Genre: Shooter, Real Time Strategy (RTS), Role-playing (RPG), Strategy
Dead Island: Epidemic
Easter on Amaia
The zombie infestation won't keep us from celebrating Easter on Amaia. We invite you to celebrate this holiday event which starts from 02/04/2015 until 16/04/2015
Easter Theme!
Amaia has been visited by the Easter bunny
Easter Shop Rotation!
We will have different character tiers on offer, available in our shop every few hours. A large selection of characters will be in the rotation throughout the event.
Offers on character will be changing on a continuous basis throughout this event!
New Character!
Allie goes from Prime Access into Full Access, everyone can now buy her for both, Cash and Character Points.
New Icon!
Login during this Easter event and get a limited edition icon.
Happy Holidays!
DI:Epidemic Team
Patch v0.8
Highlights
Scavenger Hunter adjustments
Kill feel improvement
Russian translation
Scavenger Hunt
Looters now spawn with 1/2 Attributes when the Infection Level is 5/10 and higher
Defense Attribute + 1 Random Attribute
Hoarders now spawn with 1 Attribute at Infection Level 12 and higher
Hoarder respawn timer is no longer reset upon reaching end game (night time)
Looters now always spawn at a minimum in-game level of 3
Barricade Run
The Roaming spawns before each barricade should now have a 100% spawn rate and should consist of the same type of zombies for all teams
Note that special type of zombies that spawn during the Barricade Event can still be random
Note that there can be a difference in number of "static" walkers on the way to the barricade (walkers that are sitting, eating, etc)
A team can no longer overload their trucks with supplies. Players will be unable to deliver more supplies and flags will stop generating supplies once a truck is full.
You will be able to deliver supplies and flags will start generating supplies again If another team denies victory by stealing supplies
This change will make it impossible for another team to deliver more supplies than the winning team during the countdown - Reaching the supply limit first is still the victory condition
Base Turrets attack range slightly increased
XP Table has changed
XP granted from hoarders are now based on a static value
Scavenger Expedition Map
Paths leading up to hoarders have been slightly reworked
Kill-Feel Updates
Players now uses rag-dolls similar to zombies to enhance the effect of dealing a killing blow
A "gravestone" effect spawns on the location where a player dies. Standing near the gravestone will allow you to resurrect the player.
First Player who kills an enemy player is awarded with "First Blood"
Killing several players in quick succession awards
Double Kill
Triple Kill
Quadruple Kill
Penta Kill
Monster Kill
Killing 4 Players without dying awards Killing Spree
Scoresystem Update
Scoreboard now display damage done in Scavenger/Crossroads
Scoreboard now display healing done in Scavenger/Crossroads
Scoreboard now display "Takedowns" instead of Player Kills. Takedowns is a combined value of Kills and Assists (in Scavenger)
By assisting another player on your team you are rewarded with a Takedown.
Assist will count:
if you are nearby when a player on your team struck the killing blow
If you dealt damage to a player killed by an ally within a certain time-frame
If you healed/buffed the player who struck the killing blow
Scoreboard now displays score. Score is awarded when performing certain actions in Scavenger Hunt
Hovering damage/healing/takedowns/score displays details about this value in a tooltip
HUD
HUD has gotten a facelift. Most HUD elements have been updated with new art and new design
Level Up system has been updated to better relay information about each upgrade and to make in-game levels more obvious
A buffbar has been implemented displaying passive effects, buffs and debuffs.
A new statistics screen has been implemented displaying stats and perks in-game (Default bound to the hotkey 'V')
Characters
Armored Amber
Focus now properly increases damage output of Infested Minion.
Updated character roles (In Crib) for several characters
Additional voices has been implemented for several characters
Crib
Weapon tooltips now compares your currently equipped weapon with the weapon you are hovering.
An additional character tab has been implemented displaying a summary of a character's different qualities and an expected play-difficulty
Item Info - Right Windows
All window types now rescaled to have the same size on the item-display part (top half)
New background added to the Item-Display
Reward window
Flow for daily rewards reworked.
Starter Quest Changes
Steps lowered to 5
1. Play Scout
2. Craft Weapon
3. Play Crossroads
4. Buy Consumable (Or another item)
5. Play 3 matches
Steps can now be played in any order
Starter Quest no longer locks the player to the current state, you can always browse all available features of the crib.
General
Updated cursor and crosshair.
Fixed a bug with the modification 'Sentinel'. Sentinel should now correctly grant shield value depending on life leech up to a maximum of 20% base health.
