Old Changelogs

This is a compilation of a bunch of Kazombies changelogs.

## Kazombies 8.5 - NOT ENOUGH MINERALS

+ Added the Zombie Temple Zombies can now mine resources that spawn around the map and contribute them to the "Temple". With enough resources, the Temple allows them to buy machines that give them buffs, weapons, etc.

> Quarterback can no longer throw undroppable items.

\* Various other bug fixes and rebalances.

## Kazombies 8.4 - Jimmy the Kabar

> Minimalist no longer counts items that are undroppable. (ex: If you have a finger gun, you can now technically have 3 weapons total.)

> When your trials are reset, it now starts at 3 so you don't need to do conspirator stuff again.

> Fixed ritual circle going under the ground, added effect to it as well. Using ritual circle while crouching will use Star Altar if available.

\* Fixed Nullspace map transition items.

- Added 19208

## Kazombies 8.3 - Colorful Damage

General

> The Assassin now only regens cloak by damaging players.

> Assassin cloak drains x2 slower.

> If your Luck is under 5, zombies have a chance to get a crit against you.

> If your Strength is under 5, you will be knocked down longer.

> Some changes with the poison spells.

> Custom Destruction Spells cost half as much aura to cast.

\* The Kazoidle Monster can now damage fences and props better.

\* Time based XP bonus from Nullspace temporarily capped at 100k (this is what people were using to get millions of xp)

\* Armor calculates its durability before reducing the damage.

\* Fixed a bug that caused the Physgun to not appear in the Arsenal Horse (even when you had it unlocked).

\* Before, if you unlocked something new in skills, the map would need to change for it to show up in the Arsenal Horse. This has been fixed.

- Removed the wird DMG\_CLUB health gate thing Imp had.

Drokvail Re-Work

> Drokvail reduces all physical damage to 0 just like the first version.

> Drokvail only reduces this damage to 0 when it has shield remaining.

> Drokvail has a cap of 1000 shield that drains from damage and regens while not taking damage.

> If this shield is empty, it functions the same way as regular armor.

Ancient Changes

> Lightslash deals 1/2 damage for each additional enemy hit.

> Invigorate damage boost: x2 -> x1.5 (perk boost: x3 -> x2)

> Rejuvenate has lower passive mana cost but consumes more mana to actually heal you.

> Flare Turret price: 45 -> 60

> Starshroom price: 50 -> 75

> Dash gives you 80% damage resistance instead of invincibility.

> Reality Manipulator has been re-worked. Old reality manipulator can still be purchased for 1000 points.

> Mana regen reduction for being in sunlight is less extreme:

Normal wizards regen 8 mana every second. Ancient wizards regen 1.6 mana every second.

However, if outside, Ancient wizards regen an additional 0.9 to 10 mana per second depending on brightness.

This change makes that less extreme, now they regen:

4 mana per second indoors

an additional 4 to 8 outside, depending on brightness

\* Starshroom now have a functional hitbox.

New Elemental Damage Type System

+ Every round, the Ammo Factory spawns in a random human spawn. This can be used to buy elemental ammo.

+ Added new randomly spawning elemental damage resistance rings.

+ Added elemental resistance enchantments for void mage.

+ Most wizard spells, and other sources have been converted to some form of elemental damage.

+ Certain zombies have elemental resistances and vulnerabilities.

+ Certain zombies can have armor too now.

+ Elemental Damage Types:

## Kazombies 8.0 - NARCH IV

https://trello.com/b/Cqo0IQLH/kazombies-development

## Kazombies 7.1 - Return of the Madness

+ You can now press the no-clip button (default v) to cycle devices without opening the menu.

+ Added new Device : The Zipper

+ Added new Device : Paintcan

+ Added new Trait : Lucky

+ Added 20 new equippable items.

These equippables are obtained randomly through boss drops and lockers that spawn around the map.

These lockers can be opened for 30 points.

All these equippables are enhanceable (except 3 that are used in rituals instead).

There's also some new equippables that spawn randomly around the map (just like the vampire blood and holy hand grenade).

+ Added Zombie Variant Buffs

Based on the miniboss tier score, there's a random chance that zombies will spawn with a buff.

For example, the Fire buff will cause the zombie to ignite everything it hits.

This is not limited to the zombie type, so bosses, final bosses, and minibosses can spawn with this too.

+ Added Ability Scores

Rather than having a ton of items that change speed or melee damage or other factors manually, 5 "Ability Scores" have been

added to the game.

These Ability Scores can be increased or decreased after you buy your loadout and are the following:

Strength (influences melee damage and prop carry limit)

Intelligence (Influecnes max mana)

Endurnace (Influences damage, disease, and radiation resistance)

Dexterity (Influences movement speed and fall damage resistance)

Luck (Influence critical hit and damage evasion chance)

> Changed how trees decide where to spawn, it should be impossible for them to spawn inside afk people now.

> Minibosses will no longer only choose Trash Zombie

> Bosses, minibosses, bloated zombies, and super pants no longer take knockback from bullets and explosions. They can only be knocked back by melee.

> Various other bug fixes and changes I forgot to list.

## Kazombies 7.0 - NARCH III

The New Q Inventory

+ Adds more functionality to equippable items.

+ Includes player statistics, current diseases, current resistances, weapon information, and more.

+ Left click equips/unequips items and right click crafts two items together.

+ A new subclass of items called, "Devices" has been added. These are also managed in the new Q inventory menu.

+ A ton of new equippable items have been added. Support for items with durability has been added.

+ Ammo mods have been added (fire bullets, explosive bullets, etc)

> Vampire biting is now a device to prevent unwanted bitings.

Radiation

+ Added Radiation as a game mechanic.

Nukes, zombie gas, and other things give off radiation.

The more radiation you get, the more damage vulnerability you have (up to x2).

If a human's radiation reaches 100 they die from radiation poisoning.

General

+ Zombies can now press E on the mystical trees to talk to them.

+ Added a new final boss : Hollow

+ Added the Spy attribute

+ Added the Knight attribute

+ Added attribute combos

+ Added the Halberd

+ Added Tomes to restoration wizard's alchemy ritual.

+ Added the Cading skill tree.

> You get 200 katokens each level up rather than a random amount. I had to do this to fix unrelated issues.

