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		<updated>2026-10-27T23:13:32Z</updated>
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	<entry>
		<id>http://d2nwiki.com/index.php?title=Kalashni-Splash&amp;diff=26983</id>
		<title>Kalashni-Splash</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Kalashni-Splash&amp;diff=26983"/>
				<updated>2016-02-25T18:01:55Z</updated>
		
		<summary type="html">&lt;p&gt;Troop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
&lt;br /&gt;
The Kalashni-Splash is a water-based weapon that can fire a single powerful shot of water, with a weapon like this no zombie can get in your way.&lt;br /&gt;
&lt;br /&gt;
== Found ==&lt;br /&gt;
* {{MetaInline|Ruins}}&lt;br /&gt;
** [[Abandoned Bunker]]&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
* Holds a single shot that can kill three zombies per shot. Firing it turns it into {{MetaInline|Kalashni-Splash (empty)}}.&lt;br /&gt;
* {{MetaInline|Watchmen}} - 11 attack points&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
* In [[Season 6]]:&lt;br /&gt;
** {{MetaInline|Kalashni-Splash}} was added.&lt;br /&gt;
** A bug which makes it impossible to kill zombies with this weapon.&lt;br /&gt;
* In [[Season 11]]:	&lt;br /&gt;
** {{MetaInline|Watchmen}} points provided decreased from 15 to 11.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Armoury}}&lt;/div&gt;</summary>
		<author><name>Troop</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Camping&amp;diff=26648</id>
		<title>Camping</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Camping&amp;diff=26648"/>
				<updated>2015-12-11T08:33:35Z</updated>
		
		<summary type="html">&lt;p&gt;Troop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Todo|Special Zones section needs to be updated with new camping disadvantage (camping without a building) and doublecheck that some buildings weren't changed| [[User:Mazt|Mazt]] 07:04, 10 August 2011 (PDT)}}&lt;br /&gt;
&lt;br /&gt;
==Camping==&lt;br /&gt;
&lt;br /&gt;
Extreme camping is the risky, but potentially rewarding strategy of hiding in the World Beyond during the attack at midnight. Camping can only be performed in distant or hardcore towns. &lt;br /&gt;
&lt;br /&gt;
The way it works is simple : find yourself a decent hiding place in the desert, perform 3 hail marys and 2 hello dollys and wait for the attack to be over... &lt;br /&gt;
&lt;br /&gt;
==Instructions: How to go camping==&lt;br /&gt;
&lt;br /&gt;
Clicking the link &amp;quot;Inspect the area&amp;quot; will give the following options : &lt;br /&gt;
&lt;br /&gt;
*Improve the site : you rearrange debris and dead branches, and look for a hole to hide in. Anything to even slightly improve your chances of survival should you eventually choose to spend the night here. These improvements benefit all citizens in that zone, and remain for days to come. However, the standard of the improvements will decrease every night at midnight (damage caused by the zombie attack). This will be recorded in the log as: &amp;quot;&amp;lt;Username&amp;gt; spent some time upgrading their hiding place with anything and everything that they could get their hands on.&amp;quot; &lt;br /&gt;
*Hide : you settle down for the night. You will not be able to carry out any tasks unless you leave your hiding place. &lt;br /&gt;
*Search for a tomb : You dig yourself in as best you can, using whatever you can find lying around to conceal your presence. Finding a tomb affords a better bonus than improving the site. If you select this, you will immediately go into hiding. You will lose this bonus if you leave your hiding place. This will be recorded in the log as &amp;quot;&amp;lt;Username&amp;gt; decided to find a place to hide in tonight. Wish them good luck! &amp;quot;&lt;br /&gt;
*Using defensive objects : certain objects permit you to significantly improve your chosen campsite. Using these objects requires 1{{AP}}. &lt;br /&gt;
&lt;br /&gt;
*Note: All actions which are usually available outside the town are deactivated when you are in hiding.&lt;br /&gt;
&lt;br /&gt;
'''Important Tip:''' Once you've chosen your campsite, use all but 1 ap to upgrade the zone normally or via DOs. Always have 1 ap remaining to find a tomb, as this gives you the most bonus.&lt;br /&gt;
&lt;br /&gt;
==Advantages== &lt;br /&gt;
* Survive outside if the town gates have been closed : it happens ! Make sure to explain to your little friends exactly how much you enjoyed their joke, if you survive... &lt;br /&gt;
*Lead an extended expedition : you can make a 2 day expedition to the furthest corners of the map, maybe even longer ! &lt;br /&gt;
*Receive a scavenging bonus : if you are in the World Beyond during the nightly storms, you will receive a bonus which improves your scavenging success rate the following day (increases the chances of finding something). Extreme camping allows you to make the most of your situation to observe the winds and study the movement of the dunes and to discover interesting zones to explore. the name of this bonus is Learned Camper. &lt;br /&gt;
*Distinction : It's not just anyone who can survive a night in the World Beyond ! &lt;br /&gt;
*Another rare distinction : for each night you manage to survive after the town has been destroyed, you will receive another rare distinction (see the following chapter : &amp;quot;Distinction : [[Zen Camper]]&amp;quot;).&lt;br /&gt;
*[[Blueprints]]: Successfully camping in a building will be rewarded with a construction blueprint (uncommon in nearby buildings, rare in faraway buildings).  Only one blueprint may be found at each building.  If a building has been successfully camped at already the following message appears, &amp;quot;Someone has already studied this building so it is no longer possible to obtain the construction blueprint here...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Because you get a survival penalty for how many days you have spent camping in the same town, most top running towns advise their members to avoid camping unnecessarily before devastation to maximize ranking points. &amp;quot;Necessary&amp;quot; camping is generally described as camping buildings to gain blueprints and that's it.&lt;br /&gt;
&lt;br /&gt;
==Chances of survival== &lt;br /&gt;
Your chancs of survival are calculated as soon as you click &amp;quot;hide&amp;quot; or &amp;quot;search for a tomb&amp;quot;. If the situation in the zone subsequently improves or deteriorates, your chances of survival will not be affected. For example :&lt;br /&gt;
&lt;br /&gt;
You decide to hide in a zone which is controlled by 6 zombies (you will receive a penalty which will reduce your chances of survival). A citizen arrives after you and kills all the zombies. Your chances of survival will not be improved. Basically, you must choose your hiding place as the situation currently stands (surrounded by zombies). To take advantage of an improved situation, you must leave your hiding place and hide again.&lt;br /&gt;
&lt;br /&gt;
Your chances of survival depend on several factors : &lt;br /&gt;
&lt;br /&gt;
*The presence of zombies in the area (penalty, reduced if you are a scout or camouflaged)&lt;br /&gt;
*Presence of other citizens already hiding there before you (penalty); one citizen is less likely to be discovered than 5...&lt;br /&gt;
*Presence of an accessible building (bonus or penalty depending on the type of building)&lt;br /&gt;
*Presence of an unexcavated building (3 upgrades bonus)&lt;br /&gt;
*Distance from the town : the further you are from the town when the attack begins, the better! (No known cap)&lt;br /&gt;
*Special equipment (bonus)&lt;br /&gt;
*The number of nights you have spent in the World Beyond during this game (your first time is safe, the second less so, and the third less again, etc...&lt;br /&gt;
&lt;br /&gt;
WARNING : your chances of survival are capped at 90% ! no matter what you do, there will always be a chance (however minimal) of dying in the World Beyond (Unless you are a [[survivalist]])&lt;br /&gt;
&lt;br /&gt;
==Topology==&lt;br /&gt;
Topology is an indicator of how well a zone is upgraded (the first message you see after you inspect the surroundings...), which translates directly into survival chance difference. Let's compare a building starting out at level 4 (ex., Scottish Smith's Superstore) with a building starting out at level 5 (ex., equipped trench), with the assumption that both has identical conditions for all other camping factors (distance, number of zeds, day of camping, etc). If we upgrade the superstore normally two times, then we'd see topology message turning to level 5. Now if we check our survival chance (the second message, see below) on both buildings, we'd notice the chance is the same. Keep upgrading both campsites. We'll notice that at 10 upgrades for the superstore (zone is now maxed out) it shows the same camping chance as the trench which has 8 upgrades (which means the trench can still be upgraded 2 more times untill hitting the zone's upgrade limit). Hence the equipped trench's chance will always be 2 upgrades higher than the superstore, if both zone is upgraded by the same amount.&lt;br /&gt;
&lt;br /&gt;
Let's define the topology level of a regular zone out in the open as the base topology, level 1. The number to the left indicates the number of upgrades required to reach each topology level, with level 1 topology as the reference point. So, upgrading a normal level 1 zone 5 times will bring the topology to level 2. Upgrading it 1 more time will bring it to level 3, and so on.&lt;br /&gt;
&lt;br /&gt;
{|border=0&lt;br /&gt;
! Topology rating&lt;br /&gt;
! Topology level&lt;br /&gt;
|-&lt;br /&gt;
|0||'''Level 1:''' Sleeping somewhere like this is basically a form of suicide, it's that simple. You'll see...&lt;br /&gt;
|-&lt;br /&gt;
|1||&lt;br /&gt;
|-&lt;br /&gt;
|2||&lt;br /&gt;
|-&lt;br /&gt;
|3||&lt;br /&gt;
|-&lt;br /&gt;
|4||&lt;br /&gt;
|-&lt;br /&gt;
|5||'''Level 2:''' There's a distinct shortage of shelter here. You feel a little bit exposed. &lt;br /&gt;
|-&lt;br /&gt;
|6||'''Level 3:''' This zone offers nothing more than minimal &amp;quot;natural&amp;quot; protection. You'll just need to make do with what comes to hand. &lt;br /&gt;
|-&lt;br /&gt;
|7||'''Level 4:''' After a quick look around, it looks like you could find a good hiding place here. &lt;br /&gt;
|-&lt;br /&gt;
|8||&lt;br /&gt;
|-&lt;br /&gt;
|9||'''Level 5:''' For those looking to spend the night, there are a few hideouts in this zone...&lt;br /&gt;
|-&lt;br /&gt;
|10||&lt;br /&gt;
|-&lt;br /&gt;
|11||'''Level 6:''' If required, there are some top-notch hideouts here...&lt;br /&gt;
|-&lt;br /&gt;
|12||&lt;br /&gt;
|-&lt;br /&gt;
|13 and up||'''Level 7:''' This seems like the ideal place to spend the night, as it looks like there is no shortage of hiding places. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that all upgrades refer to permanent, normal upgrades that you perform when clicking &amp;quot;Improve the campsite (permanent small bonus, 1 AP&amp;quot;. A DO installation also increases the topology level, by a factor of 2 normal upgrades, since this is also permanent upgrades to the zone. Everyone will be able to benefit from the chance increase associated with the higher topology level. However, looking for a tomb or carrying a camping item will not increase the topology level, as these are temporary bonuses that only affect your personal camping chance.&lt;br /&gt;
&lt;br /&gt;
Most buildings start out with a topology level higher than level 1. Therefore it is up to us to figure out where in this topology scale each building fits into. With your help, this page will catalogue the base topology level of all buildings in the World Beyond (see Ruins section below for the current list so far).&lt;br /&gt;
&lt;br /&gt;
==Survival Chance==&lt;br /&gt;
'''Descriptions of your campsite's survival chance, from the least safe to the most safe:'''&lt;br /&gt;
&lt;br /&gt;
#You reckon your chances of surviving here are hee haw... Might as well take some cyanide now. ''[0,10]%'' Note: Your chance may dip below 0%, which would require more than 2 upgrades to reach &amp;quot;really poor&amp;quot;.&lt;br /&gt;
#You reckon your chances of surviving here are really poor. Maybe you should play heads or tails? ''[10,30]%''&lt;br /&gt;
#You reckon your chances of surviving here are poor. Difficult to say. ''(30-50]%''&lt;br /&gt;
#You reckon your chances of surviving here are limited, but tempting. However, accidents happen... ''[50-65]%''&lt;br /&gt;
#You reckon your chances of surviving here are largely satisfactory, as long as nothing unforeseen happens. ''[65-80%]''&lt;br /&gt;
#You reckon your chances of surviving here are decent : you just have to hope for the best! ''[80-90]%''&lt;br /&gt;
#You reckon your chances of surviving here are good, you should be able to spend the night here. ''[90-100%] ''Note: Only attainable by a {{MetaInline|Survivalist}}.''&lt;br /&gt;
#You reckon your chances of surviving here are optimal. Nobody would see you, even if they were looking straight at you. ''[100%]'' ''Note: Only attainable by a {{MetaInline|Survivalist}}.'' &amp;quot;Optimal&amp;quot; may also indicate a chance well beyond 100%.&lt;br /&gt;
&lt;br /&gt;
Note: The percent chance attached to each survival level is an estimate, assuming each normal upgrade is equivalent to 5%. For example, it takes 4 upgrades to get from lower end of really poor to lower end of poor, and 4 upgrades to get from lower end of poor to lower end of limited.&lt;br /&gt;
&lt;br /&gt;
==Ruins==&lt;br /&gt;
{{Todo|Special zone levels need to be re-checked, I found some that were falsly placed. Update the according ruins data when you add or change one. Make sure you didn't improve the zone before-hand as this changes the littles sentence.|[[User:Binks92|Binks92]] 18:41, 21 November 2011 (PDT)}}&lt;br /&gt;
&lt;br /&gt;
'''Please take note of the change in topology message and corresponding levels. The highest topology message now corresponds to level 7 since the &amp;quot;blank&amp;quot; message previously associated with Level 2 is no longer in-game (or never was). '''&lt;br /&gt;
&lt;br /&gt;
The default topology level (before any upgrades done) of each zone out in the desert depends on whether it is a special zone or a normal zone. A normal zone will always provide level 1 (see above) whereas different buildings will differ in default topology level (ranging from level 1 to 7).&lt;br /&gt;
&lt;br /&gt;
