T|T:S|C:RCS| 00:52, 29 May 2008 (BST)
That's actually incorrect Midianian, survivors kill at 1/2 the rate they did before, per individual, zombies now effectively can't kill as individuals in dark buildings. There is no world where a 40AP increase vs a 9AP increase is even close to balanced, that's not things being slower, that's zombies spending 4 times the cost to kill people, yeah they may be the same in comparison to each other when taken from half a billion people but they are not comparable in that manner, it would be intentional, or possibly in this case unintentional, skewering of reality through statistics. What this effectively means is that survivors can still kill 4 people a day, more if the RNG smiles on them, their average number of kills drop for survivors will be barely noticeable assuming the RNG doesn't start going wonky like it does with zombies on barricades but, for zombies, they will drop from 1 kill on average to 1 kill on a very very lucky day, and since they still have to deal with barricades it means that, on average, it will take about 8 zombies to kill one survivor.--Karekmaps?! 02:47, 29 May 2008 (BST)
You're equally guilty of skewing the facts (whether intentional or unintentional). "zombies take 4 times the cost to kill", yeah, just like before. And the RNG fucks everyone equally. Zombies were only barely able to kill a player in one day even before this update, so don't try to make it special that now they can't kill one on average. It's just like with survivors, the kill rate is halved. The maximum kill rate stays the same, for both zombies and survivors. No, survivors cannot kill 4 enemies on average in dark buildings. Presuming an optimal load of 13 shotguns and 11 shells (13 * 6% + 11 * 2% = 100%), which takes 48AP (13 * 2AP + 11 * 2AP) to shoot, and gives 37 shots, the maximum a survivor can kill in 48AP is 7,4 non-Body Building, non-Flakked enemies ((37 * 10) / 50). This is exactly the same as before, and is thus completely irrelevant. The average, however, drops to 2,4 kills inside dark buildings (7,4 * (0,65 / 2)). And remember, that is with entirely loaded up on an optimal amount of shotguns and shells, against non-Body Building and non-flakked enemies. Survivors can kill on average only 1,6 enemies that have BB and flaks (((37 * 8) / 60) * (0,65 / 2)) in a dark building. Also remember that most survivors carry lots of other stuff besides shotguns, so the average amount of flakked BB enemies a survivor can actually kill in a dark building is pretty close to 1. And where the fuck did you pull that 8 zombies to kill a survivor? --Midianian|T|T:S|C:RCS| 11:11, 29 May 2008 (BST)
He does have a point, though. With 50ap, the maximum daily total, a zombie - assuming they have Vigour Mortis, Rend Flesh, and Death Grip - will cause an average of 37.5hp of damage. That's with an entire day's AP. Assuming the zombie had to use 10ap to tear through barricades first, the number drops to 30hp. Meaning that to kill one survivor, whether with bodybuilding or not, you'd need two zombies coordinating with each other just to take him down. That means, assuming the RNG remains consistent, a survivor group with at least half the attacking zombie numbers can survive in a "dark" building because of the poor attack percentages alone.
All this update does is turn "dark" buildings into little more than number games... namely, whoever has the most, wins. Obviously numbers have always played a large role (especially for zombies), but they have never, as far as I know, been the only factor in playing the game. It also creates a series of "Super Safehouses"; if a building is dark, then no matter which group - zombie or survivor - stays inside said building, assuming they have the right numbers it becomes nearly impossible to remove them. It's also a near-revert back to newbie status. No matter whether you've bought Vigour Mortis, Rend Flesh, and no matter how much Firearms Training you have, all of these skills are practically negated the moment you step into a "dark" building. That's like an update that makes claws only do one point of damage inside hospitals, or pistols only do two points of damage in a stadium.
It's a number game. But with survivors having the choice to pop up with a generator whenever they feel to need it. --Experiment211 15:02, 29 May 2008 (BST)
Not to mention that this update assumes everyone's character to be an idiot. Because apparently, in spite of being inside the city for three years, no survivor has figured out how to at least strike a match and no zombie - in spite of all those nights spent out on the streets or even inside dark, ruined buildings - has learned how to find its way in the dark. In a game that's allowed a certain degree of freedom, this is the only update I know of that's already assumed things for the players. Aside from death, the occasional season weather effect, and zombies blocking barricades when inside a building, every other action in this game has a choice.
This is the only time, ever, that there have been attack penalties. For what, a "cool neu effact"? Updates should be used to fix what errors are in the game, or to give something new to the players. Not to penalise and "grief" everyone who plays the game. And my apologise; wiki newb, so I'm sorry if this edit causes problems or is out of format. --Sheppard 13:53, 29 May 2008 (BST)