> Replaced zombie child with a new zombie called Siren

> The Conspirator drops his own legendary and it's double enhanceable. (This boss used to just drop the legendary lootbox.)

> The Fighter Jet drops its own legendary and it's double enhanceable. (This boss used to just drop the legendary lootbox.)

> The Corrupt Knight drops his own legendary and it's double enhanceable. (This is also the only boss with a 100% chance to drop its legendary.)

> The Detonation Nuke and Asscramps no longer teamkills.

> Various rebalances and changes with the detonation nuke.

> Various zombie changes.

> Special rounds are slightly more rare.

> Zombies no longer collide with mystical trees.

\* Fixed a bug where you could eat a hamburger multiple times at once, giving you diabeetes after a single burger.

\* Fixed a bug where the energy sword would float after dropping it.

- removed hagrid

## Kazombies 6.5

> The majority of this update is the new human skills system. You now gain XP for dealing damage, killing zombies, healing teammates and more. However, you are only granted levels if you stay for the duration of the match. When you level up, you are given Katokens, which you can spend on a shop located in the F1 menu. In this shop, you can buy permanent skills and weapon unlocks, which in turn can be used to earn more XP, etc etc. By adding these weapon unlocks, we trimmed the worth menu down a whole lot, making it easier for newer players to grasp.

> Re-designed the worth menu GUI. It now displays weapon stats, and information about each weapon before you purchase, making it easier for players to understand what they’re buying.

> The Suicide Gun no longer automatically kills you if you hold it too long.

> The Enhanced Suicide Gun has a new special property.

> The Holy Hand Grenade and Vampire Blood may randomly spawn somewhere on the map.

> The battleaxe deals bonus damage against far away zombies.

> Significantly increased leg damage caused by the pulse pistol, increased its damage to 5, decreased its clip size to 5, and now it consumes 5 ammo per shot.

> Borblop does slightly higher damage, and always fires 5 projectiles instead of some strange amount based on laggy timers. Also fixed bugs with the gun and projectiles.

> Many other changes that I was too lazy to write down or remember.

## Kazombies 6.0 - NARCH II

+ You can now type in !diseases to see a description of any diseases you currently have.

+ Made the text look nicer when you get diseases, use lottery tickets, etc.

+ Added a new lootdrop system.

> Overhauled almost all of the zombies.

> Overhauled the Fish Perks system.

> Special rounds only have a 1/10 chance of happening instead of 1/4 until necessary changes are made to them.

> Headcrabs can now burrow into grass.

> Various other changes and additions.

\* Fixed various bugs with the bots

\* Fixed an error caused by the weapon proficiency system

\* Fixed sound for Chinese Person

\* Fixed a bug with dog fighter raptors where they couldn't stop looking down the sight

\* Skeletons can actually see how much ammo they have with the crossbow now

\* Fixed a bug where the damage numbers weren't showing up for the gilly poison

\* Fixed a bug with the combine canon where the explosion wasn't hitting anything.

\* Fixed a bug with Mrs. Dog where if you tried moving while attached to a human it would spaz out.

- Removed Skull Hunters, replaced with the Raven

New Lootdrop System:

All zombies can drop loot now and it will be possible for bosses to drop multiple things of loot.

The special loot drops, like the legendary ones from bosses, have remain unchanged. All this system does is add additional

loot drops to everything.

The following weapons have been removed from the worth shop and moved as a common loot drop:

- The Pulse Pistol

- The Chicketydo

- The Cowbell

- The Pebbleshooter

- The Shark Attack Shotgun

- The Borblop

- The Cracker Ass Salt Rifle

- The Input Rifle

- The Smelborp

If you severely object to any of these removals, just let me know and I will happily put it back into the worth shop.

The weapons I chose were weapons that I felt were severely underused. I feel that these weapons will be more exciting

as random lootdrops that you stumble upon, rather than strange worth menu items.

All loot dropped through this system comes with a complimentary ammo box that corresponds with what the weapon needs.

There's also a 1/1000 chance for it to drop a legendary :)

New Fishperks and Mutations System:

Pressing Z brings up a new menu.

The mutations have been re-made from the ground up, this means most of them are new too.

Fishperks has been re-designed so that it carries over from map to map and you can apply the fish to a single zombie at a time with the capability of alternating perk options.

While I've added new zombies recently I feel that I haven't given them a proper re-balance since the creation of Kazombies. Beacuse of this, I've went ahead and re-designed and re-balanced nearly every zombie

in the game.

Zombie:

Now moves slightly slower and can no longer bhop, but attacks deal additional bleed damage, also they get some extra health.

Parry perk renamed to Shield, claws don't deal bleed damage and only deal 20 damage. Fixed a bug where zombies shot with shield active would be healed to full instantly.

Enraged zombies move slightly slower and the self-damage causes slight slowdown. But they end up doing way more damage because of the bleed effect.

Zombie Child:

Zombie children are super fast now. Their base speed has been increased. They deal leg damage, but in consequence deal slightly less damage and have way less health.

Also their jump height is increased.

Also they take no fall damage.

Petite perk gives them less damage but makes them accelerate each time they jump.

Petite no longer decreases health, instead it makes them take x2 more damage.

Thick changed to Shiny, the shiny perk makes them deal more leg damage but less normal damage.

Baliper:

Reduced their range

Extremely vulnerable to fire damage and melee damage

Each time they are damaged their speed increases by 25

Bloated changed to Precision Baliper, targets take some damage on activation and the bomb ends up doing more damage, but there's no explosion radius.

Explosion radius for default baliper has been increased.

Moved to wave 2.

Combat Creeper:

Changed fast builder to Construction Creeper, now it actually works properly and the nests you build have high hp.

Made it so the detection for building nests is better, so when you right click you will actually build a nest without having to spam the mouse everywhere (aka, i made it spam the mouse for you)

Added anti-bhop for Construction Creepers

Moved to wave 2.

Ghouls:

Higher jump height

No longer take fall damage

Reduced health

Increased speed

Projectile Spit has been renamed to Projectile Poison and the damage of the projectiles has been adjusted.

Toxic Claws has been renamed to Venomclaws and the damage has been adjusted.

Higher jump height only applies to ghouls with default mutation.

Headcrab:

Headcrabs are diseases bags.

They have a 90% chance to give someone a disease if they bite them.