'''Level 1:''' ''Sleeping somewhere like this is basically a form of suicide, it's that simple. You'll see...'' &lt;br /&gt;
* Normal zone&lt;br /&gt;
* [[Abandoned Hospital]]&lt;br /&gt;
* [[Abandoned Bunker]]&lt;br /&gt;
* [[Abandoned Hotel]]&lt;br /&gt;
* [[Abandoned Well]]&lt;br /&gt;
* [[Indian Burial Ground]] -- (Testing suggests topolgy rating starts at -5, comparing to an additional -25% penalty to camping chances on top of all other known bonuses/penalties)  &lt;br /&gt;
* [[Family Tomb]] &lt;br /&gt;
&lt;br /&gt;
'''Level 2:''' ''There's a distinct shortage of shelter here. You feel a little bit exposed.'' &lt;br /&gt;
* [[Buried building]] &lt;br /&gt;
* [[Looted Supermarket]] &lt;br /&gt;
&lt;br /&gt;
'''Level 3:''' ''This zone offers nothing more than minimal &amp;quot;natural&amp;quot; protection. You'll just need to make do with what comes to hand.''&lt;br /&gt;
&lt;br /&gt;
'''Level 4:''' ''After a quick look around, it looks like you could find a good hiding place here.''&lt;br /&gt;
* [[Abandoned Construction Site]]&lt;br /&gt;
* [[Abandoned Park]] &lt;br /&gt;
* [[Ambulance]]&lt;br /&gt;
* [[Blocked Road]] &lt;br /&gt;
* [[Burnt School]] &lt;br /&gt;
* [[Cave]]&lt;br /&gt;
* [[Citizen's Home]] &lt;br /&gt;
* [[Collapsed Mineshaft]] &lt;br /&gt;
* [[Construction Site Shelter]]&lt;br /&gt;
* [[Dark Woods]]&lt;br /&gt;
* [[Derelict Villa]] &lt;br /&gt;
* [[Destroyed Pharmacy]] &lt;br /&gt;
* [[Deserted Freight Yard]]&lt;br /&gt;
* [[Dilapidated Building]] &lt;br /&gt;
* [[Disused Car Park]]&lt;br /&gt;
* [[Disused Silos]]&lt;br /&gt;
* [[Disused Warehouse]]&lt;br /&gt;
* [[Duke's Villa]]&lt;br /&gt;
* [[Fairground Stall]]&lt;br /&gt;
* [[Fast Food Restaurant]]&lt;br /&gt;
* [[Fraser D's Kebab-ish]] &lt;br /&gt;
* [[Guns 'n' Zombies Armoury]]&lt;br /&gt;
* [[Home Depot]]&lt;br /&gt;
* [[Mac's Atomic Cafe]] &lt;br /&gt;
* [[Mini-Market]] &lt;br /&gt;
* [[Motel 666 Dusk]]&lt;br /&gt;
* [[Motorway Services]] &lt;br /&gt;
* [[PI-KEYA Furniture]] &lt;br /&gt;
* [[Post Office]]&lt;br /&gt;
* [[Town Library]]&lt;br /&gt;
* [[Old Bicycle Hire Shop]]&lt;br /&gt;
* [[Old Field Hospital]] &lt;br /&gt;
* [[Old Hydraulic Pump]]&lt;br /&gt;
* [[Old Aerodrome]]&lt;br /&gt;
* [[Once-inhabited Cave]] &lt;br /&gt;
* [[Small House]] &lt;br /&gt;
* [[Scottish Smith's Superstore]]&lt;br /&gt;
* [[Shady Bar]]&lt;br /&gt;
* [[Strange Circular Device]] &lt;br /&gt;
* [[Warehouse]] &lt;br /&gt;
* [[Water Processing Plant]]&lt;br /&gt;
* [[Wrecked Cars]]&lt;br /&gt;
* [[Wrecked Transporter]] &lt;br /&gt;
&lt;br /&gt;
'''Level 5:''' ''For those looking to spend the night, there are a few hideouts in this zone...''&lt;br /&gt;
* [[Army Outpost]] &lt;br /&gt;
* [[Broken-down Tank]]  &lt;br /&gt;
* [[Cosmetics Lab]] &lt;br /&gt;
* [[Equipped Trench]]&lt;br /&gt;
* [[Garden Shed]]&lt;br /&gt;
* [[Plane Crash Site]] &lt;br /&gt;
* [[The 'Shattered Illusions' Bar]] &lt;br /&gt;
&lt;br /&gt;
'''Level 6:''' ''If required, there are some top-notch hideouts here...''&lt;br /&gt;
* [[Citizen's Tent]] &lt;br /&gt;
* [[Old Police Station]] &lt;br /&gt;
&lt;br /&gt;
'''Level 7:''' ''This seems like the ideal place to spend the night, as it looks like there is no shortage of hiding places.''&lt;br /&gt;
* [[Nuclear Bunker]]&lt;br /&gt;
* [[Collapsed Quarry]]&lt;br /&gt;
&lt;br /&gt;
==Using defensive objects==&lt;br /&gt;
When installed in a zone these objects (costing 1{{AP}}) provide a camping bonus to the zone:&lt;br /&gt;
* {{MetaInline|Järpen Table}}&lt;br /&gt;
* {{MetaInline|Mattress}}&lt;br /&gt;
* {{MetaInline|Old Door}}&lt;br /&gt;
* {{MetaInline|Sheet Metal}}&lt;br /&gt;
* {{MetaInline|Solid Wooden Board}}&lt;br /&gt;
* {{MetaInline|Trestle}}&lt;br /&gt;
&lt;br /&gt;
Items that can't be installed:&lt;br /&gt;
* {{MetaInline|Car Door}}&lt;br /&gt;
* {{MetaInline|Unshaped Concrete Blocks}}&lt;br /&gt;
* {{MetaInline|Torch}}&lt;br /&gt;
&lt;br /&gt;
Unconfirmed:&lt;br /&gt;
* {{MetaInline|Guard Dog}}&lt;br /&gt;
&lt;br /&gt;
==Other Objects That Improve Chances==&lt;br /&gt;
These items, when carried in your rucksack, improve your chances of surviving the night while camping. Each item provides the same increase in camping chance as a normal zone upgrade, or ~5%. The effect can stack and has no caps. These items are found in undepleted zones and are:&lt;br /&gt;
* {{MetaInline|Festering Flesh}}&lt;br /&gt;
* {{MetaInline|Groundsheet}}&lt;br /&gt;
&lt;br /&gt;
When installed in a zone these objects (costing 1{{AP}}) provide a camping bonus to the zone:&lt;br /&gt;
* {{MetaInline|Sheet of Plywood}}: not a defensive object in town, can only be used to install it outside.&lt;br /&gt;
&lt;br /&gt;
Note: Plywood is NOT the same as festering flesh and groundsheets. You must install the plywood as you would with a defensive object. Carrying plywood in your rucksack does not give you any bonus.&lt;br /&gt;
&lt;br /&gt;
==Events at midnight==&lt;br /&gt;
&lt;br /&gt;
At midnight you must be in your hiding place ! According to your survival chances (as explained above), you will survive or be eaten alive.&lt;br /&gt;
&lt;br /&gt;
If you survive, you will regain your {{AP}} and be awarded various rewards.&lt;br /&gt;
&lt;br /&gt;
At midnight, the zombies are particularly violent : any improvements you have made to your campsite will be less effective the following day.&lt;br /&gt;
&lt;br /&gt;
Warning : if you make it through a night in the desert, you will no longer be hidden. You will need to 'hide' again if you wish to spend another night outside...&lt;br /&gt;
&lt;br /&gt;
If the town is abandoned (if all the citizens have left it in favour of camping in the desert), the town will be considered devastated &lt;br /&gt;
&lt;br /&gt;
==Zen Camper==&lt;br /&gt;
&lt;br /&gt;
For each night survived after the town has been devastated, campers will receive a special rare distinction.&lt;br /&gt;
&lt;br /&gt;
In any case, the town must have survived for a minimum of 10 complete days for this distinction to be awarded. &lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*It is impossible to camp at the [[town gates]]. This is the area in which all the zombies arrive at midnight : by definition this is the worst choice possible !&lt;br /&gt;
&lt;br /&gt;
*The increased likelihood of survival brought about by carrying out all possible improvements to the site (installing DOs and improving the zone) are capped. After a certain point, you will not be able to further increase your chances of survival.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*In [[Season 2]]:&lt;br /&gt;
**{{MetaInline|Camping}} was introduced.&lt;br /&gt;
*In [[Season 3]]:&lt;br /&gt;
**Camping success rates are reduced when not camping in a {{MetaInline|Ruins}} removed, but successfully camping in a special zone automatically grants a {{MetaInline|Blueprints}} (what blueprint depends on the distance of the building - farther buildings grant better blueprints), only the first successful camping at a building will generate a blueprint.&lt;br /&gt;
*In [[Season 10]]:&lt;br /&gt;
**{{MetaInline|Camping}} no longer possible in [[Town#Local towns|Local towns]].&lt;br /&gt;
*In [[Season 12]]:&lt;br /&gt;
**{{MetaInline|Camping}} now possible in [[Town#Local towns|Local towns]].&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{Help|extreme_camping}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:World Beyond]]&lt;/div&gt;</summary>
		<author><name>Troop</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Camping&amp;diff=26647</id>
		<title>Camping</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Camping&amp;diff=26647"/>
				<updated>2015-12-11T08:31:25Z</updated>
		
		<summary type="html">&lt;p&gt;Troop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Todo|Special Zones section needs to be updated with new camping disadvantage (camping without a building) and doublecheck that some buildings weren't changed| [[User:Mazt|Mazt]] 07:04, 10 August 2011 (PDT)}}&lt;br /&gt;
&lt;br /&gt;
==Camping==&lt;br /&gt;
&lt;br /&gt;
Extreme camping is the risky, but potentially rewarding strategy of hiding in the World Beyond during the attack at midnight. Camping can only be performed in distant or hardcore towns. &lt;br /&gt;
&lt;br /&gt;
The way it works is simple : find yourself a decent hiding place in the desert, perform 3 hail marys and 2 hello dollys and wait for the attack to be over... &lt;br /&gt;
&lt;br /&gt;
==Instructions: How to go camping==&lt;br /&gt;
&lt;br /&gt;
Clicking the link &amp;quot;Inspect the area&amp;quot; will give the following options : &lt;br /&gt;
&lt;br /&gt;
*Improve the site : you rearrange debris and dead branches, and look for a hole to hide in. Anything to even slightly improve your chances of survival should you eventually choose to spend the night here. These improvements benefit all citizens in that zone, and remain for days to come. However, the standard of the improvements will decrease every night at midnight (damage caused by the zombie attack). This will be recorded in the log as: &amp;quot;&amp;lt;Username&amp;gt; spent some time upgrading their hiding place with anything and everything that they could get their hands on.&amp;quot; &lt;br /&gt;
*Hide : you settle down for the night. You will not be able to carry out any tasks unless you leave your hiding place. &lt;br /&gt;
*Search for a tomb : You dig yourself in as best you can, using whatever you can find lying around to conceal your presence. Finding a tomb affords a better bonus than improving the site. If you select this, you will immediately go into hiding. You will lose this bonus if you leave your hiding place. This will be recorded in the log as &amp;quot;&amp;lt;Username&amp;gt; decided to find a place to hide in tonight. Wish them good luck! &amp;quot;&lt;br /&gt;
*Using defensive objects : certain objects permit you to significantly improve your chosen campsite. Using these objects requires 1{{AP}}. &lt;br /&gt;
&lt;br /&gt;
*Note: All actions which are usually available outside the town are deactivated when you are in hiding.&lt;br /&gt;
&lt;br /&gt;
'''Important Tip:''' Once you've chosen your campsite, use all but 1 ap to upgrade the zone normally or via DOs. Always have 1 ap remaining to find a tomb, as this gives you the most bonus.&lt;br /&gt;
&lt;br /&gt;
==Advantages== &lt;br /&gt;
* Survive outside if the town gates have been closed : it happens ! Make sure to explain to your little friends exactly how much you enjoyed their joke, if you survive... &lt;br /&gt;
*Lead an extended expedition : you can make a 2 day expedition to the furthest corners of the map, maybe even longer ! &lt;br /&gt;
*Receive a scavenging bonus : if you are in the World Beyond during the nightly storms, you will receive a bonus which improves your scavenging success rate the following day (increases the chances of finding something). Extreme camping allows you to make the most of your situation to observe the winds and study the movement of the dunes and to discover interesting zones to explore. the name of this bonus is Learned Camper. &lt;br /&gt;
*Distinction : It's not just anyone who can survive a night in the World Beyond ! &lt;br /&gt;
*Another rare distinction : for each night you manage to survive after the town has been destroyed, you will receive another rare distinction (see the following chapter : &amp;quot;Distinction : [[Zen Camper]]&amp;quot;).&lt;br /&gt;
*[[Blueprints]]: Successfully camping in a building will be rewarded with a construction blueprint (uncommon in nearby buildings, rare in faraway buildings).  Only one blueprint may be found at each building.  If a building has been successfully camped at already the following message appears, &amp;quot;Someone has already studied this building so it is no longer possible to obtain the construction blueprint here...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Because you get a survival penalty for how many days you have spent camping in the same town, most top running towns advise their members to avoid camping unnecessarily before devastation to maximize ranking points. &amp;quot;Necessary&amp;quot; camping is generally described as camping buildings to gain blueprints and that's it.&lt;br /&gt;
&lt;br /&gt;
==Chances of survival== &lt;br /&gt;
Your chancs of survival are calculated as soon as you click &amp;quot;hide&amp;quot; or &amp;quot;search for a tomb&amp;quot;. If the situation in the zone subsequently improves or deteriorates, your chances of survival will not be affected. For example :&lt;br /&gt;
&lt;br /&gt;
You decide to hide in a zone which is controlled by 6 zombies (you will receive a penalty which will reduce your chances of survival). A citizen arrives after you and kills all the zombies. Your chances of survival will not be improved. Basically, you must choose your hiding place as the situation currently stands (surrounded by zombies). To take advantage of an improved situation, you must leave your hiding place and hide again.&lt;br /&gt;
&lt;br /&gt;
Your chances of survival depend on several factors : &lt;br /&gt;
&lt;br /&gt;
*The presence of zombies in the area (penalty, reduced if you are a scout or camouflaged)&lt;br /&gt;
*Presence of other citizens already hiding there before you (penalty); one citizen is less likely to be discovered than 5...&lt;br /&gt;
*Presence of an accessible building (bonus or penalty depending on the type of building)&lt;br /&gt;
*Presence of an unexcavated building (3 upgrades bonus)&lt;br /&gt;
*Distance from the town : the further you are from the town when the attack begins, the better! (No known cap)&lt;br /&gt;
*Special equipment (bonus)&lt;br /&gt;
*The number of nights you have spent in the World Beyond during this game (your first time is safe, the second less so, and the third less again, etc...&lt;br /&gt;
&lt;br /&gt;
WARNING : your chances of survival are capped at 90% ! no matter what you do, there will always be a chance (however minimal) of dying in the World Beyond (Unless you are a [[survivalist]])&lt;br /&gt;
&lt;br /&gt;
==Topology==&lt;br /&gt;