Personal experience with hit rates, plus reading the flavor text for my attacks, leads me to believe that zombies get the full normal hit rate IF they have established a "tangling grasp" on the target. That means that zombies, while less effective in the dark as than they are normally, take MUCH less of a hit from fighting in the dark than survivors do. Makes sense, eh?  Swiers 07:56, 29 May 2008 (BST)

Is it me or does the attack rate for zombies has returned to normal in dark buildings ? Or maybe blackmore isn't dark and therefore no penality applies --People's Commissar Hagnat talk - mod 15:18, 29 May 2008 (BST)

Dark#Buildings_Affected. --Midianian|T|T:S|C:RCS| 15:28, 29 May 2008 (BST)
</irony>Well gosh golly, I guess nobody ever puts incomplete information on the wiki, especially not a full 12 hours after an update appears!</irony>
In case you never tried it, the effect of tangling grasp in NORMAL cases is far from obvious; its not noted in your drop-down hit percents, for example. So its not suprising it doesn't show up there if you are in the dark, but my personal expereince is that you hit a LOT more often than 35% when you have a grasp on the target.  Swiers 20:51, 29 May 2008 (BST)
Looking at the discussion, a large portion of building types seem to have been tested already. Certainly important locations like NTs would already have appeared on the list if they were dark. --Midianian|T|T:S|C:RCS| 20:56, 29 May 2008 (BST)
well, for some reason i had only 25% chance to hit with claws yesterday, after the update, when i was inside blackmore, and now i dont. --People's Commissar Hagnat talk - mod 17:51, 29 May 2008 (BST)
Attacks inside Balckmore should never have been affected; NT buildings don't get dark. Its only clubs, cinemas, banks, and fort armories.  Swiers 20:51, 29 May 2008 (BST)

When determining how much of a "nerf" this is for one side or the other, it's also important to add generators and fuel to the calculation. That's a lot of extra AP survivors are going to have to spend if they want to repair and reclaim a suburb. (Is ransack unaffected by the dark, just like cading and revives? I don't have enough zombie skills to test this myself). I would have preferred it if zombie hit rates had been unaffected, but the generator-fuel part of the equation makes me think that the net impact on both sides might at least be somewhat equal. --Jen 17:56, 29 May 2008 (BST)

How does that work when in a normal suburb they have fuel cans and generators enough for every building and do use them. The maximum AP increase from anything that requires power is nonexistant in the current state of the game because everyone already powers everything anyway.--Karekmaps?! 03:41, 30 May 2008 (BST)

[edit] seeing standing up

It seems that you can tell when someone stands up if they are outside a building and you are inside. At least, I'm getting 'a zombie stood up' and 'Player stood up' when inside, and there were no bodies inside with me when I logged out, and no 'Player died of an infection' or 'X killed Y' messages before the 'X stood up' either. Garum 19:39, 28 May 2008 (BST)

could they have been idled out? and then back in again? --Rosslessness 19:41, 28 May 2008 (BST)
I hadn't thought of that, it's possible, but I've now seen about 5 of these messages from the inside of 3 different buildings, in the ~8 hours since the update occurred. I have no idea at what rate idled-out characters come back, but I'm surprised if it's that high. Garum 19:47, 28 May 2008 (BST)
Id agree. Perhaps it an error, Kevan already had one glitch with this update. --Rosslessness 19:50, 28 May 2008 (BST)
Just to reiterate the above, I've watched about 15 people stand up outside Nichols while I'm inside. I know they are outside because some are contact listed and they were never inside. Additionally, they are not idled characters coming back.--DonTickles 19:56, 28 May 2008 (BST)
Very flavourish but probably an error, unless kevan wants us to see the horde slowly coming to get you. Leave a message on his talk page. --Rosslessness 20:15, 28 May 2008 (BST)
If it is an error it would, in my opinion, be foolish to fix it, doing so would make the standing thing a super massive revive efficiency buff.--Karekmaps?! 21:36, 28 May 2008 (BST)
A bug, now fixed. --Kevan 23:07, 28 May 2008 (BST)

Oh please please add a function to ignore this a la radio messages, flares etc. it's crazy annoying when you are in a horde/siege situation.--Lardass 20:32, 29 May 2008 (BST)

[edit] graffiti, etc.

