For those who missed the blogpost on our website yesterday:
Hello survivors! That’s it, we’ve released the game! HAAAAAAAAAAA!
It’s been only a few days since release, but we’ve already done 3 quick patches to correct some urgent things. But now that the game is in a state that we are happy with, we’ll start working on some bigger free patches.
We want to let you know what to expect.
The next step for us, and the topic of the 1.1 patch, is all about quality of life improvements. A number of good ideas have popped in the forums, ideas that for the most part we had towards the end of the development, but couldn’t implement in time. As you may have seen, the game is HUGE for a small team like us, so it was already a big challenge to release the game in time (but we did it!)
So, let’s get to the point! I’ll detail here some of the big and small features we’ll be working on:
Speed up the game!
We’ll increase the max range in the speed-up options. We’ll see how high we can go without breaking the game, but with that you won’t need a “cheat engine” anymore to speed up things, hopefully 😉
Skip mode for dialogs: we’ll add an option to speed dialogs REALLY FAST. Activable at any time.
Instant text display: we’ll add a checkbox in the options menu.
Quality of life with food/drinks
We’ll add a little shortcut to give erveryone who is Dehydrated a set amount of water ration.
We’ll modify how the right-click works with food and rations, to enable players to magnetic drag “stacks” of food/water, and distribute them directly without having to go back to the item bar.
Safety check when boiling water
You won’t lose your fire anymore due to frenzy click on the boiling button 😉
Level ups v2
We’ll re-roll duplicates traits, so that you’ll have 5 different traits on any level up.
We’ll force 1 battle trait and 1 management trait in the list. The other 3 will still be random.
We’ll add an option to re-roll the list, in exchange of a negative trait for the character.
Character management in the camp
We’ll find a way to let you see in one glimpse which character is the best suited for a skill. We have several ideas for that.
Send everyone to shelter shortcut: we already have an undocumented shortcut. We’ll make an option page with documentation for all keyboard shortcuts.
Save deployment presets, and load them at anytime.
Add a character quickly to a slot with a key press.
Inventory filters
You’ll be able to filter your inventory, showing you how many food, resources, healing items you have in stock.
Post battle XP
We’ll see if we can do it without breaking the balancing of the game
Animosity gauge feedback (When you don’t give your tribute to Elof)
For now the animosity level is hidden. We may add a feedback on its increase/decrease to give players a better understanding of what is happening.
RNG (random number generator) <*>This one is tricky, because we can assure you that there is no “bug” or “hidden agenda” in the random number generator. It’s pure random, like dice throws: each throw is completely independent. Let’s take the example of rolling a 6-sided die and trying to get a result between 2 and 6 (only 1 is a fail). This has 5/6 chances of happening, which is roughly 83%. Now, if we roll this die several times, you’ll see that it can definitely happen that you fail your roll more than once in a row, even several times (or even the opposite, never fail!).
<*>But we understand it can be frustrating to some people who are not accustomed to pen & paper RPGs… We’ll try to find some ways to have IN SOME CASES a random number which would take into account the “statistical chances”.
<*>In any case, we’ll be very cautious with meddling with the pure random generator we have now, because it could break apart MANY things. Right now, the game is intentionnaly focused on buffing/debuffing during battles, and having bad series of events giving you some difficulty spikes from time to time. We think that when you are accustomed to the game, it gives you some real fun having to deal with strokes of bad fortune. And even more sense of accomplishment when you succeed to overcome them.
So that’s it, we’ll be focused on that for the coming days/weeks. I don’t have any ETA for the patch right now, we still have to see at which pace we can advance.
But what I can say, it’s that we WANT to continue working on the game as long as we can with patches like this one. We won’t be able to do EVERYTHING, but we want to give Dead In Vinland the love it deserves. We also want to produce new content, both free and paid, but that is another story ^^
We also want to thank all of you for supporting us by getting the game! And you seem to be enjoying it, which is really cool for us! We hope you’ll like what we’re going to do for the next updates of Dead In Vinland!
If you liked the game, don’t hesitate to write a review on Steam. And, if you need some advice, or just want to talk to us or other players, please join our Discord server!
Follow on Twitter: https://twitter.com/deadingames
Like on Facebook: https://www.facebook.com/deadingames
For more news, check out the website: http://deadinvinland.com/
Hotfix 1.03
PATCH NOTES:
When assigning more than 1 character to the same camp station, the natural resources will now only decrease once instead of once per character.
Fixed some cases where one could get stuck when interacting with the Peculiar Weighting Apparatus
Fixed the achievement Shepherd sometimes being unlocked without having the 5 sheeps.
Dead In Vinland - Documentary 6: Interview #2 - Manon
Hello survivors!
We're now at the sixth episode of the documentary on Dead In Vinland!
Today, we present Manon & her work as a graphic artist on Dead in Vinland!
Hope you'll enjoy this new episode, don't hesitate to share it if you liked it or comment below!
https://www.youtube.com/watch?v=ohh_yrZnZkQ
Every Tuesday, learn more about Dead in Vinland & all the little hands working hard behind it!