Topology is an indicator of how well a zone is upgraded (the first message you see after you inspect the surroundings...), which translates directly into survival chance difference. Let's compare a building starting out at level 4 (ex., Scottish Smith's Superstore) with a building starting out at level 5 (ex., equipped trench), with the assumption that both has identical conditions for all other camping factors (distance, number of zeds, day of camping, etc). If we upgrade the superstore normally two times, then we'd see topology message turning to level 5. Now if we check our survival chance (the second message, see below) on both buildings, we'd notice the chance is the same. Keep upgrading both campsites. We'll notice that at 10 upgrades for the superstore (zone is now maxed out) it shows the same camping chance as the trench which has 8 upgrades (which means the trench can still be upgraded 2 more times untill hitting the zone's upgrade limit). Hence the equipped trench's chance will always be 2 upgrades higher than the superstore, if both zone is upgraded by the same amount.&lt;br /&gt;
&lt;br /&gt;
Let's define the topology level of a regular zone out in the open as the base topology, level 1. The number to the left indicates the number of upgrades required to reach each topology level, with level 1 topology as the reference point. So, upgrading a normal level 1 zone 5 times will bring the topology to level 2. Upgrading it 1 more time will bring it to level 3, and so on.&lt;br /&gt;
&lt;br /&gt;
{|border=0&lt;br /&gt;
! Topology rating&lt;br /&gt;
! Topology level&lt;br /&gt;
|-&lt;br /&gt;
|0||'''Level 1:''' Sleeping somewhere like this is basically a form of suicide, it's that simple. You'll see...&lt;br /&gt;
|-&lt;br /&gt;
|1||&lt;br /&gt;
|-&lt;br /&gt;
|2||&lt;br /&gt;
|-&lt;br /&gt;
|3||&lt;br /&gt;
|-&lt;br /&gt;
|4||&lt;br /&gt;
|-&lt;br /&gt;
|5||'''Level 2:''' There's a distinct shortage of shelter here. You feel a little bit exposed. &lt;br /&gt;
|-&lt;br /&gt;
|6||'''Level 3:''' This zone offers nothing more than minimal &amp;quot;natural&amp;quot; protection. You'll just need to make do with what comes to hand. &lt;br /&gt;
|-&lt;br /&gt;
|7||'''Level 4:''' After a quick look around, it looks like you could find a good hiding place here. &lt;br /&gt;
|-&lt;br /&gt;
|8||&lt;br /&gt;
|-&lt;br /&gt;
|9||'''Level 5:''' For those looking to spend the night, there are a few hideouts in this zone...&lt;br /&gt;
|-&lt;br /&gt;
|10||&lt;br /&gt;
|-&lt;br /&gt;
|11||'''Level 6:''' If required, there are some top-notch hideouts here...&lt;br /&gt;
|-&lt;br /&gt;
|12||&lt;br /&gt;
|-&lt;br /&gt;
|13 and up||'''Level 7:''' This seems like the ideal place to spend the night, as it looks like there is no shortage of hiding places. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that all upgrades refer to permanent, normal upgrades that you perform when clicking &amp;quot;Improve the campsite (permanent small bonus, 1 AP&amp;quot;. A DO installation also increases the topology level, by a factor of 2 normal upgrades, since this is also permanent upgrades to the zone. Everyone will be able to benefit from the chance increase associated with the higher topology level. However, looking for a tomb or carrying a camping item will not increase the topology level, as these are temporary bonuses that only affect your personal camping chance.&lt;br /&gt;
&lt;br /&gt;
Most buildings start out with a topology level higher than level 1. Therefore it is up to us to figure out where in this topology scale each building fits into. With your help, this page will catalogue the base topology level of all buildings in the World Beyond (see Ruins section below for the current list so far).&lt;br /&gt;
&lt;br /&gt;
==Survival Chance==&lt;br /&gt;
'''Descriptions of your campsite's survival chance, from the least safe to the most safe:'''&lt;br /&gt;
&lt;br /&gt;
#You reckon your chances of surviving here are hee haw... Might as well take some cyanide now. ''[0,10]%'' Note: Your chance may dip below 0%, which would require more than 2 upgrades to reach &amp;quot;really poor&amp;quot;.&lt;br /&gt;
#You reckon your chances of surviving here are really poor. Maybe you should play heads or tails? ''[10,30]%''&lt;br /&gt;
#You reckon your chances of surviving here are poor. Difficult to say. ''(30-50]%''&lt;br /&gt;
#You reckon your chances of surviving here are limited, but tempting. However, accidents happen... ''[50-65]%''&lt;br /&gt;
#You reckon your chances of surviving here are largely satisfactory, as long as nothing unforeseen happens. ''[65-80%]''&lt;br /&gt;
#You reckon your chances of surviving here are decent : you just have to hope for the best! ''[80-90]%''&lt;br /&gt;
#You reckon your chances of surviving here are good, you should be able to spend the night here. ''[90-100%] ''Note: Only attainable by a {{MetaInline|Survivalist}}.''&lt;br /&gt;
#You reckon your chances of surviving here are optimal. Nobody would see you, even if they were looking straight at you. ''[100%]'' ''Note: Only attainable by a {{MetaInline|Survivalist}}.'' &amp;quot;Optimal&amp;quot; may also indicate a chance well beyond 100%.&lt;br /&gt;
&lt;br /&gt;
Note: The percent chance attached to each survival level is an estimate, assuming each normal upgrade is equivalent to 5%. For example, it takes 4 upgrades to get from lower end of really poor to lower end of poor, and 4 upgrades to get from lower end of poor to lower end of limited.&lt;br /&gt;
&lt;br /&gt;
==Ruins==&lt;br /&gt;
{{Todo|Special zone levels need to be re-checked, I found some that were falsly placed. Update the according ruins data when you add or change one. Make sure you didn't improve the zone before-hand as this changes the littles sentence.|[[User:Binks92|Binks92]] 18:41, 21 November 2011 (PDT)}}&lt;br /&gt;
&lt;br /&gt;
'''Please take note of the change in topology message and corresponding levels. The highest topology message now corresponds to level 7 since the &amp;quot;blank&amp;quot; message previously associated with Level 2 is no longer in-game (or never was). '''&lt;br /&gt;
&lt;br /&gt;
The default topology level (before any upgrades done) of each zone out in the desert depends on whether it is a special zone or a normal zone. A normal zone will always provide level 1 (see above) whereas different buildings will differ in default topology level (ranging from level 1 to 7).&lt;br /&gt;
&lt;br /&gt;
'''Level 1:''' ''Sleeping somewhere like this is basically a form of suicide, it's that simple. You'll see...'' &lt;br /&gt;
* Normal zone&lt;br /&gt;
* [[Abandoned Hospital]]&lt;br /&gt;
* [[Abandoned Bunker]]&lt;br /&gt;
* [[Abandoned Hotel]]&lt;br /&gt;
* [[Abandoned Well]]&lt;br /&gt;
* [[Indian Burial Ground]] -- (Testing suggests topolgy rating starts at -5, comparing to an additional -25% penalty to camping chances on top of all other known bonuses/penalties)  &lt;br /&gt;
* [[Family Tomb]] &lt;br /&gt;
&lt;br /&gt;
'''Level 2:''' ''There's a distinct shortage of shelter here. You feel a little bit exposed.'' &lt;br /&gt;
* [[Buried building]] &lt;br /&gt;
* [[Looted Supermarket]] &lt;br /&gt;
&lt;br /&gt;
'''Level 3:''' ''This zone offers nothing more than minimal &amp;quot;natural&amp;quot; protection. You'll just need to make do with what comes to hand.''&lt;br /&gt;
&lt;br /&gt;
'''Level 4:''' ''After a quick look around, it looks like you could find a good hiding place here.''&lt;br /&gt;
* [[Abandoned Construction Site]]&lt;br /&gt;
* [[Abandoned Park]] &lt;br /&gt;
* [[Ambulance]]&lt;br /&gt;
* [[Blocked Road]] &lt;br /&gt;
* [[Burnt School]] &lt;br /&gt;
* [[Cave]]&lt;br /&gt;
* [[Citizen's Home]] &lt;br /&gt;
* [[Collapsed Mineshaft]] &lt;br /&gt;
* [[Construction Site Shelter]]&lt;br /&gt;
* [[Dark Woods]]&lt;br /&gt;
* [[Derelict Villa]] &lt;br /&gt;
* [[Destroyed Pharmacy]] &lt;br /&gt;
* [[Deserted Freight Yard]]&lt;br /&gt;
* [[Dilapidated Building]] &lt;br /&gt;
* [[Disused Car Park]]&lt;br /&gt;
* [[Disused Silos]]&lt;br /&gt;
* [[Disused Warehouse]]&lt;br /&gt;
* [[Duke's Villa]]&lt;br /&gt;
* [[Fairground Stall]]&lt;br /&gt;
* [[Fast Food Restaurant]]&lt;br /&gt;
* [[Fraser D's Kebab-ish]] &lt;br /&gt;
* [[Guns 'n' Zombies Armoury]]&lt;br /&gt;
* [[Home Depot]]&lt;br /&gt;
* [[Mac's Atomic Cafe]] &lt;br /&gt;
* [[Mini-Market]] &lt;br /&gt;
* [[Motel 666 Dusk]]&lt;br /&gt;
* [[Motorway Services]] &lt;br /&gt;
* [[PI-KEYA Furniture]] &lt;br /&gt;
* [[Post Office]]&lt;br /&gt;
* [[Town Library]]&lt;br /&gt;
* [[Old Bicycle Hire Shop]]&lt;br /&gt;
* [[Old Field Hospital]] &lt;br /&gt;
* [[Old Hydraulic Pump]]&lt;br /&gt;
* [[Old Aerodrome]]&lt;br /&gt;
* [[Once-inhabited Cave]] &lt;br /&gt;
* [[Small House]] &lt;br /&gt;
* [[Scottish Smith's Superstore]]&lt;br /&gt;
* [[Shady Bar]]&lt;br /&gt;
* [[Strange Circular Device]] &lt;br /&gt;
* [[Warehouse]] &lt;br /&gt;
* [[Water Processing Plant]]&lt;br /&gt;
* [[Wrecked Cars]]&lt;br /&gt;
* [[Wrecked Transporter]] &lt;br /&gt;
&lt;br /&gt;
'''Level 5:''' ''For those looking to spend the night, there are a few hideouts in this zone...''&lt;br /&gt;
* [[Army Outpost]] &lt;br /&gt;
* [[Broken-down Tank]]  &lt;br /&gt;
* [[Cosmetics Lab]] &lt;br /&gt;
* [[Equipped Trench]]&lt;br /&gt;
* [[Garden Shed]]&lt;br /&gt;
* [[Plane Crash Site]] &lt;br /&gt;
* [[The 'Shattered Illusions' Bar]] &lt;br /&gt;
&lt;br /&gt;
'''Level 6:''' ''If required, there are some top-notch hideouts here...''&lt;br /&gt;
* [[Citizen's Tent]] &lt;br /&gt;
* [[Old Police Station]] &lt;br /&gt;
&lt;br /&gt;
'''Level 7:''' ''This seems like the ideal place to spend the night, as it looks like there is no shortage of hiding places.''&lt;br /&gt;
* [[Nuclear Bunker]]&lt;br /&gt;
* [[Collapsed Quarry]]&lt;br /&gt;
&lt;br /&gt;
==Using defensive objects==&lt;br /&gt;
When installed in a zone these objects (costing 1{{AP}}) provide a camping bonus to the zone:&lt;br /&gt;
* {{MetaInline|Järpen Table}}&lt;br /&gt;
* {{MetaInline|Mattress}}&lt;br /&gt;
* {{MetaInline|Old Door}}&lt;br /&gt;
* {{MetaInline|Sheet Metal}}&lt;br /&gt;
* {{MetaInline|Solid Wooden Board}}&lt;br /&gt;
* {{MetaInline|Trestle}}&lt;br /&gt;
&lt;br /&gt;
Items that can't be installed:&lt;br /&gt;
* {{MetaInline|Car Door}}&lt;br /&gt;
* {{MetaInline|Unshaped Concrete Blocks}}&lt;br /&gt;
* {{MetaInline|Torch}}&lt;br /&gt;
&lt;br /&gt;
Unconfirmed:&lt;br /&gt;
* {{MetaInline|Guard Dog}}&lt;br /&gt;
&lt;br /&gt;
==Other Objects That Improve Chances==&lt;br /&gt;
These items, when carried in your rucksack, improve your chances of surviving the night while camping. Each item provides the same increase in camping chance as a normal zone upgrade, or ~5%. The effect can stack and has no caps. These items are found in undepleted zones and are:&lt;br /&gt;
* {{MetaInline|Festering Flesh}}&lt;br /&gt;
* {{MetaInline|Groundsheet}}&lt;br /&gt;
&lt;br /&gt;
When installed in a zone these objects (costing 1{{AP}}) provide a camping bonus to the zone:&lt;br /&gt;
* {{MetaInline|Sheet of Plywood}}: not a defensive object in town, can only be used to install it outside.&lt;br /&gt;
&lt;br /&gt;
Note: Plywood is NOT the same as festering flesh and groundsheets. You must install the plywood as you would with a defensive object. Carrying plywood in your rucksack does not give you any bonus.&lt;br /&gt;
&lt;br /&gt;
==Events at midnight==&lt;br /&gt;
&lt;br /&gt;
At midnight you must be in your hiding place ! According to your survival chances (as explained above), you will survive or be eaten alive.&lt;br /&gt;
&lt;br /&gt;
If you survive, you will regain your {{AP}} and be awarded various rewards.&lt;br /&gt;
&lt;br /&gt;
At midnight, the zombies are particularly violent : any improvements you have made to your campsite will be less effective the following day.&lt;br /&gt;
&lt;br /&gt;
Warning : if you make it through a night in the desert, you will no longer be hidden. You will need to 'hide' again if you wish to spend another night outside...&lt;br /&gt;
&lt;br /&gt;
If the town is abandoned (if all the citizens have left it in favour of camping in the desert), the town will be considered devastated &lt;br /&gt;
&lt;br /&gt;
==Zen Camper==&lt;br /&gt;
&lt;br /&gt;
For each night survived after the town has been devastated, campers will receive a special rare distinction.&lt;br /&gt;
&lt;br /&gt;
In any case, the town must have survived for a minimum of 10 complete days for this distinction to be awarded. &lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*It is impossible to camp at the [[town gates]]. This is the area in which all the zombies arrive at midnight : by definition this is the worst choice possible !&lt;br /&gt;
&lt;br /&gt;
*The increased likelihood of survival brought about by carrying out all possible improvements to the site (installing DOs and improving the zone) are capped. After a certain point, you will not be able to further increase your chances of survival.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*In [[Season 2]]:&lt;br /&gt;
**{{MetaInline|Camping}} was introduced.&lt;br /&gt;
*In [[Season 3]]:&lt;br /&gt;
**Camping success rates are reduced when not camping in a {{MetaInline|Ruins}} removed, but successfully camping in a special zone automatically grants a {{MetaInline|Blueprints}} (what blueprint depends on the distance of the building - farther buildings grant better blueprints), only the first successful camping at a building will generate a blueprint.&lt;br /&gt;
*In [[Season 10]]:&lt;br /&gt;
**{{MetaInline|Camping}} no longer possible in [[Town#Local towns|Local towns]].&lt;br /&gt;
*In [[Season 12]]:&lt;br /&gt;
**{{MetaInline|Camping}} now possible in [[Town#Local towns|Local towns]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:World Beyond]]&lt;/div&gt;</summary>
		<author><name>Troop</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Updates&amp;diff=26646</id>
		<title>Updates</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Updates&amp;diff=26646"/>
				<updated>2015-12-09T13:53:39Z</updated>
		
		<summary type="html">&lt;p&gt;Troop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{todo|Season 5 / Start building separate pages?  Getting Too long.|--[[User:Starclaws|Starclaws]] 17:53, 12 April 2012 (PDT)}}&lt;br /&gt;
&lt;br /&gt;
The following is a list of all game updates and changes.&lt;br /&gt;
== Season 12 (4.6) - Mysterious Season (December 7, 2015) ==&lt;br /&gt;
See [[Season 12]] for details.&lt;br /&gt;
&lt;br /&gt;
== Season 11 (4.5) - Save Our Souls! (April 1, 2015) ==&lt;br /&gt;
&lt;br /&gt;
See [[Season 11]] for details.&lt;br /&gt;
&lt;br /&gt;
== Season 10 (4.4) - Dev's Not Dead (September 22, 2014) ==&lt;br /&gt;
&lt;br /&gt;
See [[Season 10]] for details.&lt;br /&gt;
&lt;br /&gt;
== Season 9 (4.3) - La Villa Nostra (March 8, 2014) ==&lt;br /&gt;
Season 9: La Villa Nostra started on March 8, 2014. See [[Season 9]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Patches (April 4, 2014) ===&lt;br /&gt;
