APOCALYPSE_Extinction_Protocol_v0
What's new
APOCALYPSE: EXTINCTION PROTOCOL
Full Development Changelog
Humanity is no longer the dominant species.
This changelog covers the full creation and development of APOCALYPSE: EXTINCTION PROTOCOL, from the original concept through the current master build.
PROJECT CREATION
Initial Concept
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Created APOCALYPSE: EXTINCTION PROTOCOL as a massive-scale Minecraft Bedrock zombie survival addon.
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Designed around classic round-based zombie survival gameplay while expanding the experience to support much larger Minecraft maps and worlds.
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Established the official tagline:
“Humanity is no longer the dominant species.”
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Planned the addon around:
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Endless zombie waves
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Increasing difficulty
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Boss rounds
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Points
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Wall purchases
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Weapon upgrades
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Perks
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Power systems
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Buyable areas
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Mystery weapons
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Custom maps
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Owner-controlled map creation
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v0.1.0 — CORE SYSTEMS
The first playable version of Extinction Protocol was created.
Round System
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Added round-based zombie survival.
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Added automatic wave progression.
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Zombie numbers increase as rounds increase.
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Zombies become stronger during later rounds.
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Added increasing zombie movement speed.
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Added increasing effective zombie health.
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Added infected counter.
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Added round counter.
Points System
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Players earn points from:
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Damaging zombies
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Killing zombies
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Added player point HUD.
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Points can be spent on map systems.
Owner / Map Editor
Added the Extinction Protocol Map Editor.
The first player to enter the world becomes the world owner.
Additional administrators can be given the:
ep_owner
tag.
Owners can configure the zombie experience directly inside Minecraft instead of manually editing addon files.
Wall Buy System
Added configurable wall-buy stations.
Owners can configure:
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Item or weapon
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Display name
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Purchase cost
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Ammo refill cost
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Ammo item
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Ammo amount
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Starting amount
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Power requirement
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Required power grid
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Minimum round
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Station enabled/disabled state
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Silhouette type
Power System
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Added configurable power switches.
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Added separate named power grids.
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Stations can require power before they work.
Perk Stations
Added configurable perk purchase stations.
Mystery Arsenal
Added a randomized weapon/item purchase crate.
Prototype Reforge Terminal
Added the first version of the weapon upgrade station.
Buyable Doors
Owners can configure doors and barriers that require points to open.
Special Waves
Added special infected waves.
Original Boss Framework
Added the first boss framework using a Goliath-style infected.
Owner Controls
Added controls for:
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Starting rounds
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Resetting matches
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Managing gameplay
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Zombie caps
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Zombies per player
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Starting points
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Automatic round starting
v0.1.1 — WALL BUY UI & FLOATING TEXT
Improved the wall-buy system after testing.
Purchase Interface
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Wall buys now open a real purchase confirmation menu.
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Displays:
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Weapon/item name
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Price
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Current player points
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Buy option
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Cancel option
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Ammo Refill
If the player already owns the weapon:
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The wall buy changes to an ammo refill purchase.
Floating Text
Added floating station text showing:
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Weapon/item name
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Price
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Interaction instructions
Example:
M4A1
1500 POINTS
INTERACT TO BUY
Automatic Label Repair
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Existing configured wall buys automatically restore missing floating text.
Wall Buy Visual Update
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Weapon stations were changed to use a sword silhouette.
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Gear stations were changed to use a shield silhouette.
v0.1.2 — EMPTY-HAND INTERACTION FIX
Fixed wall buys and stations not responding when players had an empty selected hotbar slot.
Interaction Improvements
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Changed station detection to use Bedrock's before-interaction event.
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Players can now use stations while:
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Holding nothing
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Using an empty hotbar slot
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Holding another item
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Interaction Priority
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Managed station interactions take priority over normal block/item interaction.
Map Editor Fix
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Prevented the Map Editor from opening twice during the same station interaction.
v0.1.3 — RESOURCE-TIER WEAPON UPGRADES
Completely redesigned the Prototype Reforge Terminal.
Instead of applying invisible scripted upgrade levels, the terminal now transforms weapons into actual higher Minecraft material tiers.
Weapon Upgrade Progression
Wood → Gold → Iron → Diamond → Netherite
Stone equipment upgrades directly to Iron.
