This is the update log for Nuclear Land. Minor updates may not be logged here. Updates made before this log are not included here.
Game Link: Nuclear Land - Roblox
Version 0.5: Safezones & More
Safezones, Travelling Merchants & Small random events remake
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Added safezones
These are not the usual safezones found in most games. You can still attack and be attacked, however killing players in one will give you a bounty. (Attacking someone will put a timer on them relative to damage, if they die before it resets to 0 you get a bounty, so you won’t become wanted if they die 5 minutes after you shoot them)
The current safezones are: Starter Shelter, Desert Shelter and Snow Human’s Fort -
Added moving NPC shops
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These will be found mostly in random encounters
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If they are Humans, killing them will give more bounty than normal NPCs since they are more “important”
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They will also drop more items on death
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Made a system for sell shops to also have different prices for different shops. Certain items cost more/less in certain places.
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Fast Travel price now increases the more weight you are carrying. Tools in backpack also have weights, so be wary of that.
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These changes allow for Cargo Selling, example: Buy 20 water bottles from Starter Shelter and sell them at Desert Shelter. Risky but can make good profit.
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Added a fade effect to notifications
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Slightly changed the random events system to also reflect player movement as noise. The higher the distances you walk, the higher the chance of a random event. This slowly decreases, so if you take breaks between each journey you will reduce the chance of both positive and negative events.
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To make up for this change, noise matters less. This should make more sense since the more you travel, the more chance there is to meet something instead of just standing still in the same place.
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After a random event happens, noise is now set to negative, meaning very low chance of occurring until it clears. This prevents constant random events for using loud guns.
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Random events cannot happen if the player is in a safezone, instead another player is chosen
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Possible improvements to server or client performance
Version 0.4: Sanity Update
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Added Sanity
The mental state of the player -
Sanity is regenerated/lost slowly depending on Energy, Hunger and Thirst
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Sanity decreases every NPC kill, with melee kills decreasing more and Human NPCs decreasing it more depending on the type
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Sanity decreases when you eat rotten apples
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Sanity decreases when it’s raining, especially if you are outside
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Sanity decreases while you are infected/radioactive
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Sanity can be recovered by eating Chips/Canned Soda
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Sanity can be recovered by staying near a campfire
Effects of insanity (Happens at 25% or lower sanity, the lower the sanity, the bigger are the advantages and disadvantages):
Disadvantages:
- Screen is red
- Zombie illusions
- Random sounds
- Slower reload speed
Advantages:
- More stamina regen on melee hits
- HP regen for melee hits
In general, avoiding insanity is easy, however when mixed with good melee weapons, it can be very powerful.
- Reaching 0% Sanity awards a badge (has no use currently)
- Reaching 100% Radiation awards a badge (has no use currently)
- High woodcutting level now increases the amount of special drops (Apples, Coconuts, etc)
- If your Health is under 15%, you will use hunger to heal faster. This can save you from bleeding to death, so make sure your hunger is always high.
- Fixed bank move amount not updating on first try
- Made a few more beds around the map sleepable
Version 0.3: Stealth and Stealing remake 1
New skill, remake and a new wild crop: carrot
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Human and Zombie NPCs view distance should reduce by half when there is an object in the way and double when there isn’t.
