Game History

All this info comes from the NG Announcements section on the forums. I’ve tried to include links for update release notes.

 


November 2015

  • Update 1.3 (Forum Link)
    • New features:
      • Daily Quests in the Achievements menu.
      • Language selection. We now support English, French, Italian, German, Spanish and Brazilian Portuguese
      • Game credits!
      • Challenge episode 2 (Terminus)
      • Challenge episode 3 (Town)
      • Radio phone bundles – buy more radio phones if you can’t find them fast enough.
      • Control the rarity of survivors found by building a radio tower. Spend more phones in one go for improved chances of getting a rare survivor.
      • More tutorials for early features (charge abilities, deadly missions, changing and upgrading equipment, exploration missions).
      • Exploration missions now split between supplies, experience points, equipment. Choose what you need!
      • Share pictures of your best survivors and gear on social media.
    • Improvements: 
      • Rewards screen now highlights reward rarity.
    • Gameplay:
      • Overwatch: there was a bug that caused Overwatch to randomly interrupt walkers. The standard Overwatch now only deals damage – it no longer interrupts the target’s actions.
      • New Trait: Interruptor: Ranged weapons with this trait have a 50/75/100% chance of interrupting the target. Interrupted targets will cease all actions immediately upon getting shot at.
    • Fixes:
      • Missions: Plenty of balancing and bug fixes.
      • General stabilization improvements. Reconnect logic fixes; should be more stable connection
    • **We have also reduced the Gold cost of a single unit of Gas from 5 to 4. Along with this, we’ve also made it much more likely that you will find Gas in reward crates after watching an advert.

December 2015

  • Update 1.4  (Forum Link)
    • Episode 11 – The Descent
    • New – Replay all your favorite missions on hard difficulty. 
      • Note: Deadly difficulty was also communicated on Facebook, but this is not available in version 1.4.
    • New – Guild leader boards. Be the best of the best of the best.
      • In version 1.4 you will be able to track and compare your Guild’s progress to other Guilds. Get the most stars, be the best Guild in the world.
    • New – Forest challenge location. Tough as nails, approach with caution.
      • Check out the newest weekly challenge location: Burning Forest. Complete with burning walkers, these are some tricky missions with new dangers. Proceed with caution! The new weekly challenge event starts this Sunday, 6th December, so get your Guild and get involved.
    • New – Single player challenge missions. No guild? No problem.
    • New – Council level +1. New upgrades unlocked for survivors & equipment & more.
    • New – New Guild menus. Access all social content through a new UI.
    • Fixes:
      • Workshop upgrade times have been returned to normal.
      • In-app purchases are now more robust, recovering if something goes wrong.
      • 124 bug fixes, addressing plenty of reconnection and crash situations.
    • Improvement:
      • Fleeing rules have changed. Any survivors who are in a struggle with a walker while fleeing will be automatically killed – on non-deadly missions they will automatically suffer a heavy injury. When this happens, you don’t need to choose any additional survivors to leave behind. The ‘sacrifice’ step will be skipped if a survivor is already locked in a struggle.
    • Coming soon: 
      • Episode 12
      • Outposts (beta)

 

  • Nightmare mode live NOW!
    • You asked for it, and it’s here. For all you extreme survivors, Nightmare Mode is now playable.
    • Nightmare Mode is available to play after Hard Mode missions are completed. Don’t take them lightly though, as they may prove your toughest challenge in No Man’s Land yet.
  • Raised Level Caps!
    • In addition to adding Nightmare Mode, we’ve also raised the cap on survivors, gear and buildings! Your survivors will now be better equipped to face the challenges that await you.

January 2016

  • Update 1.5 Forum Link
    • This is a small update containing mostly background improvements and bug fixes. Here’s the full lowdown of everything in the update: Video
    • NEW! The explosive Episode 12 is here: rig the explosives, clear the path and get out in time. Just don’t get too close to the burning walkers…
    • FREE BLACK FOREST BUNDLE
      • We’re giving all players a free gift to start the new year. In the bundle you will find:
        • 100 Gold
        • 1 Outfit (Outfit will depend on what you have already purchased)
        • Full supplies
        • Survivor slot
    • ALSO: Lots and lots of various tweaks and improvements and bug fixes under the hood.
    • Addendum: the Full Gas and Scrap Button as previously communicated are not part of this update.
  • Outpost Beta Testing Begins

February 2016

  • Update 1.6 (Forum Link)
    • What’s new?
      • Just before the return of season 6 of The Walking Dead, the next update of No Man’s Land introduces Human Enemies to combat. This is the start of something far more dangerous, with more ways to get hurt and more things to hurt you.
      • New Content:
        • Episode 13: The Factory features the deadliest enemies yet – human enemies.
          • Until now your survivors have only been tested by walkers. The Freemen and Raiders are a serious threat to the safety and security of your group and it’s up to you to show them exactly who they are messing with. Human enemies will also feature heavily in the weekly challenges. In PvE missions, human opponents will treat both you and walkers as enemies. (Note: In this version, human enemies are melee only.)
        • New Challenge Map: The Factory will also be part of the challenges as it’s own episode!
        • New outfits from the TV show, including fan favorites such as Wolf Carol, Merle, The Governor and many more.
        • Council now upgradable to Level 15. Yes, that means upgrades on e.g. Training Grounds, Workshop and most importantly, your Survivors.
        • More unique weapons, cool new armor! More on that soon enough.
      • Other features:
        • Loads of unneeded equipment? Mass scrapping is now (really) available!
        • Link your iOS and Android devices using the Device Linking feature in your Settings!
      • Gameplay changes:
        • More ways to hurt and get hurt: Bleeding and burning.
          • Bleeding is inflicted when a survivor reaches 0 health from a human enemy.
          • Burning can happen when you’re in melee combat with a burning walker.
          • Both of these states will cause health loss until action is taken.
      • Fixes:
        • Fixed several ad related problems (e.g. crashing, not getting rewards)
        • Fixed guild hopping/cycling issues
          • Now only players part of a guild at the start of a weekly challenge will be eligible to contribute towards weekly challenge stars.
        • Walkers now react to attacks within their detection radius; the same as reacting to survivors moving.
        • You will now be consistently informed if a survivor of yours is subject to an upgrade, not just in certain screens.
        • Multiple other under-the-hood performance fixes.

 

  • New Challenge Schedule
    • Starting this week, there will be two challenges per week.
    • Weekday Challenge: Mondays (10 AM EST) to Thursdays (9 AM EST)
    • Weekend Challenge: Thursdays (10 AM EST) to Mondays (9 AM EST)
    • The new challenge map, The Factory with Human Enemies will be the first event in rotation, starting on Thursday 18.2 at 10 AM EST / 3 PM UTC. Three new Challenge maps will be added to No Man’s Land in the near future.
  • Changes to Challenges & Guild Cycling:
    • Members can join a guild mid-challenge and have their stars counted. Only stars contributed by the first 20 members in a guild during a certain challenge will be counted towards the total.
    • Mission gas costs will be decreased.
    • Difficulty during events will increase a bit more steeply.
    • Reward tiers will be modified.
    • Rotation order of the maps will change.
  • The first Challenge Event, The Factory, with Human Enemies is starting today at 10 AM EST / 3 PM UTC.

February 2016

  • Outpost Update 1.7 (Forum Link)
    • What’s new?
      • PVP! – attack other players’ Outposts and defend your own. Send your elite survivors to raid resources from others; bolster your own defense with captured walkers.
      • New PVP feature: Outposts.
        • Raid other players’ Outposts for valuable resources
        • Walker Pit – unleash bloodthirsty walkers upon your enemies
        • New resource: Trade Goods
        • Collect Trade Goods from Challenges and Outposts
        • Spend your Trade Goods in Gold Chests, or save up for a guaranteed Legendary level equipment
      • New Player Hub Feature
        • Find out about on-going events
        • All the latest news about updates, videos, etc
        • Battle-log – track your progress
        • Stay social – learn more about giveaways, and more!
      • New Weekly Challenges:
        • Stay tuned to The Walking Dead season 6
        • Fight through memorable new locations from the show
      • New gameplay features:
        • Combat gestures are now “magnetic”
        • Streamlined mission endings – get your rewards faster
        •  Guild Leaders can now leave and promote other players to Leader
        • Fast forward is now a toggle and skips all cutaway cameras
        • Council building +1
      • Improvements & critical fixes
        • Raiders now do less damage. (-30% to base stat, -50% to weapon damage)
        • Low level raiders do body shots to high level survivors. Same applies to low level survivors vs. high level raiders.
        • High level raiders will now do critical hits to low level survivors. Same applies to high level survivors vs. low level raiders.
        • NOTE: The above changes do not apply to Outpost raids between players!
        • Combat gestures are now “sticky”
        • Gas is no longer deducted if user fails to load into mission
        • Chat message notifications number shown in hud
        • You can click players in top players list, then click on their guild to see the guild info and request to join. Players can also do the same on the guild in the top guilds
        • Settings button shown in combat. Easier for the link device, no need to replay all tutorial
        • Challenge button in camp has a notification about how many unclaimed rewards you have
        • Building Points (BP) now fly up to the counter when completing a building
        • Combat and Victory screen injury notifications now happen at the same health thresholds
          • Bruised: 70% health
          • Injured: 30% health
          • Major Injury: Gone to struggle or bleeding
        • It is now harder to accidentally dismiss a pop-up notification. There is a short delay before accepting user input when a pop-up appears. Also, you now have to dismiss the dialog pop-ups by tapping the actual pop-up, not just somewhere around the screen.
        • Shop now has colors highlighting the tab based on which currencies they are connected to. Gold tab is yellow and Trade goods is purple. Also the Trade Goods has NEW notification shown for 1.7 to highlight it.
        • Overwatch no longer interrupts the walker without the interrupt trait.
        • Combat status messages: Survivors statuses (bleeding, stunned, struggling, burning) will show on the portrait. Also if status is bleeding a Heal button is present and will use all AP if pressed. Charge is not possible if bleeding.
        • Workshop can now improve weapons of +1 level to the previous. In 1.7 the Workshop can upgrade equipment of the same level as the max level survivor.
        • The Outpost combat locks the defending player’s save game when being attacked. To players this shows as a rarely seen “you’re under attack” message, if you happen to be online at just the time the combat results are being recorded.

March 2016

  • Balance Changes
    • Raid Costs: The costs for raiding will be adjusted. A raid will now cost 10 Trade Goods and 2 Gas.
    • Influence Cap: The Influence cap will be raised to 6000, a +2000 change to the previous cap.
    • Gas Cost: One unit of gas will now cost 2 Gold, instead of the 4 Gold prior.
    • Trade Good Crates: After receiving feedback from our players, we’ve more tightly limited the level range of the gear you receive from Gear Crates to prevent drops at levels too low.

 

  • Update 1.7.1 is now live.
    • This update is patch to fix some issues that appeared after the 1.7 release. These issues include:
    • Automatic reload now in case of disconnect (no more “Something went wrong.”)
    • Localization loading errors fixed (These fixes will become active once the update is mandatory)
    • “Feature Preview” text has been removed from walker upgrade screen
    • Canceling gas purchase in Outpost will no longer crash the game

 

  • Post Maintenance Notice
    • In the next few hours, No Man’s Land will be going in to maintenance to attempt to fix the ROLLBACK issues. This update includes a change: Now a four minute timeout is applied when idling from the game. This change will help accounts saving their state to the servers. For now, the timeout message will read “Connection Error”, however this is a placeholder until a client update has been released.

