Hi there!
Update #21 adds new dangers and opportunities themed around electric damage.
New Hazard: Electricity
Status
Description

- The electric hazard lasts two turns and deals 15 base damage per turn.
- Unlike the fire, gas and bleed hazards, there is no way for a survivor to mitigate the electric hazard.
- Zombies with armour will take an extra 20% penetration damage when hit with electricity.
- This reinforces the gameplay role of electric damage; it is extra effective against armoured zombies.
New Mobile Rift: Tesla Rift
This new rift acts in a similar way to the mobile Putrid and Inferno Rifts.
