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Announcing Final Outpost 1.5

  • Writer: Ewan Hart
    Ewan Hart
  • Mar 25, 2024
  • 3 min read

Updated: Jun 6, 2024



We're pleased to announce Final Outpost 1.5: The Defence Update. This major action-packed update introduces all-new combat, an improved progression experience, skill tree adjustments, visual enhancements, and other player-requested features! Choose YOUR defence strategy and take on never-before-seen zombie types in Final Outpost 1.5! 🔥


We've summarised the major changes in this announcement, make sure to check out the full 1.5 changelog for detailed changes.


Get ready for a game-changing update that's sure to raise the stakes in your survival journey! 🟢 Download now from the App Store and Google Play! 📲


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ALL-NEW COMBAT

From crossbows to machine guns, players can now upgrade their wall defences to counteract zombie attacks!


The long-awaited return of the guard is finally here! Once you've upgraded to level 3 walls, you'll unlock the ability to construct turrets, enabling you to build crossbows and defend against zombies at your wall. Keep in mind that each shot fired will deplete your wood supply…


And that's just the beginning: Later on, players can trade in stone and metal to upgrade to machine guns which use ammo boxes that boast increased firepower, quicker reload times, and an extended range.


In addition to these exciting new defensive upgrades, we've also made significant improvements to the AI behaviour of knife fighters. With enhanced intelligence in regards to their coordination and positioning, they will now react more swiftly and strategically as a group when faced with a zombie assault at your walls.





NEW ZOMBIES AND PROGRESSION

Introducing 3 new zombie types: Curious, Runner and Armoured to Final Outpost 1.5!


On top of the existing Standard and Big zombies, these new zombie types offer more variety in attacks, putting your defence skills to the test on a nightly basis.


Curious zombies possess increased strength and a curiosity that leads them directly to your walls, regardless of noise levels. Keep an eye out for this and make sure your knife fighters are not overworked!


Runner zombies are faster and more nimble than your average zombie. Their noisy movements draw in other zombies to join them in attacking your wall. Defeat them quickly to avoid this.


Armoured zombies, cladded with shiny armour, arrive in the late game, rendering them resistant to standard weaponry such as machine gun bullets and knives. Sniper bullets are capable of penetrating their protective shell and inflicting significant damage.


But that’s not all - we've completely revamped the AI of all zombies, giving them more natural behaviour and realistic responses to noise. Horde nights have been reimagined to provide a more balanced yet intense experience as zombies swarm your walls from every direction. Say goodbye to predictable attacks; get ready to tackle challenges from all angles!





SKILL TREE CHANGES

With the changes to defences in 1.5, new repair and defence skills give our players the chance to upgrade both the workers and guards to repair from and combat zombie attacks!


Upgrade your workers' repair skills to optimise resource usage, allowing them to invest more resources into wall repairs during the day, fortifying your defences before the next wave of zombie attacks at night. Meanwhile, bolster your guards' effectiveness with upgrades that improve accuracy, reload speed, weapon rotation speed and attract less zombies.


Noise upgrades, including both knives and guns, are now integrated in the defence skill tree as “zombie attraction chance”, a simpler and more effective way to upgrade your defence!


Now you can gather skill points after every horde night, starting with your first skill point on day 5. Watch for the new skill point animation that provides visual feedback on earned skill points, with additional points earned as you progress, rewarding your survival skills in the face of danger!





GAMEPLAY AND VISUAL ENHANCEMENTS

Listening closely to our community, we've implemented one of the most requested gameplay features: the ability to fast-forward the day. With this new addition, players can now accelerate time at 2.5x speed during both day and night.


We have added new and updated artwork, a new indicator for wall health, new tips for the tutorial, made visual improvements to various in-game menus, the sniper muzzle flash, night time brightness and more… Final Outpost 1.5 has one of our biggest visual overhauls yet!


AND MORE...

