Hello, roaders!
First of all, thank you. Thank you to everyone who plays ZEROAD and took the time to write a review. Your support means a lot to me, and my gratitude has taken a tangible form: unique weapons dedicated to you, the players. That's where version 1.1.0 begins, but the road itself has also learned a few new twists.
New Rarity: gun cabinets can now offer unique weapons, a new rarity above ultra-rare. When a weapon that has a unique variant is rolled, there is a 25% chance you get the unique version.
27 Weapons With a Story: every unique weapon is dedicated to a real player review, from pistols to machine guns. Its tooltip shows the original review and a word from me.
Locked Affixes: unique weapons come with a hand-picked set of six affixes, all locked. What you see is what you get, and no reroll can take it away.
Any affix now has a 15% chance to be locked: when it appears on a weapon, when you gain an affix on the road, and when you reroll an affix at the workbench. Locked affixes are marked with a lock icon and cannot be replaced by reroll.
Rolled a dream affix? There is a chance it is already yours to keep.
Ten Themed Groups: when your weapon has affixes from a themed group, you gain a synergy bonus: Quartermaster, Gunslinger, Road Runner, Crit Master, Field Medic, Guardian, Treasure Hunter, Scholar, Hawkeye and Executioner.
For example, Crit Master activates when your weapon has both Critical Hit Chance and Critical Hit Damage affixes, and grants +3% critical hit damage per each affix tier. Two tier-3 affixes already give a hefty +18%.
15% of pickups are now rare red qualitative ones: instead of boosting a stat, they bend the rules of the game:
Rhythm: your weapon does not consume ammo.
Untouchable: the next incoming damage is ignored.
New Life: lethal damage doesn't kill you, leaving you at 1 HP.
Taunt: enemies prefer attacking you. Your teammate will love it.
Thorns: received melee damage is reflected back at the attacker.
Vampirism: 1% of damage dealt heals you.
Berserk: +20% RPM, but +20% damage taken.
Starting from road 3, a road can be twisted by a modifier that changes the rules of the mission, always with a trade-off. The mission selection window shows each modifier's icon, name and exact effects, so you can pick your poison.
14 Modifiers: Hunger, Slaughter, Empty Pockets, Fog, Tailwind, Crowded, Light Feet, Sedation, Stubborn Lock, Hair Trigger, Thin Ranks, Rainy Day, Blind Raid and Scavenger Run.
For example, Blind Raid: encounters are hidden, but the road grants +40% experience.
Or Scavenger Run: no active zombies and no experience, the zombie wall moves much faster, but passive zombies drop weapon parts.
Difficulty value, experience bonus and enemy stat values in their hints in mission selection window take modifier effects into account.
The client can now view the road options in mission selection instead of waiting blindly for the host's choice.
Active pickup bonuses are now removed when you fail a mission. Death is no longer a way to save them for later.
Fixed minor HP desync when healing between host and client in co-op.
Fixed a stuck modal window on the host when a client quit during pause.
Fixed explosion kills not being counted in mission stats.
The road got stranger, and the loot got personal. See you on the asphalt.