Zombie Fortress 1.1.0 Released

This content patch is primarily targeted to make the zombies more interesting with the addition of class specific abilities and a new class. Zombie Fortress has been out for more than a week now and the response has been overwhelmingly positive and hopefully will remain to be so for the weeks ahead.

Changes from 1.0.8 to 1.1.0:
- Zombie Abilities. They can be activated by pressing the “call for medic” key. Abilities can be used every 30 seconds.
- New Zombie! The Spy joins the undead horde.
- Spy movement speed decreased to 260 down from 300.
- Spy's cloak lasts 4 seconds.
- Spy's cloak does not regenerate normally. The spy’s ability replenishes his cloaking gauge to full.
- Instantaneous cloak transition.
- The Scout and Heavy gain the Overheal ability that can be used when at full health. This ability increases the zombie’s health by 50% but the additional health quickly degenerates.
- Scout movement speed decreased to 340 from 360.
- Scout moves faster (400) when at full or more health.
- Heavy movement speed decreased to 240 from 245.
- Heavy now moves at 280 from 300 when at full or more health.
- Engineers can now use their shotgun.
- Pyros can now use their axetingushers.
- Pyro maximum flamethrower ammo increased to 150.
- Pyro movement speed decreased to 260.
- Auto Balance fixed…once again.
- Various minor issues have been fixed.

These changes increase the difficulty of playing zombie, specifically for the Scout and Heavy. Since they are slower when damaged, they must depend on ambushing the survivors and activating their overheal as late as possible before being damaged (and losing the chance) so they can keep their speed to catch up to the survivors. The Spy is a support zombie who depends on the chaos caused by his allies to sneak in and kill any struggling survivors.