  • Metal sheets are now produced by blacksmiths in the forge, costing 8 scrap

  • Metal walls are now repaired with metal sheets

  • Stone and metal walls cost less of their respective materials to repair the same amount


From players' commendations to GamingOnPhone's feature on the new update, we're thrilled by the flood of positivity in all your comments. We've crafted an immersive survival experience and your input has shaped visual enhancements and gameplay tweaks, making Final Outpost 1.5 a true community effort. Thank you! 🌟


The Final Outpost Team




1.5.5


🛠 FIXES 🛠

• Fix for occasional crash on night 51, and sometimes night 61

1.5.4


🔄 CHANGES 🔄

• Added indicator to main menu showing when there are purchased resources in each save slot

• Changed the spawning pattern of zombies on the left and right walls during blood moons

• Decreased the speed of the runner zombie slightly


🛠 FIXES 🛠

• Game no longer hangs during launch when internet connection poor but switched on

• Removed unintentional black pixels in the trees

• Work behind-the-scenes to improve the update production process and collect crash logs on some devices

1.5.3


🚅 PERFORMANCE OVERHAUL 🚅

• Redesigned clouds using a new method providing better performance

• Main menu has been rebuilt to improve performance

• Frame rate no longer drops on some devices while tutorial tips are showing

• Fixed performance issues when citizens drop resources at the base

• Optimised grass rendering

• Optimised how often certain parts of the UI are updated

• Optimised visual effects for noise produced by snipers, knife fighters and turrets

• Optimised turret visual effects

• Improved performance when barbed wire on the wall is damaging zombies

• Removed lighting from mines

• Unified the lower graphics settings into a single ‘low’ graphics level

• Disabled clouds on the lower graphics setting

• Reduced detail of visual effects of noise on lower graphics setting


🔄 OTHER CHANGES 🔄

• Updated artwork for meat storage to match other buildings

• Increased rifle bullet storage capacity of the ammo store

• Turrets now show the number of guards currents assigned to them in the upgrade menu

• Fixed a rare issue where the game over menu wouldn’t display when the wall is breached

1.5.2




🔄 CHANGES 🔄

• Added level 6 inventory skill

• New countdown to Summer which shows in the last few days of Winter

• Improved saw and sickle tool icons

• Rifle bullets are now stored inside rifles so that reloading is not needed when unassigning the sniper

• Improved performance of citizens dropping off resources at the base


🛠 FIXES 🛠

• Fixed resource packages not carrying over to a new Outpost when the last one was manually deleted from the main menu

1.5.1




🔄 CHANGES 🔄

• Outposts started before 1.5 have temporarily lower difficulty to ease the transition into the new game progression

• Reduced the wood cost for level 3 workshop

• Reduced the chance of attracting zombies for sniper noises for all skill levels to make them more effective in larger numbers

• Resource gain/loss indicators now stack for better readability and performance

• Overhauled the resource package system, making it simpler and more convenient

• Purchased resources now belong to a save slot rather than a specific Outpost, meaning if you lose and restart an outpost any leftover resources won’t be lost

• Improved tactical package purchase success screen

• Updated the tactical package info panel to reflect the new system

• Leaderboard submissions are now only sent when progress is saved

• Streamlined the logic for checking incremental achievements (every 1% progress to the goal)

• Enabled Deep Links for the 1.5 update event


🛠 FIXES 🛠

• Fixed skill points incorrectly carried over from 1.4 into the 1.5 update, including a remedy for Outposts that were already affected by this

• The ‘No End In Sight’ achievement no longer unlocks early on the penultimate plot

• Improved performance of resource dropoff code


Final Outpost 1.5 (Major Update)


🆕 BETTER ZOMBIES 🆕

• 3 new zombie types! Introducing:

• The Curious Zombie - tougher and has a certain propensity for wall-shaped objects

• The Runner Zombie - runs toward your walls, attracting other zombies along with it

• The Armoured zombie - armour-cladded and takes significantly reduced damage without piercing ammunition

• All-new natural zombie behaviour

• Completely overhauled zombie difficulty progression, including hand-crafted hordes to defend your Outpost against

• Improved noise system - noises no longer attract all zombies and weapon upgrades reduce chance of attraction

• There are now slightly more zombies in the world after unlocking a new wall


🆕 TURRETS AND COMBAT 🆕

• Huge improvements to knife fighter AI

• Added turrets, including the crossbow and machine gun, which are built on new wall platforms

• The Guard makes a comeback to operate turrets on wall platforms!