The watchmen system is patched and simplified, together with some bugfixes. See [[Season_9#April_4.2C_2014]] for details.&lt;br /&gt;
&lt;br /&gt;
== Seasion 8 (4.2) - Sleight of Hand (August 8, 2013) ==&lt;br /&gt;
Season 8: Sleight of Hand started on August 8, 2013. &lt;br /&gt;
&lt;br /&gt;
There were some changes made during the season 8, like the watchmen system. However there was no announcement of gameplay changes. &lt;br /&gt;
&lt;br /&gt;
See [[Season 8]] for details.&lt;br /&gt;
&lt;br /&gt;
==Season 7 (4.1) - Insidious Bugs==&lt;br /&gt;
&lt;br /&gt;
===8th March, 2013===&lt;br /&gt;
*New {{MetaInline|Roleplay texts}} have been added: (list to be added)&lt;br /&gt;
*{{MetaInline|Watchmen}} bug fixes:&lt;br /&gt;
**Fixed the {{MetaInline|Watchmen}} entering/leaving watch without selection.&lt;br /&gt;
**Certain objects collected for use in a watch or otherwise occasionally disappeared without giving the correct defensive bonus.&lt;br /&gt;
**Objects in chests didn't disappear after a watch.&lt;br /&gt;
**The defense taking into account the statuses of the watchmen is worked out prior to the attack.&lt;br /&gt;
*{{MetaInline|Construction Sites}} changes:&lt;br /&gt;
**The {{MetaInline|Great Moat}} is no longer a {{temp}} temporary construction.&lt;br /&gt;
**The {{MetaInline|Gallows}} is no longer a {{temp}} temporary construction.&lt;br /&gt;
**The {{MetaInline|Meat Locker}} no longer requirements blueprints (instead of [unchecked rarity] blueprint).&lt;br /&gt;
**The {{MetaInline|Water Turrets}} now gives a 20% bonus to all water weapons used during the nights watch. {{todo|the 20% bonus is wrong, confirm what was meant|isaaclw}}&lt;br /&gt;
**The {{MetaInline|Catapult}} now gives a 20% bonus for animals used, and also stops watchmen becoming terrified during a watch.&lt;br /&gt;
*{{MetaInline|Blueprints}}: Ruins in the World Beyond now offer more plans to citizens righteous enough to explore their darkest corners.&lt;br /&gt;
*{{MetaInline|Ghoul}} changes:&lt;br /&gt;
**{{MetaInline|Traveller's corpse}} and {{MetaInline|Meaty Bone}} has a chance to transform citizens into Ghouls.&lt;br /&gt;
**{{MetaInline|Traveller's corpse}} now has a 90% chance of ghoulifying a citizen, increased from 80%.&lt;br /&gt;
*&amp;quot;Picto Hunters&amp;quot;: Certain Hordes players exploited a glitch involving searching distant ruins for distinctions, committing suicide with cyanide or dehydration, and immediately reincarnate into a new town with the gained distinctions. These players are ineligible for the new [[distinction]]:  '''Good Guy'''.&lt;br /&gt;
**The exploited glitch only occurred on Hordes, and so this section is irrelevant to Die2Nite and should not have been included.&lt;br /&gt;
&lt;br /&gt;
==Season 6 (4.0) - Death Watch==&lt;br /&gt;
===19th December, 2012===&lt;br /&gt;
&lt;br /&gt;
*Christmas Event item changes:&lt;br /&gt;
**Reintroduction of {{MetaInline|Sand Ball|displayname=Sand Balls}}&lt;br /&gt;
**{{MetaInline|Santa's reindeer}} added, new miscellaneous item with 40 {{MetaInline|Watchmen}} defense bonus.&lt;br /&gt;
**{{MetaInline|Foul-smelling vintage suit}} added, new miscellaneous item for stealing .&lt;br /&gt;
**{{MetaInline|Second-hand Red Coat}} added, new miscellaneous item, component to create {{MetaInline|Foul-smelling vintage suit}}.&lt;br /&gt;
**{{MetaInline|Ripped Red Trousers}} added, new miscellaneous item, component to create {{MetaInline|Foul-smelling vintage suit}}.&lt;br /&gt;
**{{MetaInline|Foul-smelling Red Hat}} added, new miscellaneous item, component to create {{MetaInline|Foul-smelling vintage suit}}.&lt;br /&gt;
&lt;br /&gt;
===5th November, 2012===&lt;br /&gt;
&lt;br /&gt;
*Unforgiving Wastelands: The chance of finding something to eat or drink in the World Beyond will diminish as time goes on. Nobody can resist the relentless onslaught from the World Beyond forever, once your town has been devastated, alia iacta est!&lt;br /&gt;
&lt;br /&gt;
*{{MetaInline|Ghoul}} added:&lt;br /&gt;
**New Status.&lt;br /&gt;
**&amp;quot;Partially infected&amp;quot; citizens who can eat any {{MetaInline|Citizen}} to gain 1 Hero day and 7{{AP}}.&lt;br /&gt;
**Must consume a human or flesh related products, or die from hunger. See the page for more information.&lt;br /&gt;
&lt;br /&gt;
*{{MetaInline|Watchmen}} added:&lt;br /&gt;
**Any citizen can opt in to provide {{DP}} for the town, at the expense of being wounded, terrorized or eaten.&lt;br /&gt;
**Every citizen has a base 95% chance of survival, 10% chance of injury or getting terrorized, and can block 10 zombies. Being a {{MetaInline|Hero}}, having items or certain statuses affect the defence a citizen can provide, and their chances of survival.&lt;br /&gt;
&lt;br /&gt;
*{{MetaInline|Jobs|displayname=Profession}} changes:&lt;br /&gt;
**{{MetaInline|Survivalist}}&lt;br /&gt;
***The {{MetaInline|Survival Guide}} now has around 17% failure chance, resulting in the book being used up, but providing no food/water {{AP}}.&lt;br /&gt;
&lt;br /&gt;
*[[Ruins]] changes:&lt;br /&gt;
**[[Abandoned Bunker]] now has a chance to give {{MetaInline|Stake Launcher}} and {{MetaInline|Kalashni-Splash}} upon exploration.&lt;br /&gt;
**[[Abandoned Hospital]] now has a chance to give {{MetaInline|Mattress}} and {{MetaInline|Empty Vending Machine}} upon exploration.&lt;br /&gt;
**[[Abandoned Hotel]] now has a chance to give {{MetaInline|Stake Launcher}} and {{MetaInline|Empty Vending Machine}} upon exploration.&lt;br /&gt;
**[[Fast Food Restaurant]] now has a chance to give {{MetaInline|Suspicious-looking Vegetable}} upon exploration.&lt;br /&gt;
**2 {{MetaInline|Explorable Ruins}} are available in {{MetaInline|Hardcore|displayname=Hardcore Towns}}&lt;br /&gt;
** Images of the {{MetaInline|Blueprints}} gained from ruins changed :&lt;br /&gt;
***[[Abandoned Bunker]] : [[File:Item_bbplan_u.gif‎]] [[File:Item_bbplan_r.gif‎]] [[File:Item_bbplan_e.gif‎]]&lt;br /&gt;
***[[Abandoned Hospital]] : [[File:Item_hbplan_u.gif‎]] [[File:Item_hbplan_r.gif‎]] [[File:Item_hbplan_e.gif‎]]&lt;br /&gt;
***[[Abandoned Hotel]] : [[File:Item_mbplan_u.gif‎]] [[File:Item_mbplan_r.gif‎]] [[File:Item_mbplan_e.gif‎]]&lt;br /&gt;
&lt;br /&gt;
*[[Construction Sites]] changes:&lt;br /&gt;
*{{MetaInline|Wall Upgrade v1}}, the resource cost was increased from {{MetaIcon|Twisted Plank|6}} {{MetaIcon|Wrought Iron|4}} to {{MetaIcon|Twisted Plank|15}} {{MetaIcon|Wrought Iron|5}}, and {{DP}} increased from 10 to 30&lt;br /&gt;
**{{MetaInline|Great Pit}}, building costs decreased from {{MetaIcon|Twisted Plank|8}} to nothing (except 80 {{AP}} cost).&lt;br /&gt;
**{{MetaInline|Spiked Pit}}, {{DP}} raised from 25 to 40, {{AP}} cost lowered from 60 to 40, building costs lowered from {{MetaIcon|Twisted Plank|20}} to {{MetaIcon|Twisted Plank|8}} {{MetaIcon|Patchwork Beam|4}}, blueprint changed from {{MetaInline|Construction Blueprint (uncommon)}} to {{MetaInline|Construction Blueprint (common)}}&lt;br /&gt;
**{{MetaInline|Great Moat}}, changed from a permanent building to {{temp}} temporary building.&lt;br /&gt;
**{{MetaInline|Grater}}, building costs were lowered from {{MetaIcon|Wrought Iron|15}} {{MetaInline|Handful of nuts and bolts|5}} to {{MetaIcon|Wrought Iron|15}} {{MetaInline|Handful of nuts and bolts|2}}, and the rarity of the building decreased from {{MetaInline|Construction Blueprint (uncommon)}} to {{MetaInline|Construction Blueprint (common)}}.&lt;br /&gt;
**{{MetaInline|Barbed Wire}}, {{DP}} provided increased from 5 to 10.&lt;br /&gt;
**{{MetaInline|Bait}}, the rarity of the building decreased from {{MetaInline|Construction Blueprint (uncommon)}} to {{MetaInline|Construction Blueprint (common)}}.&lt;br /&gt;
**{{MetaInline|Wall Upgrade v2}}, building costs were decreased from {{MetaIcon|Patchwork Beam|9}} {{MetaIcon|Metal Support|6}} {{MetaIcon|Handful of nuts and bolts|6}} to {{MetaIcon|Patchwork Beam|9}} {{MetaIcon|Metal Support|6}} {{MetaIcon|Handful of nuts and bolts|3}}, and {{DP}} increased from 20 to 50&lt;br /&gt;
**{{MetaInline|Metal Patches}}, building costs decreased from {{MetaIcon|Patchwork Beam|1}} {{MetaIcon|Metal Support| 3}} {{MetaIcon|Handful of nuts and bolts|2}} to {{MetaIcon|Patchwork Beam|1}} {{MetaIcon|Metal Support|3}}, {{AP}} cost dropped from 55 to 40, parent building changed from {{MetaInline|Wall Upgrade v2}} to {{MetaInline|Wall Upgrade v1}}, and blueprint rarity changed from {{MetaInline|Construction Blueprint (common)}} to none.&lt;br /&gt;
**{{MetaInline|Spiked Wall}}, building costs decreased from {{MetaIcon|Twisted Plank|5}} {{MetaIcon|Wrought Iron|20}} {{MetaIcon|Unshaped Concrete Blocks|1}} to {{MetaIcon|Twisted Plank|5}} {{MetaIcon|Wrought Iron|2}} {{MetaIcon|Unshaped Concrete Blocks|1}}, rarity of the building decreased from {{MetaInline|Construction Blueprint (uncommon)}} to {{MetaInline|Construction Blueprint (common)}}, and parent building changed from {{MetaInline|Wall Upgrade v2}} to {{MetaInline|Metal Patches}}&lt;br /&gt;
**{{MetaInline|Inner Wall}}, the {{DP}} provided increased from 55 to 75, rarity of the building decreased from {{MetaInline|Construction Blueprint (uncommon)}} to {{MetaInline|Construction Blueprint (common)}}, and parent building changed from {{MetaInline|Wall Upgrade v2}} to {{MetaInline|Metal Patches}}&lt;br /&gt;
**{{MetaInline|Third Wall}}, the {{DP}} provided was increased from 80 to 100.&lt;br /&gt;
**{{MetaInline|Evolutive Wall}}, rarity decreased from {{MetaInline|Construction Blueprint (very rare!)}} to {{MetaInline|Construction Blueprint (rare)}}, and parent building changed from {{MetaInline|Wall Upgrade v2}} to {{MetaInline|Metal Patches}}.&lt;br /&gt;
**{{MetaInline|Concrete Reinforcement}}, rarity decreased from {{MetaInline|Construction Blueprint (rare)}} to {{MetaInline|Construction Blueprint (common)}}, and parent building changed from {{MetaInline|Wall Upgrade v2}} to {{MetaInline|Metal Patches}}.&lt;br /&gt;
**{{MetaInline|Old-school traps}}, building costs fell from {{MetaIcon|Twisted Plank|15}} to {{MetaIcon|Twisted Plank|10}}, {{DP}} provided increased from 25 to 35, {{AP}} required decreased from 65 to 50, and blueprint rarity changed from {{MetaInline|Construction Blueprint (common)}} to none.&lt;br /&gt;
**{{MetaInline|Überwall}} Parent building changed from {{MetaInline|Wall Upgrade v2}} to {{MetaInline|Spiked Wall}}, and rarity of the building increased from {{MetaInline|Construction Blueprint (common)}} to {{MetaInline|Construction Blueprint (uncommon)}}.&lt;br /&gt;
**{{MetaInline|Wooden Fencing}}, the {{DP}} provided was increased from 10 to 30, and building costs lowered from {{MetaIcon|Patchwork Beam|5}} {{MetaIcon|Handful of nuts and bolts|2}} to {{MetaIcon|Patchwork Beam|5}}.&lt;br /&gt;
**{{MetaInline|Slip 'n' Slide}}, blueprint rarity decreased from {{MetaInline|Construction Blueprint (uncommon)}} to {{MetaInline|Construction Blueprint (common)}}&lt;br /&gt;
**{{MetaInline|Acid Spray}}, blueprint rarity increased from a non-blueprint build to a {{MetaInline|Construction Blueprint (common)}}.&lt;br /&gt;
**{{MetaInline|Armour Plating}}, building costs decreased from {{MetaIcon|Twisted Plank|15}} {{MetaIcon|Wrought Iron|5}} to {{MetaIcon|Twisted Plank|10}}, and blueprint rarity reduced from {{MetaInline|Construction Blueprint (common)}} to not requiring a blueprint to unlock.&lt;br /&gt;
**{{MetaInline|Armour Plating v2}}, building costs decreased from {{MetaIcon|Twisted Plank|5}} {{MetaIcon|Wrought Iron|10}} to {{MetaIcon|Wrought Iron|10}}, {{DP}} provided was decreased from 30 to 25, and blueprint rarity reduced from {{MetaInline|Construction Blueprint (common)}} to not requiring a blueprint to unlock.&lt;br /&gt;
**{{MetaInline|Armour Plating v3}}, building costs increased from 30 {{AP}} to 40 {{AP}}, {{DP}} provided was increased from 30 to 40, and blueprint rarity reduced from {{MetaInline|Construction Blueprint (uncommon)}} to not requiring a blueprint to unlock.&lt;br /&gt;
**{{MetaInline|Plywood}}, {{DP}} provided increased from 15 to 25, and blueprint rarity changed from {{MetaInline|Construction Blueprint (common)}} to none.&lt;br /&gt;
**{{MetaInline|Extra Wall}}, blueprint rarity decreased from {{MetaInline|Construction Blueprint (uncommon)}} to {{MetaInline|Construction Blueprint (common)}}.&lt;br /&gt;
*{{MetaInline|Pump}}&lt;br /&gt;
**{{MetaInline|Water Filter}}, building cost reverted back to season 4 {{MetaIcon|Wrought Iron|15}} {{MetaIcon|Handful of nuts and bolts|3}} {{MetaIcon|Electronic component|2}} {{MetaIcon|Wire Mesh|1}} to {{MetaIcon|Wrought Iron|10}} {{MetaIcon|Electronic component|2}} {{MetaIcon|Wire Mesh|1}}.&lt;br /&gt;
**{{MetaInline|Drilling Rig}}, blueprint rarity reduced from {{MetaInline|Construction Blueprint (common)}} to not requiring a blueprint to unlock.&lt;br /&gt;
**{{MetaInline|Hydraulic Network}}, blueprint rarity reduced from {{MetaInline|Construction Blueprint (common)}} to not requiring a blueprint to unlock.&lt;br /&gt;
***{{MetaInline|Boiling Fog}}, the {{DP}} provided was increased from 35 to 50.&lt;br /&gt;
***{{MetaInline|Saniflow Macerator}}, the {{AP}} cost increased from 50 to 55, and the resource costs increased from {{MetaIcon|Patchwork Beam|2}} {{MetaIcon|Metal Support|10}} {{MetaIcon|Sheet Metal|2}} {{MetaIcon|Copper Pipe|2}} to {{MetaIcon|Patchwork Beam|4}} {{MetaIcon|Metal Support|10}} {{MetaIcon|Sheet Metal|2}} {{MetaIcon|Copper Pipe|2}}.&lt;br /&gt;
***{{MetaInline|Shower}}, the {{AP}} cost was increased from 24 to 25.&lt;br /&gt;
***{{MetaInline|Automatic Sprinklers}}, the {{DP}} provided rose from 135 to 150, and the {{AP}} cost rose from 50 to 85.&lt;br /&gt;
**{{MetaInline|Water Turrets}}, the {{DP}} provided was increased from 10 to 70, and building costs increased from {{MetaIcon|Water Ration|40}} {{MetaIcon|Copper Pipe|1}} to {{MetaIcon|Water Ration|40}} {{MetaIcon|Copper Pipe|7}}, and rarity of the building increased from {{MetaInline|Construction Blueprint (uncommon)}} to {{MetaInline|Construction Blueprint (rare)}}.&lt;br /&gt;
**{{MetaInline|Water Catcher}}, resource cost raised to {{MetaIcon|Twisted Plank|2}} and {{MetaIcon|Wrought Iron|2}}&lt;br /&gt;
**{{MetaInline|Apple Tree}}, blueprint rarity decreased from {{MetaInline|Construction Blueprint (very rare!)}} to {{MetaInline|Construction Blueprint (rare)}}.&lt;br /&gt;
**{{MetaInline|Decon Shower}}, blueprint rarity decreased from {{MetaInline|Construction Blueprint (rare)}} to {{MetaInline|Construction Blueprint (common)}}&lt;br /&gt;
**{{MetaInline|Divining Rocket}}, {{AP}} cost decreased from 100 to 90, and rarity of the building decreased from {{MetaInline|Construction Blueprint (very rare!)}} to {{MetaInline|Construction Blueprint (rare)}}.&lt;br /&gt;
*{{MetaInline|Workshop}}&lt;br /&gt;
