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The Outbreak

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The Outbreak is a free online strategic survival game. It is based in a post apocalyptic world, where you survived and managed to secure a location within Kansas. It has become a community, growing bigger and bigger till the point you can call it a town.
This is where The Outbreak starts. You are the mayor of the town and it is your responsibility to keep it all going well. You have to provide the population with enough resources, you need to expand and you have to build an army to keep your town safe, or maybe you are an agressor and want an army to attack towns near your area. It is all up to you. Act and react on the problems a post apocalyptic town faces.
More game info on: http://www.the-outbreak.com/game.php
New Features added 1-10-2017:
------------------------------
Townlevel Mission:
- Mission level 25: Changed to 5 Biomass plants
- Mission level 27: Changed to 5 Refineries
- Mission level 11: Changed to 6 Apartments
- Mission level 21: Changed to 5 Casino's
- Mission level 35: Changed to 6 Flats
- Mission level 28: Changed to 6 Bunkers
- Mission level 16: Changed to 6 Checkpost
Resources:
- Starting resources slightly increased.
- Starting amount of vechicles has been changed to 10.
- Huting cabins now produce 35 food each tick instead of 25.
- Goldmines now produce 80 cash each tick.
- Workforce needed for a Goldmine increased to 25 population.
- Workforce needed for biomass plants and refineries is now 6 population.
- Population from captured villages now generate tax income (population * 1.2). Tax bonusses apply as normal.
Operations:
- Find refugee operation will nog generate a lower outcome.
- Infiltration reports now give estimated numbers instead of the precize results.
Raiders:
- Raiders will now appear more often on the map depending on the level of the the area.
- Increased the award when destroying a raiders camp. Which can been seen with a succesfull infiltration operation.
Constuction:
- Overbuild formula changed depending on the level of your area.
- Overbuild modifier will increase faster as normal, and grows faster as the number becomes higher.
- Force readiness, when running out of food or cash for army supplies, your force readiness will lower.
Combat and army:
- Victory Loot will be introduced
- Winning party will receive Cash when looting army supplies, the more casaulties, the more army supplies and therefore a bigger Cash reward.
- Winning party will loot vehicles.
- Loosing party will loose more vehicles
- Cost of army supplies have been increased.
Research:
- Prices and research time reviewed.
- Building Projects changed to +25 instead of +50
Clan:
- Clan member limit changed to 8 in all area's.
Special units:
- Special units statistics changed, see guide chapter 7.1.
Events:
- New random events have been added.
- New regional events have been added.
New Features added 1-4-2017:
------------------------------
- Added 2 new buildings:
-> Police Station (Households Agents)
-> Barracks (Households Soldiers and Mortar teams)
- 4 new levels added (1 - 40)
- HQ Level added, each level is of influence on your Force readiness (in the future we are going to add more HQ related features).
- 'Army supplies' added. Costing you cash, when you do not have enough cash to keep your army supplied your force readiness will not increase.
Army supplies needed by troop type:
Militia - 0,4
Policemen - 0,8
Agent - 1,2
Biker - 1,5
Soldier - 1,5
Mortar team - 2,2
- Missile silo now gives you 1 missile each tick instead of 2
- When you fire Militia and Policemen, you receive back your population.
- Workforce modifier added. To keep your buildings operational (also on Acre's) you will now have to mantain a certain amount of population (workforce)
When your workforce is not big enough to keep your production going, you will get a income penalty on raw resource buildings:
The amount of population needed to keep 1 building of this type operational:
Hunting Cabin - 2 Population
Farm - 5 Population
Woodcutter - 5 Population
Stone Quarry - 10 Population
Workforce needed = (cabin * 2) + (farm * 5) + (woodcuttertot * 5) + (stonequarry * 10)
- Population growth default decreased to 2% and research upgrading it in steps of 2% instead of 5%
- Added a new type of Acre 'Village'.
- This type of acre has houses and apartment on it on a certain amount of population. When given food the population will be added towards your workforce
- Added 20 more acre's in each Area
- Building formula changed to -> 200 + (research * 50) + (townlevel * 8)
update 1-12-2015
-------------------------
- Each town starts with more buildings then usual, but less houses.
- Mission of level one has been changed to 25 raw buildings instead of 20.
- Food cost of population has been increased.
- Cost increased for building on Acre's.
- Cost increased for building at government locations.
- Amount of defensive structures you can built at other locations has been decreased (Towers 40/ Bunkers 10).
- Troops stationed at location now also consume firewood.
- Towers on acre's or government location are now harder to destroy with mortars.
- Fuel cost for transporting goods from your acres has been slightly increased.
- Government missions now give reputation as a reward, which you can spent for different purposes as soon as you have collected more then 70.
- When running low on food the homeless and refugees in your town will starve first, army will be highest priority.