Supported Equipment
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Swords
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Axes
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Pickaxes
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Shovels
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Hoes
Upgrade Preservation
The system attempts to preserve:
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Enchantments
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Custom names
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Lore
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Durability percentage
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Item data
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Item restrictions
Netherite became the maximum normal resource tier.
v0.1.5 — WALL BUY REWORK, ARMOR UPGRADES & ENCHANTMENTS
The wall-buy categories were reorganized into a cleaner system.
Main Wall Buy Categories
Only these primary station types were exposed through the Map Editor:
Weapon Wall Buy
Used to purchase weapons.
Upgrade Wall Buy
Used to upgrade held equipment.
Armor Wall Buy
Used to purchase armor.
Potion Wall Buy
Used to purchase configurable potion effects.
Perk Wall Buy
Used to purchase configurable gameplay effects.
Random Enchantments
Every successful resource-tier upgrade now also attempts to apply:
1 random compatible enchantment
The system avoids incompatible enchantments and excludes curses where possible.
Armor Upgrading
Armor can now use the same resource progression system.
Example:
Gold Armor → Iron Armor → Diamond Armor → Netherite Armor
Potion Stations
Owners can configure:
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Potion effect
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Price
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Delivery type
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Power requirement
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Minimum round
Perk Stations
Owners can configure:
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Effect
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Amplifier
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Duration
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Cost
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Power requirement
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Minimum round
Legacy Compatibility
Older wall-buy blocks remained internally available so existing maps would not immediately lose previously placed blocks.
v0.1.6 — DAYLIGHT ZOMBIES & REINFORCEMENTS
Expanded zombie survival to work properly during daytime.
Daylight-Safe Zombies
Extinction zombies no longer burn to death in sunlight.
Round zombies now receive protection from daylight burning so waves can function during both daytime and nighttime.
Reinforcement Wall Buy
Added a sixth major wall-buy category:
Reinforcement Wall Buy
Players can spend points to summon friendly NPC combat support.
Built-In Reinforcements
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Iron Golem
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Snow Golem
Custom Reinforcements
Owners can configure custom entity IDs, allowing future support for:
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Soldiers
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Survivors
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Military NPCs
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Custom defenders
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Turrets
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Addon-created combat units
Reinforcement Configuration
Owners can set:
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Reinforcement name
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Cost
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Maximum active units
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Required power grid
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Minimum round
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Enabled/disabled state
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Custom entity ID
Reinforcement Floating Text
Displays:
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NPC name
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Price
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Interaction prompt
v0.1.7 — WAVE RESET & SUPER ZOMBIE BOSS
Major round-control and boss improvements were added.
Owner Wave Controls
Owners can now reset or jump directly to a chosen round.
Supported range:
Wave 1–500
Owners can:
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Select a wave
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Jump directly to it
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Choose whether it begins immediately
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Clear current infected before switching
All map stations remain configured after changing rounds.
Boss Waves
Every:
10th Wave
is now a dedicated boss wave.
Examples:
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Wave 10
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Wave 20
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Wave 30
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Wave 40
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Wave 50
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And onward
Extinction Super Zombie
Added the first true Extinction boss enemy.
Features included:
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Much larger than a normal zombie
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Increased health
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Increased melee damage
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Round-based stat scaling
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Daylight immunity
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Fire resistance
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Boss-specific spawning
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Large reward for killing it
Boss Bar
Added a real boss health bar.
Boss Reward
Defeating the boss awards:
1,500 Points
Boss Wave Completion
Boss waves cannot finish until the Super Zombie is defeated.
v0.1.8 — SURVIVAL LEADERBOARD & LIFE SYSTEM
Added a placeable statistics board and the first version of the life system.
Survival Leaderboard Board
Owners can place a physical leaderboard board in their map.
The board uses floating text and displays player survival statistics.
Leaderboard Information
Originally included:
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Player name
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Highest round
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Life information
Board Configuration
Owners can configure:
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Board title
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Number of records displayed
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Whether life information is visible
Original Shared Life System
The first version used shared team lives.
Each player contributed:
3 Lives
Example:
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1 player = 3 lives
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2 players = 6 lives
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3 players = 9 lives
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4 players = 12 lives
A team wipe consumed one shared life.
When team lives reached zero:
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Current infected were removed
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Boss state was cleared
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The game reset to Wave 1
This system was later redesigned.
v0.1.9 — PERSONAL LIVES, MAX WAVE, KILL TRACKING & GIANT BOSS
This became the next major master version and replaced the shared life system.