**{{MetaInline|Cremato-Cue}}, blueprint rarity decreased from {{MetaInline|Construction Blueprint (rare)}} to {{MetaInline|Construction Blueprint (uncommon)}}&lt;br /&gt;
**{{MetaInline|Cannon Mounds}}, the {{DP}} provided increased from 15 to 30.&lt;br /&gt;
**{{MetaInline|Rock Cannon}}, the {{DP}} provided was increased from 25 to 50.&lt;br /&gt;
**{{MetaInline|Railgun}}, the {{DP}} provided was decreased from 55 to 50, the {{AP}} cost increased from 30 to 40, and the resource costs decreased from {{MetaIcon|Metal Support|10}} {{MetaIcon|Handful of nuts and bolts|4}} {{MetaIcon|Copper Pipe|1}} {{MetaIcon|Electronic component|1}} to {{MetaIcon|Metal Support|10}} {{MetaIcon|Handful of nuts and bolts|2}} {{MetaIcon|Copper Pipe|1}} {{MetaIcon|Electronic component|1}}.&lt;br /&gt;
**{{MetaInline|Plate Gun}}, the {{AP}} cost increased from 35 to 50, and the resource costs decreased from {{MetaIcon|Patchwork Beam|5}} {{MetaIcon|Metal Support|1}} {{MetaIcon|Handful of nuts and bolts|5}} {{MetaIcon|Sheet Metal|3}} {{MetaIcon|Semtex|3}} to {{MetaIcon|Patchwork Beam|5}} {{MetaIcon|Metal Support|1}} {{MetaIcon|Handful of nuts and bolts|3}} {{MetaIcon|Sheet Metal|3}} {{MetaIcon|Semtex|3}}.&lt;br /&gt;
**{{MetaInline|War Mill}}, parent building changed from {{MetaInline|Cannon Mounds}} to {{MetaInline|Workshop}}, and blueprint rarity reduced from {{MetaInline|Construction Blueprint (uncommon)}} to not requiring a blueprint to unlock.&lt;br /&gt;
**{{MetaInline|Brutal Cannon}}, the {{DP}} provided was increased from 25 to 50, resource costs lowered from {{MetaIcon|Metal Support|1}} {{MetaIcon|Sheet Metal|2}} to {{MetaIcon|Metal Support|1}} {{MetaIcon|Sheet Metal|1}}, and {{AP}} cost increased from 24 to 25&lt;br /&gt;
**{{MetaInline|Screaming Saws}}, blueprint rarity reduced from {{MetaInline|Construction Blueprint (uncommon)}} to not requiring a blueprint to unlock.&lt;br /&gt;
**{{MetaInline|Gallows}}, now a {{temp}} temporary building.&lt;br /&gt;
**{{MetaInline|Defensive Thinktank}}, {{DP}} provided increased from 0 to 8, resource cost decreased from {{MetaIcon|Patchwork Beam|5}} {{MetaIcon|Metal Support|15}} to {{MetaIcon|Patchwork Beam|5}} {{MetaIcon|Metal Support|10}}, and blueprint rarity  decreased from {{MetaInline|Construction Blueprint (very rare!)}} to {{MetaInline|Construction Blueprint (rare)}}.&lt;br /&gt;
**{{MetaInline|Small Café}}, blueprint rarity reduced from {{MetaInline|Construction Blueprint (uncommon)}} to not requiring a blueprint to unlock.&lt;br /&gt;
**{{MetaInline|Henhouse}}, resource costs changed from {{MetaIcon|Twisted Plank|5}} {{MetaIcon|Patchwork Beam|5}} {{MetaIcon|Copper Pipe|1}} {{MetaIcon|Chicken|3}} to {{MetaIcon|Twisted Plank|5}} {{MetaIcon|Patchwork Beam|5}} {{MetaIcon|Chicken|2}} {{MetaIcon|Wire Mesh|2}}, and {{AP}} cost lowered from 40 to 25&lt;br /&gt;
**{{MetaInline|Community Involvement}}, blueprint rarity decreased from {{MetaInline|Construction Blueprint (very rare!)}} to {{MetaInline|Construction Blueprint (rare)}}&lt;br /&gt;
**{{MetaInline|Infirmary}}, rarity of the building decreased from {{MetaInline|Construction Blueprint (very rare!)}} to {{MetaInline|Construction Blueprint (rare)}}.&lt;br /&gt;
**{{MetaInline|Central Cafeteria}}, blueprint rarity decreased from {{MetaInline|Construction Blueprint (rare)}} to {{MetaInline|Construction Blueprint (common)}}&lt;br /&gt;
**{{MetaInline|Central Laboratory}}, rarity decreased from {{MetaInline|Construction Blueprint (rare)}} to {{MetaInline|Construction Blueprint (common)}}&lt;br /&gt;
*{{MetaInline|Watchtower}}, the {{DP}} provided dropped from 5 to 0 (building no longer defensive).&lt;br /&gt;
**{{MetaInline|Upgraded Map}}, the rarity of the building decreased from {{MetaInline|Construction Blueprint (uncommon)}} to {{MetaInline|Construction Blueprint (common)}}.&lt;br /&gt;
**{{MetaInline|Vaporiser}}, the rarity of the building decreased from {{MetaInline|Construction Blueprint (uncommon)}} to {{MetaInline|Construction Blueprint (common)}}.&lt;br /&gt;
**{{MetaInline|Emergency Supplies}}, {{DP}} provided dropped from 10 to none (building no longer defensive).&lt;br /&gt;
***{{MetaInline|Wood Plating}}, the {{DP}} provided was increased from 10 to 40.&lt;br /&gt;
***{{MetaInline|Spikes}}, the {{DP}} provided was increased from 15 to 25, and blueprint rarity reduced from {{MetaInline|Construction Blueprint (common)}} to not requiring a blueprint to unlock.&lt;br /&gt;
***{{MetaInline|Guerilla Traps}}, provided {{DP}} increased from 35 to 50, and blueprint requirement changed from {{MetaInline|Construction Blueprint (rare)}} to {{MetaInline|Construction Blueprint (uncommon)}}&lt;br /&gt;
***'''Garbage Heap''' was renamed back to {{MetaInline|Rubbish Heap}} (reverted update from [[Season 3]])&lt;br /&gt;
***{{MetaInline|Pits}}, the {{DP}} provided was increased from 20 to 40.&lt;br /&gt;
***{{MetaInline|Bomb Factory}}, The blueprint rarity reduced from {{MetaInline|Construction Blueprint (common)}} to not requiring a blueprint to unlock. It is free to build right from the town start.&lt;br /&gt;
***{{MetaInline|Abject Panic}}, the {{DP}} provided was increased from 30 to 50.&lt;br /&gt;
***{{MetaInline|Spirit Mirage}}, now a permanent building, the {{DP}} dropped from 100 to 80, and resource costs dropped from {{MetaIcon|Twisted Plank|6}} {{MetaIcon|Patchwork Beam|6}} {{MetaIcon|Sheet Metal|6}} {{MetaIcon|Powerful Soul|3}} to {{MetaIcon|Twisted Plank|6}} {{MetaIcon|Patchwork Beam|6}} {{MetaIcon|Sheet Metal|2}} {{MetaIcon|Powerful Soul|2}}&lt;br /&gt;
***{{MetaInline|Holy Raincloud}}, resource costs changed from {{MetaIcon|Twisted Plank|8}} {{MetaIcon|Patchwork Beam|9}} {{MetaIcon|Water Ration|7}} {{MetaIcon|Powerful Soul|5}} to {{MetaIcon|Twisted Plank|7}} {{MetaIcon|Patchwork Beam|9}} {{MetaIcon|Water Ration|5}} {{MetaIcon|Powerful Soul|4}}&lt;br /&gt;
***{{MetaInline|XXL Voodoo Doll}}, now a permanent building, {{DP}} dropped from 200 to 65, and resource costs dropped from {{MetaIcon|Wrought Iron|2}} {{MetaIcon|Handful of nuts and bolts|3}} {{MetaIcon|Sheet Metal|8}} {{MetaIcon|Water Ration|2}} {{MetaIcon|Powerful Soul|5}} to {{MetaIcon|Wrought Iron|2}} {{MetaIcon|Handful of nuts and bolts|3}} {{MetaIcon|Sheet Metal|2}} {{MetaIcon|Water Ration|2}} {{MetaIcon|Powerful Soul|2}}&lt;br /&gt;
***{{MetaInline|Sword of Bokor}}, now a permanent building, {{DP}} dropped from 300 to 100, and resource costs dropped from {{MetaIcon|Patchwork Beam|8}} {{MetaIcon|Metal Support|7}} {{MetaIcon|Sheet Metal|9}} {{MetaIcon|Powerful Soul|8}} to {{MetaIcon|Patchwork Beam|8}} {{MetaIcon|Metal Support|5}} {{MetaIcon|Sheet Metal|3}} {{MetaIcon|Powerful Soul|3}}&lt;br /&gt;
**{{MetaInline|Crows' Nest}}, blueprint requirement dropped from {{MetaInline|Construction Blueprint (rare)}} to {{MetaInline|Construction Blueprint (uncommon)}}&lt;br /&gt;
**{{MetaInline|Guard Tower}}&lt;br /&gt;
***New building: {{MetaInline|Shooting Gallery}}&lt;br /&gt;
***New building: {{MetaInline|Miniature Armory}}&lt;br /&gt;
***New building: {{MetaInline|Small Trebuchet}}&lt;br /&gt;
***New building: {{MetaInline|Swedish Workshop}}&lt;br /&gt;
*{{MetaInline|Foundations}}&lt;br /&gt;
**{{MetaInline|The Big Rebuild}}, with a complete rebuild of stats. The {{DP}} provided increased from 180 to 300, the {{AP}} cost decreased from 500 to 300, the resource costs increased from {{MetaIcon|Patchwork Beam|12}} {{MetaIcon|Metal Support|5}} {{MetaIcon|Unshaped Concrete Blocks|3}} to {{MetaIcon|Twisted Plank|20}} {{MetaIcon|Wrought Iron|20}} {{MetaIcon|Patchwork Beam|10}} {{MetaIcon|Metal Support|10}} {{MetaIcon|Unshaped Concrete Blocks|5}}, and the rarity of the building decreased from {{MetaInline|Construction Blueprint (very rare!)}} to {{MetaInline|Construction Blueprint (rare)}}.&lt;br /&gt;
**{{MetaInline|False Town}}, {{DP}} increased from 145 to 400, {{AP}} cost increased from 300 to 400, resource cost changed from {{MetaIcon|Patchwork Beam|20}} {{MetaIcon|Metal Support|15}} {{MetaIcon|Handful of nuts and bolts|6}} to {{MetaIcon|Twisted Plank|20}} {{MetaIcon|Wrought Iron|20}} {{MetaIcon|Patchwork Beam|20}} {{MetaIcon|Metal Support|20}} {{MetaIcon|Handful of nuts and bolts|15}}&lt;br /&gt;
**{{MetaInline|Faucet}}, building costs increased from {{MetaIcon|Handful of nuts and bolts|2}} to {{MetaIcon|Handful of nuts and bolts|4}}&lt;br /&gt;
**{{MetaInline|Food Dump}}, rarity of the building increased from {{MetaInline|Construction Blueprint (uncommon)}} to {{MetaInline|Construction Blueprint (rare)}}.&lt;br /&gt;
**{{MetaInline|Weapons Dump}}, rarity decreased from{{MetaInline|Construction Blueprint (rare)}} to {{MetaInline|Construction Blueprint (uncommon)}}&lt;br /&gt;
**{{MetaInline|Free Dump}}, resource costs increased from {{MetaIcon|Patchwork Beam|10}} {{MetaIcon|Metal Support|6}} {{MetaIcon|Handful of nuts and bolts|2}} {{MetaIcon|Unshaped Concrete Blocks|1}} {{MetaIcon|Trestle|2}} to {{MetaIcon|Patchwork Beam|10}} {{MetaIcon|Metal Support|10}} {{MetaIcon|Handful of nuts and bolts|2}} {{MetaIcon|Unshaped Concrete Blocks|1}} {{MetaIcon|Trestle|2}} &lt;br /&gt;
**{{MetaInline|Dump Upgrade}}, the resource costs increased from {{MetaIcon|Patchwork Beam|10}} {{MetaIcon|Metal Support|10}} {{MetaIcon|Water Ration|20}} to {{MetaIcon|Patchwork Beam|15}} {{MetaIcon|Metal Support|15}} {{MetaIcon|Water Ration|20}}&lt;br /&gt;
**{{MetaInline|Bonfire}}, The rarity of the building decreased from {{MetaInline|Construction Blueprint (rare)}} to {{MetaInline|Construction Blueprint (uncommon)}}&lt;br /&gt;
**{{MetaInline|People's Court}}, building costs raised from {{MetaIcon|Twisted Plank|6}}, {{MetaIcon|Metal Support|5}}, {{MetaIcon|Järpen Table|1}} to {{MetaIcon|Twisted Plank|6}}, {{MetaIcon|Metal Support|15}}, {{MetaIcon|Järpen Table|1}}, and blurprint rarity decreased from {{MetaInline|Construction Blueprint (rare)}} to {{MetaInline|Construction Blueprint (uncommon)}}&lt;br /&gt;
**{{MetaInline|Labyrinth}}, {{DP}} provided increased from 110 to 150.&lt;br /&gt;
**{{MetaInline|All or Nothing}}, resource costs increased from {{MetaIcon|Patchwork Beam|15}} {{MetaIcon|Metal Support|10}} {{MetaIcon|Handful of nuts and bolts|4}} to {{MetaIcon|Patchwork Beam|15}} {{MetaIcon|Metal Support|15}} {{MetaIcon|Handful of nuts and bolts|4}}&lt;br /&gt;
**{{MetaInline|Altar}}, rarity decreased from {{MetaInline|Construction Blueprint (rare)}} to {{MetaInline|Construction Blueprint (uncommon)}}&lt;br /&gt;
**{{MetaInline|No Holes Barred}}, {{MetaIcon|Fat Cat|1}} and {{MetaIcon|Guard Dog|1}} were removed from the material cost.&lt;br /&gt;
**{{MetaInline|Air Strike}}, building costs reduced from {{MetaIcon|Wrought Iron|5}} {{MetaIcon|Handful of nuts and bolts|1}} {{MetaIcon|Water Ration|10}} {{MetaIcon|Compact Detonator|4}} {{MetaIcon|Semtex|1}} to {{MetaIcon|Wrought Iron|5}} {{MetaIcon|Handful of nuts and bolts|1}} {{MetaIcon|Water Ration|10}} {{MetaIcon|Compact Detonator|2}} {{MetaIcon|Semtex|1}}&lt;br /&gt;
**{{MetaInline|Hot Air Balloon}}, resource cost increased from {{MetaIcon|Patchwork Beam|5}} {{MetaIcon|Metal Support|5}} {{MetaIcon|Handful of nuts and bolts|4}} {{MetaIcon|Groundsheet|2}} to {{MetaIcon|Patchwork Beam|5}} {{MetaIcon|Metal Support|5}} {{MetaIcon|Handful of nuts and bolts|6}} {{MetaIcon|Groundsheet|2}}.&lt;br /&gt;
*{{MetaInline|Portal Lock}}&lt;br /&gt;
**{{MetaInline|Automatic Piston Lock}}, the {{DP}} provided increased from 15 to 30, and resource costs dropped from {{MetaIcon|Twisted Plank|10}} {{MetaIcon|Metal Support|3}} {{MetaIcon|Handful of nuts and bolts|4}} {{MetaIcon|Copper Pipe|1}} to {{MetaIcon|Twisted Plank|10}} {{MetaIcon|Metal Support|3}} {{MetaIcon|Handful of nuts and bolts|2}} {{MetaIcon|Copper Pipe|1}}&lt;br /&gt;
**{{MetaInline|Reinforced Gates}}, the {{DP}} provided was increased from 5 to 20.&lt;br /&gt;
**{{MetaInline|Ventilation System}}, rarity decreased from {{MetaInline|Construction Blueprint (rare)}} to {{MetaInline|Construction Blueprint (uncommon)}}&lt;br /&gt;
&lt;br /&gt;
*Item changes:&lt;br /&gt;
**{{MetaInline|Intestine Melon}} was downgraded from [[Food#Premium Food|Premium Food]] to normal [[Food#Food|Food]], restoring only 6 {{AP}} and it cannot be cooked.&lt;br /&gt;
**{{MetaInline|Intestine Melon}}, {{MetaInline|Human Flesh}}, {{MetaInline|Mouldy Ham Sandwich}}, {{MetaInline|Suspicious-looking Vegetable}}, {{MetaInline|Dodgy Homemade Dish}}, {{MetaInline|Meaty Bone}}, {{MetaInline|Unspecified Meat}} and {{MetaInline|Fleshroom Puree}} now have a slim chance to transform you into a {{MetaInline|Ghoul}} when eating one. &lt;br /&gt;
**{{MetaInline|Traveller's corpse}} added, which has a high chance to transform the citizen who consumes it into a {{MetaInline|Ghoul}}.&lt;br /&gt;
**{{MetaInline|Gnawed corpse}} added, which remains after consuming {{MetaInline|Traveller's corpse}}.&lt;br /&gt;
**{{MetaInline|Stake Launcher}} added, a new weapon specialized for nightwatch with 10 {{MetaInline|Watchmen}} defence bonus.&lt;br /&gt;
**{{MetaInline|Hastily-built desk}} added, new furniture item specialized for nightwatch with 25 {{MetaInline|Watchmen}} defense bonus.&lt;br /&gt;
**{{MetaInline|Empty Vending Machine}} added, new furniture item specialized for nightwatch with 40 {{MetaInline|Watchmen}} defense bonus.&lt;br /&gt;
**{{MetaInline|Kalashni-Splash}} added, a new weapon specialized for nightwatch with 15 {{MetaInline|Watchmen}} defence bonus.&lt;br /&gt;
&lt;br /&gt;
==Season 5 (3.2) - Shamanic Monday==&lt;br /&gt;
===6th July, 2012===&lt;br /&gt;
* Bug fixes:&lt;br /&gt;
** {{MetaInline|Hero|displayname=Heroic}} spirit image on the {{MetaInline|Soul|displayname=Soul Page}} has been updated with an English-translated line, reading &amp;quot;'''Heroic Spirit'''&amp;quot; once again.&lt;br /&gt;
===29th June, 2012===&lt;br /&gt;
* Changes to {{MetaInline|Soul|displayname=Soul Pages}}:&lt;br /&gt;
** {{MetaInline|Hero|displayname=Heroic}} spirit to the right is recoloured from yellow to red reading untranslated &amp;quot;'''Ame de Héros'''&amp;quot; (French for a &amp;quot;Heroic Soul&amp;quot;) under it, for consistency.&lt;br /&gt;
* Bug fixes:&lt;br /&gt;
** {{MetaInline|Sword of Bokor‎‎‎|displayname=Sword of Bokor's}} name has been properly translated.&lt;br /&gt;
** {{MetaInline|XXL Voodoo Doll‎‎|displayname=XXL Voodoo Doll‎‎'s}} name has been properly translated.&lt;br /&gt;
** {{MetaInline|Spirit Mirage‎‎‎|displayname=Spirit Mirage's}} name has been properly translated.&lt;br /&gt;
** {{MetaInline|Holy Raincloud‎‎|displayname=Holy Raincloud‎‎'s}} name has been properly translated.&lt;br /&gt;
&lt;br /&gt;