See you next week & don't forget to follow Dead in Vinland in their social media there for more news:
Follow on Twitter: https://twitter.com/deadingames
Like on Facebook: https://www.facebook.com/deadingames
Join the Discord server: https://discord.gg/HHgJT3N
For more news, check out the website: http://deadinvinland.com/
Patch 1.02
Hey survivors!
We wanted to push a quick patch today with the most important fixes that could be done in only one day of work.
The patch notes are below, but maybe the most important fix is that we REMOVED THE TIME LIMIT of 120 days. You can now play indefinitively if you like.
It's just a quick and dirty way to do it, I think we will rework a bit what happens when you reach the end of the tributes, but it will need a bit more time to do it properly.
As of now, we will continue to fix small things up as they come, but we'll also start working on bigger changes that will take us a bit more time to do. We'll pick things from the Wishlist thread that we set up and that is growing, we'll try to communicate from time to time on what our priorities are, but I can already tell you that the fast/skipping of dialogs lines is on our top priority list.
If you like the game, don't hesitate to leave us a little review! For small developers like us, it's a lot of help :)
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DEAD IN VINLAND 1.02 PATCH NOTES:
Removed the event happening on day 120 which would end the game. Now the game is endless. Added a bunch of tributes until day 200. After that, no more tributes for now.
Changed the values of dehydration decrease in the share the drinks phase to match the number of doses given (1 dose = 100% chances to lower 1 level of dehydration now)
Dryer: Lowered chances of stolen food (Was 20%|10%|5% => Now 15%| 5%|1%
Corrected a bug in the calculation of the Dryer efficiency, that would raise way too much the chances of food being stolen when the Dryer's condition malus was applied
Crafting of Healing items in the Forge:
Increased amount of powders crafted in one time from 1 to 4
Increased amount of ointments crafted in one time from 1 to 2
Reduced crafting cost per powder from 3 healing plants to 2
Removed basic Crit Resistance level up Traits from the level traits pool of the Sturdy characters
Enhanced the tooltip for whetstones and armors, to show how much days the effects will last.
Corrected speakers in one of Parvaneh's dialogs
Corrected a bug allowing to craft one of the Shelter's Tier 2 upgrades before crafting Study 2
Corrected some tributes where you could get stuck in the dialog, not able to pay the tribute.
Corrected a dialog where knut would appear in a conversation with Solveig even after his death
Corrected a bug that would enable a character to talk about Yaghoub, even after his death.
Corrected missing translated texts and typos in FR/DE
Corrected a value not showing in the Big Heart trait
SPOILERS BELOW!
Changed the way Cissé hunger strike chained events work: they should now trigger everyday after the initial event shows, so you can convince him to stop the hunger strike quickly. You still can fail though.
Made Invincible Björn truly invicible.
Corrected a bug which made Eustache steal again after being caught and forgiven
You can't freely harvest fruit indefinitively on Fruit tributes anymore, only the amount asked by the tribute.
Hotfix 1.01
A quick hotfix for the weekend!
PATCH NOTES:
Corrected a nasty bug which prevented to complete some quests. (for those who encountered this "wait for the night" bug, just go to speak to the character again and it will shoot the dialog in the next night)
Corrected achievement Headcleaver which was not triggering.
Added a trait that was missing.
Corrected some words and lines that were not translated in FR and DE.
Corrected some entities with infinite actions. (which made the game too easy... ;) )
Corrected wrong names on some dialogs (Cissé)
Happy surviving!
Dead in Vinland is now available!
Hello everyone!
Just a small article for HUGE NEWS: DEAD IN VINLAND IS FINALLY AVAILABLE!!!
After two years of work, we're so glad to finally be able to release that game!
We're overjoyed to release our little baby after 2 years of intense development! We can't wait to see how players will struggle to survive and see the end of this journey into Hel, and what strategies they will discover that we aren't aware of. We'll offer a good beer to the first player who'll reach the end of the game in hard + true viking mode... Good luck ;)
So, we CAN'T WAIT to see how the players will survive in Dead In Vinland. Thank you so much everyone for sticking up with us for so long.
Don't worry, our journey is only getting started... As long as Björn is not on the way! :)
Replay stream #3 - Exploration
Hello survivors!
As always, here is the VOD from the Playdius stream on Dead in Vinland from yesterday! This time, Hama & Adrien introduce us the exploration system & how it can impact your characters & their survival.
https://youtu.be/3TuWkm92cD4
If you wanna check it out or ask questions, feel free to join them on the next stream on: https://www.twitch.tv/PlaydiusGames
The last stream on Dead in Vinland will be on:
- April 19th - 12 A.M GMT+1: Combat in Dead in Vinland
See you on Tuesday for the sixth episode of Dead in Documentary!
Dead in Documentary Episode #5
Hi again survivors!
Dead in Documentary time!
This week, we'll introduce our lead programmer on Dead in Vinland, Thomas! Discover Dead in Vinland behind the scenes through the eyes of our team every Tuesday!