 

 

  •  Update 1.8 Forum Link
    • New feature: Cover system
    • New challenge mission: Graveyard
    • Outpost Cycles: Finish at higher tiers for better rewards
    • You can now turn your survivors around in the survivor upgrade screen. Tap, hold and drag to turn
    • Gameplay changes & improvements:
      • Trade Goods no longer have a maximum capacity
      • Shooter range increased by 0.5 grid spaces
      • New loading screen for Outposts showcases both teams (see header image)
      • Walker Pit Council level restrictions have been lowered
      • It is now possible to have level 15 walkers when you have level 15 survivors
      • Max. walker level was previously around 2 levels lower
      • Bandaging requires now only one AP. You can move to cover and then bandage
      • Challenges no longer have deadly missions. The challenge layout remains the same, but the separate deadly mission is now a normal mission
    • Economy Balance Changes:
      • Level 8,9 & 10 Farm Plots produce significantly more supplies per hour:
      • Level 8 production increases from 1400 to 1500
      • Level 9 production increases from 1600 to 2200
      • Level 10 production increases from 1750 to 3000
      • Building cost and upgrade duration have been adjusted and fixed
      • Dependency level down. Higher Cage levels can be unlocked earlier
      • Unlocked Cage upgrade level 8 on Council 15
      • Supply costs have decreased for all Cage levels
      • Time costs have increased for Cage level 2, 3, 4
      • Time costs have decreased for Cage level 5 and up
      • Outpost Level 4 (at council level 10) – Supply costs lowered from 520,000 to 270,000
      • Second farm plot unlocked at council level 2 instead of 3
    • Cover System:
      • The new Cover System will be available on ALL missions where there are ranged opponents, such as Assault, Shooter & Hunter. You will only find cover in missions where there are human enemies with ranged weapons. Being in cover will cut the damage done by ranged attacks by HALF, but will not help your survivors against melee attacks.
      • Green shield next to name tag indicates the survivor is in cover
      • Red shield next to name tag indicates the survivor is in cover, but exposed (flanked)
      • Damage reduction by 50% when using ranged weapons against an opponent in cover
      • Melee attacks always ignore cover
      • Flanked opponents do not get the cover bonus
      • Target is flanked when:
      • A ranged class can shoot at the target form a non-cover direction
      • Target becomes stunned by melee attack
    • Combat Mechanics:
      • Human enemies Overwatch when they are Aggressive (aware of player), but do not attack.
      • In Outposts the defenders will not Overwatch when the gate is opened, but the following turn, unless they actively engage in combat.
      • Bandaging requires now only one AP. You can move to cover and then bandage.
    • Miscellaneous:
      • New challenge: Graveyard
      • First challenge with ranged enemies & cover system
      • Trade Goods no longer have a maximum capacity
      • Changed cap on amount of Trade Goods that can be stolen by raiders from your Outpost
    • Achievements:
      • Get more radio phones from Council Achievements
      • Council level 15 Achievement added, Reward: 5 Phones.
    • Improvements & critical fixes
      • Camp: An error in camp upgrade costs is fixed (“1.7M tomatoes required = 1.07M”)
      • Camp: radio call survivor starting level now displays correctly, based on radio tent building level
      • Camp: new resource icons for everything except Trade Goods (XP, Supplies, Gold, Gas)
      • Camp: Walker Pit graphics no longer clip at bottom of screen
      • Camp: Timer added to player hub button for time sensitive events & offers
      • Trade Goods: no longer have a max capacity. You can have as much as you like. Just be mindful of raiders stealing your stuff!
      • New music in camp when survivors are healing in the hospital
      • New music in camp when shooting walkers from the wall
      • New SFX for camp defense shooting
      • New / Improved SFX for combat recovery
      • FIX: Prison Challenge, Iron Railing: Fixed the collision to match the background
      • FIX: Compound Challenge, Background: Fixed buggy Fog of War
      • FIX: Guilds can add stars to their challenge totals
      • M04E07: Dialogue fix
      • M08E06: Balancing tweaks
      • Outposts: Influence math in results had errors in some cases
      • Outposts: changed the “Retreat” button to read “Complete” for more clarity
      • Outposts: changed “You ran out of time” message to read “End of raid” for more clarity
      • Rewards: Buying more unlocks has clearer distinction between watch button and gold price

April 2016

  • Deadly Missions Removed from Challenges

 

  • Update 1.8.3 is live! This includes the long-awaited Cycles leaderboards!
    • Cycles is a new leaderboard ladder for the Outposts in which you can pit yourself against other survivors. Ascend through the Bronze, Silver, Gold and Platinum tiers all the way up to Master to gain the greatest of rewards and prestige.
    • A new Cycle will start every two weeks, with players receiving their rewards from the previous Cycle. When a new Cycle begins, players will be reset to the base Influence amount of their new Tier.

May 2016

  • Changes to Challenge schedule
    • Starting on Monday, 16th May, there will be one challenge per week.
    • The weekly challenge will start on Monday at 11 AM EDT / 3 PM UTC and ends on Saturday at 11 AM EDT / 3 PM UTC.
    • There will also be other challenge changes:
      • Cooldown time of challenge missions will be decreased to 30 minutes
      • Difficulty of the challenges will progress slower than previously
      • Rewards will scale with the amount of stars acquired, both personally and guild-wide

 

  • Update 1.9  (Forum Link)
    • Recruiting survivors just got much more legendary. The new radio call system gives you the option to choose from one, two or three survivors with every call you make.
    • New in this update: 
      • Collect the free radio bundle
      • Radio Calls Overhaul
      • New challenge mission: Suburbs
      • Improvements to existing challenge maps
      • Get a Gas booster – free Gas for 24 hours
      • Get an XP booster – double XP for 24 hours
      • My Classes: Watch videos of your unlocked classes to master their skills and charge abilities
      • New music while in combat – 2 new tracks added
    • AI Changes:
      • Distance Field: melee units prefer to move closer and ranged prefer to be further away
      • Intelligent targeting: The AI now attempts to target multiple enemies if their weapons are capable of hitting more than one target
      • Fixed Cover AI: The AI uses cover in more intelligent ways
    • XP Balance Changes:
      • Scrap XP – get 25% of upgrade costs back when you scrap equipment
      • Higher probability of dropping XP in the mission loot crates increased, especially for high level players
      • Amount of XP contained in all reward chests (mission loot, Trade Good store chests) increased
      • XP reward from XP grind missions increased
      • Higher probability of getting an XP drop from Golden and Silver chests bought from Trade Good Shop
    • Improvements: 
      • Gas can now go over the max when received from rewards
      • Connect to Game Center, Facebook or Google Play to unlock an achievement
      • Equipment auto-scrap limit raised to 300 items
      • Improved matchmaking algorithm in PvP, provides better matches
      • Improvements to PvP Shield
      • Survivor class balance changes
      • Deadly Exploration missions have been removed
    • Fixes: 
      • Fixed 0 Trade Goods and 0 Influence results in Outpost attacks
      • Protection limit has been removed
      • Fixed bugged walker in Helping Hand challenge mission
      • More informative error messages when bugs occur
      • Unlocking guild & personal rewards at same time rewards you with both
      • When under attack, pop up informs you of the situation
      • Bandage / Overwatch fixes
      • Ending turn when bleeding with one AP left no longer both bandages the survivor and gives them Overwatch. Only bandaging happens now.
      • Fixed the issue where logging in when bleeding and with one AP left, the player was not able to tap the bandage -icon.
      • If bleeding Raiders do not use both APs, they will bandage themselves instead of going to overwatch.
      • Outpost fixes
        • Fixed 0 Trade Goods and 0 Influence results
        • Protection limit has been removed

June 2016

  • Update 1.10!    Forum Link
    • Your Survivors are levelling up! Tomorrow, 28th June, we’re releasing the update 1.10 to introduce the new Survivor progression system. Collect Class Tokens when you reject and retire Survivors and use them to upgrade your entire team to the highest possible level.
    • A completely new Survivor progression system:
      • Collect Class Tokens when making Radio Calls
      • Upgrade Survivor traits
      • Train all your Survivors to the maximum level
      • Promote all your Survivors up to 5 stars
    • New content:
      • Story Episode 14: The Church
      • Council max level +1
      • New Equipment traits
        • Bullet Proof
        • Charging
        • Silenced
        • Stun Resistance
      • New Survivor traits
        • Bullet Dodge,
        • Defensive Stance
        • Power Strike
        • Sure Shot
    • Improvements:
      • More XP for walker kills
      • Earn up to 3 times the amount of XP from the first 100 walker kills
      • Walkers after 100 kills reward 1 XP
      • Auto-centering has been disabled when fast forwarding in a mission
      • Overall audio mix polish
    •  Rebalancing combat stats to allow more linear progression
      • In update 1.10, there will be a rebalancing of combat stats, meaning damage, health, and armor. This balance change will be universal and affect survivors, raiders, walkers and equipment alike. The changes are subtle and won’t affect gameplay on a larger scale, but have to be made in order for level progression in-game to not become imbalanced in the long run.
      • The way stats progression works at this time would mean that as the levels go higher (19, 20, 21…) the survivors, raiders, walkers and equipment with these levels will become largely overpowered, so we’ve decided to make these changes in update 1.10. Higher level equipment, survivors, raiders and walkers have been the most overpowered until now, and as such, high-end players will see these changes the most. That being said, these changes are not game-changing or -breaking for any player.
      • This, and other balance tweaks we’ve made are in order to fine tune the game and make it more fun and fair for all players. They also ensure that No Man’s Land stays fresh and can be continue to updated long in to the future. Your feedback to all changes we make and features we release, as always, is very important to us so do let us know how the game feels once you’ve tried the newest update!

July 2016

  • Update 2.0  (Forum Link)
    • Introducing the first Heroes:
      • Daryl Dixon
      • Rick Grimes
      • Michonne
      • Glenn Rhee
      • Maggie Greene
      • Abraham Ford
      • Paul “Jesus” Monroe
      • Carol Peletier
    • What else is new:
      • Turkish and Mandarin Chinese (simplified) localizations
      • Guild advertisements
      • The guild menu shows the last active date of the guild members
      • Survivor rarity based level up costs unified
      • Level up XP costs are balanced to be slightly higher on lower rarity survivors and slightly lower on higher rarity survivors.
      • Team selection screen now shows walker types you encounter during a mission
      • Other small improvements

August 2016

  • Update 2.1 Early Info  (Forum Link)
    • New features:

      • Free daily radio call
      • Improved Trade Good Shop
      • New Challenge rewards; now receive Phones as guild rewards!
      • New walker type: Exploders
      • New Challenge: Grenadier
    • Gameplay changes and improvements:
      • Various Outpost improvements
      • Resource economy balancing
      • Luck will now affect the following traits: Swift Strike, Threat Reduction, Charging, Silenced, and Bullet Proof
      • Health Boost trait is changed from a flat value to a percentage boost
        • Was: 25, 50, 75 points more health
        • Is now: 5%, 10%, 15% more health
      •  Japanese and Traditional Chinese localization
      • Outpost raids can now be resumed after disconnection
      • Added a countdown timer for daily quests
    • Fixes:
      • Heroes’ Leader traits working as intended and can now be used to defend your Outpost
      • Fixed issues with loading the game
      • Fixed guild join request scrolling
      • Fixed claiming rewards after watching video ads
      • Multiple bug fixes and performance improvements

September 2016

  • As of yesterday (9/1/16) multiple accounts were banned for violating our Terms of Use, namely section IX: “Modification, reverse-engineering, or other manipulation of the Service.” If you have been banned, you will be unable to load your game and will repeatably see the message: “Your Outpost in under attack.”