===8th June, 2012 - Open Sesame! Close automatically!===&lt;br /&gt;
* {{MetaInline|Brothers in Arms}} issue has been resolved by giving all of the player base two free hero days. In turn, {{MetaInline|Hero}} mode triggered made any {{MetaInline|Armageddon Witness}} able to use up one day that could not be used since [[Updates#2nd April, 2012|2nd April]], preventing from successful use of Brothers in Arms.&lt;br /&gt;
&lt;br /&gt;
===24th May, 2012 - Zombie Attack!===&lt;br /&gt;
* Changes to {{MetaInline|Brothers in Arms}}.&lt;br /&gt;
* Changes to {{MetaInline|Lost Souls}}:&lt;br /&gt;
** Attribution for collecting {{MetaInline|Aimless Soul|displayname=Aimless Souls}} has been made clearer and simpler with addition of {{MetaInline|Weak Soul|displayname=Weak Souls}} that replace {{MetaInline|Aimless Soul|displayname=Aimless Souls}} on pick-up.&lt;br /&gt;
* Further adjustments to {{MetaInline|Soul|displayname=Soul Pages}}:&lt;br /&gt;
** New night background to accommodate the blue Twinoid profile box for it to cause less of an impact on the overall picture. In fact, the page already was linking to this background, albeit the file proper was missing, similar to some of other Season 5 content.&lt;br /&gt;
* An assortment of bug fixes:&lt;br /&gt;
** {{MetaInline|Aimless Soul|displayname=Aimless Souls}} deposited in {{MetaInline|The Bank}} are now being accounted in the town's score correctly.&lt;br /&gt;
** Involuntarily page refresh issue has been addressed.&lt;br /&gt;
** All missing graphic files (icons, etc.) by far have been brought back.&lt;br /&gt;
&lt;br /&gt;
===3rd May, 2012 - Flying Soul-o!===&lt;br /&gt;
* Improvements of {{MetaInline|Shaman}}:&lt;br /&gt;
** Once per day, the Shaman can heal any type of injury or status. However, there's a chance the healing won't work, or that the status is transferred to the Shaman.&lt;br /&gt;
** The Shaman can use an {{MetaInline|Aimless Soul}} and 1 {{AP}} to cause rain to fall on the {{MetaInline|Town}} or on any part of the {{MetaInline|World Beyond}} to increase water supply or purify the area and eliminate some zombies, respectively.&lt;br /&gt;
** Soul locations can be pin-pointed for others to see.&lt;br /&gt;
* Improvements of {{MetaInline|Lost Souls}}:&lt;br /&gt;
** {{MetaInline|Aimless Soul|displayname=Aimless Souls}} appear from any cause of death, not only {{MetaInline|Dead in your bed}}.&lt;br /&gt;
** {{MetaInline|Aimless Soul|displayname=Aimless Souls}} don't move around the {{MetaInline|World Beyond}} as much.&lt;br /&gt;
* Further adjustments to {{MetaInline|Soul|displayname=Soul Pages}}:&lt;br /&gt;
** Instead of a list, {{MetaInline|Distinctions}} are now being displayed as thumbnails with tool-tips, similar to the old soul pages. They still do not show if a distinction has titles to unlock or not, though. In addition, the ever criticised scroll bar is still in place.&lt;br /&gt;
** Vanilla Twinoid colour scheme is switched to the one matching Die2Nite more.&lt;br /&gt;
* Improvements of {{MetaInline|Forums}}:&lt;br /&gt;
** Town forum posts now display {{MetaInline|Map|displayname=Locations}} correctly: ''&amp;quot;in town or at the gates&amp;quot;'' instead of ''&amp;quot;[0,0]&amp;quot;''.&lt;br /&gt;
** Town forum posts now display {{MetaInline|Jobs}} next to locations.&lt;br /&gt;
** Roleplay threads have been returned.&lt;br /&gt;
** Roleplay tags are beige again, instead of white. Safari users have reported a delay in fixing the issue with their browsers.&lt;br /&gt;
** [[File:item_shaman.gif|top|link=]] :hordes_shaman: emoticon has been added, albeit lacking the graphic file proper.&lt;br /&gt;
** [[File:h_socks.gif|top|link=]] :chaussette: emoticon has been brought back, albeit lacking the graphic file proper.&lt;br /&gt;
* An assortment of bug fixes:&lt;br /&gt;
** {{MetaInline|Citizen|displayname=Citizens}} currently not incarnated in a {{MetaInline|Town}} after {{MetaInline|Death|displayname=Dying}} are no longer able to post in its {{MetaInline|Forums}}.&lt;br /&gt;
** Construction projects formerly subordinate to the {{MetaInline|Garbage Dump}} are back in place, instead of being under {{temp}}{{MetaInline|Pits}}.&lt;br /&gt;
** {{MetaInline|Soul Collector}} now accounts as intended.&lt;br /&gt;
** In [[Chaos]] {{MetaInline|Citizen|displayname=Citizens'}} locations are no longer displayed in the {{MetaInline|Forums}}.&lt;br /&gt;
** The {{MetaInline|Directory}} and the {{MetaInline|Time|displayname=Clock}} are now once more visible while browsing the {{MetaInline|Forums}}.&lt;br /&gt;
&lt;br /&gt;
===26th April, 2012===&lt;br /&gt;
* Further adjustments to {{MetaInline|Soul|displayname=Soul Pages}}:&lt;br /&gt;
** Instead of the ascending alphabetical order, {{MetaInline|Distinctions}} have been partially made to follow rarity and score in descending order.&lt;br /&gt;
** A separate list of unlocked icons and titles has been implemented, categorised under corresponding distinctions and displaying the approximate (rounded) Twinoid score granted for each icon and title unlocked. Titles' tool-tips display score requirements of acquisition.&lt;br /&gt;
* An assortment of bug fixes:&lt;br /&gt;
** {{MetaInline|Soul|displayname=Soul Pages}} of participants of the {{MetaInline|Clash of the Titans}} have been made accessible without returning an error.&lt;br /&gt;
** {{MetaInline|Registers|displayname=The Great Register}} have been made to be displayed correctly at the {{MetaInline|The News Corpse}}&lt;br /&gt;
** {{MetaInline|Brothers in Arms}} has been partially fixed (as [http://twinoid.com/ev/10288195/18 claimed] by Epoq), although the effects are not noticeable.&lt;br /&gt;
** {{MetaInline|Clean (distinction)|displayname=Clean}} distinction descriptions and titles have been translated.&lt;br /&gt;
&lt;br /&gt;
===12th April, 2012===&lt;br /&gt;
*New game mechanic&lt;br /&gt;
**{{MetaInline|Lost Souls}}&lt;br /&gt;
*New hero profession&lt;br /&gt;
**{{MetaInline|Shaman}}&lt;br /&gt;
*New items&lt;br /&gt;
**{{MetaInline|Aimless Soul}}&lt;br /&gt;
**{{MetaInline|Powerful Soul}}&lt;br /&gt;
*New constructions&lt;br /&gt;
**{{MetaInline|Guillotine à Bokor‎‎‎}}&lt;br /&gt;
**{{MetaInline|Mirage Spirituel‎}}&lt;br /&gt;
**{{MetaInline|Pluie Bénite‎}}&lt;br /&gt;
**{{MetaInline|Poupée Vaudou XXL‎‎}}&lt;br /&gt;
*Non-distant town changes for players with soul score over 100&lt;br /&gt;
**No distinctions will be awarded before day 8. The exceptions are 'bad' distinctions for deaths, punishments, etc.&lt;br /&gt;
**If a town is comprised with at least 20 players with soul score below 100, the experienced players gain a special distinction for helping the town to survive past day 8.&lt;br /&gt;
*Profession changes&lt;br /&gt;
**{{MetaInline|Scout}}&lt;br /&gt;
***The Scout's ability to detect zombies in adjacent zones has been reduced: each zone has an accuracy ±2 zombies, regardless of the zone containing zombies or not. (A zone marked clear may have up to 2 zombies.)&lt;br /&gt;
**{{MetaInline|Survivalist}}&lt;br /&gt;
***The {{MetaInline|Survival Guide}} now only works at a distance of 3 km or more from the town.&lt;br /&gt;
**{{MetaInline|Tamer}}&lt;br /&gt;
***The {{MetaInline|Three-legged Labradoodle}} now shows the way out of {{MetaInline|Explorable Ruins}} with a blue arrow.&lt;br /&gt;
**{{MetaInline|Technician}}&lt;br /&gt;
***The Technician can now use their {{MetaInline|Construction Points}} to repair buildings, mostly in {{MetaInline|Hardcore|displayname=Hardcore Towns}}.&lt;br /&gt;
***The previously available possibility to transform or refine objects in the {{MetaInline|Workshop}} is retained.&lt;br /&gt;
*[[Construction Sites]] changes&lt;br /&gt;
**{{MetaInline|Garbage Dump}} now requires a {{MetaInline|Construction Blueprint (common)}} instead of none.&lt;br /&gt;
**New dump blueprints now increase the number of {{DP}} given by the corresponding resources.&lt;br /&gt;
***Ironically, all dump upgrades have ended up under {{MetaInline|Pits}}, a temporary construction that requires rare items in order to be built.&lt;br /&gt;
*New [[Distinctions]]&lt;br /&gt;
**{{MetaInline|Mystic Points}}&lt;br /&gt;
**{{MetaInline|Professional Shaman}}&lt;br /&gt;
**{{MetaInline|Soul Value}} (reimplemented with a fixed icon)&lt;br /&gt;
**{{MetaInline|Soul Collector}}&lt;br /&gt;
**{{MetaInline|Spiritual Guide}}&lt;br /&gt;
*New Leaderboard&lt;br /&gt;
**{{MetaInline|Private Towns}} are now being ranked separately.&lt;br /&gt;
**{{MetaInline|Soul|displayname=Soul Score}} rankings are now sortable by season, they can still show results of all seasons combined.&lt;br /&gt;
**The global ranking now displays all points gained from {{MetaInline|Lost Souls}} collected.&lt;br /&gt;
*New {{MetaInline|Forums}}. After integration with Twinoid, native Die2Nite forums have been replaced with the ones of new design with an updated and improved code. New features include:&lt;br /&gt;
**Editing own posts no later than 10 minutes after posting, unless somebody makes another post before then.&lt;br /&gt;
**Customizable searching by keywords and users, sorted by date and relevance, and optionally grouped by subject.&lt;br /&gt;
**Following threads.&lt;br /&gt;
**Liking threads.&lt;br /&gt;
**Universal customizable Twinoid titles instead of pre-set Die2Nite-specific ones.&lt;br /&gt;
**Enhanced formatting:&lt;br /&gt;
***Quotation retains original formatting of the person quoted.&lt;br /&gt;
***The link tag can now be applied to text requiring only the link to be pasted.&lt;br /&gt;
***The side note tag with lowered font size and indentation.&lt;br /&gt;
***The roleplay tag can be entitled.&lt;br /&gt;
***The player tag that creates a specified twinoid user tab.&lt;br /&gt;
***Support of unordered lists. A line needs to be started with a space and an asterisk. Next points can be indented according to one's need with multiple spaces put before the asterisk, the first point of the list, however, cannot be indented beyond the base level. A list is broken by a blank line.&lt;br /&gt;
***Standard emoticon base is extended with any icons the player unlocks in Twinoid-supported games, as well as standard Twinoid v1, Twinoid v2, DinoRPG and AlphaBounce sets.&lt;br /&gt;
***...&lt;br /&gt;
**Roleplay tags modifications:&lt;br /&gt;
***4-, 6-, 8-, 10-, 12-, 20- and 100-side dice.&lt;br /&gt;
***New letter, consonant and vowel tags that draw a random letter in the group.&lt;br /&gt;
***Removal of the resident tag, presumably temporary.&lt;br /&gt;
**...&lt;br /&gt;
*{{MetaInline|Soul|displayname=Soul Page}} changes&lt;br /&gt;
**After integration of forums with twinoid, distinctions are being displayed the same way as on Twinoid profile pages under statistics. The titles are only viewable in the 'change community title' dialogue.&lt;br /&gt;
**...&lt;br /&gt;
*Another shovelful of updates:&lt;br /&gt;
**The zombie {{MetaInline|The Attack|displayname=Attack}} curve has been revised&lt;br /&gt;
**New titles to unlock&lt;br /&gt;
&lt;br /&gt;
==Season 4 (3.1) - Going Underground==&lt;br /&gt;
&lt;br /&gt;
===2nd April, 2012===&lt;br /&gt;
*Removed [[Distinction]]&lt;br /&gt;
**{{MetaInline|Soul Value}}&lt;br /&gt;
*Removed [[Forums|Forum]] emoticon&lt;br /&gt;
**[[File:h_socks.gif|top|link=]] :chaussette:&lt;br /&gt;
Following the technical failure caused by the last undocumented update, Epoq has issued compensation to all the players who had logged into Twinoid on the weekend following 30th March, 2012, regardless of their status at the time.&lt;br /&gt;
*{{MetaInline|Break through}}, a new non-heroic power available to [[Hero]]es and [[Resident]]s alike that can be used once per town in an infested zone to kill one zombie and gain [[Control Points|Control]] over the zone for 10 minutes, similar to a [[Flash Grenade]]. The chances to succeed and fail are even.&lt;br /&gt;
*The Lunch Box was renamed the {{MetaInline|Armageddon Lunch Box}}, and replaces the {{MetaInline|Doggy Bag}} given at the start of each town.&lt;br /&gt;
*{{MetaInline|Armageddon Witness}}, a rare [[Distinction]] with a matching title&lt;br /&gt;
&lt;br /&gt;
===March, 2012===&lt;br /&gt;
*{{MetaInline|Construction Points}} can now be spent in the {{MetaInline|Workshop}}&lt;br /&gt;
*[[Construction Sites]] changes&lt;br /&gt;
** Numerous changes in [[Defence]] values&lt;br /&gt;
***{{MetaInline|False Town}} {{DP}} dropped from 200 to 145.&lt;br /&gt;
***{{MetaInline|Labyrinth}} {{DP}} dropped from 100 to 85.&lt;br /&gt;
***{{MetaInline|The Big Rebuild}} {{DP}} dropped from 255 to 180.&lt;br /&gt;
***{{MetaInline|Water Turrets}} level 0 {{DP}} dropped from 70 to 10.&lt;br /&gt;
***{{MetaInline|Wooden Fencing}} {{DP}} dropped from 15 to 10.&lt;br /&gt;
***...&lt;br /&gt;
** Icon changes&lt;br /&gt;
***{{MetaInline|Abbatoir}}&lt;br /&gt;
***{{MetaInline|Acid Spray}}&lt;br /&gt;
***{{MetaInline|Air Strike}}&lt;br /&gt;
***{{MetaInline|All or Nothing}}&lt;br /&gt;
***{{MetaInline|Animal Dump}}&lt;br /&gt;
***{{MetaInline|Apple Tree}}&lt;br /&gt;
***{{MetaInline|Automatic Sprinklers}}&lt;br /&gt;
***{{MetaInline|Bait}}&lt;br /&gt;
***{{MetaInline|Barbed Wire}}&lt;br /&gt;
***{{MetaInline|Boiling Fog}}&lt;br /&gt;
***{{MetaInline|Bomb Factory}}&lt;br /&gt;
***{{MetaInline|Brutal Cannon}} / [[Plate Gun]] / [[Railgun]] / [[Rock Cannon]]&lt;br /&gt;
***{{MetaInline|Builders' Merchant}} / [[Community Involvement]]&lt;br /&gt;
***{{MetaInline|Central Cafeteria}} / [[Small Café]]&lt;br /&gt;
***{{MetaInline|Cinema}}&lt;br /&gt;
***{{MetaInline|Coffin Catapult}}&lt;br /&gt;
***{{MetaInline|Concrete Reinforcement}} / [[Slip 'n' Slide]] / [[Wall Upgrade v1]] / [[Wall Upgrade v2]]&lt;br /&gt;
***{{MetaInline|Crow Statue}}&lt;br /&gt;
***{{MetaInline|Decon Shower}} / [[Shower]] / [[Sluice]]&lt;br /&gt;
***{{MetaInline|Divining Rocket}}&lt;br /&gt;
***{{MetaInline|Divining Rods}}&lt;br /&gt;
***{{MetaInline|Eden Project}}&lt;br /&gt;
***{{MetaInline|Factory}}&lt;br /&gt;
***{{MetaInline|Faucet}}&lt;br /&gt;
***{{MetaInline|Firework Foray}}&lt;br /&gt;
***{{MetaInline|Frat House}}&lt;br /&gt;
***{{MetaInline|Free Dump}}&lt;br /&gt;
***{{MetaInline|Gas Gun}}&lt;br /&gt;
***{{MetaInline|Giant Sandcastle}}&lt;br /&gt;
***{{MetaInline|Guerilla Traps}} / [[Pits]] / [[Spikes]]&lt;br /&gt;
***{{MetaInline|Henhouse}}&lt;br /&gt;
***{{MetaInline|Hot Air Balloon}}&lt;br /&gt;
***{{MetaInline|Infirmary}}&lt;br /&gt;
***{{MetaInline|Lighthouse}}&lt;br /&gt;
***{{MetaInline|Ministry of Slavery}}&lt;br /&gt;
***{{MetaInline|People's Court}}&lt;br /&gt;
***{{MetaInline|Saniflow Macerator}}&lt;br /&gt;
***{{MetaInline|Scarecrows}}&lt;br /&gt;
***{{MetaInline|Screaming Saws}}&lt;br /&gt;
***{{MetaInline|Spiked Pit}}&lt;br /&gt;
***{{MetaInline|The Big Rebuild}}&lt;br /&gt;
***{{MetaInline|Ventilation System}}&lt;br /&gt;
***{{MetaInline|Zombie Grater}}&lt;br /&gt;
*New [[Distinction]]&lt;br /&gt;
