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 0.12: Fog, Health Bars and Emotes
Fog, Health Bars and Emotes
This update adds a new type of weather: fog, adds health bars for NPCs, adds emotes and more!
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Changed how the background atmosphere looks
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Added a new Weather: (Radioactive) Fog
Happens very quickly, can be highly radioactive and highly decreases visibility. Intensity of it is random, from almost normal to almost no visibility at all.
Staying inside removes the radiation and is therefore the wisest thing to do in case of fog.
Fog also affects NPC detection range, with Zombies being affected slightly less due to them relying mostly on other senses instead of sight -
Added a Health Bar to NPCs
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Disabled the use of emotes
This was done due to the fact that some emotes can be abused for in-game advantages. -
Added a custom emote feature
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A message is now shown in chat when someone claims a player bounty
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Added a Bank to Zombman Den
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Possibly fixed Reload Animation getting stuck
Version 0.11: Food, UX & More
This is Part 2 of the More Food update. This update brings Water Refilling at Wells, a new way to display injuries, damage indicators, a new melee weapon and more!
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Added Damage Indicator (Can be disabled in settings)
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Added a new UI that shows injuries and other status effects as icons instead of the previous “Your Left Leg is injured” notification
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Added a new icon for Radiation since it was using one meant for Infection
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Added Rapier, a new fast melee weapon
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Only 1 variant, crafted with Steel & Iron
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You now get an empty bottle after fully drinking a water bottle
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You can now fill empty bottles at wells
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Made well regen slightly faster
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Added random walk system to Zombies
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Remade some of the code for NPCs (May or may not create bugs, mostly an attempt to simply it)
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Fixed headshots not applying if you shoot an NPC with the new hairs
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Slightly nerfed Human NPC blocks
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Shoving a player/npc that is blocking now also deals extra damage
Version 0.11: More Food: Part 1
This update focuses on introducing more food types and a new status effect: Food poisoning. The full update (Probably in a few weeks) should include more features.
- Added a new harvestable plant: mushroom and red mushroom. These can mostly be found in colder places: Snowy area, Pinetree Hills and also caves around the map.
- Added a new status effect: Food poisoning. Can be caused by eating red mushrooms or rotten apples. Vomit occasionally while food poisoned, reducing hunger and thirst values, also reducing walk speed for some time.
- Remade Spawn UI to look a bit better
Version 0.10: Swords, Stealth and Scrap update
Swords, Stealth and Scrap update
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Added Console Support (Needs more work probably)
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Added a new weapon: Longsword
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Comes in 3 variants: Iron, Steel and Silver
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Steel Longsword has more damage than Iron
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Silver Longsword is a Steel Longsword coated with silver to add radiation damage. Unlike the Silver Knife, it does not cause the wielder to be irradiated due to it being longer.
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Increased max Smithing to 8 since Winchester has been moved up a level
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Finally added a model for the Furnace/Smelter
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Added Furnace to all the places that had an anvil but not a furnace
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Added a sound for smithing items
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Human NPCs now also have a Line of Sight range modifier, if player is not in the line of sight detection distance is reduced.
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To get caught doing something illegal, you must now be in line of sight as well
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Attacking an NPC from behind deals increased damage. Turn around the NPC and try to backstab it to avoid having your attacks blocked and deal extra damage
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Possibly decreased chance of Human NPCs getting stuck in walls
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Nearby Humans are now alerted if you steal an item near them
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Humans now alert each other when an enemy is nearby
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Increased effect of alert for both unalerted and alerted states
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Zombies now also use the alert system, however, it affects the detection distance less than for humans since they are less intelligent
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The higher the Alert time, the more the detection range for both humans and zombies
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Scrap now has different variants instead of the same one giving different scraps, this should make it easier to identify the wanted scrap.
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Added Lead Scrap
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Scrap can now be used instead of Ores
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Sell Shops now have dialogues (Buy shops already had them)
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Possibly fixed the bug where NPCs keep spawning even if they are already spawned
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Made an anti-tp/anti-fling system.