Damage reduced to 15 in compensation for this

Health increased

Mutations replaced with Shell Crab and Wasp Crab

Slippies:

The slippie is going to be more consistent with how the super slippie works.

You can no longer see the slippies arms, instead of that weird slapping thing he actually absorbs people's lives now.

This life absorb regens his health too, even without the leech perk.

The range of this has been increased substantially too.

Humans being hit by the life absorb slow down a little bit too.

Slippies now have resistance to fire and magic as well.

Life Absorb mutation has been replaced with Terror

Spawn shield was adjusted so that you can't climb or bhop if you have it.

Chinese Person:

They can damage props and barricades now with the chinese food.

Panda Express can be thrown slightly faster and the actual projectile is much larger.

Angry Melon:

Health increases by 1 with each bite.

Only spawn with 1 hp.

Delays changed with the mutations

Chicken Wrap:

Mutations renamed to Lettuce and Ranch Dressing to fit the theme of "Chicken Wrap".

For Lettuce, you hit props super far just like Piston Fists, but instead of less speed and health you straight up get instant killed by any damage.

For Ranch Dressing, it's about the same as Sneaky Bastard with various tweaks and changes.

Moved to wave 3.

Civillian:

Instead of losing 3 points for killing a civillian you lose 10% of your points with the minimum being 3.

Updated the message information.

The perks for the civillians are the same other than the updated descriptions, but a lot of bugs were fixed, for exmaple, before every time a civllian right clicked it would set the game back to normal time,

meaning all the cavalcade slow down effects could be undone by some random civillian.

Dovahderp:

Plastic Wrap has been replaced with Naked which makes it so you can lunge while in the air.

Constipated has been changed to cause slower delay rather than less damage.

Hen Radish:

Much more vulnerable to fire.

After exploding they leave behind a cloud of poisonous gas.

Debuff of energetic is that the poison gas doesn't get emitted, rather than smaller area.

Big and Strong effects poison gas potency as well.

Changed the way the explosion stuff worked, you can actually look around while exploding now and hopefully it won't go through walls.

Mrs. Dog:

Mostly unchanged since this is a relatively new zombie.

Text shows up now if you have the racist mutation but you don't bite a black person.

Moved to wave 3.

Raptor:

Dog fighters get even better accuracy while moving but even worse while still.

Raptor claws deal x2 damage to airborne enemies.

Raptors now give a tiny bit of leg damage.

Hitting people from behind stumbles them briefly.

The buddha raptor health gate is set to the current health of the raptor, rather than 50.

The dog fighter has more speed but has damage vulerability.

Raptors had some lag issues while flying, these were fixed.

Skeleton:

Skeletons no longer take fall damage.

Their jump height has been restored to the default value, but they have anti-bhop now.

All possible skeleton melee weapons have a new special right click ability.

Dagger: Right click to throw, deals more damage the longer the dagger is in the air before it hits someone, you also get it back faster the longer it's in the air.

Sword: Right click allows you to do a dash attack.

Hammer: Right clicking while in the air makes you do a ground pound that scales with distance fell

Axe: Right click does a power attack

Crossbow bolts fly a little faster.

Mutations replaced with Crystal Bones and Metal Bones.

Same concept with movement speed, except Crystal Bones gives damage resistance to magic but weakness to everything else while metal bones gives damage resistance to everything.

Bloated Zombies:

The view height actually corresponds with how big they are.

More health.

Increased damage.

Larger swing delay.

Bloated zombies can now right click to force themselves to explode with extra poison. The higher hp they have when they exploded the stronger the extra poison is.

Second mutation replaced with Gorilla Arms.

Gator Scales no longer reduces speed, rather removed the poison bomb.

Gorilla Arms also removes poison bomb.

Increased melee range so they can actually hit stuff under their feet while crouching.

Moved to wave 4.

Chickenknees:

They spawn above your head now instead of inside of it.

They deal more damage

Every 3 seconds a chickenknee can use right click to teleport and heal to another chickenknee.

Mutations are conceptially the same, but instead of poison it's shock.

Moved to wave 4.

Gillies:

The pistol no longer uses ammo, instead it's based off a charge system, but the functionality is basically the same.

The pistol slightly pushes people if you actually try shooting them with it.

The Eagle Wings mutation is basically the same, but the first mutation has been replaced entirely with Focused Blast.

Focused Blast makes the gun itself do more damage but you can't fly with it anymore.

Skull Hunter:

Removed from the game entirely.

I'm seriously sick of this fucking zombie, I swear to god it's the source of the props breaking but I have no idea why.

This zombie has been a buggy nightmare since its creation and I've had enough.

Honestly this zombie wasn't even fun to play as for either team. You would die instantly from it as a human which was bullshit from the human's perspective, and

this thing was almost impossible to control as a zombie which was't really fun as a zombie. I'm replacing this zombie with the Raven instead.

Landmine:

Landmines will now move slightly into the ground when armed.

You can actually look around now while planted (still can't move though).

Landmines have a larger range but the damage is proportional to how close you are to the explosion.

Also their damage has been increased to compensate for this new range system.

Mutations are about the same.

The Rake:

Mutations are the same since this zombie is relatively new.

Moved to wave 4.

Zoombies:

Razor claws has been replaced with a mutation that makes lunging stronger.

Kamikaze Raptor:

You explode when you hit the ground after doing the flying thing no matter what. No more of this, "fly onto the ground then sit there for 2 seconds and explode".

Mutations are about the same, but True Kamikaze was re-programmed and re-balanced from scratch because it was broken.

Moved to wave 5.

Poison Headcrab:

Poison spit no longer has gravity.

Poison spit does extra headshot damage.

Mutations are pretty much the same.

Moved to wave 3.

Poison Zombie:

Mutations are the same but the second one was adjusted.

Detoxified now only applies the extra damage to barricades.

Moved to wave 3.

Imp:

I'm making the imps a bit more op since I feel they are a bit lacking as a wave 5 zombie.

Complete redesign of the fireballs, new look, new animations, new mechanics.

Imps can throw the fiereballs a bit faster now.

Fireballs have gravity disabled by default.

Fireballs ignite nearby wood props and people as it flies by them.

Imps can now "rocket jump" with their fireballs.

Fireballs explode immediately on contact with water.

Mutations are the same, but consistent with the new fireball mechanics.