**{{MetaInline|Soul Value}}&lt;br /&gt;
*[[Distinction]] icon changes:&lt;br /&gt;
**{{MetaInline|Wonder: Fearfulness Wheel}}&lt;br /&gt;
**{{MetaInline|Wonder: Giant BRD}}&lt;br /&gt;
**{{MetaInline|Wonder: Sandcastle}}&lt;br /&gt;
**{{MetaInline|Wonder: Statue of the Crow}}&lt;br /&gt;
*New [[Map]] tag&lt;br /&gt;
**[[File:tag_12.gif|top|link=]] Lost soul&lt;br /&gt;
*New [[Forums|Forum]] emoticon&lt;br /&gt;
**[[File:h_socks.gif|top|link=]] :chaussette:&lt;br /&gt;
&lt;br /&gt;
===16th March, 2012===&lt;br /&gt;
New items for the Saint Patrick's Day:&lt;br /&gt;
* 338: {{MetaInline|Green Imp Suit}}&lt;br /&gt;
* 339: {{MetaInline|Winness}}&lt;br /&gt;
* 340: {{MetaInline|Hurling stick}}&lt;br /&gt;
New distinctions:&lt;br /&gt;
* {{MetaInline|The Leprechaun Got Your Good}}&lt;br /&gt;
&lt;br /&gt;
===16:00 (ZT), 1st December, 2011===&lt;br /&gt;
&lt;br /&gt;
* [[Hardcore|Hardcore Towns]]&lt;br /&gt;
&lt;br /&gt;
===16:00 (ZT), 15th November, 2011===&lt;br /&gt;
&lt;br /&gt;
*[[Escorting]]&lt;br /&gt;
*[[Exploring Buildings|Abandoned buildings]]&lt;br /&gt;
:100. {{MetaInline|Abandoned Bunker}}&lt;br /&gt;
:101. {{MetaInline|Abandoned Hotel}}&lt;br /&gt;
:102. {{MetaInline|Abandoned Hospital}}&lt;br /&gt;
*New map tags&lt;br /&gt;
**[[File:tag_11.gif|top|link=]] A ruin to explore&lt;br /&gt;
*New hero jobs&lt;br /&gt;
**{{MetaInline|Technician}}&lt;br /&gt;
**{{MetaInline|Survivalist}}&lt;br /&gt;
*New distinctions for the new content&lt;br /&gt;
**{{MetaInline|Ruin Exploration}}&lt;br /&gt;
**{{MetaInline|Covert Concierge}}&lt;br /&gt;
**{{MetaInline|Professional Survivalist}}&lt;br /&gt;
**{{MetaInline|Professional Technician}}&lt;br /&gt;
*New items&lt;br /&gt;
**{{MetaInline|Handyman's Toolbelt}}&lt;br /&gt;
**{{MetaInline|Survival Guide}}&lt;br /&gt;
**{{MetaInline|Toxin}}&lt;br /&gt;
**Multiple redundant copies of the blueprints, possibly each with different constructions available? Better blueprints to be found in the abandoned buildings?&lt;br /&gt;
:126. {{MetaInline|Spy Rocket}}&lt;br /&gt;
:270. {{MetaInline|Bloody Dressing}}&lt;br /&gt;
:277. {{MetaInline|Cursed Cuddly Toy}}&lt;br /&gt;
:321. {{MetaInline|Magnetic Key}}&lt;br /&gt;
:322. {{MetaInline|Bump Key}}&lt;br /&gt;
:323. {{MetaInline|Bottle Opener}}&lt;br /&gt;
:324. {{MetaInline|Magnetic Key Blank}}&lt;br /&gt;
:325. {{MetaInline|Bump Key Blank}}&lt;br /&gt;
:326. {{MetaInline|Bottle Opener Blank}}&lt;br /&gt;
*{{MetaInline|Scavenger}} upgrade, extra oxygen in abandoned buildings.&lt;br /&gt;
*Construction site balancing&lt;br /&gt;
**{{MetaInline|Water Purifier}}, resource cost of nuts and bolts was lowered from {{MetaIcon|Handful of nuts and bolts|5}} to {{MetaIcon|Handful of nuts and bolts|1}}.&lt;br /&gt;
**{{MetaInline|Water Filter}}, material cost was changed from {{MetaIcon|Wrought Iron|10}} {{MetaIcon|Electronic component|2}} {{MetaIcon|Wire Mesh|1}} to {{MetaIcon|Wrought Iron|15}} {{MetaIcon|Handful of nuts and bolts|3}} {{MetaIcon|Electronic component|2}} {{MetaIcon|Wire Mesh|1}}.&lt;br /&gt;
**{{MetaInline|Mines}}, the {{DP}} rose from 110 to 115, {{AP}} cost rose from 25 to 50.&lt;br /&gt;
**{{MetaInline|Cinema}}, the blueprint changed from rare to very rare! (confirm).&lt;br /&gt;
**{{MetaInline|Labyrinth}}, the number of planks required fell from {{MetaIcon|Twisted Plank|40}} to {{MetaIcon|Twisted Plank|20}}.&lt;br /&gt;
**{{MetaInline|Lighthouse}}, the blueprint changed from rare to uncommon (confirm). The number of ECs required fell from {{MetaIcon|Electronic component|3}} to {{MetaIcon|Electronic component|2}}.&lt;br /&gt;
**{{MetaInline|Water Catcher}}, the amount of iron required fell from {{MetaIcon|Wrought Iron|2}} to {{MetaIcon|Wrought Iron|1}}.&lt;br /&gt;
**{{MetaInline|No Holes Barred}}, {{MetaIcon|Semtex|2}} is no longer part of the resource cost (confirm).&lt;br /&gt;
**{{MetaInline|False Town}}, the {{AP}} cost dropped from 600 to 300, the {{DP}} dropped from 245 to 200, and the resource cost changed from {{MetaIcon|Patchwork Beam|30}} {{MetaIcon|Metal Support|25}} {{MetaIcon|Handful of nuts and bolts|10}} to {{MetaIcon|Patchwork Beam|20}} {{MetaIcon|Metal Support|10}} {{MetaIcon|Handful of nuts and bolts|6}}.&lt;br /&gt;
**{{MetaInline|Faucet}}, resource cost of nuts and bolts was lowered from {{MetaIcon|Handful of nuts and bolts|4}} to {{MetaIcon|Handful of nuts and bolts|2}}.&lt;br /&gt;
**{{MetaInline|Hydraulic Network}}, the resource cost of nuts and bolts dropped from {{MetaIcon|Handful of nuts and bolts|5}} to {{MetaIcon|Handful of nuts and bolts|3}}&lt;br /&gt;
**{{MetaInline|Saniflow Macerator}}, {{AP}} decreased from 55 to 50.&lt;br /&gt;
**{{MetaInline|Central Laboratory}}, the resource cost of Pharmaceutical Products dropped from {{MetaIcon|Pharmaceutical Products|10}} to {{MetaIcon|Pharmaceutical Products|5}}.&lt;br /&gt;
**{{MetaInline|Central Cafeteria}}, the resource cost was lowered from {{MetaIcon|Patchwork Beam|5}} {{MetaIcon|Metal Support|1}} {{MetaIcon|Järpen Table|2}} {{MetaIcon|Pharmaceutical Products|2}} to {{MetaIcon|Patchwork Beam|5}} {{MetaIcon|Metal Support|1}} {{MetaIcon|Järpen Table|1}} {{MetaIcon|Pharmaceutical Products|1}}.&lt;br /&gt;
**{{MetaInline|Infirmary}}, the materials changed from {{MetaIcon|Sheet Metal|5}} to {{MetaIcon|Metal Support|5}}.&lt;br /&gt;
**{{MetaInline|Factory}}, had its name changed from Small Factory, and it is now a provided blueprint in all towns. It no longer costs {{MetaIcon|Handful of nuts and bolts|3}} and uses {{MetaIcon|Järpen Table|1}} instead.&lt;br /&gt;
**{{MetaInline|Wooden Fencing}}, resource cost of nuts and bolts was lowered from {{MetaIcon|Handful of nuts and bolts|5}} to {{MetaIcon|Handful of nuts and bolts|2}} and the {{DP}} dropped from 20 to 15.&lt;br /&gt;
**{{MetaInline|Water Turrets}}, {{AP}} cost increased from 60 to 80, Water Ration cost dropped from {{MetaIcon|Water Ration|60}} to {{MetaIcon|Water Ration|40}}.&lt;br /&gt;
**{{MetaInline|Search Tower}}, material cost increased to include {{MetaIcon|Järpen Table|1}}.&lt;br /&gt;
**{{MetaInline|Eden Project}}, the semtex requirement dropped from {{MetaIcon|Semtex|5}} to {{MetaIcon|Semtex|2}}.&lt;br /&gt;
**{{MetaInline|Zombie Grater}}, the nuts and bolts cost dropped from {{MetaIcon|Handful of nuts and bolts|5}} to {{MetaIcon|Handful of nuts and bolts|3}}.&lt;br /&gt;
**{{MetaInline|Hot Air Balloon}}, the materials cost lowered from {{MetaIcon|Patchwork Beam|5}} {{MetaIcon|Metal Support|5}} {{MetaIcon|Handful of nuts and bolts|6}} {{MetaIcon|Groundsheet|4}} to {{MetaIcon|Patchwork Beam|5}} {{MetaIcon|Metal Support|5}} {{MetaIcon|Handful of nuts and bolts|4}} {{MetaIcon|Groundsheet|2}}.&lt;br /&gt;
**{{MetaInline|Defensive Focus}}, the nuts and bolts cost decreased from {{MetaIcon|Handful of nuts and bolts|6}} to {{MetaIcon|Handful of nuts and bolts|3}}.&lt;br /&gt;
**[[Home Laboratory]] success rates were lowered for levels 1-3.&lt;br /&gt;
*Bug fixes&lt;br /&gt;
**Bug in the Garbage Dump.&lt;br /&gt;
**Problem with the Wall Upgrade construction projects.&lt;br /&gt;
**Bug allowing the town to survive only using personal defences.&lt;br /&gt;
**Display bug affecting the location on SOS message posts.&lt;br /&gt;
**Display bug involving Heroic Actions at the Town Gates.&lt;br /&gt;
**Hero day gift bug.&lt;br /&gt;
**Water Turret descriptions updated.&lt;br /&gt;
**And more...&lt;br /&gt;
*Item changes&lt;br /&gt;
**{{MetaInline|Pocket Vibrator (charged)}}, has a chance to not use up a battery.&lt;br /&gt;
**{{MetaInline|Devastator (loaded)}} is improved.&lt;br /&gt;
*New emoticons&lt;br /&gt;
**[[File:h_iloveu.gif|top|link=]] :iloveu:&lt;br /&gt;
&lt;br /&gt;
==Season 3 (2.0) - A Chemical Necromancy==&lt;br /&gt;
===17th August, 2011===&lt;br /&gt;
*The {{MetaInline|Pre-war Camera}} is fixed to properly unlock in someones soul if their total purchased (not used) hero time is 6 months or greater.&lt;br /&gt;
&lt;br /&gt;
===16:00 (ZT), 21st July, 2011===&lt;br /&gt;
====New features====&lt;br /&gt;
*New construction interface&lt;br /&gt;
*Construction Blueprints&lt;br /&gt;
**{{MetaInline|Architect's Chest}} - contains rare blueprints&lt;br /&gt;
**{{MetaInline|Sealed Architect's Chest}} - contains very rare blueprints. has to be unlocked like the safe.&lt;br /&gt;
**{{MetaInline|Worn Leather Bag}} - contains a random type of blueprint (common-very rare).&lt;br /&gt;
**{{MetaInline|Construction Blueprint (common)}}&lt;br /&gt;
**{{MetaInline|Construction Blueprint (uncommon)}}&lt;br /&gt;
**{{MetaInline|Construction Blueprint (rare)}}&lt;br /&gt;
**{{MetaInline|Construction Blueprint (very rare!)}}&lt;br /&gt;
*New buildings&lt;br /&gt;
**{{MetaInline|Concrete Reinforcement}}&lt;br /&gt;
**{{MetaInline|Small Fence}}&lt;br /&gt;
**{{MetaInline|Slip 'n' Slide}}&lt;br /&gt;
**{{MetaInline|Vaporiser}}&lt;br /&gt;
**{{MetaInline|Acid Spray}}&lt;br /&gt;
**{{MetaInline|Armour Plating}}&lt;br /&gt;
**{{MetaInline|Armour Plating v2}}&lt;br /&gt;
**{{MetaInline|Armour Plating v3}}&lt;br /&gt;
**{{MetaInline|Plywood}}&lt;br /&gt;
**{{MetaInline|Extra Wall}}&lt;br /&gt;
**{{MetaInline|Water Filter}}&lt;br /&gt;
**{{MetaInline|Grapeboom}}&lt;br /&gt;
**{{MetaInline|Shower}}&lt;br /&gt;
**{{MetaInline|Water Catcher}}&lt;br /&gt;
**{{MetaInline|Mist Spray}}&lt;br /&gt;
**{{MetaInline|Sluice}}&lt;br /&gt;
**{{MetaInline|Decon Shower}}&lt;br /&gt;
**{{MetaInline|Apple Tree}}&lt;br /&gt;
**{{MetaInline|Divining Rocket}}&lt;br /&gt;
**{{MetaInline|Divining Rods}}&lt;br /&gt;
**{{MetaInline|Defensive Thinktank}}&lt;br /&gt;
**{{MetaInline|Brutal Cannon}}&lt;br /&gt;
**{{MetaInline|Architect's Study}}&lt;br /&gt;
**{{MetaInline|Abbatoir}}&lt;br /&gt;
**{{MetaInline|Central Cafeteria}}&lt;br /&gt;
**{{MetaInline|Small Café}}&lt;br /&gt;
**{{MetaInline|Small Cemetary}}&lt;br /&gt;
**{{MetaInline|Henhouse}}&lt;br /&gt;
**{{MetaInline|Infirmary}}&lt;br /&gt;
**{{MetaInline|Community Involvement}}&lt;br /&gt;
**{{MetaInline|Abject Panic}}&lt;br /&gt;
**{{MetaInline|Frat House}}&lt;br /&gt;
**{{MetaInline|Guard Tower}}&lt;br /&gt;
**{{MetaInline|Crows' Nest}}&lt;br /&gt;
**{{MetaInline|Scarecrows}}&lt;br /&gt;
**{{MetaInline|Garbage Dump}}&lt;br /&gt;
**{{MetaInline|Dump Upgrade}}&lt;br /&gt;
**{{MetaInline|Weapons Dump}}&lt;br /&gt;
**{{MetaInline|Wood Dump}}&lt;br /&gt;
**{{MetaInline|Metal Dump}}&lt;br /&gt;
**{{MetaInline|Food Dump}}&lt;br /&gt;
**{{MetaInline|Animal Dump}}&lt;br /&gt;
**{{MetaInline|Free Dump}}&lt;br /&gt;
**{{MetaInline|People's Court}}&lt;br /&gt;
**{{MetaInline|Lighthouse}}&lt;br /&gt;
**{{MetaInline|Bonfire}}&lt;br /&gt;
**{{MetaInline|Labyrinth}}&lt;br /&gt;
**{{MetaInline|Meat Locker}}&lt;br /&gt;
**{{MetaInline|Fortifications}}&lt;br /&gt;
**{{MetaInline|Reactor}}&lt;br /&gt;
**{{MetaInline|No holes barred}}&lt;br /&gt;
**{{MetaInline|Crow Statue}}&lt;br /&gt;
**{{MetaInline|Giant Sandcastle}}&lt;br /&gt;
**{{MetaInline|All or Nothing}}&lt;br /&gt;
**{{MetaInline|Ministry of Slavery}}&lt;br /&gt;
**{{MetaInline|Altar}}&lt;br /&gt;
**{{MetaInline|Giant BRD}}&lt;br /&gt;
**{{MetaInline|Cinema}}&lt;br /&gt;
**{{MetaInline|Ventilation System}}&lt;br /&gt;
**{{MetaInline|Last Minute Lock}}&lt;br /&gt;
**{{MetaInline|Fertilizer}}&lt;br /&gt;
*New Items&lt;br /&gt;
**{{MetaInline|Exploding Grapefruit}} - from {{MetaInline|Grapeboom}}&lt;br /&gt;
**{{MetaInline|Encyclopedia}} - a new roleplaying item&lt;br /&gt;
**{{MetaInline|Pre-war Camera}} - for purchasing 6 months of hero mode&lt;br /&gt;
**{{MetaInline|Apple}} - from the {{MetaInline|Apple Tree}}&lt;br /&gt;
**{{MetaInline|Egg}} - from the {{MetaInline|Henhouse}}&lt;br /&gt;
**{{MetaInline|Sawdust Steak}} - from the {{MetaInline|Small Café}}&lt;br /&gt;
*New hero powers&lt;br /&gt;
**Mayor - allows you to host a private town (assumed but private towns do not function at this time)&lt;br /&gt;
**Architect - you start with one common blueprint in your house&lt;br /&gt;
*New distinctions&lt;br /&gt;
**{{MetaInline|Community Awards}}&lt;br /&gt;
**{{MetaInline|Building Repairs}}&lt;br /&gt;
**{{MetaInline|Lab Rat}} - for mixing drugs in a hero laboratory&lt;br /&gt;
**{{MetaInline|Wonder Constructions}}&lt;br /&gt;
**{{MetaInline|Wonder: Sandcastle}}&lt;br /&gt;
**{{MetaInline|Wonder: Statue of the Crow}}&lt;br /&gt;
**{{MetaInline|Wonder: Fearfulness Wheel}}&lt;br /&gt;
**{{MetaInline|Wonder: Giant BRD}}&lt;br /&gt;
**{{MetaInline|Atomic deaths}}&lt;br /&gt;
*New Punishments&lt;br /&gt;
**{{MetaInline|Meat Locker}}&lt;br /&gt;
&lt;br /&gt;
====Changes====&lt;br /&gt;
*Attack algorithm changed. Fewer zombies than before up to day 15, more after. Open gates less devastating.&lt;br /&gt;
*Heroic Return range decreased from 15km to 11km.&lt;br /&gt;
*Defence objects now only contribute 1 defence to the town instead of 2, Defensive focus upgrades add .2 defence to Defence objects instead of .7 or 1.2.&lt;br /&gt;
*Guardians in town for the attack now add 5 defence instead of 1, certain buildings improve this.&lt;br /&gt;
*Scouts can tell what building is located in uncleared zones.&lt;br /&gt;
*Local towns start with a few buildings already built and receive automatic building suggestions.&lt;br /&gt;
*Dictator allows heroes to make building recommendations.&lt;br /&gt;
*Distant towns are now limited to 20 coalition members or heroes - other 20 members must be filled in by random solo players (regular, non-distant towns have a limit of 30). This was known as the &amp;quot;Meta Cap&amp;quot;.&lt;br /&gt;
*After 5 days without logging in, players are automatically made unavailable in their coalition.&lt;br /&gt;
*Camping success rates are reduced when not camping in a building, but successfully camping in a special zone automatically grants a blueprint (what blueprint depends on the distance of the building - farther buildings grant better blueprints), only the first successful camping at a building will generate a blueprint.&lt;br /&gt;
*Defence icon changed from {{VP}} to {{DP}}.&lt;br /&gt;
*Renamed some of the cooking titles.&lt;br /&gt;
*Item changes&lt;br /&gt;