 

  • Update 2.1 (Forum Link)
    • The Outposts are now streamlined in order to make attacks faster and improve the PvP experience!
    • All Outpost changes:
      • No longer lose Trade Goods when raided!
      • Streamlined raids
      • Modified layout
      • Only one flag outside the gate
      • Flee without injuries
        • Fleeing from the combat no longer requires the player to choose someone to sacrifice
        • Fleeing before getting the first flag will result into loss of Influence, but no injuries
      • Flag is the mandatory first objective after which a survivor can open the gate
      • New reward system:
        • Kill all the Defenders to gain influence
        • Raid the box for Trade Goods
      • Threat triggers only once on the turn after the gate is opened
      • Tier resets will be changed for Cycle 12, starting on the 21st of September:
      • Tier reset has been removed from Gold tiers and below
      • Platinum and Master tier players will be reset in the following way:
        • Platinum tier III: 5,000
        • Platinum tier II: 5,200
        • Platinum tier I: 5,400
        • Master tier: 5,600
    • To help you to gather exactly the resources you are looking for at a certain time, the Exploration mission resource economy has been balanced. The Exploration missions will more often reward the select resources; Supplies, XP or gear, depending on what mission you choose to do.
    • The total amount of Supplies and XP in the rewards of corresponding Exploration missions has also been increased. In addition, other small adjustments have been done to increase the amount of Supplies players earn in the mid-level of the game.

October 2016

  • 2.2 Update (Forum Link)
    • New Mission Hub:
      • Players looking for missions to play will find all of the game’s content available from one central screen, called the Mission Hub.
      • You can see the rewards, status, and completion progress of all different types of missions here.
      • New Season 7 Missions are easy to find – check them out!
    • Season 7 Missions:
      • Every week, a new Season 7 Mission will be unlocked for you to play across a variety of difficulties. These Season 7 Missions are designed to match the plot of the most recent episode of The Walking Dead, almost as if they are deleted scenes available for you to play out for yourself!
      • Normal Mode: Play with a team of Heroes preselected for the mission, and complete a challenge suitable for players brand-new to the game.
        • Collect Tokens for a new Hero by completing these Missions!
      • Hard Mode: Using the special Hero Team, face off against a tougher version of the Season 7 Mission.
        • Collect tokens for a different Hero character each week!
      • Trial Mode: Using your own heroes, push yourself to the limit by attempting the Season 7 Mission repeatedly, each time with a higher difficulty.
        • In the early stages of the Trial mode, Supplies and XP are awarded to brave players who complete the Season 7 Mission.
        • Phone rewards are available here for those players who can make it through the toughest versions of the Season 7 Mission!
        • Featured Trial Bonus: If you can complete the Trial version of each week’s Season 7 Mission before the next Season 7 Mission is unlocked, you will earn a large bonus reward of Hero Tokens. Can you handle the pressure?
        • Season 7 Missions can be found on the new Mission Hub screen, and will be unlocked shortly after the premiere of each week’s new episode of the Walking Dead TV Show.
    • Season 7 Live Events:
      • Each week, you’ll find many aspects of the game have been altered to match the feel of the newest episode of The Walking Dead:
      • A special Radio Call is available each week with a bonus chance to grant Hero or Class Tokens that match one of that episode’s characters.
      • All Heroes and Survivors of one class get a special bonus effect, like extra damage in combat.
      • Trade Good Shop specials and Limited-time Bundles are available that focus on one class of Survivor.
      •  Look out for some new live events throughout the course of Season 7. There are many new dangers and surprises awaiting you!
    • Heroes
      • Heroes are now easier to find in the Team Selection and Survivor menus.
      • Heroes that require more tokens to unlock will now be unlocked at a higher rarity.
        • Heroes that you have unlocked before this update will be upgraded to the new starting rarity, and any Tokens you have spent on those Heroes to get to the new starting rarity will be applied to your Hero automatically. If there wasn’t enough tokens for a trait upgrade or a promotion, the tokens will be available for the Hero in question in your Heroes menu.
    • Outpost
      • These can be found on the new Mission Hub screen.
      • Several Outpost maps have been adjusted.
      • Players will now face a minimum of 6 defensive walkers during Outpost raids. Charge up your special attacks!
      • Healing times for Heroes & Survivors injured in Outpost raids have been reduced.
    • Exploration Missions
      • These have been renamed ‘Scavenge‘ missions and are accessible from the new Mission Hub screen.
      • Players can now select between Normal and Hard difficulty when playing these Missions.
      • Hard Scavenge missions include walkers and rewards that are more difficult than the normal missions. Higher risks come with higher rewards!
    • Camp & Resources
      • Council Level 19 is now available, along with upgrades to the Mission Car, Workshop, Training Grounds, and Radio Tent buildings.
      • XP Tents now permanently give twice as much XP as before! Mid-level players can also collect XP for longer periods with their Tents. Happy Upgrading!
      • Weapon Upgrade Times for high-level weapons have been reduced.
      • Scavenge Mission Gas Costs have been reduced for mid-game players.
      • Challenge Mission Gas Costs have been reduced for high-difficulty Challenge missions.
    • Other UI Changes:
      • The speed of the animation for opening reward crates has been increased.
      • Polls and Quizzes will be featured in the Player Hub news posts.
      • The Google Play Achievements button for Android players has been moved to the Achievements tab of the Quests & Achievements Menu.
    • General Improvements:
      • More notifications to alert you to new free gifts and event times.
      • No longer receive Gas as a reward while under the effect of a Gas Booster.
      • Combat speed setting is saved between missions.
    • Combat Rebalancing in 2.2
      • Traits: Several traits have been adjusted in order to increase the number of viable survivor and equipment combinations.
      • Stunned or Struggling Survivors can no longer Dodge incoming attacks.
      • Dodge is now calculated more fairly when a Survivor and their Armor both possess the Dodge trait.
      • Survivors with only one source of the Dodge trait will not see a change to their chances to Dodge.
      • When a Survivor and their Armor both possess the Dodge trait, both traits will contribute their full values.
        • For example, a Survivor with 10% Dodge who is wearing armor that gives 5% Dodge will have a total of 15% chance to dodge incoming non-ranged attacks.
      • The Lucky trait now increases the chance that other percentage-based traits will take effect by the listed amount.
        • If a Survivor and their Weapon both possess the Lucky trait, both traits will contribute their full values.
        • For example, if a Survivor has Threat Reduction at 75% and also has a total of 20% Luck from their survivor and weapon traits, the total chance for Threat Reduction is 90%.
          •  In this example, .75 [base chance] times 1.20 [20% luck bonus] = .90, or a total chance of 90%.
      • The Interruptor trait now has no effect when the result of the attack is a Body Shot.
      • Bulletproof no longer has a bug that causes the owner’s attacks to result in Body Shots more often.
      • The Wrestler trait has been changed; at the start of each of the player’s turns, the Survivor with Wrestler has a chance to instantly kill the walker they are struggling against.
      • Daryl’s Silent Shot Leader trait now also gives an increased chance of Critical Hits to Survivors on Daryl’s team who use ranged attacks.
      • Concussion has been adjusted. The chance for the extra turn of stun is based on the level of the Concussion trait.
      • Gold-Level Large Caliber has been changed from 0.6 extra width to 0.5.
      • Several sources of Damage Reduction now combine in such a way that total immunity to damage is no longer possible. This includes Damage Reduction from Cover, Traits, and buffs.
        • For example, a character taking 100 damage from an incoming attack who has Iron Skin at 10% and is benefitting from cover will now take 45 damage.
          • In this example, 100 times .9 [-10% for Iron Skin] times .5 [-50% for cover] = 45.
      • Critical Hits are more accurate: When an attacker would get a Critical Hit in the same action that the target would Dodge the attack, the result of the attack will be a normal, non-Critical hit.
      • Raider, Savior, and Freemen enemies in Story, Challenge, and Season 7 Missions are much more durable and tougher than before.
      • The Scout 1-handed weapon’s Charge Attack Brain Stab has been improved. It now deals approximately 180% of normal damage.
    • Hero – New Unlock Rarity
      • Glenn – Common
      • Jesus – Common
      • Daryl – Common
      • Maggie – Uncommon
      • Abraham – Uncommon
      • Carol – Rare
      • Rick – Rare
      • Michonne – Epic

 

  • Changes and fixes made on 10/19/2016
    • Scavenge gas costs have reduced for most players across all levels
    • More gear now available from gear Scavenge missions
    • End-game players may also have seen their Hard Mode difficulties in Scavenge missions slightly reduced
    • Fixed issue with Outposts map layouts
    • Fixed issues with “Walkers have blocked the entrance.”

November 2016

  • Combat Rebalancing (Forum Link)
    • Now that we have completed two challenges in the 2.2 era, it is time to make a set of changes to traits and general combat balance. These changes are aimed at improving the effectiveness of some of the less-powerful traits, correcting for the changes in power level introduced in 2.2, and giving players more options for building trait combinations and teams.
      • These changes will go live with the next Challenge, which starts on November 2nd.
        • 1) Luck
          • Previously, survivor-based Luck scaled from 5% to 20%. Equipment-based Luck scaled from 5% to 15%.
          • Now, Luck will scale from 10% to 25% on survivors, and from 10 and 20% on Equipment.
          • Since Luck is processed differently in 2.2, it is appropriate to increase the values. Remember, Luck increases the chances that your other percentage-based traits will activate [such as Swift Strike and Charging], and also adds to your critical hit chance.
        • 2) Base Critical Hit Chance
          • All survivors have their chance to get a critical hit increased by 5%
          • With 2.2, we added an interaction between Critical Hits and Dodges, and also increased the HP of human enemies. This change will give attackers in Outpost and those fighting against Saviors or Freemen a slight boost, as well as increasing the power of critical hit-based traits by increasing the maximum Critical hit chance that can be obtained.
        • 3) Bodyshot chance reduction
          • Weapon types with built-in bodyshot chances, like rifles and pistols, have had these base chances greatly reduced.
          • In addition, players facing enemies of higher levels than their survivors will see a decrease in Bodyshots against enemies that are less than 5 levels higher than their team.
          • While Bodyshots are still being used as a balancing agent for players pushing the limits of their skill, the increase of Bodyshot chances was too rapid. Depending on the situation, players may see a decrease in Bodyshots up to 33% less often than at 2.2 launch.
        • 4) Swift Strike
          • The chance of activation was previously 5% – 15%
          • Now, the chance will be increased to 20% – 40%
          • The percentages for Swift Strike were very low because of the large impact Luck previously had on the trait. Now that Luck is more balanced, Swift Strike can be increased to be a more attractive option for players.
        • 5) Defensive Stance
          • Previously scaled from 20 – 53%
          • Will now start at 30%, increasing up to 60%
          • Keeping a survivor on Overwatch is a calculated risk, as the unpredictable nature of Walkers means that survivors sometimes have more incoming attacks than had been anticipated. This change to Defensive Stance brings it in line with the damage reduction calculation changes in 2.2
        • 6) Vigilant
          • Previously adds between 5% and 20% to the damage of Overwatch attacks
          • Will now scale from 20% to 50%
          • While Overwatch strategies saw a decline in power in 2.2, we want them to remain a viable option without guaranteeing perfect victories. Therefore, Vigilant survivors will need to pack more of a punch in order to keep the hordes of walkers at bay.
        • 7) Cover
          • Previously a 50% damage reduction
          • Now, cover will reduce incoming damage by 35%
          • Observing the ways players and AI use cover in Challenges and Outpost, it is clear that enemies prefer cover more than players. This change will benefit anyone raiding a heavily-sandbagged Outpost, or facing off against Freemen in Story or Challenge missions.
      • Afterword:
        • Game balance in a live, online environment is always an ongoing process. In many ways, it is one that never ends. It is to be expected that as new traits and content are created, older traits and combat rules will need to be revisited from time to time. In 2.3 and future updates, there may be additional changes to these or other elements of gameplay.
        • It’s our goal to create a game with lots of combination options, new and exciting elements added regularly, and new things for players to discover and try out as often as possible. We’re very grateful to our devoted players who have brought us so far from where we stared, and we hope to keep you surviving and thriving long into the future.

