Saber Interactive, in partnership with Focus Home Interactive, has released the free 'Six Skulls' update for World War Z.

This latest content pack introduces the new six-skull extreme difficulty setting for all chapters released so far.

According to the devs the new challenges will "demand careful resource conservation, a strategy to cover every corner and truly skilled trigger fingers".

In return there are unique rewards available for those brave enough to take them on.

For those interested, you can check out the World War Z update 1.06 (1.10 on PC) patch notes.

The new update takes up a massive 13.8GB on PS4/Xbox and 8.4GB on PC.

The “Six Skulls” update follows the recent addition of “The Undead Sea” patch, which opened up a totally new mission aboard an undead-infested ferry in Tokyo, as well as a terrifying new zombie type to battle.

In the near future, the team plans to release “The Big Update”, free DLC which will feature a new weekly challenge mode, as well as a number of weapon variants, character skins and accessories.

New Features:

  • Added new 6 skulls difficulty mode
  • Added Wakizashi melee weapon for completing any level on the new difficulty mode.
  • Added unique Sniper Rifle variant for completing all levels on the new difficulty mode
  • Ammo crates now have limited ammo available based on the difficulty level. The amount of ammunition drained from the ammo crate depends on the weapon and how much the ammo the player has left. On average, the distribution is:

Easy – unlimited refills.

Normal – unlimited refills.

Hard – 12 full refills

Insane – 6 full refills.

AI:

  • Slightly reduced the number of special zombies that can spawn in idle state.
  • Reduced the total number of special zombies that can be present simultaneously from 6 to 4 on all difficulties except Extreme difficulty, which will have 5.
  • Slightly increased cooldown between special zombie spawns.
  • Very slightly reduced the total number of zombies that can spawn during non-swam waves.
  • Increased AI bots efficiency on Insane difficulty.
  • Improved balance of zombie waves when playing without AI bots.
  • Improved friendly auto turrets on higher difficulties (previously their damage did not scale).
  • Enemy auto turrets will deal slightly less damage on higher difficulties, but will have more health.
  • Fixed issue that was preventing AI bots from attacking zombies when they were under masking effect.
  • Special zombies will no longer be able to grab players through thin walls.
  • Improved Lurker jump behavior; he will be able to spot and jump on players from above more efficiently.
  • Greengold and Svetlana friendly NPCs will use silenced pistols and will no longer undermine stealth for players.

Quality of Life:

  • AI bots will no longer explode barrels and mines by accidental shooting.
  • Added HUD icon when teammates are carrying car parts on Jerusalem 2.
  • Added HUD icon when teammates are carrying explosive charges on Tokyo 2.
  • Added sound notification when zombie is approaching or attacking from behind.
  • Added a 6 second masking effect for players that respawn or join the game in progress (without screen effect).
  • Added a 2 second masking effect for players that are revived (without screen effect).
  • Added an indicator for remaining mortar shots.

UI:

  • Added weapon perks display on Weapon Customization screen.
  • Minor UI and localization fixes.

Weapons:

  • Added missing laser sight beam effect on Assault Carbine and Assault Rifle.
  • MAG5 Machine Guns damage increased by 50% (in PvE only).
  • Chainsaw will now generate noise in all of its attack modes.
  • Fixed issue that was causing the Chainsaw to not stagger zombies in some cases.

Perks:

Gunsligner

  • Sleight of hand. Weapon switch speed increased from 50% to 100%.
  • Last Resort. When both primary and secondary magazines are dry you can perform 4 (was 2) more melee strikes without fatigue and damage 2 (was 1) more targets with each melee strike.
  • Desperado. Pistol damage increased from 25% to 50%.
  • Free Refill. Primary weapon ammo restored 2% (was 1%) for each kill made with equipment.
  • Executioner. Killing 15 zombies in rapid succession gives 100% (was 25%) chance to refill one equipment charge (cooldown 60 seconds, was 10 seconds).
  • Switcheroo. Switching between primary and secondary weapons increases firearm damage by 50% (was 25%) for 3 seconds.
  • Thrifty. Reloading a weapon with less than 25% ammo in the magazine provides a 35% firearm damage boost (was 25%) for 5 seconds.
  • Gun Fanatic. Fixed perk conditions triggering early in some cases.

Hellraiser

  • Unshakeable. Self inflicted explosive damage is reduced by 90% (was 60%).
  • Pickpocket. Killing 15 zombies in rapid succession gives 100% (was 25%) chance to refill one equipment charge (cooldown 60 seconds was 10 seconds).
  • Ill Take That. Killing a special zombie gives 100% (was 25%) chance to restore one equipment charge (cooldown 60 seconds, was 10).
  • Deep Pockets. Heavy weapon ammo capacity increased by 35% (was 25%).
  • Predator. Killing special zombies boosts firearm damage by 100% (was 50%) for 10 seconds.

Medic

  • Combat Medic. Killing 15 zombies in rapid succession guves 50% (was 10%) chance to receive a Medkit (cooldown 180 seconds, was 10).
  • Pickpocket. Killing 15 zombies in rapid succession gives 100% (was 25%) chance to refill one equipment charge (cooldown 30 seconds, was 10 seconds).
  • Ill Take That. Killing a special zombie gives 100% (was 25%) chance to restore one equipment charge (cooldown 30 seconds, was 10).
  • Patch Up. Fixed issue that was causing the perk to not trigger correctly in some cases.
  • Lobotomy. Fixed issue that was causing the perk to trigger with non-SMG weapons in some cases.

Fixer:

  • Armory. Using a Supply Bag gives a 25% (was 15%) chance to restore one equipment charge.
  • Stand By Me. Increase firearm damage by 100% (was 50%) for 10 seconds when reviving or unpinning a teammate.
  • Pickpocket. Killing 15 zombies in rapid succession gives 100% (was 25%) chance to refill one equipment charge (cooldown 90 seconds, was 10 seconds).
  • Ill Take That. Killing a special zombie gives 100% (was 25%) chance to restore one equipment charge (cooldown 90 seconds, was 10).
  • Go Get Em. Reviving a teammate will restore 25% (was 15%) of primary weapons ammunition for you and your teammate.
  • Efficiency. Supply Bag contains 25% more explosive ammo. Masking grenade effect duration increased by 2 (was 5) seconds.
  • Darkness Falls. Masking Grenade gas cloud duratioRead More – Source
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