Tomorrow evening around 9pm EST. I’ll post here to let everyone know 
Ok cool can’t wait to play it
I’ve been wondering do zombies not need oxygen at all?
Don’t think so, cause they are just animated corpses and dead people don’t need oxygen
Depends if they’re magical or not. Necromantic zombies would presumably live off mana or something and be perfectly okay without oxygen. Viral zombies are basically humans with messed up brains and can suffocate, starve and maybe even die from secondary diseases. A zombie outbreak that stops because all its participants get septicaemia from their bites might not be that much fun though. I think a balance between fantasy and reality would be best in this case.
Humm…zombies and having to balance fantasy and reality 
Fantasy and realism is probably a better way of phrasing that. Pseudo-realism, perhaps?
That’s alright Canisa, it just made me chuckle a bit 
Is the updated still going up today
It is up but I am doing some testing.
Here is the link:
http://zombieexodus.com/zombieexodus/index.html
This is probably the hardest part I have written, so when testing it, please let me know if it is too hard, still too easy, or just right. This is a timed mission, so figuring out how long to assign to various tasks is tricky. Also, some of the intro is too long and I need to add extra choices to that.
First off, I’ve been wanting to play this forever and I’m super impressed. The story is great and really detailed. I keep going back to replay it and make sure I don’t miss anything. I don’t think it’s difficult(I survived the first time through) but died several times after that.
Here’s a few things I found after a couple plays:
When I offered richard food and water I got an error.
Line 90 invalid set instruction, no expression specified richard_join
If I visit my stat screen I keep getting kicked back to the beginning of the fuel mission.
When reading the journal it says “safer out to see” did you mean “safer out at sea”?
Good job!! I can’t wait to see what happens next. 
Quick question, I remember a while back in some version having access to a food run, medicine run, and the ability to make various improvements to the cathedral, may I ask what happened to those?
Anyways, onto the review of the fuel run. I quite liked it being a solo mission, I didn’t have to take into consideration the relationship meter with the other people and hence it feels like there’s more freedom. The fact that is was timed also added a sense of urgency to the mission, but also restricted the opportunities to explore everything. Overall, it was a good mission.
My personal preference is for zombies to have unknown origins. It could fuel some debate within the world, with some people arguing that it’s a virus, others arguing that it’s the ressurection of Cthulhu. What Cthulhu has to do with zombies? I don’t know, just tossing off here.
Wait no, I don’t mean THAT kind of tossing off.
A few minor errors:
*
Carl glides the boat to the first ship. Dangling beneath the platform like a loose strand of a spider’s web is the rope ladder Carl described. Blowing in the wind, the ladder spins in wide circles, and Carl coasts the boat under it as you reach out with a tall, wooden pool to hook it.
I think you mean “pole” to hook it.
*
When you hear Ramirez and decide to attack it says:
You step back into the room and prepare to greet her as she runs in. What weapon do you use? What weapon do you use?
If you intended to ask what weapon to use twice, then good! It added tension to the moment. However it did make me wonder if it was typed twice by mistake as well.
*
Meeting Richard:
From above, you hear the scraping of metal, and you spin toward the sound. The door opens on the side of the structure above the deck. A tall, olive-skinned man with a light beard steps out. He unties the bundled rope and lets it hang down, then starts to climbs down to the ship floor. He is thin and appears unarmed.
Should be “starts to climb”, not “starts to climbs”.
That’s all I saw on a first run-through. It was good and including the time factor added tension. However, I finished with plenty of time remaining as I expected there to be more to do after crossing the bridge so I rushed through the first section. Of course, that’s a good thing as it means I’m more likely to go back and play again to see what I missed! Once again, impressive work, Jim!
That was wonderful~ I think I played through most of the important parts,and I loved this update.Is it possible to have Richard join you with a high enough charisma,or even offer to help heal him(if you’re a scientist at least)?I read the journal and felt so bad for him…anyway,this was a good way to spend some of my Sunday morning.
I was looking at the stats and was Carl was not on it is this because he may dead in a later add-on
Ps will devlin turn up later
@monkey thanks for testing it. I think that line 90 error is fixed now. I saw it right after posting.
I have noticed if too much is added to stats, it kicks players back to the beginning. I may have to check with CoG on this as I see no errors reported, but this happens often.
@13ventrm The first few missions (medicine and food) were taken down after testing. I will post them again in a few weeks as there are revisions being made.
I added a solo mission for those exact reasons you listed – I want players to experience freedom in this mission. Thanks for your comments.
@andymwhy thanks for catching those errors. I may add more after the bridge crossing but I wanted the bridge to be the climax of the scene. I also think I may shave an hour off the clock – even 6pm is plenty of time. The two big time sinks are waiting for Ramirez to leave and reading the journal in Matthews’ room. Otherwise, I agree there is plenty of time.
@IyashiiOtaku I contemplated on allowing Richard to join, but it unbalances the game later. Plus, I wanted to explore the idea of mortality through his character.
@Stpeter182 Carl missing from the stat page is actually an error. Thank for catching that!
@JimD
I’m not sure if this is the cause of your stat screen problem, but I experienced a similar bug in my game. I had set up a separate scene that would handle all my subroutines, eliminating the need to copy and paste my checks all over my scenes. I had believed I had solved the problem of returning to the story at the point when the check was made, but found that if I clicked one of the stats buttons on a scene that had a check, it would kick me back to the start of that particular scene when I returned from the stats screen.
Okay, took a tiny peek at your files (I hope you don’t mind) since you mentioned a bug with your stats screen. Line 223 looks like it should be indented three spaces, but isn’t. I actually don’t know how the game’s still handling the stats screen with that (Unless you changed the name of the stats screen and left the old choicescript_stats.txt there) because as far as I understand, it should crash when it gets there (at least, that’s how I remember CS working). Also, in mygame.js, your first and last scenes are indented four spaces in the SceneNavigator, as is your first Stat, but everything else is indented one tab. However, I don’t think either of those is what’s causing the game to flip to the first scene after looking at the stats screen though.
I’d personally guess (and this is just a shot in the dark) that the problem is somehow connected with using a *finish command to end your stats screen. If you just let the stats screen run off, so that there is nothing to ‘end’ the scene when it hits the last line, it will automatically end it. Maybe there’s some error with using a *finish in the stats screen, where something causes it to work like a normal *finish, and send you to the next scene, and for some reason the scene ‘after’ the stats scene is the first scene.
Also, your debugStats made me laugh. I don’t know why, but just leaving them made me actually giggle a little. As for actual comments on the game… I swear I’ll read it in a bit. >.<