PERSONAL PLAYER LIVES
Each player now receives:
3 Personal Lives
Lives are no longer shared.
Player Death
Only the player who dies loses a life.
Example:
Player 1:
2 / 3 Lives
Player 2:
3 / 3 Lives
Player 2 does not lose a life when Player 1 dies.
Team Wipe
If the entire active team dies but at least one player still has lives remaining:
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The current wave resets
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Active infected are cleared
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The team retries the same wave
Game Over
When every active player reaches:
0 Lives
the match resets.
The system:
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Clears active infected
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Clears boss state
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Resets the round to Wave 1
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Restores 3 personal lives to current players
SURVIVAL STAT TRACKING
The Survival Leaderboard was rebuilt to store persistent individual statistics.
Maximum Wave Survived
The board now properly tracks each player's:
Highest Completed Wave
The statistic does not decrease when:
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The game resets
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The player dies
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The owner changes the current wave
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A new run begins
It only increases after the player successfully survives a higher completed wave.
Zombie Kill Tracking
Added persistent:
Zombie Kills
Kills increase when the player is credited with defeating:
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Extinction zombies
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Special infected
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Boss zombies
Kill totals remain after match resets.
Leaderboard Display
The floating leaderboard can now show:
PLAYER NAME
MAX WAVE
ZOMBIE KILLS
LIVES
Example:
EXTINCTION SURVIVORS
1. PlayerOne — Wave 42 — 1,284 Kills — 2/3 Lives
2. PlayerTwo — Wave 31 — 904 Kills — 3/3 Lives
3. PlayerThree — Wave 18 — 411 Kills — 0/3 Lives
HUD Improvements
The normal player HUD now displays:
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Current Wave
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Points
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Personal Lives
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Infected Remaining
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Zombie Kills
GIANT SUPER ZOMBIE BOSS UPDATE
The Extinction Super Zombie was increased again in size.
Boss Scale
Changed from approximately:
2× normal zombie size
to:
3× normal zombie size
Boss Collision
The boss received a much larger collision body to better match its visual size.
Boss Strength
Also increased:
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Base health
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Base melee damage
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Round scaling
Boss Spawn Improvements
Added additional overhead-space checks so giant bosses are less likely to spawn inside ceilings or structures.
Boss Features Preserved
The giant boss still includes:
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Boss health bar
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Every-10-wave spawning
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Daylight immunity
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Fire protection
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Increased stats
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Special point reward
CURRENT WALL BUY SYSTEM
The current addon contains six major owner-configurable purchase station categories:
⚔ Weapon Wall Buy
Purchase weapons and ammunition.
⬆ Upgrade Wall Buy
Upgrade weapons, tools, and armor through material tiers while receiving random compatible enchantments.
🛡 Armor Wall Buy
Purchase armor and defensive equipment.
🧪 Potion Wall Buy
Purchase configurable potions.
⚡ Perk Wall Buy
Purchase configurable status effects and player bonuses.
🤖 Reinforcement Wall Buy
Purchase friendly NPC reinforcements such as Iron Golems and Snow Golems.
CURRENT CORE GAMEPLAY FEATURES
APOCALYPSE: EXTINCTION PROTOCOL currently includes:
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Endless zombie waves
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Increasing difficulty
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Round counter
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Infected counter
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Personal point system
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Persistent zombie kill statistics
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Persistent highest-wave records
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3 personal lives per player
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Full wipe detection
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Automatic wave retries
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Wave 1 reset after complete elimination
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Giant boss zombie every 10 rounds
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Real boss health bar
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Daylight-safe zombies
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Weapon wall buys
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Armor wall buys
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Potion stations
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Perk stations
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Reinforcement purchases
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Resource-tier upgrades
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Random weapon/armor enchantments
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Mystery Arsenal
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Power grids
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Power switches
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Buyable doors
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Floating station labels
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Floating survival leaderboard
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Owner Map Editor
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Owner wave controls
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Wave 1–500 selection
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Empty-hand station interaction
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Multiplayer support
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Custom-map support
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Configurable owner-created survival experiences
CURRENT MASTER PACK
APOCALYPSE_Extinction_Protocol_v0_1_9_PERSONAL_LIVES_MAX_WAVE_KILLS_GIANT_BOSS_MASTER.mcaddon
This version currently serves as the master foundation for all future development of:
APOCALYPSE: EXTINCTION PROTOCOL
Humanity is no longer the dominant species.
This mod has no additional files