- Calculation of points has been reviewed, see the guide for more information.
- All building are now limited to a maximum of 1000 buildings you can have in your town.
- Concluding alliances now gives a income benefit to both towns, depending on the amount of population each town has, A town with a high population gives a bigger trading income bonus to the towns who has a alliance with that town.
- When you have enough operation experience, you now immediatly gain a level and do not have to wait until the next tick.
- Regional events now can occur on a random basis, effecting the whole region. Most events will also have a effect on the market prices, some events will not affect the lower towns.
- You can now pick your own clan icon when creating a clan. Also the banner behind your icon is now adjustable.
- Bandits will now try and retake acre's randomly in the area from time to time.
Update 1-10-2015:
- Players starting the game later will now receive extra resources to give them a more fair chance of achieving something.
- Refineries now produce 100 fuel each tick
- You can now manually increase you defcon level on the townhall page, costing operation energy.
- Your defcon level now also affects your locations, protecting them against enemy operations.
- When you are at war and someone send a peace offer, the town icons remain red until peace is accepted.
- You can now decline a peace offer.
- Formula for overbuilt modifier changed, 8 extra buildings each level instead of 6.
- You now receive a extra reward every level gained.
- Highest townlevel has been increased to 36
- When reaching level 36 you can now perform research on new techonologies.
- When multiple attack convoys of your town or locations reach a similar target, you can merge them into a single convoy before you attack.
- Passive operation outcome reviewed and more randomized.
- 'Scavange goods' operation new possible outcomes added
- Towns get automatically resigned after 7 days instead of 5
update 1-8-2015:
- Collecting goods from Acres will now cost fuel.
- When your town does not have enough fuel, resources will not be collected that tick. But the code will also not deduct the fuel needed to collect the resources but instead safe it for your town. When fuel reaches the needed amout of fuel again, resources will be collected once more. When you own mutiple Acres the code will try to collect as much resources as possible until you run out of Fuel.
- The Farther away a acre is located from your town, the more fuel it will cost to collect its resources.
- The more production buildings you have on your Acre, the more fuel it will cost to collect all resources.
- On the info page of your acre you can see how much fuel it cost each tick to collect the resources of that acre.
- Amount of Acres has been increased to 100.
- We have decreased the round lenght to 1 Month instead of 2.
- We have created separate area's for beginners and experienced players. Beginners can join the high level area if they wish to, but experienced players cannot join beginner area's.
Update 1-6-2014:
- Map size increased to 80 sectors.
- Amount of Acres increased to 80.
- Search function added on the map.
- Clan limited increased to 10.
- And many more!

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  "full_description": "The Outbreak is a free online strategic survival game. It is based in a post apocalyptic world, where you survived and managed to secure a location within Kansas. It has become a community, growing bigger and bigger till the point you can call it a town.\n\nThis is where The Outbreak starts. You are the mayor of the town and it is your responsibility to keep it all going well. You have to provide the population with enough resources, you need to expand and you have to build an army to keep your town safe, or maybe you are an agressor and want an army to attack towns near your area. It is all up to you. Act and react on the problems a post apocalyptic town faces.\n\nMore game info on: http://www.the-outbreak.com/game.php\n\nNew Features added 1-10-2017:\n------------------------------\nTownlevel Mission:\n- Mission level 25: Changed to 5 Biomass plants\n- Mission level 27: Changed to 5 Refineries\n- Mission level 11: Changed to 6 Apartments\n- Mission level 21: Changed to 5 Casino's\n- Mission level 35: Changed to 6 Flats\n- Mission level 28: Changed to 6 Bunkers\n- Mission level 16: Changed to 6 Checkpost\n\nResources:\n- Starting resources slightly increased.\n- Starting amount of vechicles has been changed to 10.\n- Huting cabins now produce 35 food each tick instead of 25.\n- Goldmines now produce 80 cash each tick.\n- Workforce needed for a Goldmine increased to 25 population.\n- Workforce needed for biomass plants and refineries is now 6 population.\n- Population from captured villages now generate tax income (population * 1.2). Tax bonusses apply as normal.\n\nOperations:\n- Find refugee operation will nog generate a lower outcome.\n- Infiltration reports now give estimated numbers instead of the precize results. \n\nRaiders:\n- Raiders will now appear more often on the map depending on the level of the the area.\n- Increased the award when destroying a raiders camp. Which can been seen with a succesfull infiltration operation.\n\nConstuction:\n- Overbuild formula changed depending on the level of your area.\n- Overbuild modifier will increase faster as normal, and grows faster as the number becomes higher.\n- Force readiness, when running out of food or cash for army supplies, your force readiness will lower.