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Still Alive Version Changelogs


v2.2.0 - April 2025

Skill Changes

New Skills

Ambush (2xp, Combat) - by popular demand, we've added a steath skill into the game! If you manage to sneak up on your opponent and attack them with a Super Light Melee Weapon, your attack will go through all protective beads and deal a Wound to the target's torso! When you make your attack, you need to say "Breach" out lout so that your target knows it was an Ambush attack.

Assassin (4xp, Combat, prereq: Ambush) - the upgraded version of Ambush. Your sneak attacks now deal a Fatal Wound to the target, making them Helpless. When you make this attack, you need to say "Impale" rather than "Breach".

Skill Modifications

Bash The mechanics of the Deconstruction and Fortifiction systems have been completely reworked so there are several changes to this skill.

Advanced Medical Research has been updated to mention the new Research Project system as well as the ability to create alternate recipies for existing pharmaceuticals.

Banshee Wail has been updated to be usable once per Event.

Bullet Time has been changed to be usable once per Encounter.

Doctor has been changed to match new healing rules which allow Medical Supplies to reduce infection dice to zero (but not infection dice caused from Doctor's lack of experience).

Fast Healing has been changed to state that it allows healing of Wounds but not Fatal Wounds.

Fortification Eradicator has been renamed to Crash. The mechanics of the Deconstruction and Fortifiction systems have been completely reworked so there are several changes to this skill.

Headshot has been changed to be usable once per Encounter.

Musical Inspiration has been given a range of 15ft.

Master Crafstman has been updated to mention the new Research Project system.

Natural Armor has changed along with the base rules to mention that Red Beads also protect against Rockets and Gusher Balls.

Regeneration has been changed to state that it allows healing of Fatal Wounds. Also allows healing 2 regular Wounds at once. Also regenerates story related disabilities (such as missing limbs).

Spontaneous Production has been changed to give you a chance to repair 2 health instead of 1 when repairing Fortifications in addition to its normal abilities.

Super Light Melee Weapon Proficiency has changed to match the new combat rules stating that you may only stab using Super Light Melee Weapons (i.e. you cannot swing them).

Wall Smasher has been renamed to Smash. The mechanics of the Deconstruction and Fortifiction systems have been completely reworked so there are several changes to this skill.

Weapon Finesse has changed to give you the ability to wield Super Light Melee Weapons, Light Melee Weapons, and Light Firearms in one hand in addition to its normal dual-wielding abilities. This is to compensate for some wording/rulebook simplifications.

Wounded Warrior has been reworked along with the simplification of the injury system in the game. For the purposes of combat and movement restrictions, it allows you to treat Unwrapped Wounds or Wrapped Fatal Wounds as Wrapped Wounds, and Wrapped Wounds as if you weren't injured. It does not affect Unwrapped Fatal Wounds.

In addition to the changes above, the following skills have had minor text changes and clarifications: Pain Tolerance, Scaled Skin, Tough Skin, Plot Armor, all Firearm Proficiencies, all Melee Weapon Proficiencies, all Crafting skills, Break, Break Away, all Leadership skills, all Dual Wielding skills, Medic, all Mysterious Stranger skills, Thrown Weapons, Unshakable Resolve.

System/Rulebook Changes

Major Changes

Refer a Friend Incentive - For the entire 2025 season, if you bring a new player to the LARP with you and they donate at least enough for the Basic Donation Tier, you will also gain the benefits of the Basic Donation Tier ($15 value) for free for that Event! If you wish to gain the benifits of the Premium Donation Tier when you gain this incentive, you'll only need to donate the difference between the two Tiers (i.e. $10).

Please let us know ahead of time if you are planning on bringing a new player into the LARP. If you bring a new player into the LARP, you are voucing for them. All players need be respectful of the land, other players, and equipment the LARP provides. If we need to remove a player that you vouched for from the LARP because they won't follow the rules or treat things with respect, we will remove you as well. While this may seem harsh, the owner of the land requires it so we have no wiggle room regardling these rules.

Rulebook Rewrite - Rewrote the rulebook entirely, cleaning up messy wordings and duplications; added some new systems and changed/simplified others. Also added to The Story So Far section to update it with last season's info.

Combat Changes - Super Light Melee Weapons are now Stab-Only. You may not swing them to attack with them. You may not stab with any other weapons besides Super Light Melee Weapons.

Injury System Rework - Injuries/Wounds are simplified a bit. The Crippled condition is removed completely and wound behavior is just based on the severity of the wound (regular or fatal) and its wrapped state (wrapped or unwrapped). In short:


Crafting System Rework - Several changes have been made to the crafting system, including the ability for players to create new recipies and alternate recipies for existing items using the Master Craftsman and Pharmaceuticals skills! Additionally, several new recipes have been added and a new deconstruction and repair system has replaced the old system! The most notable new crafting recipe is the ability to turn Bullet Casings into Metal!

Fortification System Rework - Fortifications have been reworked to be less confusing and more easily usable. Additionally, they now have visible health (in the form of attachable pieces of wood on top of them).

