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Space Pirates and Zombies

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Product Update - Valve
SPAZ v1.015
- Fixed crash when viewing catalog preview in star and system map
- Fixed AI dropping of Rez at deployable turrets
- Fixed minor spelling issue
Product Update - Valve
V1.014
Fixed New component deployment into pre-existing games
Product Update - Valve
Version 1.013
Fixed Level 10 components displaying correctly in component viewer
Fixed Component unlocking issue causing Stores to display owned components
Added automation to fix save games with component unlocking issue.
Product Update - Valve
patch notes:

Version 1.012
Added Medium, Huge Double Turrets
Added Fixed Mount turret mods (increases weapon size by 1 level)
Added Deployable Focal Turret (surplus)
Added Deployable Disruptor Turret
Added Deployable Stealth Ion Turret
Added Deployable Stealth Leech Turret
Added Deployable Torpedo Rack
Added Deployable Battle Station
Added Damage numbers visible for deployed turrets from player ship
Added Oversized boosters get a 1.5x bonus (Fixed mount turret modes make this possible)
Added 5 new star system backgrounds (requires game restart to populate galaxy)
Added New AI ship designs to use deployable turrets
Added Radar indicator for blackboxes
Changed Undersized boosters are 66% effective vs. 50% per number of levels undersized
Changed AI ship designs tweaked to make use of new fixed mount and double turrets
Changed Made large ship resources stay in memory. Takes more ram, but minimizes hitching.

Added Winter Mod:
Added Santa flying around in the background dropping presents
Added Milk and Cookie drops from ships (these also attract Santa)
Added Santa dumps a load of presents when picking up Milk and Cookies
Added Chance for Santa to drop a godlike specialist ("Little Helper")
Added Themed Radio chatter
Changed Asteroids are snowballs
Changed Zombie asteroids are yellow snow
Changed Disruptor Cannon -> Blizzard Blaster 2000
Changed Deployable disruptor Turret -> Snowball Howitzer
Changed Mining Station Rock -> Unhappy Snowman
Changed Crates -> Presents!
Changed Rez -> Candy Canes
Changed Santa hats for Carl, Don, and Elsa
Product Update - Valve
Updates to Space Pirates and Zombies have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

- Added New max resolution 2560x1600
- Added Drones have afterburners
- Added Dump surplus goons button "u"
- Changed Wingmen accidental friendly fire will not trigger hostilities
- Changed Trojan Horse mission sets friendly faction relations on start.
- Changed Game defaults to no Mod active
- Changed Cloak detector will not ping Allied faction ships
- Changed Drones anticipate where parent ship is heading and try to stay our front
- Fixed Free infinite firing issue using automated turrets
- Fixed Cloaking damage was being overly boosted
- Fixed Tractor beams don't cause tractored items to get fired upon
- Fixed Scanners do not anger mine droppers
- Fixed Beams being able to see some cloaked ships if pointed right at them
- Fixed Many broken screens at the new max res 2560x1600
Product Update - Valve
Updates to Space Pirates and Zombies have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

- Fixed crash upon entering chapter 4 if on insane mode
- Fixed auto retreat rare bug during scripted sequences
Product Update - Valve
Updates to Space Pirates and Zombies have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

- Added Damage Viewer (Turn on in options)
- Added Added Hotkey (Y) for auto turrets
- Added Drone research levelups will increase drone damage
- Added Invading marines can now steal data, blueprints, blackboxes and release specialists, based on hacking skill in crew research tree..

