New map called "Jungle": a walled village surrounded by palm trees and mountains, available in Normal, Tide, and Fever.
As with the other maps, it opens up by zones: three gates unlock on rounds 5, 10, and 15.
Power-ups: zombies drop bundles that can be picked up by walking over them and last for a while.
Speed, Regeneration, Armor, Gunpowder, Extra Lead, Spring, and Luck: two minutes each.
Fruit Salad: the star gives you all of them at once for one minute.
And you can tell: the screen, the token, and the star itself turn rainbow-colored while it lasts, and during the final ten seconds it flashes faster, like the star in Mario.
The question mark doesn't determine what it contains until you step on it, and it can be any of the eight power-ups.
A column on the left-hand side shows what you currently have equipped and how much time you have left for each one.
The Minesweeper and scratch-card mechanics from backpacks. Opening a backpack is now simply a single roll.
The mine is gone with them: a backpack can no longer leave you unable to open another one for five minutes.
A penalty no longer removes you from the card draw for the rest of the game.
Between waves, the penalty is chosen first, and then the upgrades are dealt, in that order.
Reviving a teammate no longer costs a penalty. You only get one if you're picked up by the end of the wave.
The backpack now opens with a spinning ribbon, like the weapon distribution screen.
The backpack weapon is awarded when the ribbon finishes, so the replacement panel is no longer covered up.
The squad ready-up panel has been redesigned to be cleaner: no card, using the same tokens as the waiting room, with each player's status shown on the edge and inside a diamond.
The ready-up panel no longer gets stuck on top of the waiting room: ready checks are requested before searching, and the panel automatically disappears as soon as the queue starts.
The IN QUEUE timer now shows the same time on every squad member's screen: it no longer depends on the clock set on each computer.
The countdown for a room filling up works the same way: the leader and guests now see the same amount of time remaining.
Upgrade cards are no longer lost when they drop at the same time as a penalty: they wait and appear afterwards.
The round no longer gets stuck waiting for a hand of cards that the penalty had removed from the screen.
Map names are now translated: when the game was set to another language, the selected-map screen would still say ESTACIÓN in Spanish.
The LOADING text on the waiting roulettes was also stuck in Spanish in all five languages.
Translated the power-ups, Fever colors, backpack screen, and penalty totem, which were previously entirely untranslated.