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Patch 2.80.10: Zombiez: Pack-a-Punch, perks, item belt and team fixes

Zombiez: Pack-a-Punch, perks, item belt and team fixes (3 October 2026).

Released 3 October 2026. Back to the changelog. UCP patch notes.

Changes

  • New: Double XP tonight from 11pm to 4am UK time. Standing XP and Zombiez XP both count twice, and the Zombiez end screen shows the bonus.

  • Fixed: Zombies stop the moment they are killed. A dead zombie can no longer keep running at you or hit you while the kill catches up, and hits register twice as fast.

  • Fixed: Reviving is faster, 3 seconds or 1.5 with Second Wind, and you no longer get stuck in the kneeling animation afterwards. Both of you get 3 seconds of protection when it finishes, and bleeding out now takes 45 seconds.

  • Balance: Team games are kinder early on: zombie health no longer grows with team size before round 10, and the zombie count grows more slowly. Both ease back to full by round 20. Teammates who are still standing get a quarter of the points for every kill.

  • Balance: Fewer sprinters at once. How many can chase you depends on how many players are still standing, and the limit only creeps up every 10 rounds.

  • New: New Arsenal tab in the Zombiez shop on maps without stations: Pack-a-Punch the gun in your hands, buy perks (Bulwark Cola, Second Wind, Junk Rush, Overkill Brew, Pack Mule) and pick up guns. The City map had none of these until now.

  • New: Med Packs, Adrenaline, Shock Charges, Decoys and Ammo Packs now go in a belt when you buy them, two of each, so you can stock up between rounds. Use them mid-round with Z, G, X, C and H, or set your own keys in your FiveM key bindings.

  • Fixed: Getting back up on your own, with Second Wind or a Self-Revive Kit, now blasts away the zombies around you, and anyone who gets back up has 3 seconds where nothing can hurt them.

  • Fixed: Shots that land on Hellhounds now always do damage. Some guns, the Unholy Hellbringer especially, could hit them without hurting them.