Undead Overlord Alpha 1.13seeders: 5
leechers: 4
Undead Overlord Alpha 1.13 (Size: 210.29 MB)
DescriptionRaw, aggressive hunger - there's nothing like being a Zombie when you want to do some damage! Now you can control your own horde of zombies and lay waste to the tidy world that humans have created for themselves. Feast on their brains, grow, mutate, and gain incredible powers. Take over a small town (deputies are delicious!). Overwhelm the arriving SWAT units, gather civilian bodies, and reduce a mighty city to rubble. Feast on the remains of generals as their weapons lie smoldering and scattered. Undead Overlord is the world's most succulent Zombie Dominion RTS. Zoom into a world where destruction is the goal. Mindless zombies? Not when you are the controlling Mind! UPDATE LOG Mini-map (yay!) Human stamina - drains over time when running, affects speed Human wounded/limping behavior Human wander behavior (v1.0 - humans don’t just stand around) Attack-Move command (hold left ALT + right mouse click); can also be used to attack friendly units Hold command (hotkey = h) Sound effect for gaining new zombies, even when off screen New sound effects for the Chaos bar build-up, and for Chaos Rage burn down Sound FX volume control + updates to controls instructions in Options screen Tuning Expanded “Small Town” map and re-tuned mission02 Zombie bosses require 5x Chaos to create, zombie deaths do not generate chaos Civilian deaths generate 20% less chaos, grenadier death generates 50% more Reduced health for some civilians that had way too much Pistols and rifles no longer stun zombies Max damage for landmines +50% (can now take down a Speed Zombie at close range) Human base in skirmish map spawns 3x more humans after armored car outposts are destroyed, with a 1 in 3 chance of spawning a grenadier Humans generally don’t flee as far before they decide to start attacking again Semi-random initial speed setting for humans alphaTest map props have been spaced out for fewer stuck units Fixes Merging your last zombies for a boss zombie mutation no longer causes defeat Fixed error on end of MindControl when the mind controlled human was the player's last remaining unit and the controlling brain is dead Chaos Bar fully disabled in mission01 Workaround for units with off-mesh destinations (zombies shouldn’t be left behind when setting group destinations near obstacles) Fixed navmesh issues with some of the static destructible vehicles (zombies can attack them more consistently, and are also less likely to get stuck on them) “To Be Continued” graphic now appears only after Mission 03 is complete Ambient occlusion map tweaks for mission01-03 and skirmish01 lightmaps Sharing Widget |