You can't read graffiti in the dark either. --Rosslessness 21:06, 28 May 2008 (BST)

Awesome! someone really should start dark article --~~~~ [talk] 21:30, 28 May 2008 (BST)
Preferred format? --Rosslessness 21:33, 28 May 2008 (BST)
We should start a list of buildings that can be dark. that would be helpful.--'BPTmz 21:36, 28 May 2008 (BST)
Hows that then Dark ? --Rosslessness 21:56, 28 May 2008 (BST)
Well done! --~~~~ [talk] 07:36, 29 May 2008 (BST)

[edit] bring your own beer/wine bottle, or getting drunk off one-shot attacks

Beer bottles seem to be single-use items. Hitting gives the message "You break the beer bottle over X's head for 3 damage. They drop to Y HP." and then the bottle vanishes from the inventory. Wine bottles can also be used for attacking and will probably break just like beer bottles. --Midianian|T|T:S|C:RCS| 23:40, 28 May 2008 (BST)

[edit] new billboard text?

Is this description of billboards new: 'An advertising billboard has been obliterated with missing-person signs.'? I don't remember seeing that before. Garum 01:03, 29 May 2008 (BST)

Been around for a while. --WanYao 01:37, 29 May 2008 (BST)
Always has been there. i once tried to gather all possible descriptions. maybe some day i'll have time to finish that project. --~~~~ [talk] 07:39, 29 May 2008 (BST)

[edit] New clothing descriptions

I just got nailed by a fuel can and saw that my one piece of clothing went from blood specked to fuel coated. http://www.urbandead.com/profile.cgi?id=862274 thats my profile and you can see the descrption on my black short sleeve shirt.--Dragon fang 03:59, 29 May 2008 (BST)

Awesome! Can you check out it's code? --~~~~ [talk] 07:41, 29 May 2008 (BST)
I'd stay away from fire. --Rosslessness 12:18, 29 May 2008 (BST)
Indeed, I'm eager to see what happens when your fuel-soaked character gets hit with a flare. Even if there's no extra damage, changing your clothing status to "badly scorched" would be nice.  Swiers 20:53, 29 May 2008 (BST)

I received two kinds of messages when attacking with a fuel can:

  • You smash the can over the zombie's head for 1 damage. Some fuel sloshes onto the ground. They drop to 31 HP.
  • You smash the can over the zombie's head for 1 damage, splashing them with fuel. They drop to 47 HP.

It's probably the latter that affects the clothing. I wonder if these change the amount of fuel the can contains, or if there is a possibility for the can to run out of fuel, kind of like when spraypainting. It's a shame I didn't have flares with me. --Midianian|T|T:S|C:RCS| 01:53, 30 May 2008 (BST)

<option value="sbkst">a fuel-soaked black short-sleeved shirt. Thats the code for my shirt.--Dragon fang 09:32, 30 May 2008 (BST)
Midianian, I splashed a fuel can onto the floor after hitting someone with it, and it said that my can became very light and so I threw it away. It then disappeared from my inventory. --VI 17:04, 31 May 2008 (BST)
How many times had you hit with it? --Midianian|T|T:S|C:RCS| 01:11, 1 June 2008 (BST)
OK, I tested it myself and I think it was my fifth hit (including the hits from yesterday) when it gave me the following message:
  • You smash the can over the zombie's head for 1 damage. Some fuel sloshes onto the ground. The can feels light and empty, now, and you discard it. They drop to 56 HP.
Now to find out if it's a static number of hits required to empty the can (or a random chance), and the ratio of "sloshing" hits to "slpashing" hits (only one out of the about five hits was a "splashing" one). And to test the flare :). --Midianian|T|T:S|C:RCS| 01:26, 1 June 2008 (BST)
You fire a flare at Dragon Fang, igniting their clothes for 30 damage. Their flak jacket absorbs 6 points of that damage. They drop to 36 HP. HA HA HA HA. a charred and tattered black short-sleeved shirt Hee hee.--Lejes 22:31, 1 June 2008 (BST)

Not something you want to see when ya sign on but if its for the good of an up to date wiki then I'm happy lol--Dragon fang 04:17, 2 June 2008 (BST)

Would any character that dosent have clothing displayed in there profile be immune to this? --Pvt human 11:12, 3 June 2008 (BST)

Not really sure about that. Ya could always test it--Dragon fang 22:03, 3 June 2008 (BST)
If the character is not wearing any clothes, they do not ignite when hit with a fuel can and a flare gun. --GBaldwin81 20:48, 5 June 2008 (BST)
What message did the fuel can attack give? I've received three types of messages already (most recently "...soaking their clothes with fuel."), and I doubt all of them double the damage of flares. --Midianian|T|T:S|C:RCS| 16:12, 6 June 2008 (BST)

[edit] Unable to repair in darkened buildings

game said:
You are inside Club Record, in the near-darkness of the main dancefloor. With the lights out, you can hardly see anything. A thin layer of dust covers the debris. The building has been quite strongly barricaded.