**Renamed {{MetaIcon|Pocket Vibrator (incomplete)}} Pocket Vibrator to {{MetaIcon|Big Rubber D*** (incomplete)}} Big Rubber D***&lt;br /&gt;
**Water Purifying Tablets no longer produce 2-6 rations, they now produce 1-2.&lt;br /&gt;
*Housing upgrades have changed cost, they previously used 2 {{AP}} and some resources. Houses provide 40% {{DP}} to the town now down from 50%&lt;br /&gt;
**Hovel is 6 {{AP}} and no longer uses a plank&lt;br /&gt;
**Shack is 4 {{AP}}, uses 1 plank instead of 2, and it provides 6 {{DP}} up from  4 {{DP}}&lt;br /&gt;
**House is 6 {{AP}}, uses 1 iron instead of 2, no longer uses a plank, and it provides 10 {{DP}} up from  6 {{DP}}&lt;br /&gt;
**Fort renamed to Air-Raid Shelter, is 6 {{AP}}, uses 3 planks instead of 2, requires construction of the Builders' Merchant, no longer uses an old door, and it provides 14 {{DP}} up from 8 {{DP}}&lt;br /&gt;
**Stronghold is 7 {{AP}}, and provides 20 {{DP}} up from 12 {{DP}}&lt;br /&gt;
**Nuclear Bunker is 7 {{AP}}, uses 3 handful of nuts and bolts instead of 5, uses 1 sheet metal parts instead of 2&lt;br /&gt;
**Level 3 lab can only create 1 drug per day, level 4 lab can create 4 drugs per day&lt;br /&gt;
**Level 4 lab now requires an engine instead of vodka&lt;br /&gt;
*Many buildings must now be unlocked with blueprints and have changed cost&lt;br /&gt;
**Construction of the {{MetaInline|Workshop}} no longer uses a {{MetaIcon|Unshaped Concrete Blocks|1}}, Workshop upgrade changed from 7% cost reduction to 5% cost reduction per level &amp;lt;!--because it wasn't useless enough already!--&amp;gt;&lt;br /&gt;
**Pump now only provides 5 water instead of 10 when built, pump upgrades also provide half the previous amounts (needs confirmation - Pump upgrade 1 still says it adds 20 rations to the well)&lt;br /&gt;
**Great pit {{DP}} dropped from 20 to 10 and the description changed slightly&lt;br /&gt;
**Great Wall Strengthening was renamed to Wall Upgrade v1. The defence provided was increased from 7 to 10. The icon changed from the generic [[File:item_plate.gif]] to [[File:small_wallimprove.gif]].&lt;br /&gt;
**The Construction Diary was renamed Building Registry&lt;br /&gt;
**Screaming Saws image changed from [[File:item_plate.gif]] to [[File:small_saw.gif]], and the defence value increased from 40 to 45.&lt;br /&gt;
**Barricades were renamed to Wooden Fencing, the image changed from [[File:item_plate.gif]] to [[File:small_fence.gif]], and the {{DP}} dropped from 25 to 20&lt;br /&gt;
**Plumbing was renamed to Faucet, the image changed from [[File:item_tube.gif]] to [[File:small_valve.gif]]&lt;br /&gt;
**Barbs were renamed to Barbed Wire, the image changed from [[File:item_plate.gif]] to [[File:small_barbed.gif]], and the defence dropped from 9 to 5. The description changed slightly&lt;br /&gt;
**Stone Cannon was renamed the Rock Cannon, the image changed from [[File:item_plate.gif]] to [[File:small_canon.gif]], and {{DP}} fell from 60 to 25.&lt;br /&gt;
**Breaker was renamed to War Mill and {{DP}} fell from 12 to 10&lt;br /&gt;
**False town image changed from [[File:small_home.gif]] to [[File:small_falsecity.gif]], the {{DP}} rose from 210 to 245 and the resources required changed from {{MetaIcon|Wrought Iron|25}} {{MetaIcon|Twisted Plank|20}} {{MetaIcon|Patchwork Beam|20}} {{MetaIcon|Handful of nuts and bolts|10}} to {{MetaIcon|Patchwork Beam|30}} {{MetaIcon|Metal Support|25}} {{MetaIcon|Handful of nuts and bolts|10}}&lt;br /&gt;
**Armour Plating was renamed Reinforced Gates, and {{DP}} dropped from 12 to 5&lt;br /&gt;
**Cost of the predictor dropped from {{MetaIcon|Duct Tape|2}} to {{MetaIcon|Duct Tape|1}} and the scanner is not required anymore&lt;br /&gt;
**Moat was renamed the Great Moat, the image changed from [[File:item_plate.gif]] to [[File:small_waterhole.gif]]. {{DP}} increased from 45 to 65 (confirm).&lt;br /&gt;
**Spiked Pit image changed from [[File:item_plate.gif]] to [[File:small_spears.gif‎]], {{DP}} reduced from 50 to 25, the description was altered slightly.&lt;br /&gt;
**Sturdy Gallows were retired and replaced by Gallows, bringing back the original resource cost and a slight {{AP}} cost raise from 12 {{AP}} to 13 {{AP}}. The Gallows retain the description of the Sturdy Gallows and still remain after use.&lt;br /&gt;
**Water Purifier was changed from giving 5-9 Water rations per jerrycan, to 1-3 Water rations per jerrycan. The {{AP}} cost rose from 50 to 75, and the resource cost rose from {{MetaIcon|Twisted Plank|5}} {{MetaIcon|Wrought Iron|8}} {{MetaIcon|Copper Pipe|1}} to {{MetaIcon|Twisted Plank|5}} {{MetaIcon|Wrought Iron|6}} {{MetaIcon|Handful of nuts and bolts|5}} {{MetaIcon|Copper Pipe|3}}.&lt;br /&gt;
**Mega Pump was renamed to Mechanical Pump, the image [[File:small_water.gif]] was replaced with [[File:small_derrick.gif]], required resources dropped from {{MetaIcon|Patchwork Beam|15}} {{MetaIcon|Metal Support|15}} {{MetaIcon|Copper_Pipe|4}} {{MetaIcon|Unshaped_Concrete_Blocks|3}} to {{MetaIcon|Patchwork Beam|10}} {{MetaIcon|Metal Support|15}}, {{AP}} was reduced from 170 to 70, and water provided dropped from 150 to 50 rations.&lt;br /&gt;
**Razor Wall was renamed Grater&lt;br /&gt;
**Ramparts was renamed to Wall Upgrade v2, the image [[File:Item_meca_parts.gif]] was replaced with [[File:small_wallimprove.gif]] and {{DP}} increased from 5 to 20.&lt;br /&gt;
**Portal Lock no longer provides 2 {{DP}}&lt;br /&gt;
**Cannon Mounds {{DP}} raised from 10 to 15.&lt;br /&gt;
**Emergency Supplies {{DP}} rose from 5 to 10.&lt;br /&gt;
**Zombie Grater image changed from [[File:item_plate.gif]] to [[File:small_grater.gif‎]], and {{DP}} decreased from 75 to 65.&lt;br /&gt;
**Old School Traps {{DP}} fell from 30 to 25.&lt;br /&gt;
**Vegetable Plot no longer depends upon the water purifier.&lt;br /&gt;
**Automatic Sprinklers image [[File:item_plate.gif]] was replaced with [[File:small sprinkler.gif]], {{DP}} rose from 95 to 135.&lt;br /&gt;
**Rubbish Heap was renamed to Garbage Heap and {{DP}} fell from 10 to 5.&lt;br /&gt;
**Perforator was renamed Railgun, the image changed from [[File:item_plate.gif]] to [[File:small_canon.gif]]. {{DP}} increased from 45 to 55.&lt;br /&gt;
**Upgradable Wall was renamed to Evolutive Wall. Blurb was changed slightly.&lt;br /&gt;
**Foundations resource cost changed from {{MetaIcon|Twisted Plank|8}}, {{MetaIcon|Wrought Iron|5}} and {{MetaIcon|Unshaped Concrete Blocks|2}} to {{MetaIcon|Twisted Plank|10}}, {{MetaIcon|Wrought Iron|8}}.&lt;br /&gt;
**Waterminefield was renamed Mines, the image changed from [[File:item_plate.gif]] to [[File:item_bgrenade.gif]], the {{DP}} increased from 75 to 110, and the water use dropped from {{MetaIcon|Water Ration|20}} to {{MetaIcon|Water Ration|10}}.&lt;br /&gt;
**Uberwall {{DP}} rose from 70 to 80.&lt;br /&gt;
**Hydraulic Network was renamed Workshop, and the image [[File:item_tube.gif]] was replaced with [[File:item_firework_tube.gif]]&lt;br /&gt;
**Saniflo Macerator was renamed Saniflow Macerator, the image changed from [[File:item_plate.gif]] to [[File:small_grinder.gif]], {{DP}} increased from 45 to 50.&lt;br /&gt;
**Explodage was renamed Bomb Factory, the image changed from [[File:item_plate.gif]] to [[File:small_tnt.gif]], and the description changed slightly&lt;br /&gt;
**Well Drilling Rig was renamed Drilling Rig.&lt;br /&gt;
**Piston-Lock was renamed Automatic Piston Lock.&lt;br /&gt;
**Lure was renamed Bait, the resource cost increased from {{MetaIcon|Meaty Bone|1}} to {{MetaIcon|Meaty Bone|3}}, and the {{DP}} increased from 10 to 50. The image changed from [[File:item_plate.gif]] to [[File:small_meatbarbed.gif]].&lt;br /&gt;
**Primitive Catapult were renamed to Catapult. The description changed slightly&lt;br /&gt;
**Plate Gun image changed from [[File:item_plate.gif]] to [[File:small_canon.gif]] and {{DP}} increased from 50 to 60.&lt;br /&gt;
**Mount Killaman-jaro {{DP}} increased from 50 to 60&lt;br /&gt;
**Emergency Defences was renamed Wood Plating, and {{DP}} fell from 40 to 10&lt;br /&gt;
**Pressure Washer was renamed Boiling Fog, the image changed from [[Image:item_plate.gif]] to [[Image:small_waterspray.gif]], {{DP}} fell from 50 to 35.&lt;br /&gt;
**Baited Trap was renamed Pits, the image changed from [[Image:item_hmeat.gif]] to [[Image:small_trap.gif]], {{DP}} fell from 45 to 20.&lt;br /&gt;
**Spike Trap was renamed Spikes, the image changed from [[Image:item_wood_plate.gif]] to [[Image:small_trap.gif]], {{DP}} fell from 25 to 15.&lt;br /&gt;
**Guerilla Tactics was renamed Guerilla Traps, the image changed from [[Image:item_wood_plate.gif]] to [[Image:small_trap.gif]], {{DP}} fell from 45 to 35.&lt;br /&gt;
&lt;br /&gt;
==Season 2 (1.2) - Rise of the Labradoodle==&lt;br /&gt;
'''16:00? (ZT), 27th April, 2011'''&lt;br /&gt;
&lt;br /&gt;
*{{MetaInline|Gallows}} were replaced by {{MetaInline|Sturdy Gallows}} which are not destroyed after use.&lt;br /&gt;
&lt;br /&gt;
'''16:00 (ZT), 20th April, 2011'''&lt;br /&gt;
&lt;br /&gt;
*New items&lt;br /&gt;
**{{MetaInline|Teddy Bear}}&lt;br /&gt;
*Bigger [[Map|maps]] (27 x 27) available&lt;br /&gt;
**With a distinction for exploring the far reaches: {{MetaInline|Expert Expedtions}} &amp;lt;!--In-game spelling error hopefully fixed soon--&amp;gt;&lt;br /&gt;
*[[Camping]] in the desert&lt;br /&gt;
**New Items that can be used to improve your camp-site and increase your chance of survival.&lt;br /&gt;
***{{MetaInline|Festering Flesh}}&lt;br /&gt;
***{{MetaInline|Groundsheet}}&lt;br /&gt;
***{{MetaInline|Sheet of Plywood}}&lt;br /&gt;
**Some defence objects can now be installed in zones for a camping bonus (improving the site, consumes defensive object). This could be done in season one, but did not improve the site due to the fact players could not camp (this still consumed the defensive object). &lt;br /&gt;
***{{MetaInline|Mattress}}&lt;br /&gt;
***{{MetaInline|Trestle}}&lt;br /&gt;
***{{MetaInline|Sheet Metal}}&lt;br /&gt;
***{{MetaInline|Solid Wooden Board}}&lt;br /&gt;
***{{MetaInline|Järpen Table}}?&lt;br /&gt;
**You can now attack a citizen outside for 3 {{AP}} as you could indoors previously.&lt;br /&gt;
**{{MetaInline|Daredevil Camper}} distinction for camping&lt;br /&gt;
**{{MetaInline|Zen Camper}} distinction for camping after the town is devastated&lt;br /&gt;
**{{MetaInline|Learned Camper}} status effect granted after camping that increases scavenging rate&lt;br /&gt;
*New profession - [[Tamer]]&lt;br /&gt;
**{{MetaInline|Three-legged Labradoodle}}, {{MetaInline|Tired Labradoodle}}, {{MetaInline|Drugged Labradoodle}}&lt;br /&gt;
**{{MetaInline|Professional Tamer}} distinction&lt;br /&gt;
*[[Shunned]] gain new abilities&lt;br /&gt;
**Hide objects&lt;br /&gt;
***{{MetaInline|Banned Citizen's Note}} leading to their stash&lt;br /&gt;
**Search the towns rubbish to find new items and earn {{MetaInline|Emancipation of the Shunned}} distinction and titles. You can search the waste 4 times per day to find the following new common items:&lt;br /&gt;
***{{MetaInline|Fleshrooms}}&lt;br /&gt;
***{{MetaInline|Sticky Pastry Ball}}&lt;br /&gt;
***{{MetaInline|Thick Solution}}&lt;br /&gt;
***{{MetaInline|Pound of Flesh}}&lt;br /&gt;
**As well as the following rare items:&lt;br /&gt;
***{{MetaInline|Chest}}&lt;br /&gt;
***{{MetaInline|Wire Mesh}}&lt;br /&gt;
***{{MetaInline|Twisted Plank}}&lt;br /&gt;
***{{MetaInline|Stagnant Water Can}}&lt;br /&gt;
**Mix the items found in the waste to create:&lt;br /&gt;
***{{MetaInline|Fleshroom Puree}}&lt;br /&gt;
***{{MetaInline|Grisly Bomb}}&lt;br /&gt;
***{{MetaInline|Purified Stagnant Water}}&lt;br /&gt;
&lt;br /&gt;
*Ranked town rewards&lt;br /&gt;
**For being in the top 1-15 towns:&lt;br /&gt;
***{{MetaInline|Ranked Towns}} distinction with titles&lt;br /&gt;
**For being in the number 1 town:&lt;br /&gt;
***{{MetaInline|Legendary Towns !}} distinction with titles&lt;br /&gt;
***A special forum background&lt;br /&gt;
***A {{MetaInline|Screaming Alarm Clock (Ready)}} which gives 1 extra AP daily (doesn't take a backsack/chest spot, and must be set daily to work)&lt;br /&gt;
*New [[Special Zones]]&lt;br /&gt;
**10. [[Nuclear Bunker]] (Probably an older unreported building from season 1)&lt;br /&gt;
**25. [[Duke's Villa]] (Probably an older unreported building from season 1)&lt;br /&gt;
**47. [[Warehouse]]&lt;br /&gt;
**48. [[Old Aerodrome]]&lt;br /&gt;
**49. [[Dilapidated Building]]&lt;br /&gt;
**50. [[Citizen's Tent]]&lt;br /&gt;
**51. [[Motel 666 Dusk]]&lt;br /&gt;
**52. [[Collapsed Mineshaft]]&lt;br /&gt;
**53. Already in the game before season 2&lt;br /&gt;
**54. [[Old Field Hospital]]&lt;br /&gt;
**55. [[Army Outpost]]&lt;br /&gt;
**56. [[The 'Mayor-Mobile']]&lt;br /&gt;
**57. [[Once-inhabited Cave]]&lt;br /&gt;
**58. [[Broken-down Tank]]&lt;br /&gt;
**59. [[Strange Circular Device]]&lt;br /&gt;
**60. [[Abandonned Well]] (in-game spelling error)&lt;br /&gt;
**61. Already in the game before season 2&lt;br /&gt;
&lt;br /&gt;
==Season 1 (1.1) - Hang 'em high!==&lt;br /&gt;
'''17th January, 2011'''&lt;br /&gt;
&lt;br /&gt;
* New rankings&lt;br /&gt;
* {{MetaInline|Gallows}} implemented&lt;br /&gt;
* {{MetaInline|Rusty Chain}} now an 'important' item (taken from the posession of a citizen when they are shunned)&lt;br /&gt;
&lt;br /&gt;
==Season 0 (1.0) - Let's get it on! (Old towns)==&lt;br /&gt;
===Christmas!===&lt;br /&gt;
'''25th December, 2010'''&lt;br /&gt;
The following updates were added only to towns alive on '''christmas day''' and remained for the life of that town.&lt;br /&gt;
&lt;br /&gt;
*{{MetaInline|Sand Ball|displayname=Sand balls}} could be found outside to throw at other residents.&lt;br /&gt;
**{{MetaInline|Sand Balls !}} distinction&lt;br /&gt;
*A {{MetaInline|Christmas Present|image1=image3}} was delivered to everyone's house containing:&lt;br /&gt;
**{{MetaInline|Suspicious looking plum juice}}&lt;br /&gt;
**{{MetaInline|Utility Belt}}&lt;br /&gt;
**{{MetaInline|A letter with no address}}&lt;br /&gt;
&lt;br /&gt;
'''1st December, 2010'''&lt;br /&gt;
&lt;br /&gt;
* [[Hero]] mode now purchasable&lt;br /&gt;
* [[Sponsorship]] system implemented&lt;br /&gt;
&lt;br /&gt;
==Beta phase==&lt;br /&gt;
'''1st November, 2010'''&lt;br /&gt;
&lt;br /&gt;
*No changes (first version of the game!)&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Other versions]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{Help|seasons_and_rankings|Zombie-Hunting Season is so in right now! So how are you going to spend it??}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Concepts]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Troop</name></author>	</entry>

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