New Camp Protection System - The camp now has rings of protection that can be filled with Fortifications. When they are, the camp is more protected from zombie attacks. When those fortifications are destoryed or missing, zombie attacks on the base will be more frequent and more dangerous.

New Research Project System - A new system for doing long term projects! Whether that be plot related events, new item recipes, or creating alternate recipes for existing items!

Gear Requirement and Registration Changes - We are getting more strict with what gear is allowed to be brought into the game and what needs to be crafted. When your character first comes into the game after this change, you will have the chance to register any gear you've already brought to a game, along with any additional gear that new players are allowed to bring. The rest will need to be crafted (or bought) in game. This change doesn't affect everything, just mechanically advantageous gear such as bags, holsters, and flashlights.

Loot Cards - Sometimes dead enemies (human and zombie) may have a loot card on them! This represents lootable items they were carrying. You can turn them in at camp to get your rewards (so that our npcs don't need to carry lots of loot with them). If your loot card contains a weapon, that weapon is considered damaged beyond repair but it can still be scrapped for its materials.

Special Enemies - The rules for the different special types of zombies now appear in the Rulebook.

New Definitions

Encounter - An Encounter is defined as an entire "bout of combat". Though the threat does not need to be continuous, it should be timely. I.e. If everyone in your group has enough time to breathe and relax a little after an attack, the Encounter is over. Most Quests are action-packed enough that they count as one Encounter, though some quests are split up into mutiple Encounters because of travel time between attacks. Killing all of the nearby zombies and having a momentary reprive before more poke over the horizon isn't considered the end of an Encounter. It's moreso about the vibe of the current situation and whether or not the threat has been dealt with. If you aren't sure if an Encounter is over, you can always ask a Game Runner

Enemy Tweaks

Gushers - Gushers have been reworked to ensure that their difficulty matches their reputation. While holding at least 1 blob, they are covered in a near-impenetrable mucus. This protects them from ALL attacks, except from direct Rocket hits and attacks from the new Assassin skill.

Minor Changes

Treating Wounds Flowchart - Treating Wounds Flowchart has been updated to follow the changes to healing wounds.

Website & Database Changes

New Functionality

Native Skill Tree - In the mobile apps (and on the Website) The Skill Tree is now rendered dynamically and natively. You can pan and zoom around it. Tapping on a skill will allow you to read its details. If you are in your own Personal Skill Tree (accessed through the Account tab) you can even purchase new skills through this view!

New Pages

Changelogs Page - You made it here! A page to keep track of version changelogs instead of doing it in a Google Doc.

Skill Tree Pages Changed - With the addition of the new Native Skill Tree, the old images have been replaced completely by a native tree rendered with JS. Although, for the time being, you can still find them at https://stillalivelarp.com/legacy/skilltree/ if you wish. Keep in mind that they are no longer updated, though. So they have out of date information.

Other

GZip - added GZip support to (hopefully) speed up API service requests by up to a factor of 7.

App Changes

Both

Character Planner - You can now create plans to track what you'd like to do with your character In the Account Tab > Character Planner! Start a new plan from scratch or create one based on your existing character or an already made plan! You can take skills and map out costs like xp and Prestige Points!

Permanent NPC Status - Permenant Camp NPCs can now be viewed from within the Moblie Apps inside the Community tab. Look through their skills and backgrounds! You can also view them in offline mode (so long as you've loaded the page at least once). You can also see how many living NPCs there are vs the total capacity that the camp has. If it's ever less than max, all quest rewards will be reduced by a percetage (shown on the npc list screen).

Native Skill Tree - In the mobile apps (and on the Website) The Skill Tree is now rendered dynamically and natively. You can pan and zoom around it. Tapping on a skill will allow you to read its details. If you are in your own Personal Skill Tree (accessed through the Account tab) you can even purchase new skills through this view!

Offline Mode Additions - Added Native Skill Tree (and Personal Native Skill Tree) and Permanent NPC Status to Offline Mode. Remember, in order for Offline Mode to function properly, you need to have loaded the content beforehand in Regular Mode as it just caches the data locally.

GZip - added GZip support to (hopefully) speed up API service requests by up to a factor of 7.

Profile Image Bug - forced profile images to be a consistent size so that the page doesn't shift when they load in.

Better Native Rulebook Experience - In addition to the ability to search the rulebook, you can now filter by headings, subheadings, and subsubheadings!

Relayout of Account and Offline Pages - Making things a bit more organized

iOS

Homescreen Prereg Details - You can now see who you're prereged as on iOS (feature parity with Android).

Profile Image - Previously you could only set your profile image on an android device. That's fixed now. Whoops!

Several Small Bugfixes and Improvements - Gave iOS some much needed love, fixing bugs and improving the experience.

Miscellaneous

General

Feature Flagging - added the ability to flag features within the apps, allowing them to be turned on and off without requiring an app update.

Gear Object Changes - in light of the new Gear Requirements and Restrictions, the model in the database has changed for easier modificaiton and more detail.

Treating Wounds Flowchart - updated to reflect injury system changes and include Gusher ball damage. Medical Supplies can now reduce your infection dice to zero in the right circumstances (it was always minimum 1 before).