The building is too dark for full repair work.

Although it doesn't say that the buildings is ruined/ransacked, I can't barricade, and I got kicked to street level when trying to freerun into it. It seems you need a generator to fix darkened, ruined buildings now -- boxy talki 08:04 29 May 2008 (BST)

ouch. If the dead came along now i don't think we'd get back on our feet so quickly...this makes fixing dead suburbs a big task.--J3DSR! 12:13, 29 May 2008 (BST)
Not really. A few ruined banks, cinemas, and clubs won't hurt a healthy suburb; indeed, they can serve as designated entry points that would NEVER get over-barricaded.  Swiers 20:55, 29 May 2008 (BST)
Unless zeds use them as staging posts, staying in them when inactive, charging out for 48ap of damage, before retreating inside, safe in the fact survivors are less likely to cause them damage. --Rosslessness 20:59, 29 May 2008 (BST)
Not much point in that for the zombies. They'd spend as much AP moving to targets as they save not getting headshot, PLUS they would be inside a building where survivors don't care about them (or even WANT them, holding the place as an un-caded entry point) rather than blocking barricade construction in some useful building. Zombies might as well sleep right outside / inside the building they are attacking, where they can attract ferals / annoy survivors.  Swiers 22:11, 29 May 2008 (BST)
And they can't hear feeding groans either. The only reason for a zombie to stay inside is to occupy a TRP, or other important building -- boxy talki 03:36 30 May 2008 (BST)
I've encountered a situation where I've been unable to repair a ruined building, even with a fueled generator installed. http://iwrecords.urbandead.info/05-30-08_0300hrs_PRIVATE/IN_44-79__78c-9ee-3fb.html Yesterday the repair button said 2AP. But no matter how many times I click it, nothing happens and I get the same message. Not losing any AP doing it either. Might this be a bug, or no?--Cheese Knight 05:43, 30 May 2008 (BST)
You need to power the building before you can repair.--J3DSR! 13:23, 30 May 2008 (BST)
The iWitness I provided shows that the building was powered when I attempted to repair it. But just went and checked on it, and it seems to be repaired now. Although I still don't see how it couldn't have worked for me.--Cheese Knight 16:10, 30 May 2008 (BST)
It was reported as a bug and kevan has fixed it. --Rosslessness 16:35, 30 May 2008 (BST)

[edit] feeding groans

this might be something else. I was inside(lion enclosure) when I got this message "You heard a low groaning from very close by." two times, in the space of 2 hours. now, normally I would assume that a zombie broke in and groaned, however there is no notice of the cades coming down, which leads me to think that you can now hear feeding groans from inside. At least in certain buildings. I'm thinking the zoo buildings and junkyards, seeing as how both are pretty much the same already(can't be ransacked).--'BPTmz 18:08, 30 May 2008 (BST)

ive seen that recently as well. Maybe if someone groans outside the building you're in? --Rosslessness 18:20, 30 May 2008 (BST)
Thats what I meant. if a zombie groans outside your (select kind of) building you can hear it from inside. this requires spading.--'BPTmz 18:27, 30 May 2008 (BST)
Spading? --Rosslessness 18:29, 30 May 2008 (BST)
It's a gamers term. It basicly means research.--'BPTmz 18:32, 30 May 2008 (BST)
And i thought you meant battering. Still, ive learnt something. I can leave now. --Rosslessness 18:34, 30 May 2008 (BST)

[edit] I predict ghost towns

Now Ruined suburbs will NEVER be repaired because that would require putting a generator in EVERY SINGLE BUILDING just to fix it. What's the point then? We'll have resource islands and a ruined suburb. --Rogue 02:12, 31 May 2008 (BST)

not every building. just banks, cinimas, and clubs. it makes the game harder yes. but harder means funner.--'BPTmz 02:18, 31 May 2008 (BST)
Suburb with a few ruined buildings != ghost town. Ruined buildings are actually very nice to have in a safe suburb, because they are easily spotted entry points that can't be over-barricaded.  Swiers 06:01, 31 May 2008 (BST)
Unless all survivers make a habit of sleeping in those ruined buildings, it will be much easier for zombies to find and kill any surviver populations which = ghost towns. --Pvt human 15:23, 2 June 2008 (BST)