 

  •  Rosita Released

 

  • 2.3 Update Notes (Forum Link)
    • Gameplay / Balancing
      • Overwatch logic now considers the range of each survivor’s Overwatch attack when choosing when these are used.
        • In general, melee survivors on overwatch should have their kills ‘stolen’ by ranged survivors less often.
        • Additionally, survivors on Overwatch should attack the walker that is closer to them more often.
      • Players preparing to raid an Outpost have their gas refunded if the player comes online before the raid has started.
      • Players’ Building Points were being inconsistently calculated, based on the date at which the player joined the game or built some upgrades. This has been corrected, and some players may find that the recalculation has increased their level.
      • Outpost maps have had their defending walker positions adjusted.
        • Attackers will have a little more room between them and the defending special walkers at the start of a raid.
      • The minimum number of defending walkers was not migrated properly for all players, and this has been corrected. Players should now always face at least 6 defending walkers when they raid any Outpost.
      • Some traits have been improved or redesigned:
        • Rick:
          • The previous trait “Take Cover” has been removed.
          • Rick now has the new trait “Close Call: Your survivors’ attacks deal more damage if the target is next to an ally.”
        • Michonne’s “Thinning the Herd” now works as follows: “Your team’s melee kills have a chance of reducing threat and a chance of regaining an action point.”
          • The chance of gaining the extra action point is added to any chance of Swift Strike your other survivors may have.
        • Charging: This trait now works as follows: “chance to get an extra charge point from a kill and charge attacks deal more damage.”
        • Power Strike: This trait now works as follows: “Attacks made on your turn deal more damage and have a better critical chance if you have not moved.”
        • Jesus’s and Abraham’s Leader Traits had incomplete text. These Leader Traits also improve the Health of melee and ranged survivors [respectively]. This health bonus has been in the game since the introduction of these heroes, but the tooltip text for their traits has been corrected.
      • Interface
        • Guild information and leaderboards are now available when a Challenge is not currently active.
        • Equipment cards in the Workshop screen, Hero information screen, and all areas where loot is shown now feature the icon for the class of survivor that can use them
        • A counter that shows the number of pieces of equipment you possess is shown in the Workshop screen.
          • The limit for total quantity of equipment is 300 pieces. This includes all types of weapons and armor.
          • If you end your gameplay session with more than 300 pieces of equipment in your inventory, the lowest-level, least-rare pieces will be automatically scrapped and converted to XP.
          • Since this scrapping happen while the player is not playing, the player will not see a notification of exactly which pieces were automatically scrapped. Therefore, it is strongly advised that players near the limit make the decisions about gear scrapping themselves.
        • If a player raids an Outpost and claims the flag but completes neither of the other goals before the mission is completed through time or by retreating, the match will appear as a ‘Draw’ in the Outpost log. No rewards or Influence changes occur in the case of a Draw, and the shield preventing further attacks on that player’s Outpost is not triggered.
        • The camera in-game will no longer automatically center on a survivor that the player taps on when that survivor starts the turn near the edge of the screen.
          • Players can still center the camera on any survivor who has not completed their turn by tapping on the portrait on the left side of the screen.
        • The Team Selection Screen before missions now includes the Class Sorting buttons to make it easier to find the right survivors for the mission.
        • The Trade Goods Shop displays the item being bought when confirming a purchase.
      • Rewards
        • Killing a defending Hero character in an Outpost Raid now awards XP [bug fix], and Hero defenders in Outpost Raids are worth more XP than non-hero defenders.
        • Hard Scavenge missions now provide more Supplies, XP, Phone, and Gas in the crates at the end of the mission, and the Gear found in these crates will be more rare more often.
      • Content
        • The Alexandria Challenge mission set has been added. Good luck cleaning up the neighborhood!
        • New Scavenge maps have been added.
          • Altogether, 48 total Scavenge Mission layouts are available to players.
          • A few previously-existing Scavenge maps have been tweaked.
      • Under the Hood
        • Veteran users may notice some subtle changes to aspects of the game. While these do not directly affect gameplay or rewards, players may find it useful to know that these features have been worked on, and additional future work may be forthcoming:
        • Delivery of in-game ads in the Cinema and after missions has been re-implemented.
        • Guild and Challenge Leaderboards are reimplemented using new software.

 

  • TARA Released

December 2016

  • RUFUS Released

January 2017

  • Update Notes 2.3.3
    • This update includes the following bug fixes:
      • Some issues with leaderboard star counts have been fixed
      • Guild stars were shown incorrectly for some players causing their guild to show on the top of the guild leaderboards.
      • Freezing issues in Outpost raids when using Rufus’ charge ability are fixed
      • Issues with 3 extra crate unlocks for 25 gold after missions are fixed
      • Fixed an issue with Overwatch which caused crashing and performance issues
      • Issues with the struggle condition fixed
      • 2.3.3 also contains various performance improvements across the board.

February 2017

Hey all!

Challenge 2.0 and changes to the Leaderboards are on the way in 2.4, which is due to be released soon™. Below is an excerpt from the patch notes which will be published in full closer to the release. The on-going Challenge is the last one with the old system.

Challenge 2.0

  • Earn one or more stars in each mission in the set of six to earn Trade Goods & bonus stars, and unlock the next round of missions.
  • Missions can be replayed immediately so players can attempt to earn stars that were missed in previous plays.
  • Start at a higher difficulty and reach challenging missions faster than before.
  • New rewards categories such as the Deluxe Challenge Crate and Token Crate are awarded to players upon reaching high star values.
  • Guild rewards are improved; full guilds will be able to work together for even more Trade Goods and Radio Phones.
  • Incremental difficulty increases the challenge in later rounds to really test your skills.
  • Gas costs have been optimized.

Guild Challenge Leaderboards
Guild Leaderboards in Challenges will now show the most up-to-date score for the Guild.

  • If a Challenge is currently underway, this will be the Guild’s score for this Challenge.
  • If a Challenge is not currently underway, this will be the final score for the Guild in the previous Challenge.

 

 

  • Update 2.4 (Forum Link)
    • Season 7 Missions Continue!

      • Returning with the second half of the Walking Dead Season 7, players will find a new mission available each week after the premiere of the TV episode.
      • Tokens, Phones, and other new surprises await you each week.
      • Trial difficulty missions have returned, offering valuable rewards if you can survive all 5 trials!
    • Challenges 2.0 – The long-awaited Challenge Rework is here!
      • Earn one or more stars in each mission in the set of six to earn Trade Goods & bonus stars, and unlock the next round of missions.
      • Missions can be replayed immediately so players can attempt to earn stars that were missed in previous plays.
      • Start at a higher difficulty and reach challenging missions faster than before.
      • New rewards categories such as the Deluxe Challenge Crate and Token Crate are awarded to players upon reaching high star values.
      • Guild rewards are improved; full guilds will be able to work together for even more Trade Goods and Radio Phones.
      • Incremental difficulty increases the challenge in later rounds to really test your skills.
      • Gas costs have been optimized.
      • Quest stars have been replaced with round completion stars. You can still receive gold from completing quests, however.
    • Improvements
      • Google Play / Game Center Connectivity
        • New menu options and revamped functionality for this feature will help ensure that fewer players lose their accounts.
      •  Maximum-level Player Rewards
        • Players at the maximum Camp Level [currently level 58] will see the following changes to their rewards and UI:
        • Supplies will no longer be given as an award for the following events or reward types:
        • Killing Walkers on the Camp wall
        • Mission crates after missions of difficulty 20 or greater
        • Silver or Gold Trade crates purchased with Trade Goods
        • Guild Gifts
        • Cinema video ad rewards
      • The Camp UI for players who have built all possible building upgrades will change as follows:
        • The ‘Upgrade your Supplies Storage” message will no longer appear.
        • The orange “Full Farm” icons will no longer appear.
        • The Supplies storage bar will not give its warning animations.
      • Weapons and Armor Rewards
        • The minimum level of equipment found in mission crates is now one less than the recommended survivor level for the mission, up to level 20.
        • The minimum level of items found in Reward or Challenge crates is one less than the expected highest level of the player’s survivors.
        • Rare, Epic, and Legendary Gear Crate item levels are unchanged.
      • Guild Challenge Leaderboards
        • Guild Leaderboards in Challenges will now show the most up-to-date score for the Guild.
        • If a Challenge is currently underway, this will be the Guild’s score for this Challenge.
        • If a Challenge is not currently underway, this will be the final score for the Guild in the previous Challenge.
      • Balancing
        • Story Chapter 14, Mission 2:
          • One Freeman enemy has been removed from this mission.
      • Bug Fixes
        • Special Defending walkers should no longer spawn in illegal places
        • Some outpost maps were adjusted and should no longer allow the attacker to attack the defending survivors before the gate is opened.
        • An exploit which allowed players to collect Challenge stars from Outpost missions has been removed.