Scorching Claws can now ignite props too.

Super Pants:

Kick slower, but deals way more damage.

A little more health and speed.

No longer takes fall damage.

Homicidal is basically the same.

Cade Annihilator replaced with Thunder Thighs which makes the pants physically larger and twice the hp and damage, but they are also much slower and have a larger delay for attacks.

## Kazombies 5.2 - Wizardry Revamp

+ You can now buy a moneybag with !moneybag

+ Added a "Hide Menus" button to the alt menu screen, this hides the gui stuff, letting you craft.

+ Added new worth menu gun: The Pounder

+ Added new worth meny gun: The Peef

+ Added new craftable weapon: 'Salvo' SMG (combine a pebbleshooter with a salad SMG)

> Using the words, "frick" and "heck" are now against the rules.

> Explosive ammo now gives you 4 per box instead of 3

> Severely buffed the corrupt knight:

> Becomes stronger with each kill.

+ Has a new SHIFT attack (you get charges for it when you get kills)

> Damage resistance while blocking 50% -> 75%

> Melee Damage 75 -> 125

> Picklemonster Changes:

> Can no longer see humans who are standing still.

> Melee Damage 45 -> 90

> Melee Reach 20 -> 100

> Increased puke pus jump height to 500 (I don't know why this was lowered).

> Made various changes and additions to the rtd system.

> You can now enhance water.

\* Fixed a bug where money bags would give more than 50 points.

\* Fixed a bug where zombies could phase when they weren't supposed to.

When you become a wizard you no longer spawn with a starting wand. Instead, you spawn with spell hands and two default spells. The spell hands allow you to cast the spell in your left hand with left click, and the spell in your right hand with right click. You can change which spell goes in which hand with R. You no longer get new spells from buying wands, to get new spells you must now buy them from the spells tab in the spellbook. All spells can be used with any wand or spellhands as long as you buy it. Certain spells are no longer restricted by which wand you have. Wands can be imbued to a single spell at a time, this can be changed with right click. Spells cast from wands are much stronger, and if you cast them from a staff they have special effects.

Before, spells were limited by a delay, you could only cast certain spells every so amount of seconds. This has been replaced with a mana system. As a wizard you get a mana number next to your health bar, the mana bar constantly regenerates and certain spells cost different amounts of mana.

Also, the aura system still exists and is practically unchanged. Aferall, this mana that is regenerating has to come from somewhere.

Additions:

+ While in the tree selection gui, there's now a little number next to each tree that shows how many wizards are in that tree.

+ Alternatively, you can also type !wizardcount in chat to see how many wizards of each type there are.

+ Added a "Previous Page" button on the main menu of the spellbook that goes back to the page you last closed. (pressing the close button saves the page)

+ Added the Mystical Trees:

+ Added the blasphemy sub-rituals

+ Added Leonard's Urn

## Kazombies 5.1 - The Reloading Update

+ Added new buff: Nimble Fingers

+ Added new debuff: Stumble Thumbs

+ Added new Attribute: Spaz Hands

+ Added new weapons: Kriss Vector and Heavy Chaingun (thanks 7ori)

+ Added Orange Mines

+ Added double-enhanced versions of the Antigravity Orb and Soundbreaker Railgun

+ Added new Final Boss: Bessie & Butch

+ Added the weapon proficiency and fishing systems

+ Added a bot system

\* Added a blocking mechanic to most melee weapons (right click)

\* Tweaked the red text of some weapons

\* Tweaked the Heisenberg to have randomized reload times.

\* Tweaked the Enhanced Heisenberg to randomize reload time each reload.

\* Tweaked the Finger Gun to no longer deal extra headshot damage.

\* Tweaked the Eyeball Detonator to no longer damage zombies through walls.

\* Tweaked High-Tier weapons and Enhancers so they no longer get removed by the entity cap

\* Increased the entity cap to 42

\* Reduced the intermission time from 60 seconds to 45 seconds.

\* Fixed a bug where the nuclear bomb wouldn't explode properly.

\* The Camel now has a knife that regens ammo on hit.

\* The Camel's gun now has a usable sight.

\* The Camel now gains increased accuracy the longer the sight is held (resets each shot).

## Kazombies 4.1 - Some Tweaks (2017)

+ Added new boss : The Fog

+ Now all zombies can drop loot, not just the bosses.

+ Added the Gigantic Ak47

+ Added the Picklemonster

+ Added the Dovahderp Zombie

+ Added the Lottery Ticket

+ Added the ancient decomposing musket

+ Added the Pistol Chaingun

+ Added Heisenberg's Uncertainty Pistol

+ Added The Fog

-> Kazoidle name color changed to white (accidentaly left it green)

-> Fixed the backgrounds so you see the weird clown less often.

-> New infinty model, and a less annoying shoot sound.

-> Replaced skeleton with Child zombie

-> Detonation pack now goes through walls.

-> Changed the way carnival cavalcade works, will be hopefully changed to

be even cooler in the future if I figure some stuff out.

-> Fixed most of the lootboxes so they don't require pistol ammo

-> Added an easter egg when you use gaseous illuminati, it references

a meme for the song that's playing in the background.

-> Change suicide price to 15

-> Change default zombie back to zombie

-> Changed some things in the language section

-> Made the model for the ticklemonster's arm stretch extremely far

-> Gaseous Illuminati uses this song while using : https://www.youtube.com/watch?v=cU8HrO7XuiE

## Kazombies 4.0 - NARCH (2017)

General

+ New loading screens

+ Added new boss : Water Bug

+ Trash Zombies can now press shift to get rid of their gun so they can grab another one

+ Added new zombie : Skull Hunter

+ Added new zombie : The Hen Radish

+ Added a plank + knife craft

+ Added a chance for a mini-boss to spawn if there's only one zombie

+ Added an option in the ammo tab in the arsenal to buy as much ammo as possible for the weapon you're holding

+ Added the Eyeball Detonator

+ Added Thirdperson for humans (press the context menu key, default is C)

+ Added the Corrupt Knight

+ Added the Enhanced Arsenal Crate

+ Added the ChicketyDo

+ Added the Borblop

+ Added the Dual Deagles

+ Added the Nerf Shotgun

+ Added a button in the f3 menu that lets you pick your final boss

+ Added the Special Rounds system

+ Added anti-bhop to The Stone and the Corrupt Knight

+ Added new debuff : Tree Herpes

> Changed the sound fast zombies make when they leap

> You can now get nails from the resupply box

> Made the Gilly weapon automatic

> Changed the default font to Comic Sans (it had to be done)

> The humans are now represented by purple

> The zombies are now represented by slightly transparent orange

> Increased the resupply yield of smgs and assault rifles by +15

> Printer Box price in arsenal : 30 -> 15

> Shades can no longer break props

> Completely re-programmed the attributes system, it should be way less buggy now and you should always get your items

> The game now informs you if you have selected more than 1 attribute (excluding child)

> Added random emoticons to the tab menu, because why not?