[edit] April 4

I've posted that video cameras have been disabled to the news page, i was unable to do a lot of confirmation regarding the actual diaries as only one of my low levels even has a camera, but from what little i could tell they seem to be the same - just no longer able to be added to. Please note a posting on the talk page for video diaries from the creator for a source.--Lardass 23:51, 3 April 2008 (BST)

[edit] Monroeville Stats

I noticed that the total population of Monroeville can be found on the stats page. Is this new? --TSG reads Daily Ruminations - You should too! 04:43, 3 April 2008 (BST)

No, it's been there since 29th February --~~~~ [talk] 10:24, 3 April 2008 (BST)

[edit] April 1

As an April fools, Kevan has introduced a facebook parody, so far I've seen emotes, poking, friends and joining of events such as 'the fourth Seige of Caiger Mall'! Not sure what else there is to do with it. Acoustic Pie 12:46, 1 April 2008 (BST)

Nice one! i liked these: "<name> is attending NecroTech Training Seminar", "<name> and a zombie are now friends", "<name> is starting a trip to Malton today". and icons rock! --~~~~ [talk] 13:50, 1 April 2008 (BST)

Kevan should keep it like this...-- AHLGTH 16:24, 1 April 2008 (BST)

It would be kinda nice, to have the visual stuff be permenentish.--Karekmaps?! 18:45, 1 April 2008 (BST)
Personally I disagree, it kinda looks out of place but I suppose if they were kept I could live with it. However no poking, facebook took the fun out of that for me. And then if it is kept I have a sneaky suspicion we make be seeing messages of 'I facebooked your mum, (a.k.a you character). Hence it's too real, but some images would be nice. Acoustic Pie 19:42, 1 April 2008 (BST)
Was I supposed to ask before updating the News? ----Secruss|Yak|Brahnz!|CGR|PKA||EMLN|Templates|RRF|RFTM|Crap|Extinction|Image:Evil3.gif|MU|GN|C2008|Image:Gyarados.gif|21:01, 1 April 2008 (BST)
Nope, no need. --Toejam 21:59, 1 April 2008 (BST)
All this and no downloadable applications for my profile page??!? Am I suppose to be impressed??!? --Axe Bullet killed Axe Hack!!! 01:19, 3 April 2008 (BST)

[edit] March 28

The zombies that have been headshot before the updates are so pissed off that they want to kick Kevan's ass. --Violent-kun 13:27, 28 March 2008 (UTC)

actually, i have been HS before the update and suffered nothing. Anyway, i dont like the idea of being removed from monroeville if i get HS. While it seems unfair that humans can't be revived, they atleast can still play the city as a zombie. Getting HS removes that chance. --People's Commissar Hagnat [cloned] [mod] 14:23, 28 March 2008 (UTC)
it's a temporary game. and a real endgame scenario. i got bored to death with M-ville. then my survivor died, and i stopped playing completely. but now i might just use my two zombie alts... to make sure the zeds win, bwahahaha! it's suddenly interesting again... --WanYao 16:37, 28 March 2008 (UTC)
I joined M-ville because I thought the "hold out against inevitable zombie victory for as long as possible" sounded like an awesome endgame, in and of itself. (Wouldn't the game pretty much be over when the zombies won? Just like it'll be over if/when the survivors win?) But in the first scenario...people can at least keep logging in and playing, until the end. The permanent elimination deal is kinda a sock to the gut. So even though I'm playing the survivor-side, I'm rather disappointed about the headshot as well. --Jen 17:46, 28 March 2008 (UTC)
The headshot message seems to strongly imply you could eventually get to play your zombie character again in Malton.  Swiers 02:33, 29 March 2008 (UTC)

Does a Headshot kill a survivor permanently, keeping them from coming back as a zombie? --Wikizombie 01:48, 29 March 2008 (UTC)

Headshots only apply to zombies, afaik. In other words, if you get killed as a survivor, its not ever a headshot. At least, that's how it's always been in Malton.  Swiers 02:33, 29 March 2008 (UTC)


Does this mean there won't be a stats page for Monroeville before it closes/resets/whatever is done? And if one is made would there be a tally of headshot bodies instead of revivifying? It would be very interesting information to see to say the least(although I am already kinda expecting certain results from what I have seen in Monroe anyway).--Karekmaps?! 10:43, 29 March 2008 (UTC)

