Update Notes: v0.20 - 40+ Brand New Cards Added!

Z. Year One · published

Happy Halloween, Kickstarter backers and Early Access players! Below you can find and discuss the latest changes to the game.

Z. Year One is currently under heavy development and will continue to be tweaked and improved throughout the Early Access period.

Make sure to read the Early Access launch FAQ!

And the How to Play megathread/guides!

General

  • In-match UI has been improved/organized slightly
  • Changed green targeting and unit placement color to blue
  • Switched “Rescue Units” back to “Location Units” since you can’t really rescue Fallen...
  • Modified card frames (the frame is complete but the images haven’t all been adjusted to fit properly so you may see some temporary weirdness such as the Ammo Carrier’s face getting blocked)

Card Changes

  • Removed “Marksman” from Police Officer, making them more balanced for a 3-cost unit

Bug Fixes

  • Heavy Weapons can no longer be stashed
  • Foreman will now attack properly when found on the Fallen AI’s turn
  • Stunned Survivors can no longer be used to activate Tactics/Instincts
  • Fixed a bug where the Leftover Hive wouldn’t trigger the Leftover CS if you only had 1 resource at the end of your turn

Campsite Location Deck Overhaul


Campsite was using a temporary set of cards but that is no longer the case. It now has its complete deck, including the murderous new Survivor Hero, Jackknife, and the Prison Bus Climax Event which provides four entirely new Equipment cards.

Campsite is also more dangerous on average than Lumber Yard, and I think feels better balanced when it comes to risk-vs-reward, so expect other locations to follow a similar pattern.

Note that some new Location cards use placeholder imagery (Jackknife and anything with the backpack image on it). These will be updated along in an upcoming patch.

NEW FALLEN CARDS

The Broken

  • Fallen Horror
  • Cost: 4
  • AP: 0
  • SV: 1
  • Broken: Put a random Trap into play at the end of each Fallen turn.

This Horror is best put down when you can protect her for several turns. If left unchecked she can easily disrupt the Survivors’ efforts to do pretty much anything, depending on which Traps you get.

Ricochet

  • Fallen Trap
  • Cost: 1
  • Trigger: A Survivor attacks with a Ranged Weapon.
  • Effect: Deal its DMG to a random nearby target in addition to its original target.

Gun Jam

  • Fallen Trap
  • Cost: 2
  • Trigger: A Survivor attacks with a Ranged Weapon.
  • Effect: Nullify the attack.

Graze

  • Fallen Trap
  • Cost: 2
  • Trigger: A Fallen sustains DMG from a Ranged Weapon.
  • Effect: Reduce the DMG to 1.

Gun Jam, Graze, and Ricochet are all meant to be alternatives (but not replacements) to Backfire. They’re not quite as devastating, but they cost less and can still have dire consequences for the Survivors.

Deathless

  • Fallen Trap
  • Cost: 3
  • Trigger: A Fallen is dealt fatal DMG.
  • Effect: Return it to your Hand.

No Hope

  • Fallen Trap
  • Cost: 5
  • Trigger: The Survivor player ends their turn with a single unit.
  • Effect: Discard the Survivor.

Rooftop Ambush

  • Fallen Trap
  • Cost: 3
  • Trigger: A Survivor with Rooftop enters play.
  • Effect: The Survivor is killed.

Scathed

  • Fallen Trap
  • Cost: 2
  • Trigger: A Survivor defeats a unit with a melee attack.
  • Effect: The Survivor suffers 1 DMG.

No Room

  • Fallen Trap
  • Cost: 1
  • Trigger: Equipment is added to the Inventory Deck from Searching.
  • Effect: Discard it instead.

Fatigue

  • Fallen Trap
  • Cost: 3
  • Trigger: A non-Hero Survivor with Rush enters play.
  • Effect: Nullify its abilities.

Doomed

  • Fallen Trap
  • Cost: 1
  • Trigger: The same Survivor would be saved from a fatal wound twice.
  • Effect: The Survivor dies anyway.

An example would be a Police Officer or Hero that is continuously kept alive by First Aid Kits and/or Medics. With Doomed, they’d only get that first save.

Wounded

  • Fallen Trap
    Cost: 2
    Trigger: A Survivor enters play.
    Effect: Reduce its SV to 1.

Is That... You?

  • Fallen Trap
  • Cost: 2
  • Trigger: A Survivor attempts to attack a Converted unit.
  • Effect: Nullify the attack and the Survivor is stunned.

Inhuman

  • Fallen Trap
  • Cost: 2
  • Trigger: A Survivor kills a Fallen with a melee attack.
  • Effect: The Fallen counterattacks before dying.

NEW SURVIVOR CARDS

Protector

  • Survivor Unit
  • Cost: 1
  • AP: 0
  • SV: 1
  • Equip: 1 Armor
  • Guardian

Sentinel

  • Survivor Unit
  • Cost: 4
  • AP: 0
  • SV: 2
  • Equip: Motorcycle Helmet, Motorcycle Jacket
  • Guardian

Protector and Sentinel add new Guardian types to the Survivor ranks, hopefully giving Survivor decks some alternatives to the Police Officer.

Ammo Carrier

  • Survivor Unit
  • Cost: 2
  • AP: 0
  • SV: 1
  • Ammo Carrier: Reduce the cost of Reloading by 1.

Suicide Mission

  • Survivor Tactic
  • Cost: 1
  • Description: Sacrifice an active Survivor to resolve target Event.

Stealth

  • Survivor Tactic
  • Cost: 2
  • Description: Target Survivor gains Stealth.

Cunning

  • Survivor Tactic
  • Cost: 2
  • Description: Target Survivor gains Cunning.

Cunning Survivors will not activate enemy Traps.

Clandestine

  • Survivor Tactic
  • Cost: 3
  • Description: Remove a random Fallen Trap from play.

Major Known Issues

  • AI is still in need of a major overhaul
  • Various UI improvements being worked on
  • I’m looking to work in some enhanced sound design ASAP

Upcoming Features


This is our biggest game update for Early Access yet, but there’s a lot more on its way. Thank you to everyone who tuned in to the Halloween dev stream; I will try to get on a more regular schedule at some point. ;)

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