> Made communism and facism mode more rare to compensate for the new special rounds system

> Nerfed the damage of the buffalo by 2

> Nerfed the damage of the enhanced buffalo by 2

> Made the heads in the top left spin at hyper speed

> Made the background color in all the shops randomized

> Made the zombie's f3 menu display the classes in two separate rows

> Changed the quality of the antigravity orb from orange to purple, nothing about the actual weapon was changed though. (other than a bug fix)

> Changed price of unlucky to -10

> Many other unmentioned changes

\* Fixed a bug where bosses could become trash zombies

\* Made the laser on the enhanced proximity turret move much faster so the first rocket doesn't shoot at nothing

\* Fixed an error that would occur if a trash zombie was selected while there was no zombies

\* Fixed a bug where dying while the anti-grav orb was active would cause you to be stuck in no grav

\* Fixed a lua error caused by poison

Baliper

> Buffed the base damage of the Baliper

> Removed the purple coloring on the Baliper model

\* Fixed a lua error that occured when someone took damage from a baliper bomb and the Baliper was dead

\* Fixed a bug where you couldn't attack if you were phasing

\* Fixed a bug where it would deal 0 damage

BL2 GUI (thing that pops up when you look at a gun)

+ The gui nows displays DPS

+ Added red text to more items in the bl2gui

> Made the bl2gui look much better and re-programmed it to be more efficient

> Gave the bl2gui menu in the alt menu the same changes

> Color coded the stat numbers in the bl2gui as you look at a gun, so when you look at a gun you can compare with the stats of the gun you're holding based on the colors

green = the gun you're looking at has higher stats than what you're holding

yellow = the gun you're looking at has equal stats than what you're holding

red = the gun you're looking at has lower stats than what you're holding

> Made it so only one of the bl2gui menus can be open at once, so looking at a weapon, and holding another, and then pressing alt will allow you to compare the

two weapons quickly

\* Fixed a bug where looking at a gun caused an extreme amount of lag

Carnival Cavalcade

+ Added a display that tells you when your abilities recharge

+ Gave Carnival a new right click ability that slows down time by 20% and makes him move 100% faster

+ Added effects while attacking to make it more obvious he is attacking

> Made attack area 100% larger

> Decreased damage 10 -> 8 to compensate for increased area

> Reprogrammed it to be less buggy

\* Fixed an error that would appear if you died while attacking

Electrohammer

> Buffed electrohammer's damage

> In order to make the electrohammer relevant, it now heals the red bar on barricades instead (nothing else can do this)

Explosive Weapons

+ Added the Grenade Pistol

+ Added a new category of weapons to the game called Explosive Weapons

+ Added new ammo type Explosives

+ Added the Rocket Launcher

> Completely re-made the old grenade launcher

> Changed the model for the old grenade launcher

> Changed the enhanced version of the grenade launcher

Kamikaze Raptor

I flet that the Kamikaze raptor was too easy to get insta kills with, and too hard to deal small damage with. These changes will make it a lot easier to do a small amount of damage, and a lot harder to do an instakill.

> If you wait too long instead of just dying you still explode, however the explosion only does 30 damage.

> Slower scaling

> Increased time you can fly before you explode

> The Jet Engine perk now reduces your gravity by 25% while flying

\* You can now see and hear the explosion effect on the client

\* Re-programmed it to be less buggy

Kazoidle

+ Added slight AOE damage to the gas explosion when the projectile hits something

> Changed the gas sound of the kazoidle projectile

\* Fixed an error involving a sound with the kazoidle

Nightmare

+ Added a system that allows the Nightmare to jump a normal height but prevents him from bhopping

> Buffed Nightmare's speed by +50

> Enabled propkilling for the Nightmare

Terrorist Attribute

+ Spawns with a suicide bomb

> You get set to the terrorist model

> Killing innocent civillians gives you +3 points instead of -3 points

> Name changed to "Terrorist" instead of "Retired Terrorist"

\* Fixed a bug where you could still blow up the next round even if you didn't get the attribute

Unstable Enhancer

+ Added the double enhacned Annihlator

> The Unstable Enhancer is completely different now, now when you craft two enhancers together it creates a portal, instead of crafting your legendary

wtih the unstable enhancer, now you must throw your legendary into the portal that gets created after crafting two enhancer together.

> Completely changed the effect that happens if you fail to enhance the legendary

\* Completely re-programmed the Unstable Enhancer system fixing various bugs

Wizardry 3.0

+ Restoration Wizards can now purchase soil to grow plants in non-dirt areas

+ Added new Occultism spell : Bound Sword

+ Added new Restoration spell : Ward (gives humans damage resistance)

+ Added new Destruction spell : Fire Breath

+ Added new Mysticism spell : Phantom Daggers

+ Wizards now get a display in the top left that shows them how much aura there is so they do not need to check constantly

+ Added the Aura Node system

+ Added the attributes tab on the main screen of the spellbook (this corresponds with the aura nodes)

+ Added an entry in the help section that explains aura nodes

+ Added the !ds\_enable and !ds\_disable commands if you want to use shift as a destruction wizard without having the menu show up

> Now you only see the rituals that correspond with your class

> Remade the way you select spells so you can just click what you want rather than cycling through everything

> Telekinesis now works with ammo

\* Fixed a bug where telekinesis would cause stuff to float

\* Reprogrammed all the wands and fixed some bugs

\* Fixed a bug where the spellbook gui would get stuck and spam errors

\* Fixed a bug where soulmarking a zombie would last forever if they died

\* HOPEFULLY fixed target spells in destruction spellmaking

Zombie Perks 2.0

+ Added the fish perks

> Changed the names and descriptions of several perks

> Re-Made the zombie perks menu

> The text the bottom right now only shows up if you're a zombie, it also looks nicer.