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Changed the way stealing works
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Every time you steal you have a chance to become suspicious
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If a Human NPC has a direct line of sight to you while suspicious, you get caught and get a bounty
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This also applies to killing a Human NPC, so you can technically kill all humans stealthily and not get a bounty
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Hide after stealing to avoid being caught
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You now get arrested if you die with a bounty
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Possibly reduced the chance of NPCs getting stuck in wall
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Added Human NPCs in the Starter Shelter (The shelter will probably be remade someday)
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Possibly fixed home spawn selection not showing up when far away from it
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Added Stealth Skill
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XP can be earned from:
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Waiting for Suspicious time to lower (random chance to earn XP per second)
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Hiding from Human NPCs that are hostile to you (or suspect you)
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Stealing items (Not being seen gives more)
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Hiding from Zombies (Gives less XP than hiding from Humans)
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Uses of Stealth Skill:
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Decreases NPC detection range per level (For both Zombies and Humans)
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Increases crouching effectiveness for NPC detection
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Increases chance of stealing an item without being seen
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Reducing bounty faster
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Increases crouch speed
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Bounty now reduces faster over time if it doesn’t increase, stay innocent for a while to get rid of bounty faster
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Made it harder to steal items without being seen
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If your suspicious time is too high, it will be harder to steal. Wait before each item stolen for the maximum chance to steal successfully
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Decreased crouch speed
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Added carrots
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Can be found in the wild
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Good food source but not available everywhere (Both Hunger & Hydration)
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May be hard to spot since they are small and slightly buried in the ground
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Mostly found in Pinetree Hills but can also be found in other green places
Version 0.2: Pinetree Hills Update
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Added a new area: Pinetree Hills
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The home territory of a new faction: Zombman Cultists
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Also has some log houses further in the woods, rarely containing winchester or revolvers as loot
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This area is connected to the Snowy Area
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Added a new type of spear: Cultist Spear
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Can be obtained only from Zombmans
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Similar to stone spear, however is modified to deal infection damage
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It is also slightly longer than other spears
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Can be sold for a relatively expensive price
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Added a new type of food: Hardtack
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Currently can only be bought (from all food shops) or dropped by a human NPC since none keeps hardtack in their homes (except the new houses at Pinetree Hills)
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Fills a lot of hunger quickly but makes you slightly thirsty
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Good cheap food for long travels, especially for cold places
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Spears can now be sold
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Remade slightly the random encounters system to be possibly more performant
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Bandit attack encounter is replaced by Zombman Cultist attack in Pinetree Hills
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Removed the double XP boost
Version 0.1: Zombies Update
3 new zombies were added in this update, along with some new changes.
Double XP will be enabled for the weekend to celebrate Nuclear Land’s 1 year anniversary.
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Zombies now have a stamina system:,
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They lose stamina when they attack,
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They regen stamina over time,
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If stamina is low, they become slower,
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If stamina is high, they have a chance to use some stamina to run faster,
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Blocking a zombie now drains the zombie’s stamina (depending on block efficiency)
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Made a new zombie: The Giant
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High HP, Slow Speed, High Damage,
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Special Ability: Smash,
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Smashes the ground damaging everything nearby (including other zombies). Player’s screen also shakes,
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Recommended to shoot using guns instead of attacking with melee,
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Drops Giant Tooth which sells for 40$ and can be used to craft a new weapon
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Added a new type of Zombie: Screamer,
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Medium HP, High Speed, Low Damage, High stamina,
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Appearance: Looks very similar to other zombies but has a slightly lighter shade of green and is shorter. Hard to identify,
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Special Ability: Scream,
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Slows nearby NPCs and Players (Players get slowed alot more),
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Shakes player’s screen,
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Alerts nearby zombies (100 stud distance),
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Higher range than Giant’s Smash,
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Going far near the start will not help, if you approach in the middle of the scream you will be slowed either way,
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Recommended to kill instantly when you spot it before it alerts nearby zombies,
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Added a new type of Zombie: Crawler,
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Crawls on the ground,
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Common spawn,
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Low speed,
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Inflicts high slowness if it hits you,
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Medium health,
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Can’t always climb up slopes
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Mostly a jumpscare zombie
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Recommended to shoot it since melee weapons won’t always hit it. You can also try spam shoving it until it dies
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No special drops
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Normal zombies cannot turn into crawlers
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Athletic Skill now increases health by 2 per level. This will probably be replaced by another skill later on,
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Health still regens at the normal rate, so this will simply mean you will last longer but also take longer to heal to max health,
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Blood loss is still the same since it uses percentages and not numbers
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Hovering over health/stamina/hunger/thirst/energy bars will now show the values
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Added Zombie Tooth Spear,
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Crafted with wood, cloth and a giant tooth,
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Similar stats to Stone Spear, however, it also deals infection damage and more bleeding damage but is slightly slower,
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Bleeding damage of melee weapons is now dealt as extra damage to NPCs (buff),
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Infection damage of melee weapons is now dealt as extra damage to Human NPCs