March 2017

  •  Update 2.5 (Forum Link)
    • Challenges – New Challenge Map Sets – Two new sets of Challenge maps are available
      • After the Wildfire: A raging forest fire has left the area charred and ashen. Is there anything left to salvage from the wreckage? Can you learn who might have been the cause of the conflagration?
      • Quarry Junction: The Herd once gathered in this place, and some of the multitudes yet remain. An area so treacherous is sure to test the savvy and cunning of even the most seasoned teams of survivors.
    • Challenge Onboarding
      • Several flow issues that relate to the way new players find Challenges for the first time have been addressed, so everyone can have a better time when tacking their first Challenge.
      • In order to give Challenges the moment of focus they deserve for new players, the Outpost building and PvP gameplay now unlock for new players when they reach Council Level 7.
    • Balancing
      • The Starting Difficulty for players in mid-to-high levels has been increased slightly. Players will be able to get into the meaty difficulty levels with one fewer “warm-up” round.
      • The number of rounds in high-difficulty stages of the Challenges have been reduced. Players will be able to face extreme difficulties earlier in the Challenge period.
      • The Progression Timer period has been adjusted.
        • Players who advance to the next round twice in 60 minutes [previously 90 minutes] will see a 60-minute timer blocking further advancement.
        • After the 60 minute timer expires, players will be able to advance twice more in the next 60 minutes before seeing the timer reappear.
      • Personal and Guild Rewards have been adjusted to allow players to shoot for even higher star totals.
    • New Heroes and Weapons
      • Two new Heroes are ready to join your camp! Look for their release in the next few weeks, and be ready to make some Radio Calls when you see them appear!
      • The Dixieland BBQ from the recent Talking Dead poll will be released shortly!
      • Several new weapons have been created for all classes and will become available in the game soon.
    • Council Level
      • Council Level 20 is here! Collect enough Supplies to upgrade your Council and several other buildings around your camp.
      • After the appropriate buildings are upgraded, survivors will be able to train up to Level 21.
      • Level 21 Equipment will now be found in the most difficult missions of the game, and can be upgraded to Level 24.
      • Level 21 Equipment will also be found in Gear Crates, the Gold Shop, and other places in the game weapons and armor were previously found.
    • Survivor Class Balance
      • Scout, Warrior, and Bruiser survivors are more durable, and capable of surviving encounters with high-level enemies.
      • These classes will also have their attack damage reduced by a smaller amount when they perform a Body Shot.
      • Bruiser armor has had a slight reduction in armor value, and Bruiser survivors have had their HP increased.
      • Shooter weapons have had their attack values increased.
      • The Warrior class has received an increase to its attack power.
    • Healing Times
      • The amount of time a Survivor needs to heal from Injuries of all severities is now calculated based on the level of difficulty of the mission where the Survivor received the injury.
      • In general, players using Survivors of a level appropriate for the difficulty of the mission will find their healing times somewhat reduced compared to previous healing times.
      • Survivors of all levels will receive long healing times for suffering a Heavy Injury in missions of difficulty 20 or greater.
    • Enemy Levels
      • The maximum difficulty of enemies in the game, and therefore the maximum level of Challenge and Scavenge foes has increased beyond the old maximum of level 30. Can you reach the new highest level of difficulty?
      • Walkers of all levels have been slightly strengthened. The changes will be more noticeable at higher levels of difficulty.
      • Human enemies have had their health values reduced.
    • Radio Calls
      • Players will receive more clear reminders that a Survivor is waiting to be accepted or rejected in the Radio Tent.
      • The tappable portion of the Radio Call interface has been adjusted making accidental calls much less likely.
    • Guilds & Player Names
      • Players will now get clearer information when their Challenge stars are not counted for their guilds.
      • Newly-formed guilds will have their Joining Members setting set to “Open”, making it easier for players to find others to team up with.
      • Players who entered a name that they no longer want to use can change their in-game name.
        • Players can only ever change their name once for the lifetime of their player account, so please choose wisely.
        • Players will now be asked to confirm that the name they entered is exactly the way they want it to be, since they can only change it once.

April 2017

  • Hey all, The following post is mainly for players towards the end-game of No Man’s Land.
  • The release of update 2.5 included a large number of balance changes that made it possible for us to bring higher-level and more challenging content to the game. One of these changes was to the starting level of Challenges. This change was requested by players who play the Challenges more than any others, and was based on the idea that reaching the highest possible difficulty took a great deal of time. Starting at higher difficulty levels made the gameplay fun and engaging, but also made it take longer to complete the missions.
  • We encountered a snag where the players who felt the impact of the starting level change were not only those that had requested it, but everyone with top-level survivors. Furthermore, those that quickly trained their team up to the new maximum level saw the starting difficulty jump another level, which was not desired. It was assumed that this change would result in a large reduction in the number of stars [and therefore the amount of rewards] that could be earned. While those fears were not fully realized, the negative mood and overall confusion about the system was not positive for the community.
  • Therefore, we are changing the starting level calculations back to where they were before 2.5, and further details about what to expect will be detailed below. Since many players came into the new Challenge system at the top level, they have not before seen any changes to the starting difficulty level as they train their teams. We want to give you all the info we can so that you are not surprised along the way.
  • Starting Difficulty:
    • This is based on the levels of your top three survivors. The number of stars they have is not considered. Based on the levels of your team, you should see the following starting difficulties:
      • 2 or more level 18 Survivors: Starting Difficulty 13
      • 2 or more level 19 Survivors: Starting Difficulty 14
      • 2 or more level 20 Survivors: Starting Difficulty 14
      • 2 or more level 21 Survivors: Starting Difficulty 15
    • Repeating Difficulty Rounds:
      • This is also based on the levels of your top three survivors. It is not based on the number of rounds or the number of difficulty levels you have competed! When a new difficulty is started, your team’s survivor’s levels can be checked again to see how many rounds there will be for that difficulty. In general, the difficulties start requiring multiple rounds when the difficulty is one less than the average level of your top three survivors.
    • How to Optimize:
      • If you are concerned with increasing the difficulty of the Challenges as slowly as possible, try starting your training after you go to the Challenge for the first time that week. Start a second survivor training when you have already reached the point of repeating difficulties.
      • If you want to get the largest possible number of stars or face the highest difficulties, remember that increasing a level or adding a star to your survivors affects the frequency of Body Shots when the enemies are a higher level than your team. This means that even with level 23 gear, your level 21 survivors should be much more effective against enemies of levels 23 and above.
    • Conclusion:
      • We here on the No Man’s Land development team are very concerned with making sure that the game stays as challenging, engaging, and exciting for our players for as long as possible. As such, we take the feedback from the fans and players very seriously. We hope that the info presented here helps players make the most out of the new maximum survivor level and the Challenges in weeks to come and we pledge to continue to improve our communications with the players about future balance changes and game additions.
    • This will take effect starting tomorrow (5/4, at 2 PM UTC), before the challenge begins.
    • Cheers,TCZ, Shteevie & the No Man’s Land team

 

  • April 2017 Balance Changes (Forum Link)
    • We’re excited to make the announcement that the following balance changes are being introduced to The Walking Dead: No Man’s Land on April 12th, 2017 before the next challenge begins. We’d like to thank our players who engaged with the community and provided feedback in the last few weeks, and we hope that these adjustments make the game even more fun and compelling.
    • Survivor Balance:
      • Warriors, Bruisers, and Scouts will have more Health. Survivors of levels 10 and up will see an immediate increase of between 5 and 10 percent.
      • Warrior Damage is similarly increased by between 5 and 10 percent starting from level 10.
      • Warrior Weapons of all levels have had their damage increased by up to 10 percent depending on level and rarity.
      • Please note that the stats of equipment for other classes is unchanged.
    • Scavenge Gas Costs:
      • The balancing of Scavenge gas costs has been adjusted to bring them more in line with Challenge missions of similar difficulties. Many players will see Scavenge mission gas costs reduced by 1 each, and the costs will increase more slowly as players raise their survivors’ levels.
    • Rewards:
      • The maximum amount of Supplies found in post-mission crates at difficulty 19 and above has been increased. The average quantity of Supplies in these crates is approximately the same as it had been before the 2.5 update release.
    • As always, we are seeking out the best ways to improve and expand upon the No Man’s Land game experience, and we owe it all to our players. We look forward to some exciting new developments over the summer, and we greatly value the feedback and dedication that our players have shown in surviving the walker apocalypse. Thanks for playing!

May 2017

  • Hey all,
  • There will be further adjustments to the the stats of high-level entities in the game. Level 21 characters, level 24 weapons and armor, and level 20+ walkers will all be considered and may be adjusted as part of this change. We will be bringing the weapon and armor scaling up to where it should have been.
  • These changes are being prepared this week, and will require testing before they can be released. They will not be ready for the Challenge starting on the 10th of May, but will be released in time for the Challenge starting on the 24th of May, or sooner if possible.
  • It was never our intention to make player doubt the value of upgrading their survivors or equipment. There were, however, problems extending out the old formulae while maintaining the balance of classes and enemies where we wanted them to be. It is our intention to fix that. Players with full teams of level 21 survivors will hopefully see that they perform better than they have done against walkers of level 24-26 and up, and can therefore get further in the challenges than they could at level 20.
  • Our thanks for the community’s patience in this matter; it took the data from several weeks of challenges to confirm that the issues were what we suspected. We know everyone would prefer faster changes, but those increase the risk that we need to make further adjustments. Special shout outs to those who gathered data from many players and compiled the information to present. Although the data they presented does not reflect the “behind the scenes” math that we have implemented, it is very valuable to us that they were thorough, clear, and constructive in the way that they approached the issue and helped us find the best solution.
  • Thanks for playing, The TWD: No Man’s Land Team

 

  • TG Tuesday introduced

 

  • Changes to End-Game Stats
    • Level 21 survivors are more powerful than before, and should be able to take on higher level enemies than their level 20 counterparts. Details below:
    • Health for level 19-21 survivors and armor for level 24 armor has increased. The new values for level 24 armor match the rate of increase seen in previous upgrades.
    • Damage for level 21 survivors and level 24 weapons has increased to match previous upgrade rates.
    • The damage of walkers at level 22 and above has been increased. This change is very small for levels 22-25. This was necessary to put all of the enemy and survivor stats on a sustainable upgrade rate to prevent imbalances in the future.
    • Players should find it easier to defeat greater Challenge difficulties once they have upgraded their survivors to level 21.
    • We anticipate that players will be able to collect more Challenge stars with teams of level 21 survivors than they previously could with level 20 survivors.
    • As always, other elements like team composition, traits, and player skill also play a big part in high-difficulty Challenge play.
    • These changes will be live in approximately one hour from this post, 12PM UTC. 

 

  • A note about Challenge Length and Comparative Difficulties:
  • One of the main goals of the new Challenge system launched earlier in the year was to ensure that players were given lots of content to play that was more engaging, challenging, and rewarding than it had been in the original Challenge system. This is why the Challenge starts at higher levels instead of at level 3 as it had in the past.
  • Even with our estimates and projections for the number of missions players would be able to complete at the highest levels, the top players and guilds showed that they simply cannot be stopped. They can and will tackle anything we put before them, and we are thrilled and inspired to see the star counts and gameplay experiences shared by the community.
  • Of course, getting to the highest difficulties takes time. Completing hundreds of missions takes a lot of dedication and focus, especially when defeat lurks behind every corner. We hear concerns from players that they are able to play even longer and further than ever, and these stat adjustments for survivors and equipment may make even more extreme play possible. Some suggestions have been made, asking whether the starting level of the challenge cannot be further increased, to allow for players to get further still in the time available to them.
  • We need to balance these concerns with those of other players who enjoy the “warm up” rounds and see them as a fun and relatively easy source of stars and rewards. Letting players select their starting level would essentially split the leaderboards and community, and we’re not certain that this would be a good move for the playerbase as a whole. For this and other reasons, we’re not making any adjustments to the starting level calculations or the number of rounds per difficulty at this time or with the next update.
  • We have great hopes for the summer, including more ways to get Hero tokens, new missions, and more. We have already begun working on even bigger features to come later in the year. You can expect to hear more about the next update in 2-3 weeks.
  • Cheers, Teeceezy and the No Man’s Land team