> When a human dies, they drop at least one fish, and for every 50 points they have they drop an additional fish up to 5 fish.

The zombie who killed the human gets a few seconds to pick it up before any other zombies can pick it up, you will use these fish

as currency for additional perks in the zombie perks menu. Just to clarify, the original perks will still be there, and will still

be free, however in addition to those you can also get fish perks which are just straight buffs that cost fish.

\* Fixed a bug where the descriptions would overlap

\* Fixed a bug where raptors with the dog fighter perk would bug out while flying forward

\* To my own horror, I discovered that most of the zombie perks were actually completely broken, don't worry though, i've went through

and fixed nearly all of them.

## Kazombies 3.99 - Summer Update (2016)

\* This is just a quick update for the summer before the autism update and narch

+ Added the Baliper zombie

+ Added the Buffalo Assault Rifle

+ Added the Knifespade (craft Shovel + Knife)

+ Added the Talons (craft Knife + Knife)

+ Added the a new debuff

+ Added LMG ammo

+ Added the Qnellellez LMG

+ Added new boss The Stone (you can double enhance his legendary drop too)

> Nerfed scorpion and anti-air shotgun's damage

> Steel Boots gives you 5 points instead of 10 points

> Civillians get a terrorist model when they pull out the ak

> Replaced Necromancer's Shock Bolt with a new spell called Soul Barrage

> Increased the Necromancer poison bolt travel speed

## Kazombies 3.9.5 - Economic Systems (2016)

+ Added Destruction Spellmaking

+ Added Facism Mode

+ Added the proximity turret and its enhanced variant

+ The game now tells you if a trash zombie spawns

> Set the Destruction and Restoration starting aura to 1000

> The zombie gas is now rainbow colored and give you massive upwards acceleration for being in it

> Fire Extinguishers now give you points if you put fires out

> Laser Weapons can damage the shade now

> The props shade throws no longer have gravity

> Removed mass limit for props shade can pick up

> Shade pickup range x10

> Shade throws props with 1.5x more velocity to compensate for no gravity

> Added prop to weapon conversions for the water bottles and the empty potions

> Elven pact now gives you +80% damage resistance in addition to all the other stuff

> Elven pact gives you a new spell

> +4 damage per shot on turrets

> Improved the amibot on the enhanced deagle

> Made the music in communism mode 65% quieter, it also only plays when you join, not other players.

\* Fixed the point math in communism mode so points no longer get deleted when there's an odd number of humans

\* Fixed the scoreboard in communism mode so it no longer shows the incorrect amount of points

\* Fixed the swimming pool tv bug

\* Fixed a bug where looking at the void causes lua errors

\* Fixed a bug where you could buy quarterback with any other attribute

\* Fixed a bug where you could buy blinding speed with any other attribute

\* Fixed a bug where buying child with another attribute would make it so you don't have the correct speed and health

\* Fixed a bug where blinding speed and quarterback wouldn't get reset after a new round

\* Fixed a bug where white would sometimes not give you the enhancer

\* Fixed a bug where placing the work table would make it go into the ground

## Kazombies 3.9 - No More Thieves (2016)

+ Added the Printer Box (This stores any nearby money from printers so people can't steal your money)

+ Added the Quarterback attribute

+ Added the Blinding Speed attribute

> 'Pardon Me' Civillians can now blow up the universe

> Crucibles now get filled while outside on maps that are raining

> Increased delay on the eternal stopwatch

> Replaced the smart mine perk with the diguise perk for landmines

> The Abysealt makes less noise

\* Fixed a bug where you could get multiple weapons from loot boxes and mysterious suitcases

\* Fixed a bug where you could spam !knife

## Kazombies 3.71 - Pact Bugs and Others (2016)

+ Added elven pact (but i changed it)

+ Added pact of the redeemer

> Changed the penalty for the aura running out in destruction

> The pre-round now lasts a minute longer to give people more time to read through all the items and choose their loadout

> Completely enabled sky cading

> If you buy the Unleash the Beast perk you cannot redeem

\* Fixed a bug where you couldn't select Pact with the Guardian

\* Fixed pact of the inferno not working

\* Fixed a bug with the unlucky perk

\* Hopefully fixed the bug where you couldn't break props

## Kazombies 3.7 - Pacts and Random Things (2016)

+ Added the Pacts system to Occultist

+ Added new debuff : Unlucky

+ Re-Added the Civillian's right click phasing ability

+ Added new "gun" : Canine Kannon

+ Added the rare Trash Zombie

+ Added Antisocial Attribute

+ Added Unleash the Beast Attribute

+ Added Child Attribute

+ Added new minions (Raptor Behemoths) for the mutant to make it way easier for him to kill flying humans

+ Added a gui element that lets you know how much blood you have while you are a vampire

- Removed confusion effect when zombies were hit with a riot shield

- Removed thrown souls causing a blinding effect on the zombie

> Vampires health regen 10hp / tick -> 1hp / tick (don't worry, 1 hp per tick is still amazing)

> You no longer need the necromancer wand to become a vampire

> Imps now have damage resistance to magic

> Imps can no longer catch on fire

> Imps deal extra damage to wizards

> Replaced Aerodynamic zombie perk with Dog Fighter perk (yes, it gives the raptor a gun)

> Mutant damage 45 -> 30, however when he swings he hits humans with both hands, hitting them twice (aka, he does 60 damage now)

> Most of the final bosses now take damage that's equal to 10% of their maxhp every 60 seconds they do not attack someone

> Finger on the Mountain now consumes 2 aura per shot rather than 1

> Put the rituals tab on the main page of the spellbook so it's easier to navigate to it

> The suicide gun now automatically kills you when you take it out and hold it for too long

> Riot shield dmg resistance 95% -> 80%

> You now move a lot slower while you have the riot shield out

> Klein shield price 15 -> 30

> Vampires are now immune to disease

> Vampires now drink blood from humans by pressing shift on them, rather than having to use the awkward weapon