- Changed Cannon boosters: lowered reload speed increase, added projectile speed, range, damage buffs.
- Changed Missile booster: lowered reload rate boost, added damage boost.
- Changed Beam booster, added damage and range boost
- Changed Grav missiles regen much faster
- Changed Increased torpedo speed, damage
- Changed Increased all missile damage
- Changed Increased hunter SRM ion damage
- Changed Increased SRM damage
- Changed Damage increase for micro missiles
- Changed Mothership shields stronger
- Changed Ion cannon converted to Energy damage type
- Changed Disruptor cannon and Pulse cannon damage reduced
- Changed Cloak damage lowered to 33% boost.
- Changed Allow turrets to fire on autofire if cloak disrupted (and probably player has fired recently)
- Changed Changes move to position AI to make it less orbity
- Changed Increased specialist storage by 1 per mothership level
- Changed Specialist drop rate increased
- Changed Specialist bonuses decreased (was destabilizing late game)
- Changed Late game zombie level increased
- Changed One sidequest drops a Godlike specialist (so can always get the achievement reliably)
- Changed Insane achievement should unlock expert too.
- Changed High capacity reactor, faster recharge, more expensive
- Changed Give fusion beam a good damage boost,
- Changed Overload/Focal emitter slight damage boost
- Changed Escort ships do not run from explosions, was too annoying.
- Changed Minefields will not track non hostiles, even if attacked. But the relation will lower if they are destroyed.
- Changed Minedroppers longer reload time.
- Changed Made civ torpedoes faster/more damaging
- Changed Disruptor cannon slightly slower reload, Pulse cannon still old faster speed.
- Changed Increased scanner ranges
- Changed Lowered mine damage a bit
- Changed Scanner mines can hunt non cloaked vessels too
- Changed More data for killing ships
- Changed Systems with more tech blueprints, tend to have higher level starbases
- Changed Increased sec4 base upgrade requirements
- Changed Zombie critters better infectors, but fewer
- Changed More hitchhiker critters on zombie ships
- Changed Zombie crittes move faster
- Changed Each zombie kill on a ship has a 50% chance of producing a new zombie onboard.
- Changed Increased invasion combat rate
- Changed Mines less health, less damage, higher speed
- Changed Armor slightly more resistant to projectiles
- Changed Hull more resistant to projectiles and lasers, weaker against missiles
- Changed Rebalanced reactors so smaller weapons register better.
- Changed Casting Stones mission less difficult
- Changed A system you just left cannot be invaded. This allows for better strategic decision making and pushing an invasion back instead of it leapfrogging over you.
- Changed Zombie invasions can be reinforced from neighboring stars.
- Changed Made fewer ally reinforcement ships, but made them tend to be larger.
- Changed Readjusted all difficulty levels.
- Changed Difficulty affects: Zombie critter combat prowess
- Changed Difficulty affects: Respec cost
- Changed Difficulty affects: Station upgrade Rez/Goon Cost
- Changed Difficulty affects: Blueprint cost
- Changed Difficulty affects: Relation improve cost
- Changed Difficulty affects: Bribe cost
- Changed Difficulty affects: Zombie intercept turns
- Changed Difficulty affects: Zombie intercept fleet size
- Changed Difficulty affects: Zombie invasion chance
- Changed Difficulty affects: Zombie invasion strength

- Fixed Damage system optimized. Should help Zombie slowdown for some people.
- Fixed AI not allowed to shoot stuff in tractor beams
- Fixed Various typos
- Fixed Reversed Taskmaster and Foreman specialist skills..
- Fixed Hooked up Mediator specialist skill
- Fixed Speed Loader Specialist Skill
- Fixed "WINNIE MCDONAGH" Specialist
- Fixed Broken gender based specialist bonuses
- Fixed Eye Popper achievement can occur on FE
- Fixed Beams stuck in fire state forever.
- Fixed AI blowing up player ships should not cause relations change.
- Fixed When a ship is venting, sometimes the last vented crew member dies and the ship explodes.
- Fixed AI is obsessed with mine layers, people abusing them as decoys.
- Fixed A scanner hitting a mine layer will get the mine layer to chase you..
- Fixed "Oh its you" missions sets civs to enemy upon start
- Fixed Optimized cloaking code
- Fixed Mine targeting optimized
- Fixed Escape pods can be picked up sooner after launch, especially large ones
- Fixed Phantom blueprint drop fixed
- Fixed Moved weak spot on Jamison's Hammerhead Armor to the rear.
Product Update - Valve
  • fixed uncommon spec achievement sometimes not working
  • fixed fusion beams, mines, particle cannon now cause anger in enemy ships
  • fixed mass driver can pass through zombie killer shields
  • fixed no acheivement credit for re-exploring stars
  • fixed sometimes warpin stuck ship state
  • changed balance of power starbase not an insanely strong
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Jim Rossignol)

The 2D space shooter with RPG bits, Space Pirates And Zombies, has now emerged from its beta, blinking into the atomic light of day. You might recall that perfidious Mr Smith wrote about the game rather favourably, but you don’t have to take his words as representative because there’s also a v1.0 demo for you to play. That is all.

Product Release - Valve
Space Pirates and Zombies is Now Available.

You're in charge of an ever growing and evolving fleet, unlocking the rich tactical elements of SPAZ, all accessed at the touch of a button. Issue orders, change ships, apply fleet AI settings, all on the fly. At any moment the battle can change, and the Tactics Panel gives you the tools to make the battle turn in your favor.

Space Pirates and Zombies features a persistent randomly generated Galaxy populated with story elements, factions, enemies, missions, items, to provide you with a unique experience each time you play. While you are struggling to survive, uncover the secret of an ever expanding Zombie infestation that spreads by establishing its own real time multi-tiered ecosystem.

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