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Update notes via Steam Community

Entropy : Zero 2 Version 1.6.3


Overwatch is requesting all units refresh and resolve. Update is live. Acceptance is mandatory.

Version 1.6.3 is going live on the default branch of Entropy : Zero 2 today.

The 1.6 update mostly consists of small QOL improvements with NPC behavior. You can read the full changelog below or click on the individual version numbers to see the announcement for each build.

1.6 also adds some new NPCs that do not appear in the campaign. These are creations that the EZ2 team is working on for potential use in future projects that are made available for workshop addons and mods.

Finally, 1.6.3 makes a change to the way autosaving works in EZ2. You can set a "Save History Count" on the options menu which defaults to 10. The game will preserve up to this many saves. This is intended to prevent situations where you might not have an older save to go back to when you need to load an earlier save.

Changelog


1.6.0

Changes

Unused Content

https://www.youtube.com/watch?v=dKf37rZ7e1Q

1.6.1

Changes

Unused Content



1.6.2

Changes
  • Fix Wilson not tipping or fidgeting after his introduction in c3_1 (i.e. removed some now-obsolete contexts)
  • Fixed bug where developer overlay text could appear over beast home nodes

Unused Content



1.6.3

Changes
  • New menu option "Save History Count" to change the number of quicksaves and autosaves the game will retain. Defaults to 10 instead of 1

Unused Content


Unused Content


The new NPCs added in the 1.6 update do not appear in the main campaign, but they are available for use and experimentation by modders. They stem from experiments for where we plan on taking the E:Z series going forward. However, for simplicity's sake, we've decided to release them publicly with the game so that the community can use them.

You can find a new "Combine Assassin Demo" map in the Bonus Maps menu demonstrating the new assassins. The other NPCs do not have their own demo map and must be created through the developer console.

Husk Soldier - npc_create npc_husk_soldier
Husk Cop - npc_create npc_husk_police
Crab Synth - npc_create npc_crabsynth
Mortar Synth - ent_create npc_mortarsynth
Personality Core - npc_create npc_arbeit_personality_core

Note that mortar synths may spawn in the floor when created in this way. Use the "ent_teleport !picker" command successively while facing one in order to get it out of the ground.
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