Players are now invulnerable for 2.5s in Crossroads after respawning
Attack Speed calculation has been reworked. Stacking attack speed previously scaled exponentially. This change does not affect single attack speed buffs or attack speed bonuses from weapons but will have an impact when several buffs are stacked (something that could cause unintentionally high attack speed - for example when Armored Berg's ultimate was combines with attack speed weapons and attack speed buffs).
Armored Berg
Berserk
Attack Speed has been increased to 30% from 25% to cater for the new attack speed calculation.
Mr. White
Action Hero
Action hero no longer turn Mr. Whites team color blue
The effects has been reworked
Crossroads
Slight re-balances to certain enemy events
Free Civilian from Cocoon Event - Increased cocoon base health to 4500 from 4000
Escort Mission - Enemy assaults should now trigger further away from the base
Bug fixes
Over 150 bugs fixed
Patch v0.7 is here!
Highlights
<*>Matchmaking Changes
<*>Power Stat Re-Balanced
<*>Crossroad Changes
<*>Character-VO implementation started
Get the full lowdown on returning Dead Island hero Xian Mei's repertoire of skills as she joins the Epidemic.
https://www.youtube.com/watch?v=E4nTjLWUBgA
Xian Mei has managed to survive thus far using her sharp mind and even sharper weapons, and she intends to keep it that way. She is a mobile burst damage character who jumps into the fray with her swords and deals massive area damage before disappearing amidst her illusions, leaving the enemies disorientated, out of position and shortly there after, dead.
Welcome to Open Beta
Hey survivors!
We finally hit Open Beta. Bring your friends (and foes) and enjoy DI:Epidemic!
https://www.youtube.com/watch?v=xGlX432nI84
Your Dead Island: Epidemic Team
Patch 0.6
[IMG]http://i.imgur.com/XyT6gBd.jpg[/IMG]
Highlights
New PvE-Mode: Crossroads
Progression System Overhaul
Crafting Overhaul
Passive Skills
Loot System Rework
Crossroad
You are now able to play the new PvE experience that is going to replace the Horde Mode.
Mission System & Victory Conditions Complete 4 Missions
You can receive a Gold, Silver or Bronze medal when completing a mission based on your performance
A better score awards more supplies
There are a number of different missions that will be randomized during a playthrough
All missions scale in difficulty-level based on the infection level. There is a significant difference in difficulty between low and high infection levels
Secure Supplies
Your game reward is primarily based on the amount of supplies you are able secure during the game
Day and night cycle
Similar to Scavenger, you begin in the morning and the game ends during the night
Maps
Crossroad maps are divided into themes. The first theme available is the Swamp / Lab theme
There is a number of different map layouts available within themes
New Zombie Attribute System
Attributes are permanent buffs that boost zombies
Boosted zombies glow
Attributes are more frequent on high infection levels
Attribute List
Deadly
Damage output increased by 50%
Tank
Reduces damage taken by 35%
Enraged
Increased Attack Speed by 50%
Speed
Increased Movementspeed by 50%
Projectile Resistant
Reduces Projectile type damage by 75%
Melee Resistant
Reduces Melee type damage by 75%
Area Resistant
Reduces AoE type damage by 75%
Plague
Deals damage to players standing close to the zombie
Unstable
An infectious explosion does damage to nearby players 2s after the zombie is killed
Amplifier
Zombie standard attacks inflict Amplify
Numbing
Zombie standard attacks inflict Weaken
Uncontrollabe
Zombie cannot be stunned/incapacitated/slowed/feared etc
Relentless
Greatly Increases Max HP and Damage ouput
Slaughterous
An attribute placed only on Massives. It indicates that the boss will be using stronger versions of its abilities.
New Minimap Functionality
Crossroads uses a zoomed-in minimap due to the large maps
The fog of war is being lifted as you explore the Crossroad map
Respawn System
In Crossroads players respawn at a respawn point close to the remaining players
All players respawn simultaneously
If all players die the group receives a respawn duration penalty
Doctor Bauer
Doctor Bauer is a new narrator and the guy that is mainly responsible for coordinating missions in Crossroads!
Progression System Overhaul
Levels for individual characters have been removed: there is now a global character level. Unlocks apply to each character once you reach a new level
New account progression rewards have been added
All permanent unlocks will be handed out to users who have already bypassed these rewards
Reaching the late-game content will now be faster overall and you earn more Gear Points to spend on your new weapons!
Crafting Overhaul
The weapon leveling system has been removed and is being replaced with a new modification system
Modifications allow you to customize your weapons to better fit your needs and playstyle!
