08/11 Announcement
Greetings, Mercs!
Thank you all for your participation and support for ZOZ: Final Hour! We have received tons of valuable feedback and are all-hands-on-deck to improve your game experience. We will be undergoing maintenance soon. Please check the details below.
[Update Time & Method]
August 11, 10:00 - 12:00 Beijing Time (UTC +8). Maintenance won't cause server interruptions, however, players will need to restart the game. Some features may be restricted during the maintenance period, so please keep an eye on in-game messages.
[Features & Fixes]
1. After the previous map resource distribution update, we noticed more interest in competing for Blood Crystals then we expected. With this in mind, we are removing the level requirement to unlock the map. This will allow everyone to experience San Yager's new zones as soon as possible. Also:
(1) We are experimenting with single zones occasionally spawning 5 Blood crystals to speed up evacuation times and intensify battles for the Mercs raring to compete for Blood Crystals.
(2) We discovered an issue causing Mercs to have an increasingly hard time obtaining mod materials from supply crates over time. We have since fixed the issue so everyone can have an easier time making advanced weapon mods with supply crate materials.
2. We are working to improve combat experiences. Based on our observations and player feedback, we have made the following changes to combat balance:
(1) Reduced mod effects for shotgun Blood Crystal projectiles, making it harder to 1-shot enemies. Increased default assault rifle magazine capacity to 30 rounds, and increased respective mag mods to 40. Reduced bow draw time, and adjusted spread and crosshair animations.
(2) Reduced max Spider Mine recharges from 6 to 3 in Tactical Gear. Raised Grappler and Hang Glider prices to 250 Zees.
(3) Reduced the required continuous firing duration from 2s to 1s to activate Component: Inertia. Increased the speed bonus for Component: Mobilize from 100% to 150%. Changed component icon color and enhanced keyword text for Mercs to more easily understand how components relate.
(4) Adjusted the Mutated Merc skill Megamode, which had incorrectly provided bonuses to various skills (including ranged skills). Megamode now only provides damage bonuses to normal attacks. Spit explosion damage will also no longer be affected by other bonuses to lessen Mercs being 1-shot by ranged spits.
3. We have fixed some in-game bugs. Weapon Crate sound effects will no longer be abnormally interrupted. If a Merc has already called a chopper that then gets hijacked, an icon of a destroyed Signal Emitter will no longer appear.
4. We optimized some UI experiences and aesthetics. Certain Ladder progressions will have animations, and firearms in the Wardrobe can now be rotated vertically to view skin effects.
5. We are still optimizing compatibility to accommodate as many mobile devices as possible and provide the best game experience, addressing compatibility issues such as hair not displaying correctly, hair and special effects overlapping, and some texture and animation display errors.
[Dev Notes]
1. We noticed issues with Signal Emitter placement experiences being somewhat lacking, and have some initial solutions at the moment. We are hard at work making tweaks and will provide players with updates as soon as possible.
2. Based on player feedback and our own observations, we realized that the Safehouse has become an unexpected combat hot spot. We will adjust Revival-related rules ASAP to fix this issue.
Thank you for all of your interest and feedback. Be sure to follow our Facebook and Discord channels to get the latest info, and keep sending feedback! We will read it all with care.
Best Regards,
ZOZ: Final Hour Team