June 2017

  • Update 2.6 (Forum Link)
    • New Missions & Heroes
      • More info to be released shortly..
    • New Traits for Survivors and Equipment
      • We’ve created new Traits for your survivors and equipment. You can find these Traits on new Survivors found by making Radio calls, or on Weapons and Armor found in mission crates or as other rewards throughout the game. Try these new abilities out to create a more perfect team!
      • Survivor Traits
        • Shooter, Hunter, & Assault – Revenge: After an ally is attacked by an enemy in range and LoS, make an attack against that enemy that deals 50% of normal damage. [Upgradeable to 90%]
        • All Classes – Ruthless: Your charge attacks do 10% more damage. [Upgradeable to 45%]
        • Bruiser – Punish: At the end of the enemy turn, make a free attack against a random enemy next to the Bruiser that deals 50% of normal damage. [Upgradeable to 120%]
          Note: This attack will also stun the enemy if a normal Bruiser attack against that enemy would do so.
      • Equipment Traits
        • Armor for all classes – Ruthless: Your charge attacks do [10/20/30]% more damage.
          • Note: A survivor with Ruthless and this armor trait would add the values of these traits together to determine the final damage bonus.
        • Hunter Rifles only – Incendiary Bullets: Your attacks have a [30/40/50]% chance to ignite the enemy, setting it on fire.
          Note: A walker on fire functions identically to a Burning Walker.
    • Council Level 21
      • Players will be able to upgrade their Mission Car, and then their Council. Once the Council is upgraded, the Training Ground, Hospital and Workshop buildings can be upgraded.
      • Upgrading the Hospital will increase the healing time discount by an additional 15 minutes.
      • Upgrading the Mission car will increase the total maximum Gas tank size to 27.
      • After upgrading their Training Grounds, level 22 Survivors will be available.
        • With a full team of level 22 Survivors or Heroes, the weekly Challenge starts at difficulty 15.
      • After upgrading their Workshop, upgrading level 22 equipment to a max level of 25 will be possible.
      • Level 22 weapons will be available in the TG Shop or Challenge rewards for players of camp level 61 or greater, or for all players when completing missions of difficulty 21 or greater.
        • Rare, Epic, and Legendary Gear Crates will guarantee level 22 equipment for players at camp level 63.
    • New Radio Call – Platinum!
      • We have a new Radio call available to all players who have upgraded their Radio Tent to Level 2 and completed Story Chapter 2. The specifics of this new radio call are as follows:
        • Choose from three options, just like the Gold call.
        • At least one of the three options in the call is guaranteed to be a Hero!
        • Minimum results for each option of the call are 3-star Survivors, or Hero Token options of 32 or more tokens.
        • Epic and Legendary Survivors, and Epic [128] or Legendary [256] Hero Token results are possible with this call.
        • This call costs 25 radio phones.
        • This call will be available for two weeks after the release of the Update.
    • Trade Goods Shop Hero Tokens Repeat Purchases
      • Once you have purchased Hero Tokens from the Trade Goods Shop, the same type and number of Tokens can be purchased again right away. These additional sets of Tokens cost Gold, starting from a small amount. This is a great way to get the last few Tokens you need for an upgrade or promotion.
      • When your Trade Goods shop is restocked, a new set of Hero Tokens, available for Trade goods, will become available.
    • New Shop Interface
      • We’ve greatly improved the functionality of the shop, including the Building Menu and Trade Goods Shop. In addition to a new look and feel, players will have an easier time comparing the contents of various bundles on offer. Swing by and see if something catches your eye. Treat yourself; it’s a hard life in the wasteland of Walkers!
      • Purchase stability and flow have also been improved.
    • Bugs and Improvements
      • Fixed a bug that caused the white or blue line that indicates the Action Point cost of a potential movement to show the wrong color by mistake.
      • Fixed a bug that would cause a Leader Trait to continue to be in effect after the corresponding Hero was removed from the team.
        • This includes cases where a Leader was removed from a team defending an Outpost.
      •  Carl’s Leader Trait “Second Chance” will now ensure that the revived character survives until the start of the player’s next turn.
      • Fixed a bug where the Trial replay timers were started only after the player returned to the Mission Menu.
      • Fixed a bug with Swift Strike that prevented the announcement of the trait from appearing correctly.
      • Fixed a bug where some Challenge rewards were accidentally skipped when several were awarded at the same time.
      • Streamlined the game loading sequence to reduce load times when the app is launched or restarted.
      • Fixed a bug that caused a player to have too many Tank walkers defending their Outpost.
      • Fixed a bug where Charge Attacks were occasionally dealing less damage than intended.
      • Fixed a bug that caused the number of tokens refunded when a player retired a survivor to be calculated incorrectly.
    • The Walking Dead Highlights
      • New Missions
        • We’re excited to bring you a new series of missions that reflect one of the most important periods in the history of the Walking Dead. This set of nine missions retells the events of Rick, Daryl, and the others as they claim the abandoned Prison for their home, and engage in a battle for survival against the Governor and the people of the Woodbury Colony.
        • These missions will be unlocked one per week, similarly to the schedule of the Season 7 missions. Tokens, Radio Phones and more rewards await you for completing the Trials missions each week! The first Highlight mission will be playable directly once tomorrow’s (Tuesday) maintenance has been conducted.
      • New Heroes
        • Redefining the concept of a “hero”, these new characters certainly left their mark on the people around them. Collect them and add them to your team to make some menace of your own!
        • The Governor – Assault
          • Leader Trait “Only the Best”: The Supplies and XP found in mission crates, and the chance to gain high-level equipment from those crates, is increased by 15%. [Upgradeable to 37%]
          • Note: You can collect enough tokens to unlock the Governor for free by playing the Highlights of the Walking Dead special missions and completing the Trial missions in the week that they are unlocked!
        • Merle Dixon – Shooter
          • Leader Trait “Jackass”: Your team deals 16% more damage when attacking an enemy of higher level than any member of your team. [Upgradeable to 30%]

 

  • Dear players,
  • There has been a lot of justifiable unrest regarding changes made with Update 2.6. We greatly value all of the feedback you have provided us and understand that these changes were not properly communicated in the update notes.
  • Taking all of your feedback into consideration, we have now evaluated the situation with the team and have decided to temporarily bring back the healing times back in line with the healing times used in Update 2.5. We are planning on further investigating the different solutions to this so we can ensure the benefits of the hospital work fairly for all players. The latest Hospital upgrade, which is available with Council level 21, will have a healing time reduction of 10 minutes as opposed to the 15 minutes that was communicated in the Update Notes. These changes will take effect at 1 PM UTC today.
  • We’d also like to take a moment to address the feedback regarding the returns of retiring survivors. Our stance is that the current values reflect a fair return on investment. However, we’ll be keeping a close eye on the value return for retiring Survivors and the healing time calculations, as well as your feedback, over the coming months in regard to possible future changes. We’ve learned from your feedback and any possible changes will be clearly communicated in good time before they go live.
  • Thank you all again for all the feedback regarding Update 2.6. During times like these it’s apparent how much of a passionate and committed community we have. We hope you have as much fun playing the Highlights missions and other new features as much as we did making them and we’re very excited about the future of No Man’s Land. Can’t wait for you all to see what we have next in store.
  • Thanks, Teeceezy & The No Man’s Land Team

July 2017

  • MERLE Released

September 2017

  • Update 2.7
    • The Distance
      • New game mode – players who have reached Council level 18 can put their skills to use in the new endurance game mode – The Distance!
      • The rewards match the challenge as different amazing rewards drop each time that the Distance event occurs. Can you go The Distance?
    • Crafting
      • New buildings – players who have reached Council level 15 will have access to new buildings for crafting
      • Craft badges and assign them to your survivors to master even tougher challenges
      • Earn components and try out different formulas for the best results
    • New Challenges
      • Two new Challenge maps – Explore the Farmlands and the Army Base
      • Round Pass – Skip the lowest challenge rounds and earn more rewards
    • Fixes and Improvements
      • Improving Token values for scrapping a survivor take into account the current rarity of the survivor
      • Guild search improvements – Be on the lookout for some new guild applicants!
      • Combat is flashier than ever!
    • New Hero – Aaron
      • Leader Trait – “Teamwork”: Successive attacks by your team made on the same target deal 12% more damage. [Upgradeable to 28%] Focus your attacks on a single enemy, and each one after the first will be even more powerful. This even works on groups of enemies hit by your Assaults, Hunters, and Warriors!
      • Unlocking Aaron will be no small task – Aaron’s tokens are not found in the Radio calls, Token Crates, or Season Missions. Instead, you will need to venture into the Distance to earn his tokens. It will take a dedicated search and rescue effort to extract Aaron from the Distance, and the most devoted and skillful players will achieve this unlock before anyone else.
    • Balancing Changes:
      • Retiring Survivors
        • The number of Class Tokens refunded to a player when retiring a Survivor now takes into account the current rarity of the Survivor [from Common through Legendary] instead of the original rarity of the Survivor. Elite Survivors will be counted as Legendary for this calculation.
      • Trait Percentage Maximum Values
        • The maximum chance for a Critical Hit with a normal attack is 90%.
        • The maximum amount of Damage Reduction that a player can utilize is 80%.
        • If game effects, Traits, or Badges would increase a player’s total chance for Critical Hits or total Damage Reduction above these maximums, they will be reduced to the maximums stated above. This change encourages players to seek out multiple beneficial effects for their character and team setups rather than focusing on a single effect that may lead to unfair gameplay.
      • Outpost Building Upgrades
        • In a prior update, the unlock level and building upgrade levels for the Outpost building were changed. The costs and building times for the Outpost building upgrades have now been changed to better match other buildings that upgrade at the same points in the game.
      • Bug Fixes and Improvements
        • The list of Suggested Guilds in the Guild Search menu is created more intelligently. These Guilds are picked to better match the location, player level, and/or activity of the searching player. Additionally, guilds who require approval will not be shown in the list of Suggested Guilds. These can still be found via a normal Guild Search. Other Guild Search functionality has been preserved. Guild Leaders, be on the lookout for some new applicants!
        • Several Combat visual effects have been improved.
        • Some Camp Buildings have had their appearances altered, and these buildings’ appearances will evolve more as the building is upgraded.

 

  • Hi everyone, so there are three different things which I’m going to be talking about here:
  • The first is a bug which only those of you who have reached the final level of The Distance will have seen. This bug was causing the enemies on the final mission to disappear, meaning that you could walk safely to the end of The Distance. It’s a shame that this bug popped up here, because it makes what should have been the most difficult challenge within The Distance the easiest instead. This was a bug and that bug has been fixed; so those of you who make it to the end of The Distance on Saturday will have to fight to the last as intended.
  • The second topic is the wrestler trait ‘kamikaze’ tactic. As said before, we’re keeping watch on what’s happening and listening to your feedback. Some of the community seem to be okay with the tactic and some don’t. That’s to be expected. However, this is different to the final mission bug, we’ve known about the wrestler trait for a long time now. If any changes are made as a result of this tactic being used in The Distance, if indeed any changes are made at all, they’re not going to be implemented into the game without due consideration of their impact on other game modes such as the Challenges, their impact on the health of the game generally and their impact on you, the players. They also won’t be implemented without due communication.
  • Lastly, regarding communicating changes – map 9 ‘The Pit’ has proven to be too much of a steep increase in difficulty and as such will be made marginally easier. Not a major change, be aware and don’t let your guard down because it’s still not going to be easy.
  • We’re aware that there are other hot topics and I’d like to say that we’re also keeping an eye on the challenge round passes and the crafting features, as we do with all new entries to the game. Have a great weekend and good luck going The Distance on Saturday! Next week we’ll be seeing another new challenge map, Farmlands, which starts the usual time on Wednesday.
  • Cheers, FOABP

October 2017

  • Hey guys,
  • We’ve received a lot of feedback from the community that you would like changes to the game communicated ahead of time; the following is exactly that. Some of these changes will come into effect when Update 2.8 is released, and some are going to happen now, to give you a head start on the changes that 2.8 brings. (NOTE: These are not the full Update Notes for 2.8.

    Balancing
    Challenge Rebalancing
    This is probably the most requested change that we’ve had in recent memory. We love how ambitious players who partake in the weekly Challenges are, and it hasn’t sat right with us that upgrading your survivors to their maximum level and being able to earn the highest possible amount of Challenge Stars have not gone hand in hand. So from update 2.8 onwards:

    Starting Difficulty and Difficulty progression will still be based on the levels of your survivors as before, but all survivors of level 20 and higher are considered equal for the purposes of calculating the Starting Difficulty and Difficulty progression of the Challenges.