[edit] March 25

Ohh, me likey! After the new monroeville accounts creation closed it'll be even more interesting to see the human/zombie stats... Hordes ravaginf town for last standing survivors that hide somewhere... How long would it take?.. --~~~~ [talk] 19:55, 25 March 2008 (UTC)

[edit] February 25

I hope one of us gets construction before the one of the zombies gets memories of life! --volt 16:26, 25 February 2008 (UTC)

I wonder how temporary Monroeville will be? -- John RubinT! ZG FER 09:21, 25 February 2008 (UTC)

It's going to be around for at least three weeks, for the duration of Diary of the Dead being in cinemas. If it turns out to be popular with players as a hardcore no-revive map, or if NecroTech start setting up camp there, I'd consider keeping it around indefinitely, if I didn't think it'd split the player base too much. --Kevan 09:29, 25 February 2008 (UTC)
I think keeping it as a hardcore map is a good idea. People can play both sides. --Amanu Jaku 09:32, 25 February 2008 (UTC)
If you die do you become a zombie? or you will not be able to use that char again? --Violent-kun 12:06, 25 February 2008 (UTC)
If a zombie takes a headshot is it dead for good? -- John RubinT! ZG FER 16:17, 25 February 2008 (UTC)

I heard there are no cades and once you die, you die for good.--Finis Valorum 09:25, 25 February 2008 (UTC)

You have to get the Construction skill to build barricades, hence no barricades for newbies. But survivors can at least close doors. Zombies without the Memory of Life skill cannot open doors. Oh man, I almost forgot how it sucks to be a newbie zombie. -- John RubinT! ZG FER 16:17, 25 February 2008 (UTC)

I notice that it uses the same database for names as Malton. I assume we will have to make new names for the new city. --Amanu Jaku 09:27, 25 February 2008 (UTC)

Kevan confirms it. Any new characters for Monroeville are added to the overall database, thus you have to make brand new characters if you want to play in the new city. --Amanu Jaku 10:45, 25 February 2008 (UTC)

Survivor should be afraid of PKers. --Violent-kun 11:48, 25 February 2008 (UTC)

Kevan, I love UD, but I'm kinda peeved about your contest man. Monroeville is supposed to take place in the US, but only UK players can win prizes? Does not compute. -ZSandmann 16:05, 25 February 2008 (UTC)

The prizes have been put forward by the agency that's handling the Diary of the Dead launch in the UK. --Kevan 16:31, 25 February 2008 (UTC)
Thanks for the clarification Kevan, I won't be taking part in the contest then, seems biased to me.

This is an awesome idea but there are a few things, uhm, specifically Stats.html type stuff. Are there Monroeville stats or are they merged in with the Malton stats, same with groups and such, would being a member of a group in Monroeville increase their Stats.html group size or is it seperate. If it's merged it could get pretty confusing and kinda makes the Stats page useless.--Karekmaps?! 16:33, 25 February 2008 (UTC)

Anyone got any idea where and how often you can find a video recorder?--Remnant Matt 17:57, 25 February 2008 (UTC)

If you start as a consumer you will have one by default. Otherwise, you can find them in malls.--Finis Valorum 18:02, 25 February 2008 (UTC)


Please, carry on any discussion about the February 25th update in monroeville... there is no need to fork the discussion in two separate pages. --People's Commissar Hagnat [cloned] [mod] 18:05, 25 February 2008 (UTC)


Eh, wth? A new map? Change? WUT? .... -- AHLGTH 18:48, 25 February 2008 (UTC)

Any chance vid cams will show up in Malton now?--Dragon fang 01:01, 26 February 2008 (UTC)
I think maybe they will. I just checked my settings, they show up as a valid item in the item checklist. I tried searching a mall Tech Store a little, but I had no success. --Hhal 17:09, 26 February 2008 (UTC)
Cool. I hope they come over. I like them. Gives ya something to do when zombies aren't trying to eat ya lol.--Dragon fang 22:58, 26 February 2008 (UTC)

[edit] February 23

Where has the snow gone? -- AHLGTH 16:23, 23 February 2008 (UTC)

It usually melts this time of year. My question is with all the red 'burbs now and the population tipped in zombie favor, how long before a pro-survivor change is implemented ? Personally, I hope it is quite a while. The survivors have had the upper hand for too long. They should have to cluster, protect, and work together to survive ! --Qazwsx 07:49, 24 February 2008 (UTC)

Oh yes, we deserved to be punished for Kevan's negligence. --Hhal 17:12, 26 February 2008 (UTC)