\n\nCombat and army:\n- Victory Loot will be introduced\n\t- Winning party will receive Cash when looting army supplies, the more casaulties, the more army supplies and therefore a bigger Cash reward.\n\t- Winning party will loot vehicles.\n- Loosing party will loose more vehicles\n- Cost of army supplies have been increased.\n\nResearch:\n- Prices and research time reviewed.\n- Building Projects changed to +25 instead of +50\n\nClan:\n- Clan member limit changed to 8 in all area's.\n\nSpecial units:\n- Special units statistics changed, see guide chapter 7.1.\n\nEvents:\n- New random events have been added.\n- New regional events have been added.\n\nNew Features added 1-4-2017:\n------------------------------\n- Added 2 new buildings:\n     -> Police Station\t(Households Agents)\n     -> Barracks\t(Households Soldiers and Mortar teams)\n- 4 new levels added (1 - 40)\n- HQ Level added, each level is of influence on your Force readiness (in the future we are going to add more HQ related features).\n- 'Army supplies' added. Costing you cash, when you do not have enough cash to keep your army supplied your force readiness will not increase.\nArmy supplies needed by troop type:\nMilitia\t        -\t0,4\nPolicemen\t-\t0,8\nAgent\t        -\t1,2\nBiker\t        -\t1,5\nSoldier\t        -\t1,5\nMortar team\t-\t2,2\n\n- Missile silo now gives you 1 missile each tick instead of 2\n- When you fire Militia and Policemen, you receive back your population.\n- Workforce modifier added. To keep your buildings operational (also on Acre's) you will now have to mantain a certain amount of population (workforce)\nWhen your workforce is not big enough to keep your production going, you will get a income penalty on raw resource buildings:\n\nThe amount of population needed to keep 1 building of this type operational:\nHunting Cabin\t-\t2 Population\nFarm\t-\t5 Population\nWoodcutter\t-\t5 Population\nStone Quarry\t-\t10 Population\n\nWorkforce needed = (cabin * 2) + (farm * 5) + (woodcuttertot * 5) + (stonequarry * 10)\n\n- Population growth default decreased to 2% and research upgrading it in steps of 2% instead of 5%\n- Added a new type of Acre 'Village'.\n- This type of acre has houses and apartment on it on a certain amount of population. When given food the population will be added towards your workforce \n- Added 20 more acre's in each Area\n- Building formula changed to -> 200 + (research * 50) + (townlevel * 8)\n\nupdate 1-12-2015\n-------------------------\n- Each town starts with more buildings then usual, but less houses.\n- Mission of level one has been changed to 25 raw buildings instead of 20.\n- Food cost of population has been increased.\n- Cost increased for building on Acre's.\n- Cost increased for building at government locations.\n- Amount of defensive structures you can built at other locations has been decreased (Towers 40/ Bunkers 10).\n- Troops stationed at location now also consume firewood.\n- Towers on acre's or government location are now harder to destroy with mortars.\n- Fuel cost for transporting goods from your acres has been slightly increased.\n- Government missions now give reputation as a reward, which you can spent for different purposes as soon as you have collected more then 70.\n- When running low on food the homeless and refugees in your town will starve first, army will be highest priority.\n- Calculation of points has been reviewed, see the guide for more information.\n- All building are now limited to a maximum of 1000 buildings you can have in your town.\n- Concluding alliances now gives a income benefit to both towns, depending on the amount of population each town has, A town with a high population gives a bigger trading income bonus to the towns who has a alliance with that town.\n- When you have enough operation experience, you now immediatly gain a level and do not have to wait until the next tick.\n- Regional events now can occur on a random basis, effecting the whole region. Most events will also have a effect on the market prices, some events will not affect the lower towns.\n- You can now pick your own clan icon when creating a clan. Also the banner behind your icon is now adjustable.\n- Bandits will now try and retake acre's randomly in the area from time to time.\n\nUpdate 1-10-2015:\n\n- Players starting the game later will now receive extra resources to give them a more fair chance of achieving something.\n- Refineries now produce 100 fuel each tick\n- You can now manually increase you defcon level on the townhall page, costing operation energy.\n- Your defcon level now also affects your locations, protecting them against enemy operations.\n- When you are at war and someone send a peace offer, the town icons remain red until peace is accepted.\n- You can now decline a peace offer.\n- Formula for overbuilt modifier changed, 8 extra buildings each level instead of 6.\n- You now receive a extra reward every level gained.\n- Highest townlevel has been increased to 36\n- When reaching level 36 you can now perform research on new techonologies.\n- When multiple attack convoys of your town or locations reach a similar target, you can merge them into a single convoy before you attack.\n- Passive operation outcome reviewed and more randomized.\n- 'Scavange goods' operation new possible outcomes added\n- Towns get automatically resigned after 7 days instead of 5\n\n\nupdate 1-8-2015:\n\n- Collecting goods from Acres will now cost fuel.\n- When your town does not have enough fuel, resources will not be collected that tick. 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