> Gravity hammer AOE damage 60 -> 30

\* Fixed a bug where you would crash if you phased while using the spellbook

\* Fixed a bug where vampires could burn on maps with no sun

## Kazombies 3.6 - Weapons (2016)

+ Added new zombie : Chinese Man

+ Added new final boss : The Assassin

+ Replaced enhanced crossbow with the sawblade launcher

+ Added new gun : Buster Rifle

+ Added new melee weapon : Dagger

+ Added new melee weapon : Kleiner Shield

+ Added new melee weapon : Baseball Bat

+ Added new melee weapon : Shotgun Sledgehammer

\* Fixed bug where the reaper and other smgs were out of order in the shop

\* Fixed a bug where the melee weapons in the worth shop were out of order

> Change vulan nerf minigun price from 120 -> 140

## Kazombies 3.5 - Final Boss Revamp (2016)

+ Added debuff : steel boots

+ Added Magical Elf final boss

+ Added text that would explain the final boss situation

\* Fixed the kazoilde monster not being able to damage props

\* Fixed the mutant not being able to attack in the air

\* Fixed a bug where if the final boss disconnected from the server the game would become soft locked

\* Fixed various other bugs regarding the final boss

> Skeleton crossbow ammo 5 -> 10

> Disabled final boss healing in zombiegas

> As a Skeleton, the game will now tell you if you spawn with a crossbow

## Kazombies 3.4 - Plant Update (2016)

+ Added the alchemy system as a ritaul for restoration wizards

+ Fixed up, and Re-Added the current weapon stats gui in the alt menu

+ Added new crafting recipes :

Plank + Plank = Board Prop

> Buffed the wraith radar by turning it into the "Ghostbusters" trait, so now it insta-kills any wraith you look at

> Changed the way the blast damage works on the imp

> Printer price in arsenal 50 -> 80

> Printer hp 50 -> 10 (enhanced printers is still 100)

\* Fixed the default loadouts so they are not bad

\* Fixed the printer ammo bug

\* Fixed the input rifle

\* Fixed bonemesh balls insta-breaking cades

\* Fixed the stupid gui bug where you would get spammed with lua errors if you were looking at a weapon and died

## Kazombies 3.333333333 - Boss Rebalance and more (2016)

+ Added new boss : Alwaysless

+ Added new necromancer spell : Poison bolt

+ Added new wave 2 zombie : Skeleton

+ Manhacks now take damage in zombie gas

+ Added zombie perks for crows

+ Added the point printer

> Imp Fireblast replaced with Firestorm

> Replaced Fortified Nests with Fast Builder since Fortified Nests were broken

> Nerfminigun firerate .02 -> .0175

> Enhanced nerfminigun firerate .0125 -> .015

> Enhanced nerf minigun shoots a little slower

> If you get negative points from killing civillians you die

> Updated the text in the bottom right to specify that you must be a zombie to open the mutations menu

> Nightmare deals x2 damage against barricades

> The Butcher now slows down targets it hits

> Camel starting ammo 300 -> 999

> Camel has a 12% chance to spawn with hunter

> The Carnival Cavalcade now flashes colors

> Giga gore child now has x10 push force on melee hit

> Gore children have a 25% chance to spawn with machineguns

> The Ticklemonster now runs x2 faster

> The lamp deals 30 damage to the shade

> The damage of the puke from the pukepus now scales with how far the puke has traveled (the further the puke goes the more damage it does, so airstriking people is a viable strategy now)

> +100 jump height for pukepus

> Necromancer shock bolt no longer has gravity

> Spawn Skeletons was replaced with Spawn Clones

> The Necromancer leaves behind a trail of smoke while invisible, but is invincible while invisible

> Mister Sandman loses health if he remains cloaked for too long

> The Nevermore has been drastically changed

> The fog automatically dies after 60 seconds, however each wave it gets 60 more seconds to live, (so on wave 1 he lives for 60 seconds, on wave 2 he lives for 120 seconds, etc).

> Super Slippie HP -> 750

> Super Slippie regens 1000% more hp on hit

- Super Slippie can no longer break his hitboxes by crouching

- Removed Necromancer fireball (replaced with poison bolt)

\* Fixed a bug where Mister Sandman wouldn't spawn in with his custom material

\* Fixed a bug where right clicking without any weapons equiped would give off a lua error

\* Fixed a bug where the ring of health fortification wouldn't actually buff your max hp

\* Fixed a bug where you could lose or grain brains by suiciding as civiillian

## Kazombies 3.1 - Aliens Expanded (2016)

+ Added the double enhanced hornet (Cavarex)

> Made communism mode more unlikely to occur until I fix it

> Nerfed Super Legs HP 500 -> 350

> Made it way more likely for bosses to drop legendaries (from like 2% to 20%)

> Made it so the double enhancer explodes after 5 seconds instead of 3

> Drastically changed the way Zeirryth works so it's more interesting

## Kazombies 3.0 - Kazombies: Reborn (2016)

+ Added the Wraith Radar Trait

+ Made it so the Necromancer cannot take more than 100 damage from one bullet as a passive effect

+ Added an enhanceable clock

+ Added Wizardry 2 which includes a new spellbook gui

+ The Necromancer now does x2 damage against wizards

+ If an Angry Melon Bites someone with the Black Attribute, the melon will be placed in the humans inventory

+ Added the Scorpion Shotgun to the worth menu

+ Added the Chickenknee Zombie

+ Added the Civillian Zombie

> The Clock drop from the Carnival Cavalcade now slows down time

> Updated Necromancer's Description

> Increased price of perfect stat heisenberg

> Buffed radius on imp fireballs

> Made it so the Necromancer's point steal steals 1-5 points rather than always 5

> Chance of Necromancer's Wand dropping 20% -> 100%

\* Made it so redeemed wizards get starting wands for their respective class and spellbooks rather than redeemers

\* Fixed the Nuke Virus

\* Fixed the enhanced pukepus book being non-enhancable

\* Fixed the heisenberg price glitch

\* Made it so you can place the work table anywhere so that the item don't fall through the ground

\* Fixed being able to farm buddha raptors for points

## Kazombies 2.4 (2016)

+ Added the input rifle (enhanced version will take a bit to finish)

+ Added the Beowulf attribute

## Kazombies 2.3 (2016)

+ Added zombie perks

+ Massively improved the necromancer's spell selection system so it has a gui and it's much faster to select spells.