TPs you back to last location in case of unnormal movement (Does not trigger if you fast travel or something)
Version 0.9: Notes & More locations
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Added new locations: Isle of Palm, Palmside cave and Palmside Town Ruins
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These are found near the blast zone close to the Starter Shelter
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Each ore type now gives different amounts of XP for mining it
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Added Gold Ore & Ingots
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Added a note system
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There are notes scattered around the map that you can read (usually for lore or tips)
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Added Treasure Hunt tips at the Bandit Fort. Follow them to find a dead man’s treasure
Version 0.8: Location Names & NPC Blocking
This update adds a location name UI and Humans have been updated to use a stamina system & block melee attacks
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The name of the current location is now shown on your screen. Unnamed locations are Wasteland, however, example in the Desert, it will show Desert when there is no specific name.
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This should make it easier to find places and navigate the map. It may also help players understand more the lore.
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Wanted posters also show the last location, which should make bounty hunting more possible
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Added stamina system to Human NPCs
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Human NPCs now require stamina to attack, block or heal
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Zombmans have less stamina
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Human NPCs can now block attacks
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This uses stamina per second but removes most of the damage
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It is recommended to not attack them while they are blocking since it will not drain their stamina (unlike on players)
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Wait until they finish blocking before attacking
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Human NPCs now have an “Alert Time” value
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This slowly goes down with time
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Increased by actions that alert them, example shooting, attacking them, etc
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If unalerted, NPC sight will be decreased, allowing for more stealth
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If alerted, NPC sight will be increased
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Wait before loud actions to avoid being detected
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Human NPCs can now go x2 their patrol distance if there is an enemy nearby"]
Version 0.7.1
- Added 2 more NPC hair types
- Fixed bars not hiding when Smithing/Smelting
- Resized Crafting, Smithing and Smelting UIs to not be inside the hotbar
- Made NPC conversations faster
Version 0.7: NPCs Remake, UI & More
This update mostly focuses on NPCs. NPCs can now talk (Cannot be replied to). New hair variants have been added to all NPCs. Some of the UI has been made transparent (Probably will be changed further later on)
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NPCs now can say something in different situations, example:
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Greeting nearby Players
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Attacking NPC/Player
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Going back since went too far from patrol
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Heading to NPC/Player to attack
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Idle talk
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Buy shop greeting players (Not available to Sell Shops yet due to needing a script remake)
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Each NPC spawns with different quotes, example one may be serious and another likes to joke
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If you have any new quotes feel free to suggest them, however make sure that they are appropriate for Roblox.
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This can be used to know where NPCs are, allowing for a bit more stealth. However, you can only view the messages from about 40 studs away.
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NPCs can also talk about lore or useful tips, so new players may learn things from them.
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NPCs now have more hair variants. More will be added later on.
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Made some of the UI transparent
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Resized some of the UI
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Slightly decreased the time taken for daily rewards to disappear after closing it
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Further reduced the extra speed of Zombies at night (They are too fast sometimes)
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Changed some of the houses in the City Outskirts to other colours since they were all grey
Version 0.6: Blunderbuss & UX
This update focuses mostly on small UI related features to make the game better. It also adds a new gun: Blunderbuss
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Added the Blunderbuss
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Faster reload speed than Musket
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Small spread
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Less range than Musket and Flintlock
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High damage
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Rarer than Musket and Flintlock
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Can be crafted at Smithing Stage 2 for Steel Ingots & Wood
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Can be bought from Humans at a more expensive price than Musket.
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Slightly decreased Flintlock reload speed since it should be faster than Blunderbuss
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Instead of Combat Knife, players now start with a normal Knife. This is slightly weaker but faster than Combat Knife.
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Combat Knife can be bought as an insured weapon and got a slight damage buff.
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Added variants of the human NPCs that used Combat Knife to use the new Knife. Combat Knife NPCs will do more damage.
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Pressing H now equips a Bandage, allowing for fast healing
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Added an arrow to hide/show the buttons on the left
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Added badges for reaching 0% Hunger/Thirst
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Added badges for having Bounty (25,50,100,250,500,1000)
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You can now sell Insured tools, such as Flashlight, Axe, Pickaxe, etc. (Shows Confirmation first)
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A notification now shows when you sell an item
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Remade notifications system to show in first available spot instead of last one, avoiding any collisions
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Slightly increased Shotgun price since Blunderbuss was added.
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
Credits
I am mostly a solo developer, however the following people have helped me.
- @craftingboy26 - Main Developer
- @Ayaan_WasTaken - Commissioned Modeler
- @Farmeress - Artist (Clothing & UI)