[edit] January 23

[edit] New tactics for dealing with Jan 23 update

No idea exactly where to put this, but this was experienced by a friend:

  1. 26.17 MHz: "Hildebrand under attack. WE NEED FIGHTERS!!!" (14 hours and 55 minutes ago)
  2. 26.17 MHz: "le sigh. you harmanz are so backwards you need a zambah" (12 hours and 3 minutes ago)
  3. 26.17 MHz: "The mall is falling. Whoop de doo, its only a mall" (12 hours and 3 minutes ago)
  4. 26.17 MHz: "There are three more nearby" (12 hours and 3 minutes ago)
  5. 26.17 MHz: "They cant hold it forever and attack elsewhere..." (12 hours and 2 minutes ago)
  6. 26.17 MHz: "...so why the ..." *static* "... do you fight for it?" (12 hours and 2 minutes ago)
  7. 26.17 MHz: "Spread out to the buildings in the area" (12 hours and 2 minutes ago)
  8. 26.17 MHz: "Avoid sleeping in resource buildings" (12 hours and 2 minutes ago)
  9. 26.17 MHz: "Free run across and snipe the horde from random directions" (12 hours and 1 minute ago)
  10. 26.17 MHz: "kill any zombie you touch so they dont follow you home" (12 hours and 1 minute ago)
  11. 26.17 MHz: "When your building gets attacked by a force..." (12 hours and 1 minute ago)
  12. 26.17 MHz: "...that cant easily be repelled..." (exactly 12 hours ago)
  13. 26.17 MHz: "... evacuate to surrounding areas," (exactly 12 hours ago)
  14. 26.17 MHz: "battles arent decided by one building" (11 hours and 59 minutes ago)
  15. 26.17 MHz: "Unless, of course, you are stupid enough to go down with it" (11 hours and 58 minutes ago)
  16. 26.17 MHz: "Suburbs fall after a mall because all the defenders die" (11 hours and 57 minutes ago)
  17. 26.17 MHz: "if the defenders leave the mall, the suburb lives" (11 hours and 57 minutes ago)
  18. 26.17 MHz: "The zombies get an empty victory" (11 hours and 57 minutes ago)
  19. 26.17 MHz: "and a living hell for the time they spend in suburb" (11 hours and 56 minutes ago)
  20. 26.17 MHz: "Current survivor tactics will no longer work" (11 hours and 56 minutes ago)
  21. 26.17 MHz: "The days of headbutting the zombie fist are gone" (11 hours and 55 minutes ago)
  22. 26.17 MHz: "Roll with the punches, spread out and revive the fallen" (11 hours and 54 minutes ago)
  23. 26.17 MHz: "when the zombies take a building, they get only a handful" (11 hours and 54 minutes ago)
  24. 26.17 MHz: "Zombies are only effective when you crowd up and let them..." (11 hours and 53 minutes ago)
  25. 26.17 MHz: "...butcher you like cattle at the abbatoir" (11 hours and 53 minutes ago)
  26. 26.17 MHz: "Scatter and they cant do any damage" (11 hours and 52 minutes ago)
  27. 26.17 MHz: "Now, if you dont mind, im off to rob the kilt store" (11 hours and 51 minutes ago)

--Chelsea Dagger 05:52, 29 January 2008 (UTC)

Ugh. I hate River Tactics. :( --Sexy Rexy Grossman 22:21, 30 January 2008 (UTC)
HAHA! That was me! (With Zogor in Nichols, shortly before i did actually rob the kilt store :P ) --The Grimch U! E! WAT! 06:19, 21 February 2008 (UTC)

[edit] Puzzling out the New Scent Death Map

If you are interested in figuring out what exactly the colors on the map mean in terms of zombie / dead body numbers, please go to Talk:Zombie Skills/Scent Death. I need lots of Iwitness records that show scent death maps, with associated records showing the numbers of zombies and bodies in the appropriate (most likely central) locations.  Swiers 18:39, 25 January 2008 (UTC)

[edit] And Barricade Rates Too

Um, does anyone have any figures on how the presence of zombies in a building affects barricading rates? I guess a good place to get some statistics would be Giddings, but my zombie character is already there so my survivor can't go near :P -- Ashnazg 0237, 29 January 2008 (GMT)

It's currently being worked out by our faithful little stats junkies here.--Karekmaps?! 03:25, 29 January 2008 (UTC)