## Kazombies 2.2 W (2016)

+ Added the Wizard attribute

+ Added !rtd

+ Added text to voice commands

+ Made the Necromancer invincible for the first 8 seconds he spawns in so he doesn't get spawncamped so easily.

+ Added a new spell for the Necromancer : Steal Points

+ Increased raptor reach 40 -> 55

+ Added new "zombie" : Landmine

## Kazombies 2.1 (2016)

+ Added healing turtle

+ Made it so you spawn with a watermelon if you have the black attribute

+ Necromancer Changes

- Force push no longer goes through walls

- Force push knocks down humans for 1.5 more seconds, however humans can still run away before he can cast it again

- Leap recharge time 5 seconds -> 3 seconds so he can run away easier

+ Added the nerf sword

## Kazombies 2.0 (2016)

**Note: Don't worry too much about the 2015 version numbers. At this point in Kazombies development, this was considered to be "Kazombies: Reborn". So, the version number was set to 2.0 to indicate "This is Kazombies 2". Then it continued to count up as normal.**

+ Made the enhanced adonis have a much better freezing effect

+ Made it so the arsenal horse talks to you, and if you have the black attribute the arsenal horse will be racist towrads you.

+ Added the timewaster shotgun

+ Crows drop stuff on death

+ Added water

+ Fixed a bug with the melons

+ Turned the enhanced deagle into an aimbot deagle because people were complaining that its old headshot mechanic was bad

+ Gave kamikaze raptors a metallic color so you can distinguish them from other raptors.

+ Final Boss Changes

- The Final Boss hp 12,500 -> 7500

- Added new final boss "Mutant"

- Added new communism only fnial boss "Stalin"

+ Fixed not being able to craft the enhanced bikehax

+ Added new boss "Necromancer"

+ Made the unstable enhanced litch and cannon more interesting.

+ Added unstable enhanced stingray

# Really Old Updates

## 3.9 - Zombies, Exploits, etc (2015)

-> Fixed the lua error on boss spawn

-> Buffed Salad Smg and Rustled Salad Smg

-> Made the wraith do 2 damage to humans

-> Made wraith still able to hit props far despite the damage nerf

-> Made it difficult for the rest of the zombies to prop kill

-> Put in the slippie's language class (oops :3)

-> Buffed the slippie

-> Fixed nevermore's dumb hitbox

-> Added a new pic when you go to select kazombies

-> Added contact cola

-> Added the skeleton

-> Extended the preround

-> Made the junk pack not broken

## 3.7 - Zombiespawn and Enhancer Bugs (2015)

-> fixed horsecannon enhancement

-> fixed tinyslug enhancemnet

-> Finally fixed the toe rifle enhancement (however its model was changed to that of a hunter, it was the only way to fix it)

-> And many other enhancements that were previously broken

-> NOW all the guns are enhanceable, none of them are broken anymore (I confirmed this)

-> Added the slippie

-> Fixed the point value of all the zombies for balance. (some gave too many points some didn't give enough)

however there are a few exceptions to this, for example the ticklemonster, he will give a ton of points for

only 1 hp, however you will be wasting a ton of ammo in order to kill him, so it works out.

-> removed intial zombie health bonus

-> rake lunge damage -> 100 (too powerful against cades)

## 3.6 (2015)

Fixed medkit in arsenal

Fixed anabelle not enhancing correctly

Fixed silencer not crafting correctly

make rake do 100 damage

make it so rakes cant change direction while lunging

## 3.5 - Enhancer Update (2015)

Fixed people not being able to see nightmare and camel models. (thanks milkman)

Fixed not being able to buy energysword in arsenal

Made it so the enhancer can now enhance ALL the guns, but still not all meele weapons / tools.

Made enhancer cheaper so more people will use it due to how critical it now is to gameplay.

About 27 new guns for the enhancer.

Changed this update from 3.1 to 3.5 considering this is no longer a hotfix but rather a fairly large update,

though still not large enough to be an entirely new update.

Nerfed ticklemonster health to 1 (if you can hurt him in any way you deserve to kill him)

Put the medkit into the arsenal crate, except it's a better version of the medkit.

Made the orangeaxe no longer able to damage props, also made it do no damage due it being able to kill the ticklemonster too easily. (secretly it's because that's the only way I could fix it from breaking the props) yet again thanks to milkman for figuring out you can grief cades with this

Due to some stupid ass glitch the enhanced stubber and manhack were moved to the arsenal. (IT'S FUCKING BULLSHIT! IT WONT CRAFT)

## 3.0 (2015)

Made pukpus spew shit in all directions with absolute chaos

Made pukepus puke go farther

Made pukepus puke come out 2x as fast

Gave gilly a new model for their pistol jumper

Nerfed fast zombie lunge

Made bunnyhopping nearly impossible as nightmare (he's suppose to be slow, and bunnyhopping as nightmare is way too fucking overpowered)

Made sledgehammer do more damage but swing a LOT slower, you also move slower.

Made the megamasher a bad idea

Reintroduced the wraith as the propkiller

Revamped the duel, quad, and octo gorillas

Changed the resupply box (it was very op for rifles)

Added the Grenade Launcher

Added some new meele weapons and made changed to old ones

Fixed not being able to buy the infinity and jumper pistol in arsenal.

Added the carnivore

Made the horsecannon shoot horses

Added the enhancer

Changed battleaxe name to Pixel Sniper Pistol

Reverted Grenade

Changed the grenade launcher to have a custom sound, grenade model, and explode on contact.

## 2.0 (2015)

Changed aegis to fence placer

Added cowbell pistol

Added horsecannon

Nerfed butcher

Nerfed ticklemonster

Nerfed the akbar due to it being droped by the camel

Buffed the aug

Moved around some prices of items, specifically assault rifles

Several balancing changes

Lowered m4's firerate, raised m4's damage.

Added 'Phantom' Silenced Pistol

Added the Golden Boot

Changed the grenade to be better (specifically against the tickle monster)

Reduced price of grenade

Buffed Camel's health

Changed Bonemesh to Pasta Master

Buffed Pasta Master's health

Made Resupply Box Annoying

Enabled bunnyhopping

Added golden boot to arsenal

Added the infinity

Added the Jumperpistol

Changed the boom twig

Added the Gilly

Fixed name & description for Gilly and Raptor

Added bikehax to arsenal

Added nveremore