    Players with three of more survivors of Level 20 or greater will play Challenges with the following details:

    Starting Difficulty: 14
    Single rounds for difficulties 14 through 18.
    Three rounds per difficulty from Difficulty 19 through 29.
    Four rounds per difficulty for the remainder of the Challenge.
    Players will still be able to collect Round Passes for every 5 Rounds that they complete.

    An important note here is that this is a temporary change that will be in place until at least the end of the year. We have planned additional changes to the system that will accommodate the long term growth of your survivors and teams, without reintroducing the issues we have seen since 2.4 was released. When those changes are ready, you will hear about them before they go live.

    The Wrestler Armour Trait
    The Wrestler trait has been the center of a lot of discussion lately, as it has been in the past. We’re continuing to watch the way Traits are used to make sure that there is no single “must-have” trait for any game mode. Also, when imbalances in the game appear, we want to make the fewest changes that has the potential to restore that balance.

    As of 2.8, the Wrestler Trait will receive new functionality, as described here:
    “This survivor automatically attacks any walker it struggles with each turn, dealing 40% of normal attack damage.” [Silver: 65%; Gold: 95%].

    This change means that the Wrestler Trait will still be effective against walkers of a levels greater than your survivors, but will not be able to automatically kill any level of walker, regardless of level. This attack will ignore body shot calculations, meaning that in some cases, you can deal more damage with Wrestler than you could with a normal attack.
    Additionally, increasing the power of your characters with Badges and Equipment will have a similar effect on the damage dealt by the Wrestler Trait.

    Other Changes

    Council Level Increase 
    Players at Council Level 21 and Camp Level 63 will be able to upgrade their to Council to Level 22. The new maximum Survivor Level will be 23, and Level 23 Weapons and Armor can be upgraded to Level 26.

    Based on feedback from the community, we’ll be adding the new Level 23 equipment to the game before the Council Level update happens. From the time this announcement is published, you’ll be able to find level 23 equipment in the following places: Challenge Reward Crates, Epic and Legendary Gear Crates in the Trade Good Shop (from the TG Shop at Camp Level 67 – the highest current level), as well as in the Bundle Shop.

    Starting on October 6th and running until 2.8 there will be a Supplies for Gear Event in the Trade Good Shop, where you’ll also be able to find level 23 gear.

    New Traits
    We’re also adding several new Equipment Traits in 2.8, so many new combinations of traits on your gear will be available soon:

    Weapon Trait: Double Tap. Shooters will have a powerful new Trait for managing crowds of walkers or tough human enemies.
    Armor Traits: Sniper Harness, Training Gear, and Hazard Suit. These traits will have a variety of effects, increase your damage output, damage resistance, and the speed at which you can train your survivors.

    Stun Resistance
    As with other traits that have has the possibility to achieve a greater activation chance than was originally intended, we are applying a maximum chance ‘cap’ to Stun Resistance. When 2.8 releases, the maximum amount of Stun Resistance available for a Survivor will be 75%. This way, you can get the maximum benefit with the Gold Equipment Trait, and do not also need Luck to have the best possible stun Resistance.

 

 

  • Update 2.8 (Forum Link)
    • Season 8 Missions
      • To celebrate and explore the world of The Walking Dead’s eighth season, we are bringing you another set of missions based on the episodes of the TV show! Available each Monday, starting at 12:00 UTC, these missions follow the survivors of The Walking Dead and offer another glimpse and angle into the events of that week’s episode of the show.
    • New Hero: Jerry!
      • Ezekiel’s loyal and faithful companion and bodyguard, Jerry joins the cast of Heroes in No Man’s Land. As a strong and capable Warrior, Jerry is ready to rush into any danger to save his King and your survivors.
      • Jerry features a new Leader Trait, “Bodyguard”: When Jerry or an adjacent ally is damaged, there is a 35% chance [upgradable to 60%] that the damage is reduced by 50%”
      • Collect Jerry tokens and unlock him for your team by completing the new Season 8 missions. Bonus tokens can be won if you complete each Season 8 mission in the week that it is first released.
    • Council Upgradable to Lvl 22!
      • Players at Council Level 21 and Camp Level 63 will be able to upgrade their to Council to Level 22, which in turn allows upgrades to your Workshop, Training Grounds, and Supplies Storage buildings, along with the opportunity to build additional Tents. With a new level of power for your survivors and Equipment, you will be able to face tougher Challenges, venture further into the Distance, and earn greater Rewards than ever before!
      • With these new buildings and upgrades, the new maximum Survivor Level will be 23, and Level 23 Weapons and Armor can be upgraded to Level 26.
    • New Traits:
      • Armor Traits
        • [Assault, Hunter, and Shooter Armor] Sniper Harness: Deal 15% more and take 10% less damage while in cover. [Silver: 25 / 20%; Gold: 35 / 30%]
        • [All classes] Training Gear: Get 20% more Experience from kills by this survivor. [Silver: 30%; Gold: 40%]
        • [Bruiser, Scout, and Warrior Armor] Hazard Suit: Take 50% less damage from fire. All attacks against this survivor have a 10% chance to be Body Shots. [Silver 60 / 15%; Gold: 70 / 20%]
    • The Distance: Normal and Hard Difficulties!
      • After the Introduction of The Distance in the previous update, the bravest and most daring players have struck out into the unknown to battle the hardest enemies ever in No Man’s Land. We’re bringing a similar experience to even more players by creating two tiers of difficulty for the Distance: Normal and Hard modes!
      • Hard Mode
        • The version of The distance that was added with update 2.7 is now known as The Distance: Hard Mode. With enemies ranging from difficulty 18 through 40 and above, it is the toughest series of missions ever found in No Man’s Land. Players of Council Level 18 and up can continue to fight against these enemies and earn Components, Hero and Class Tokens, and more; and may someday unlock Aaron [who remains exclusive to the Distance: Hard Mode] for use in their teams.
      • Normal Mode
        • For players of Council Level 12 and up, a new set of missions is available – The Distance: Normal Mode! These missions have the same maps, enemy types, and victory conditions as Hard Mode, but the missions range in difficulty from 10 to 20 and up. Rewards for these missions are primarily aimed at helping players between Council Levels 12 and 20 upgrade their camps and train their survivors; they’ll find large quantities of Supplies and XP, as well as some Rare and Epic Equipment and Hero tokens along the way.
      • Selecting a Distance Mode
        • When you start The Distance, you can select from among difficulties that you have unlocked. You will be locked into the Distance Mode you select and cannot change the difficulty setting until the event ends or you use the Restart feature.
    • Guild Suggestions
      • For the players who have not yet joined a Guild, the game now offers a guild for them to join. We look for a best possible fit for the players based on geographical proximity, finding guilds that are actively looking for members, and the Council level of the players. In addition Guilds can now select a style of Guild they want to have (Active, Hardcore and Casual) that further helps players to find the type of Guild they want to join!
    • Challenge Mode Balance
      • Players have been engaging with the Challenges and collecting Stars for months now, and we’re continually impressed with the ingenuity and community spirit that our players and Guilds have shown. However, for players at and near the maximum levels, there has been some concern that the adjustments of difficulty and round progression that occur when players upgrade their teams is not most beneficial for everyone. To better achieve this goal, we are changing the way some aspects of Challenge Difficulty are calculated.
      • Starting Difficulty and Difficulty progression are still based on the levels of your survivors as before, but all survivors of level 20 and higher are considered equal for the purposes of calculating the Starting Difficulty and Difficulty progression of the Challenges.
      • Players with three of more survivors of Level 20 or greater will play Challenges with the following details:
        • Starting Difficulty: 14.
        • Single rounds for difficulties 14 through 18.
        • Three rounds per difficulty from Difficulty 19 through 29.
        • Four rounds per difficulty for the remainder of the Challenge.
      • Challenge Round Passes
        • An adjustment to the way Round Passes are earned will make it easier to know when to expect them. Starting with the first Challenge after the update, Challenge Rounds that are skipped will count towards the collection of future Round Passes. You will earn a Round Pass after completing rounds 5, 10, 15, and so on. In addition, if you want to check the number of Rounds you need to complete to earn your next Round Pass, tap the Round Pass icon on the Challenge screen and check out the tooltip that appears.
    • Trait Balance
      • All games that add content and abilities need to adjust the game balance periodically, and we are always striving to bring the most varied, exciting, and fair experience to our players.
      •  Wrestler
        • This trait has new functionality, as follows: “This survivor automatically attacks any walker it struggles with each turn, dealing 40% of normal attack damage. Damage decreases each turn the struggle continues.” [Silver: 65%; Gold: 95%]
        • This change means that the rest of your team can help the Wrestling survivor defeat their opponent faster. Additionally, increasing the power of your characters with Badges and Equipment will have a similar effect on the damage dealt by the Wrestler trait. However, Wrestling survivors will no longer be able to single-handedly defeat walkers of levels far beyond their own.
      • Stun Resistance
        • When used with Lucky Survivors and Weapons, the chances that this trait will have its intended effects exceed 100%. Therefore, Stun Resistance is being capped at 75%. From now on, it is not necessary to have Luck in order to get the maximum benefit of this trait, but it is also not possible to ensure that a survivor can never be stunned.
    • Defending Walkers
      • Players that have upgraded their Walker Pits will have several new levels for upgrading their defending Walkers available. With the Walker Pit at maximum level, all types of Defending Walkers can now be upgraded to Level 26, making them a tough obstacle for Outpost attackers with even top-notch teams.
    • Other Changes and Bug Fixes
      • In addition to changes that improve the reliability, performance, and stability of the game, the following fixes have been made to correct existing bugs:
      • Components and the Scavenger
        • Players who have built the Scavenger building in their camps can now start finding Components in crate rewards for Missions of difficulty 13 and up. The previous minimum difficulty was 15.
      • Challenge Round Passes:
        • Fixed a bug that would cause players who earned 6 or more Round Passes to start at the incorrect Difficulty of the Challenge and be required to play the first Difficulty for more rounds than were intended.
      • The Distance:
        • Fixed bugs that caused the number of enemies to change when playing a mission for the second or further times.
        •  Fixed a bug that caused some missions to be unintentionally skipped.
      • Retiring Survivor Token Refunds:
        • Fixed a bug that caused players to receive fewer Tokens than intended when Survivors with one or more Elite Stars were retired.