[edit] a

Yay!!!!! Pro-Zombie updates at last! I haven't been able to test them out yet, but these sound good. Hopefully, we'll now be able to turn the tide against the survivors and stop ourselves from fading away. -- Mordac the Refuser 18:11, 23 January 2008 (UTC)

I'm not happy with this game change either, life's even more diffcult now. But surviors will adjust. e.g.: I don't know whether this is the right place to discuss it - but this new feature makes combat reviving tactical option, doesn't it? you can't spend less AP to get rid of a zed other than reviving him. just turn up to 5zeds in survivors and still have 10AP to barricade. (if that question is wrong here, please show the newbie the right place) --John die Kralle 15:51, 23 January 2008 (UTC)

Seeing how survivors outnumber zeds over two to one at the moment, I reckon life ain't difficult enough. It's a game balance change, if it shifts too much to the zeds I bet Kevan would do something for the survivors. --Aeon17x 16:06, 23 January 2008 (UTC)
"life's even more difficult now" - I beg to differ. You guys have had things WAY too easy. One active survivor with construction could indefinitely hold back fifty well-coordinated zombies. Sometimes I get the impression that you survivors are spoiled.  ;) -- Mordac the Refuser 18:55, 23 January 2008 (UTC)
I'm sorry, but did you say one survivor can hold back fifty zombies? That's utter bullshit. One survivor can barely hold back one zombie. Now once even a small group of zombies break in to a heavily populated building we become sitting ducks. I'm in Giddings Mall right now trying to re'cade with about 30 zeds standing around, I succeed at best once every 5-6 ap. after which the cades are immediately knocked back down again. This update has severe balancing issues. --Koli T 01:47, 25 January 2008 (UTC)
How many zombies did you think were actively hitting the cades, didn't you wonder why no survivors were dying. Misrepresenting reality ftw, you get a gold star Koli.--Karekmaps?! 02:13, 25 January 2008 (UTC)

[edit] b

Thanks a lot Kevan. Couldn't you give humans something new as well? (eg a new weapon or skil...) Now we have to deal with super zombies that can automatically stop barricading. It would make a lot more sense if zeds had to spend an AP to "block the door" or something like that...5 HP for falling seems a bit harsh too. Why not just let the zombies use AK-47's while you're at it. Thanks a lot. TerminalFailure

You guys got 8 toys in the time between kevan rolling out this and the last, actually zombie useful zombie addition. Specifically: Clothes, Specific Searches (Autodropping crap you dont ant saves huge amount of IP hits), dumping ciprses (sic) from forts, free visible entry points from the street (Ruin), pipe barricade, Museum decorations, Facility repair, and christmas flavour items. Again. Zombies in that time got ruin, which was a carefully disguised zombie nerf. It helps humans more than it helps zombies (Read, doesnt help zombies at all), and they got exp from attacking cades. but so little its practically meaningless given thier minsicule hit rates. 369 days ago was the last useful one, and that was being able to tell if a human was already infected. --The Grimch U! E! WAT! 16:24, 23 January 2008 (UTC)

Grim s, I hate to say this to an authority figure, but you are so obviously partisan it isn't even funny.

1. Clothing- completely irrelevant to combat/survival, can also be worn by zombies

2.Specific Searches- zombies don't need to search to attack

3.corpse dump- costs 5 AP, remember?

4.If you don't like ruin, don't be dumb enough to buy it or use it. It can prevent the use of resource buildings and requires the removal of all zeds to fix. In addition search odds are decreased, so the skill is useful. By the way, why not call all zombie skills "carefully disguised zombie nerf"'s while you're at it? Your statements go beyond paranoia and into partial insanity.

5.The reason updates are so few and far in between is that zombies don't NEED new skills. They can simply stand up again, make survivors take damage even when they move away and can use human items and skills.

Think before you write and try to at least pretend to be neutral. You're a sysop, remember? —The preceding unsigned comment was added by TerminalFailure (talkcontribs) at an unknown time.

I don't think sysops are required to be neutral about in-game matters such as these. - Whitehouse T 19:30, 23 January 2008 (UTC)
Im not required to be neutral, and all i have are the sums of my experiences. I have the experience of being the Warmaster for the RRF for 2005-mid 2006. I have the experience of actually leading a zombie horde, the Drunken Dead. I have the experience of playing as a feral zombie. I have the experience of playing as a feral human. I have the experience of playing as a properly coordinated human (Guns of Brixton), working as one of their dedicated NT's. I have the experience of playing the solo pker, i have the experience of a dual nature character, i have the experience of playing a death cultist too.