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Update 0.372 — Zombies rebuilt, co-op fixed, new video options · LIMP MODE patch notes · SteamPeaks
LIMP MODE
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Patches
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Update 0.372 — Zombies rebuilt, co-op fixed, new video options
Update 0.372 — Zombies rebuilt, co-op fixed, new video options
LIMP MODE
· published
18 days ago
· build
24862275
All events
Read on Steam
PATCHNOTES SUMMARY:
Zombies rebuilt from the ground up — real animation, ragdolls and three different looks
Co-op fixed: four players can finally play together
Rebuilt video menu, with texture quality and a free frame rate limit
Lower video memory use on every machine
Starter, engine failure and grip reworked
Big co-op stability round: joining, seats, terrain and cars now match on every machine
Bigger test track
New
Zombies are animated on a full skeleton. They shuffle while they haven't noticed you and break into a run once they have.
Every hit has its own attack animation, including a bite from behind once a zombie reaches your neck.
Bodies ragdoll when they drop, settle, and stay where they fell.
Three zombie looks, each with its own layer of dirt and blood, rolled per zombie. A corpse keeps the look it had while it was upright.
Texture quality setting in the video menu, for machines that are short on video memory.
The frame rate limit is a free input field — type any number instead of picking from a fixed list.
Co-op: the whole group can sleep in a car, same as at the motel — one tired player starts it, everyone gets asked.
Improved
The video menu is sorted into three clear sections.
Textures are now actually compressed in video memory. 15 of them were shipping uncompressed, which cost VRAM on every machine.
The starter always turns the engine over now, and a failing engine dies in stages instead of all at once.
The starter works down to 10.4 V instead of 11.6 V, so a half-flat battery still gets you moving.
Grip falls off more gently with speed on all three cars.
The test track grew from 250 to 419 placed objects.
Bodies are cleaned up by distance and a limit instead of a timer, so the ones near you stay where you left them.
Co-op: joining a session was rebuilt. The world is built first, you arrive at the roadside next to the group — and never inside a car.
Co-op: less strain on the host. A single far-away car could eat a third of a frame, every frame; that search is cut off now.
The driver adjusts the car radio volume directly (hold R + mouse wheel) — as guest too, and everyone in the car hears the change.
Fixed
Co-op: guests could not connect to each other in a Steam lobby. Four-player sessions work now.
Zombies no longer spawn in a T-pose.
Ragdolls no longer stretch, twitch or fly off on their own.
Zombies stay on the spot while they swing instead of sliding forward.
Co-op: putting a downed friend into a car really seats them now. Before, they could end up stuck to the carrier and locked out of every other car.
Co-op: hills and dips are now the same for everyone. Guests get the host's landscape — in an existing world the terrain may shift once.
Co-op: cars no longer lose their names between machines, which silently broke syncing for some world cars.
Co-op: a zombie bite no longer lands late because of lag. Your own machine double-checks the distance before you take damage.
Cars no longer fall through the ground when a far-away part of the world unloads under them — same for the objects on the test track.