• Replaced old bullet types with the ammo box for machine guns and rifle bullets for snipers

• Rifle bullets can pierce the armour of armoured zombies

• Snipers now shoot exclusively from towers, not from the walls

• Improved sniper shooting and reloading behaviour to match turrets

• Knife fighters are now unassigned more intelligently

• The halt-fire button controls the activity of both turrets and snipers

• Added new turret tutorial tip


🆕 NEW SKILLS 🆕

• Skill points are now awarded for surviving horde (blood moon) nights

• New restructured skill menu layout

• Added skill branch for worker repair rate

• Added skill branch for upgrading turret agility and noise

• Noise and damage skills have been unified to a single “Defence” category


🔄 GRAPHICS AND AUDIO 🔄

• Brightened zombies and the night sky

• Added new icons for resources and tools

• Improved the sniper muzzle flash

• Added an in-world indicator for wall health when it drops below 50% of maximum

• Reduced the size of citizen job progress bars

• Added new animated damage indicators for armoured zombies

• Introduced a padlock to show which jobs cannot yet be assigned to improve clarity

• Snipers have a new sound effect when firing their rifle

• Removed flashing red outline animation when a wall reaches critical health

• Improved formatting of skill upgrade statistics, including use of units where applicable (e.g. m/s)

• Added a game over animation


🔄 LOTS MORE 🔄

• Introducing the always-on 2.5x speed fast forward!

• Quick-assign mode for buttons in the job menu has been made faster and more responsive (hold down the +/- buttons!)

• Blacksmiths now spread evenly across forges and prioritise higher-level forges

• Lengthened the period where some tutorial tips cannot be dismissed

• Added tutorial tips for the new zombie types

• Removed some tutorial tips that are no longer necessary

• Scores cannot be submitted to leaderboards unless an Outpost is started in 1.5

• Improved Ukrainian translations

• Updated credits


🛠️ FIXES AND PERFORMANCE 🛠️

• Fixed rare issue with the sniper laser

• Fixed minor issue when checking achievements while exiting a save

• Fixed remaining issues with tutorial tip animations

• Citizens leaving houses and the base are no longer delayed by assigned diggers

• Fixed the pointing direction of some tutorial tips

• Fixed a case where a menu could be opened when dismissing a tutorial tip

• The Educated achievement now has improved unlock logic

• Fixed the settling of snow on one edge of the level 4 walls

• Blacksmiths now correctly say “No storage” when there is no storage

• The game no longer resumes when a purchase is cancelled in the game over menu

• Optimised forest UI rendering at night time

• The render scale is now slightly reduced on the ‘Low’ quality mode to have more of a performance benefit

• Added anti-aliasing to ‘Low’ and ‘Lowest’ quality to improve the look of thin lines (e.g. those on progress bars)


🔄 BALANCE CHANGES 🔄

• Metal sheets are now produced by blacksmiths at the forge

• Metal walls are now repaired with metal sheets

• Snipers no longer have a chance of critical hit

• Reduced cost of stone and metal wall repairs

• Lowered citizen birth rate

• Workshop level 4 now requires base level 5

• Increased stone cost and reduced wood cost of level 4 wall

• Tweaked upgrade costs of several base upgrades

• Reduced costs of several upgrades to the stone store

• Reduced cost of level 4 wood store

• Ammo boxes can only be produced by a level 2 forge

• Rifle bullets can only be produced by a level 3 forge

• Workers now repair walls by +25 HP per repair job (from +50)

• Miners gain +10 stone per mining job (from +20)

• Metal sheets are now produced with 10 scrap (from 25)

• Increased metal sheet costs for many building upgrades

• Some low-level buildings now require metal scraps rather than metal sheets

• Citizen jobs can no longer be swapped until the workshop has been constructed

• Tweaked probabilities and group sizes of survivors arriving at your Outpost



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