Zombies (Jägers)

Zombie Helath: Before round 10, their health increases at a decent rate as they start with 100 health, and 50 is added each round until round 9, at which point they have 950 health per zombie.

Starting at round 10, their health increases by +10% each round. This eventually grows into massive numbers; at round 15 they have 1683 health, at round 30 they have 7030 health, at round 50 they have 47295 health, at which point it is capped so that the engine can handle the numbers without lag.

Zombie Amount: The amount of Zombies formula has been completely tweaked, with the formulas being as follows-
 * R= Current Round, P= Number of players

5*(P+R)+R

This simplified formula allows for a good balance between difficulty, enjoyment and technical capability, as round 1 will have at least 11 zombies, round 10 will have at least 65 zombies, etc.

Point System: The Point System has been mostly untouched.


 * Non-lethal hit: 10 points
 * Lethal torso hit: 60 points
 * Lethal limb hit: 50 points
 * Lethal explosive hit: 50 points
 * Lethal neck hit: 70 points
 * Lethal headshot: 100 points
 * Lethal melee: 130 points
 * Repair a barrier: 10 points per board or segment of wall, door, window, etc.
 * Revive a teammate: 5% of downed player's total points
 * Kill a Zombie Monkey: 500 points if it hasn't attacked the player, 10 points if it has attacked
 * Kill a Napalm Zombie: 300 points & however the player killed it (neck, head, torso, limb, etc.)
 * Hack Anything: 250 Points
 * Get a Bonus Points power-up: Between 100 and 50,000 points

Perk A Colas: With a set of slightly rebalanced perk a colas, this game allows you to find perk a colas in chests, in searchables and in Cola Booths. Also, they can be bought for 2500 points each.


 * Juggernog: Increases the player's health from 100 to 250 for 1 minute
 * Quick Revive: Halves a player's revive time in co-op, and allows the player to revive themselves on solo
 * Speed Cola: Halves reload time and allows barriers to be built 60% faster for 1 minute
 * Double Tap Root Beer: Increases the player's fire rate by 33% enables bullet weapons to fire two bullets per shot (twice the pellets on shotguns), effectively doubling damage and ammo consumption for 1 minute
 * PhD Flopper: Immunity from explosive and fall damage for 1 minute
 * Stamin Up: Increase Sprint duration by 100% for 1 minute
 * Deadshot Daiquiri: Reduce hip fire spread by 35%, remove idle sway, instant ADS and auto aim to head instead of torso for 1 minute
 * Gunslinger Punch: Carry a third weapon
 * Tombstone Soda: Create a lootbox on death that can be retrieved that contains the players inventory
 * Electric Sherry: Creates a lethal electric shockwave around the player whenever they reload their weapon or when they go down for 1 minute.
 * Vulture Aid: Grants the drinker the following effects for 1 minute:
 * They will be able to see perks, wall weapons, pack-a-punch, places to draw chalk weapon outlines, and the Mystery Box through walls over a short distance.
 * Zombies will occasionally drop small packets of ammo or points.
 * 35% zombies will release a cloud of green gas upon death, which will cause players standing inside it to be ignored by other zombies.
 * Zombies' eyes will glow brighter, making them easier to see and distinguish from perk and weapon locations.
 * Secret Sauce: Grants player any one perk bottle