December 2017

  • Update 2.9 (Forum Link)
    • December Events
      • The end of the year is a time for reflection, merriment, and preparation for what adventures the new year will bring! We’re loading up the calendar with special reward events, new bundles and Radio Call events, and even some giveaways to celebrate you – our fans. Look for info in the News section of the Camp; everything you need to know will be announced there. We wish all of our Survivors and the real Heroes of No Man’s Land [the players!] a safe, happy, and fun holiday season. Light a fire, gather your friends and Guildmates, and spread some cheer!
    • Daily Quests System
      • A brand new and completely overhauled Daily Quest system reward you for exploring the game, using new teams and strategies, and getting the most out of every day’s struggle for survival.
      • The new system replaces the old Daily Quest System.
      • Daily Quests can be found by tapping the upper-left corner of the Camp Screen.
      • Four Quests are chosen for you each day.
        • The Quests are randomly chosen, and the kinds of Quests you see will change depending on progression through the game.
      • New quests appear every day at 13:00 UTC [the same time of the day that the Challenge and The Distance start].
        • Unfinished Quests will be discarded automatically when new Quests appear, so be sure to complete them each day in order to get the most rewards.
      • Use the ‘Go’ button near the Quest description to go to the screen where you can complete the quest.
      • Completing each Quest gives a Quest Trophy and the reward shown. These Quest rewards can be Supplies or XP, Gas, or other resources.
      • Accumulate enough Quest Trophies to unlock a Quest Crate that can contain rewards like Equipment, Radio Phones, or Class or Hero Tokens.
        • Quest Trophies do not expire – you can save them up over several days to unlock the Quest Chest if needed.
      • Complete all four Daily Quests before they refresh to get a bonus batch of Quest Trophies!
      • After collecting a Quest Crate, the next Quest Crate appears right away. Any extra Trophies that remain are applied to unlocking this new Crate.
    • Bruiser Weapons Get Stronger
      • To better crush the skulls of walkers in your neighborhood, Bruiser Weapons are receiving an overall upgrade to Damage. Bruiser Weapons you already possess and those you collect in the future are up to 60% stronger.
    • Select Hero Improvements
    • Hero Changes
      Carl Increased Health and Damage, Leader Trait triggers more often
      Carol Increased Health and Damage, Leader Trait more effective
      Daryl Increased Health, Leader Trait chances improved
      Eugene Increased Damage, Leader Trait chances improved
      Ezekiel Increased Damage, Leader Trait Damage bonus increased
      Gabriel Increased Damage, Leader Trait chances improved
      Jesus Increased Health and Damage, Leader Trait Damage increase improved
      Michonne Increased Damage, Leader Trait chances improved
      Morgan Increased Damage, Leader Trait chances improved
      Negan Increased Damage, Leader Trait Health and Damage bonuses improved
      Rick Increased Health and Damage, Leader Trait Damage bonus improved
      Rufus Leader Trait Health bonus improved
    • New Weapons
      • New Winter Survivalist weapons will be appearing in the game throughout the wintertime. Look for these in the Shop, and expect to see them mowing through Walkers in a Challenge or Distance mission near you soon!
    • Menu and Interface Improvements
      • We’re always looking for ways to improve the experience of playing No Man’s Land. We hope to continue to optimize and improve menu functionality whenever possible.
      • In the Training Grounds and Team Selection, arrows to the sides of the survivor’s model will allow you to quickly browse other Survivors in your Roster. The current Survival filters are taken into account when using these arrows; for example, if the “Assault Class” filter was applied before inspecting a Survivor, these new arrows would cycle through your Assault Heroes.
      • The “End Turn” button in combat appears at the start of the player turn with a reduced delay.
    • Tech Improvements
      • iPhone X Support
        • The game will now use more of the available screen space, and elements have been positioned to avoid the new screen edge shapes.
      • Memory Usage
        • Optimizations for loading images, menus, and game elements should show improvements in game stability, loading times, and performance for older devices with lower amounts of available memory. The amount of performance increase will vary significantly from device to device.

January 2018

  • It’s that time again, survivors – time to test your mettle and your bravery in the Ultimate Challenge!

February 2018

  • Season 8B Missions Forum Link
    • No Man’s Land continues our exclusive partnership with AMC’s The Walking Dead television show with a new set of Season Missions following along the trials and conquests of Rick, Carl, and the other Survivors. Based on player feedback from past seasons, we have aimed to make the Trial Missions in Season 8B challenging and compelling for players of all levels. Join us every week on Mondays at 13:00 UTC for a new mission with great rewards, new gameplay, and a new perspective on the events of the most recent episodes of The Walking Dead!
  • Season 8B Reward Hero
    • We’re opening up one of the game’s most powerful and central characters to all of our players! The one and only Rick Grimes will be the central character for the rewards of Season 8B missions. Players will earn some Rick Tokens each week for completing Season 8B missions, and a bonus batch of Rick Tokens for completing all 5 Trial missions within the week that each mission premiers.
    • Players that complete all 8 Season missions in their debut week will earn enough Rick Tokens to unlock our favorite Shooter. Players who have previously unlocked Rick or earned Rick Tokens can add these new rewards to their existing inventory, earning enough over the Season to help them promote Rick to a new level of rarity.
  • New Challenge Missions
    • We’re always expanding the world of Challenges by bringing new Mission sets to the game whenever possible. In 2.10, the new Challenge “In the Dead of Night” will show you places you once thought familiar, but filled with new surprises and dark twists.*
  • New Weapons
    • A few new Weapons are going to be made available as the Season continues – look for these in the Shop, and also in a special game event. Stay tuned to the game and to all things The Walking Dead to learn more as soon as news is available!
  • Random Chance Tables
    • Next Games and No Man’s Land are proud to release new information on the random chances of obtaining rewards in all areas of the game.
    • New information buttons appear in the following places:
      • The Radio Tent
      • When picking Crates after Missions
      • On the Guild Gift button
      • Trade Goods and Components shops
      • In the Craftsman Building Badge Creation menu
        • On each of these screens, the player can find specific information on the chances to receive any specific type, quantity, or rarity of reward that is possible in that location. We hope players use this information to make the best choices about how to spend their time and resources in No Man’s Land. Out of respect for our supportive community of dedicated players, Next Games and the No Man’s Land team went far beyond the minimum requirements for creating these information screens. We’re excited about this step to increase transparency and more informed decision making in mobile games, and proud to be leading the way in offering the most detailed information we can to our players.
  • Bug Fixes
    • Several bug fixes related to performance, connectivity, advertisement delivery, and loading times have been made, but each individual player’s device, signal strength, and operating system will impact the extent to which these improvements are felt in gameplay.
    • In particular, players have asked for some specific bugs to be addressed.
    • Fire Animation
      • This should cause less slowdown of frame rate on older devices.
    • Gas Booster
      • If a player has more Gas than their maximum Gas Tank capacity at the time of activating a 24-hour Unlimited Gas Booster, this additional Gas will remain available to the player even after the Gas Booster expires.
    • Running Raiders
      • Raider and Freemen enemies that have been reported to be moving further and faster than ever before should be restored to their original, intended movement speed.
    • Framerates
      • Optimizations to the game engine should, in many cases, result in higher framerates and smoother gameplay for players with older devices. Depending on your device, these optimizations may also have a positive effect on your device battery life while playing No Man’s Land.
  • More to Come!
    • We have been working with players, Guilds, and Community and Development teams to improve the game in a number of ways. One point of special attention has been the Challenge experience for players with maxed-out Survivors. In the coming weeks, we will be announcing changes to the normal Challenge rules based on our past discussions and experimental events. The focus of these changes will be to increase the amount of difficulty in missions for veteran players, thereby reducing the number of low-difficulty rounds, while maintaining a rewarding experience for players of all progression levels.

 

  • This is an exciting time to be a No Man’s land player! Hot on the heels of the 2.10 update, we are bringing a variety of changes to the game in the first Balance Adjustments of the year. These changes all go into effect on March 6th, at 11:00 UTC.
  • Maximum Council Level Increased
    • Players are finding themselves with very full Farms, and there’s always one sure way to put these Supplies to good use. With five months passed since the last Council Level increase, many players are anticipating an opportunity to push their survivors to greater heights.
    • Council
      • Players will be able to upgrade their Council building to Level 23.
    • Training Grounds
      • After upgrading the Council, players can then upgrade the Training Grounds to level 23, which will allow for training Survivors and Heroes to Level 24.
    • Scavenger
      • An upgrade to the Scavenger Building, which requires Council 23, will increase the chances of finding higher rarity Components in Mission Crates. Players with the upgraded Scavenger will also no longer find Common Components in the Components Shop.
    • Workshop
      • The Workshop can be upgraded after the Council, and will then allow for the upgrading of Weapons and Armor of base level 24 to a maximum Level of 27.
      • To help players get started in their collection of new gear, players at Council level 22 have a chance to find Level 24 Weapons and Armor in Challenge Crates and in Trade Goods Shop – Gear Crates. This Equipment is also available from the Bundle Shop.
      • This level 24 Equipment will start appearing in the game immediately! [Please be sure to close and reload the game to ensure you have the latest game data.]
      • In conjunction with the ongoing Carol’s Week upgrade event, all Council 22 players who earn a free Kingdom Spear through this event will receive that spear at level 24.
  • New Challenge Format
    • In the past months, several “Ultimate Challenge” events were held, which altered the starting difficulty and rate of advancing through the Challenge. The feedback to these has been so positive that the most common player request on the matter is asking for this new format to be made permanent. We’re happy to announce that this is precisely the case!
    • Starting with the Challenge on the 7th of March, the format of the challenge will follow these rules:
      • Starting Difficulty is based on the level of your three highest Survivors, but a little higher than previously.
      • Players with three survivors at Level 10 will start at Difficulty 8
      • Players with three survivors at Level 15 will start at Difficulty 11
      • Players with three survivors at Level 20 will start at Difficulty 15
      • Players with three survivors of Level 23 or higher will start at Difficulty 17
      • Difficulty will raise after each Round for each of the first 1-5 Rounds, at which time the Difficulty will then increase once every two Rounds.
      • Difficulties of 27 onwards last three Rounds each.
      • Round Passes are awarded for every fifth Round advance.
      • Players will be able to complete Rounds at whatever pace they like, and will not be delayed by a timer after completing several rounds in a short time.
      • Rewards for personal and Guild star totals have been adjusted to help players earn rewards at a good pace even as Difficulty increases.
      • Since fewer Rounds are needed to complete each Difficulty, it is expected that week-to-week star counts will be affected. However, now every additional mission represents a larger portion of your total score, so players who attempt the hardest missions will really stand out on the leaderboards.
  • High Level Weapons and Armor from Rewards Crates
    • Players that have been playing No Man’s Land for 20 levels or more are able to build up a great collection of equipment for their Survivors. As the game progresses, the relative value of Rare Weapons and Equipment decreases, since players unlock more ways to earn and obtain Epic and Legendary gear. For this reason, we are adjusting the contents of Gold Crates for high level players and high-difficulty missions.
    • Gold Mission Crates after missions of Difficulty 20 or greater will have a smaller chance to contain Weapons or armor, and all Equipment found in these crates will be Epic or Legendary.
    • Weapons and Armor found in Deluxe Challenge Crates and Gold Rewards Crates purchased from the Trade Goods shop will be either Epic or Legendary for players of Council level 20 or greater.
    • In general, players will find Epic and Legendary gear about as often as they did before, and the Rare Weapon and Armor rewards will be changed to XP in most cases, or Supplies for Supplies Scavenge missions.

 March 2018

  • Optional Update 2.10.2 is coming to No Man’s Land! There are several minor improvements focused on game performance and the very early game experience. Read on for more information, and look for the update in your App Store if any of the following issues relate to you.
  • Early Game Experience
    • Transitions between missions in Story Chapter 1 are easier to follow.
    • Guild Suggestion moment has been optimized.
    • Radio Call tutorial and Intro Cinematic issues have been eliminated.
  • General Improvements
    •  Improved performance in missions where 50 or more enemies were killed.
    • Survivors in combat that are close to one another are now easier to accurately select.
    • General loading time and memory usage improvements.
    • Adjusted some screens for better layout on iPhone X.
  • Bug Fixes
    • Fixed a bug that caused players to be stuck on the outpost loading screen.
    • Resolved some issues reported by players regarding with push notifications and video ads.
    • Fixed a bug that sometimes caused a game lock when Android players who were not logged into their Google Play account.iOS notification badge on the Home Screen functions correctly once again.
  •  This update is optional – all content, rewards, and events will be available to all players. However, if the issues above have been giving you trouble, please head to the App Store and download the update.

April 2018