Rebuild Combat Enhancements

Rebuild: Gangs of Deadsville has been live on Steam Early Access for about a month. Time for the first major update! It’s doing very well there, with sales already matching the Kickstarter funding, and an entire third of players are buying the deluxe edition. I <3 you guys!

The Update

The first monthly game update just went live after some vigorous testing by forumgoers. It adds a new attack system where you get a couple options that may improve your combat odds before you roll those die… but they often come at a price.

See here for the full version 0.632 changelog.

This guy is going to mess up all your well laid plans
These guys are going to mess up all your well laid plans
I also added a new type of zombie: the mobile zombie mob. You may remember these guys from Rebuild 2: they appear from offscreen and make a beeline for your fort, giving you a few day’s warning to get your defense in place before they hit your walls like a storm.

And I’ve been tweaking the difficulty, because according to reports people are being Impossible, and that’s just plain wrong. In the new update, soldiers are now 30% less effective, and there are nearly twice as many hidden zombies spawning everywhere. But because I just can’t be that cruel, I also reduced the chance of death early in the game, and added a chance to be injured instead of dying to starvation.

Where are we now?

I’ve also put in numerous bugfixes, tweaks, new sounds and other tidbits. All this has been possible thanks to the peaceful and refreshingly uneventful environment here in rural British Columbia. As you may know, Colin and I have lived in some interesting places since we gave away all our stuff and started traveling 4 years ago. We spent last winter in Argentina & Brazil, but decided this summer that we should see some more of our home province. So we’ve rented a house in the mountains about an hour east of Nelson, a town well known for its hippies and marijuana farms. The property we’re staying on does have a small commercial herb farm… but it’s the other kind of herbs.

It is crazy full of wildlife out here. We saw a muskrat, a marmot, and a beaver on our first day out. Practically petted the beaver, and I’d never seen one outside of a zoo before. We’ve woken up and, from our bedroom window, while lying in bed, watched a black bear ambling through the forest. Herds of deer graze regularly just outside the window where I work. Chipmunks, squirrels, snakes, and raccoons – the real, natural kind that live in the woods. Today on a hike up at Kokanee Glacier park we even startled a baby grizzly bear (one of Colin’s most feared animals)… but we didn’t stick around to meet her mama.

kaslo_forest

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3 thoughts on “Rebuild Combat Enhancements

  1. Thanks for the update! Question though. How are these mobs any different from the hordes already in the game or are they replacing hordes?

    Anyways looks like fun, I always enjoyed roughing it and travel but I never have the time nowadays lol.

    1. The “mobs” are different in that they will attack at a set and predictable time, when a horde might attack who knows when. Additionally, you can not go out into the field to attempt to clear out a mob, you must meet them as they attack the fort. Finally, they also present a threat to any projects that may be occurring in their path (such as reclaiming a square) because they force any one working in territory they enter to abandon the job.

  2. theres this glitch i got where once you destory a rival factions final square i just get a wierd sound and they are still alive

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