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2005
- Survivors can speak and zombies have begun to make noises.
- Wirecutters have a use and survivors can jump out of windows.
- Zergers are now punished semi-automatically.
- Survivors only get half the XP for attacking each other, compared to attacking zombies.
- First Aid Kits can be used on other players, and DNA Extractors on zombies. Survivors have begun tagging buildings with messages, as well as barricading them. Survivors have gotten tougher.
- Players may begin the game as a corpse.
- New zombies move more slowly, requiring 2AP without the Lurching Gait skill. They also forgot how to open doors.
- Dead bodies can now be dumped out of buildings. Experienced survivors are hunting zombies. All survivors are also getting better at hitting zombies, which now need 10 AP to stand up again.
- Players now have a contact list. Headshots reduce some XP, instead of removing all of it.
November 18th & 22nd. The power is on. Survivors are now hooking up buildings with generators, which doctors are using to perform surgery. A few days later, the mobile phone network reactivated.
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February 3rd & 4th. Tangling Grasp is added. The Mall Tour '06 sets its sights on Caiger Mall, leading to an exhausting siege that ends in a zombie defeat as March closes.
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March 9th. Zombies can now recognize the groans of members of their own horde.
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March 28th. Syringe nerf. Revivifying zombies takes 10 AP, up from 1.
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April 28th. Some of the more belligerent (or forward-thinking) zombies have begun ransacking buildings. Survivors have finally figured out how to shine the light in powered buildings to where the loot is, improving search odds.
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June 1st, 3rd & 6th. A series of communication-related updates give a use to handheld radios but restrict the 26.00 - 28.00 MHz band toskilled operators. Zombies can smell distant hordes and bodies.
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June 16th. Critically-wounded (12 HP or below) survivors are now at risk of being dragged from buildings by hungry zombies. Ransacked buildings must now be cleared of zombies before survivors can barricade them.
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July 3rd. Following in the footsteps of last year's strike and the mall tour, the first Big Bash forms, eating the eastern and southern portions of Malton before blending with the next year's mall tour.
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July 18th. DNA-Extractors provide profile info and allow the survivor to immediately revive the zombie.
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October 31st. Malton's first fog. Players cannot see outside their current location until dawn tomorrow.
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November 20th. The external military repairs Malton's two forts, patching holes in the walls and leaving the only entrances at the gatehouse.
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THE SWINGS Plot of Survivor and Zombie populations. 2006 to 2011.
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2007
April 8th & 20th. The Battle of Santlerville, which lasts deep into May, sweeps the suburb... until the zombie invasion disperses in defeat. Some quality of life changes to profiles allow, among other things, for survivors to auto-discard unwanted items.
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May 31st. Survivors start wearing clothing, ending an era of dangly bits for zombies to grab hold of.
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June 18th. Yahoo publishes an article on Urban Dead, prompting over 10,000 players to join in days. Clueless level 1 survivors wander the streets, eaten and idling out in the coming weeks.
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August 14th & 24th. The more territorial zombies can ruin buildings, needing a toolbox to repair. By next week, even the more agile survivors are slipping on the rubble of ruined buildings, preventing freerunning. Survivors tuning into the right channel can now catch external military reports.
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October 10th. The Second Big Bash begins, again wrecking the city's eastern and southern regions.
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2008
May 28th. Decay sets in, making ruined buildings more costly to repair.
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June 13th. Monroeville reopens, closing forever only four weeks later.
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October 28th. Borehamwood, another playable map, opens.
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November 28th. A month later, Borehamwood closes forever.
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2009
2010
August 16th. The last game mechanics update. Survivors receive a niche, rarely useful skill: Scout Safehouse. Zombies also receive a niche, though slightly more useful skill: Bellow.
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2011
March 27th (ish). The world almost ends again. The Dead march on Malton for a second time, leading to the most drastic population inequality in Malton's (recorded) history.* Survivor numbers plummeted to its lowest in mid May, settling at 15%. Efforts to reduce this percentage even lower, preferably to 0%, were met with massive resistance from a key game mechanic: syringe search rates depend on the survivor-zombie ratio. The low relative abundance of survivors allowed them to easily find syringes, even in ruined NecroTechs. Eventually, The Dead lost steam, leading to The Long Tail.
* Technically, the first day of Malton's history (July 3rd, 2005) would have favoured survivors completely, as initially players could not start the game as corpses until mid July.
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THE LONG TAIL Plot of Survivor and Zombie populations. 2011 to 2020.
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2011 (continued)
October 3rd. Malton's last mall tour. Although tempered by the relatively low number of active players available to take part, the tour manages to munch on most of Malton's malls.
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2012
The first year in Urban Dead's history when nothing in particular happens. At least according to this graph, anyway.
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2013
June 1st. The Big Bash 4. The last Bash actually, and the last mega horde, and the last player event recorded here for that matter...
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2014
Another year of little to nothing occurring. Late in the year the ratio converges together, nearly becoming balanced. Yet the reason is unknown. Perhaps it was spontaneous, or someone forgot to record the event responsible for it. It leaves this author to question whether the ratio can move meaningfully on its own; that is, favouring zombies or survivors above the day-to-day "noise".
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2015
July 3rd. On Urban Dead's birthday, Kevan opens up the State of the Apocalypse Survey. The survey asked what suggestions you would add, the flavour and gameplay changes you are interested in, and what you like best and least. The results were never officially released, nor leaked surreptitiously. Kevan never appeared to act on the results, so far as anyone can tell.
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2016
Little happens this year. The ratio converges to equality in July, but once again the reason is unclear.
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2017
The year is uneventful until November, when one of the clearest examples of zerging is seen. It is so obvious that it can be seen from space (i.e., this graph). Zombies numbers spike roughly 1,300 over two days, then plummet on the third. Levels of normal and revivifying bodies remain untouched, as do survivors, suggesting the zombies were banned en masse.
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2018
2019
2020
At mid February, for the first (legitimate) time since the Dead's second march in 2011, the ratio favours survivors. Nevertheless, the shift towards zombies is small and survivors regain their ground in April.
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