Hope you'll enjoy this new episode, don't hesitate to share it if you liked it or comment below!
https://www.youtube.com/watch?v=ELkyUM_QBh8
Next episode on Tuesday, April 10th! Don't forget to follow us on social media for more Dead in Vinland news!
Follow on Twitter: https://twitter.com/deadingames
Like on Facebook: https://www.facebook.com/deadingames
Join our Discord server: https://discord.gg/HHgJT3N
For more news, check out the website: http://deadinvinland.com/
Dead in Vinland - Traits
Hello survivors!
Today, we’re going to talk about traits in Dead in Vinland.
In Dead in Vinland, we have several types of traits: • Historical & random traits that are available at the start of a new game.
• Traits that you gain throughout the game
• Temporary traits
• Traits that are diseases/wounds
Before going further, let’s explain what a trait is. A trait is a characteristic that is given to each character. They will have many effects. They can for instance give a bonus of XP or decrease the skills of a character.
Finally, the traits can be either good or bad for the character. Hence, there are 2 columns in the traits menu: traits in the green column will give a bonus to the character, while those in the red one will give him/her a penalty.
Now, we’ll talk about the historical and random traits at the start of the game. As you know, each character has his/her own personality. For example, in the game, Eirik blames himself for what happened to his family, and Kari loves adventures. Well, that has an impact in the game! Each character has one good and one bad historical trait when you start the game.
When designing the characters of the Dead In series, we’ve always faced 2 problems: we wanted replayability and random elements, but we want real, living characters, not just faces without stories. It’s kind of contradictory, because the backstory and physical characteristics of characters give you strong constraints that will stick to this character. For example, an old man couldn’t have the skills of a strong, fierce young man. Things like that. So, we must deal with FIXED, logical characteristics for characters, and add a little randomness whenever it’s possible.
That’s why in Dead in Vinland each character starts with a set of HISTORIC traits, that are fixed and tailored for him/her only, and a set of random, lesser characteristics drawn from a pool of traits. Each character starts with 2 historical Trait, and 2 random negative Traits, and each time you level up you may choose between 5 positive traits for your character. They start quite bad at everything, but they’ll soon learn to be true survivors.
“Potential hero” and “lasting remorse” are Eirik’s historical traits while “Coward 1” and “Stubborn” are random traits
Let’s take this example. Potential Hero will increase Eirik’s Concentration and Endurance skills 50% faster. However, because of “lasting remorse”, his depression will decrease 25% slower. That’s not all! Each character will have 2 red traits that are generated randomly. On the image above, his random traits are “Coward 1” and “Stubborn”. But it’ll be different for each player!
We implemented those two systems because we wanted the characters’ personality to have a true impact of the game. Plus, this allows each player to have a different experience.
Next, we’ll talk about the traits that you gain throughout the game. When you explore the island for example, your choices may trigger some new traits.
A pyromaniac Moira… What is happening to her?
Those traits won’t disappear over time. That’s why you should be very careful with your choices, as they could add some new layers of difficulty. We really want the players to feel they’re playing with deep characters that can evolve throughout the game, and the choices they make can have quite big consequences.
Hum, looks like Moira got a “Blessed” trait, and this one could be helpful. How did she get it though?
Then, let’s mention the temporary traits. They can also be gained in the game, but the difference with the previous ones is that they disappear over time. You’ll also gain them in the game because of your choices (dialogue choices for example).
Kari didn’t want to upset her dad, and now she’ll be depressed for 3 days.
Those traits won’t be as impactful, but you should still be wary of them, as depression is one way to die in Dead in Vinland for example.
Finally, in Dead in Vinland, you can get diseases or wounds. Those also count as traits. There are 2 ways to get those. During exploration, when you miss a skill check for example.
Eirik shouldn’t have pushed himself so far.
And finally, as we’ve said in the post about combat, if you lose too much HP in battle, you can get some injuries. Those will count as traits.
Blodeuwedd’s arm will take 5 days to heal.
And that’s a wrap about traits! As you saw, there will be many traits in Dead in Vinland, and some will be quite beneficial (the green column), others will add penalties to the characters, and the player will have a harder time to survive. But it will be fun. We promise. Happy surviving!
See you on next Tuesday for a new episode of Dead in Documentary!
Follow on Twitter: https://twitter.com/deadingames
Like on Facebook: https://www.facebook.com/deadingames
Join our Discord server: https://discord.gg/HHgJT3N
For more news, check out the website: http://deadinvinland.com/
Dead in Documentary Episode #4
Hello survivors!
Without delay, it's time to present the fourth episode of the documentary on Dead In Vinland!
Today, we'll focus on technical & artistic challenges around Dead in Vinland development but also the main inspirations behind the game.
https://www.youtube.com/watch?v=aInOiL_5nek
Don't hesitate to tell us what you think of it or ask questions in the comment section!
Next episode on Tuesday, April 3th! Don't forget to follow us on social media for more Dead in Vinland news!
Follow on Twitter: https://twitter.com/deadingames
Like on Facebook: https://www.facebook.com/deadingames
Join our Discord server: https://discord.gg/HHgJT3N
For more news, check out the website: http://deadinvinland.com/