Pavel barely put his wrench down this week — the loot pipeline was having opinions, crafting stations needed labels, and Zombiestein apparently upgraded his missile guidance. Progress on all fronts.
The Loot V2 system — rebuilt loot with rarity tiers and signature drops per enemy type — has its full cascade pipeline live. Day-run enemies, night-wave spawns, and each zombie class now each route through their own aggregate drop tables, with distinct quantities and rarity weights per trigger type. The importer is end-to-end verified: every zombie type in the game now has a distinct pool to draw from.
Weapons and tools got a tier redistribution pass this week — a batch of items that were gated a tier too high got moved earlier. Concrete changes: the Boomstick Bow (an explosive-tipped ranged variant) dropped from Tier 4 to Tier 3; the Tier 4 Sword moved one tier earlier as well.
Also landed: the machine furnace inventory size went from 100 to 1,000.
The AoE stationary turrets — fixed gun emplacements on the Machine — had their output values reviewed and adjusted in the same pass.
Three QoL fixes landed in one push: all three stations (Crafting, Workshop, and Tailoring) now show a clear header so you always know which bench you're at; recipes sort alphabetically across every screen; and schematics now list where each ingredient comes from, so you can plan a farming run before you start.
Zombieburg's missile barrage now detonates on contact with terrain — no more taking cover behind a rock and calling it a strategy. A progression blocker at the final encounter was cleared at the same time, so the endgame sequence runs clean from start to finish.
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25 days out — what's been your biggest friction point in the current EA build? Drop it in Discord and we'll triage it. Dzięki!
Berdol