
Still Alive Version Changelogs
v2.2.0 - April 2025
Skill Changes
New Skills
Skill Modifications
In addition to the changes above, the following skills have had minor text changes and clarifications:
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
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:
- Unwrapped Regular Wound unusuable limb, Torso can't carry anything and must be held (or it becomes a Fatal Torso Wound after 30 seconds).
- Wrapped Regular Wound non-combat usable limb, Torso can't carry anything.
- Unwrapped Fatal Wound Torso is bleeding out. Only action is to use a relevant skill (such as Mysterious Stranger) or call out for help. After 2 minutes if you aren't saved, you die.
- Wrapped Fatal Wound Torso cannot carry anything and ANY combat action causes the Fatal Wound to become unwrapped again.
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
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).