The weapon tiers have been increased from 6 to 16
Crafting weapons are no longer restricted by the workbench-level
Loot drops are now based on your character strength. Increasing your character strength by leveling up your account and by crafting new weapons will lead to a higher infection level and thus better loot
All weapon-stats have been rebalanced
New weapons can now be dropped
Almost all legendary weapons have a unique perk and a more defined role
Passive Skills
The weapon expertise on all characters has been removed and is replaced by a passive skills
You can now choose whatever weapon you like and customize it to your character and playstyle using the modification system
Loot System Rework
Smarter drop system with guaranteed drops and less randomness
The more games you play without receiving blueprints the higher the chance of receiving a loot-drop
Weapon-types are also distributed more evenly. If you have not received a certain weapon-type for a long time you will have an increased chance to receive that weapon-type
Duplicate blueprints are now transformed into account experience points
The Gear Point income has been re-balanced to accustom the new progression
Compensation
As character levels and weapon levels are removed we are also removing the unbound experience part of the game. Everyone who spent cash to unbind XP gets compensated with Cash
With the big crafting rework and the many weapon changes we are also compensating all users who have converted Cash into Gear Points by giving back 50% of Cash spent on the Cash to Gear Point conversion
Updates
Scout Missions Rework
All Scout Missions have been reworked into single player missions
Each mission has a unique objective
All three new Scout Missions are now part of the starter quest
New Enemy Types
A new classification has been added: Infected. Infected-type zombies are stronger than Walkers but weaker than special-zombies.
Elite Walkers are now named Veterans and their classification has changed from Walker to Infected
The Suicider is a new Special enemy that will blow itself up along with you and your allies!
The Runner is a new Infected enemy that will chase you down and whack you in the back when trying to flee
The Spitter is a new Infected enemy that spits acid-goo (beware of large groups of Spitters!)
All Massive zombies have been re-balanced and updated
Crafting Details
All weapons have had their stats re-balanced
Some weapons have a different rarity than before
Several perks has been removed from weapons. These perks have been changed into modifications
The required parts have been re-balance
The amount of different parts have been reduced to 10
Parts are reused over several weapon tiers
Gadgets have their stats adjusted to fit the new crafting changes
Our patch notes are too awesome big for a Steam announcement! Read the rest of the patch notes here.
November-Update Teaser
Progression, Crafting and Loot Changes
Account leveling now fully incorporates the character progression. Leveling your weapons has been removed, with customization in the form of modifications added. Weapon expertises have been replaced with a passive ability. The loot system is less random with higher drop chances.
In addition to developing Crossroads we’ve been busy with changes to the progression, crafting and loot system. There’s a lot of stuff to talk about so be prepared for a lot of information! Let’s start with how the account progression has changed.
Account Progression Changes
[IMG]http://i.imgur.com/0XbWHeb.jpg[/IMG]
The big news for account progression is that individual character leveling outside of matches has been removed! There will be no need to unlock the skills of each character separately; instead, all individual character progression has been moved into account progression. This means that new characters bought will have the same skills and augmentations available as the character you previously played, and that you’ll be able to change characters when playing with friends without lowering your strength or downgrading weapons. The change will result in improved matchmaking as you won’t have to face less skilled opponents because you changed character.
In addition there will be more rewards while leveling your account. The character unlocks have been moved into the account progression; when an augmentation for the Q-skill is unlocked, it’s for all characters. More consumables will also be handed out when you level your account; currencies have been removed as specific level rewards. The overall progression has been sped up to decrease the grind. Finally, specific modifications will be unlocked in the account progression. What are modifications? Well, that leads us to the…
Crafting System Overhaul
[IMG]http://i.imgur.com/lZ7VWJm.jpg[/IMG]
Weapon leveling along with workbench levels have been removed! With the new changes crafting a weapon will put it at its full potential and you’ll be able to craft and use it at the appropriate account level. The amount of weapon tiers has also been increased to make crafting an almost constant progression. As you progress towards the end-game content you’ll get to craft and customize lots of weapons. The new tiers will also smooth out the matchmaking as differences between tiers will be less significant.
Since character levels and leveling weapons will be removed, Unbound XP will disappear. Following that we will of course compensate every user that has paid to unbind XP with an equivalent amount of in-game Cash.
So what are modifications and what does it mean that you’ll be able to customize weapons? We were not satisfied with the feeling of crafting in the current system; in the new system you will be able to collect modifications. Modifications (or mods for short) are permanent unlocks similar to blueprints. An unlocked mod can be used on any weapon that has a suitable modification slot. Each mod has a unique effect. Here’s a few quick examples:
Bounty Hunter - Killing an enemy awards you with 5 supplies.
Scratch Shield - Damage taken from Walkers reduced by 10%
Acrobatics - You have a 30% chance to reset dodge cooldown when dodge is used.
This new modification system will grant an additional layer of depth to crafting. Some weapons have an additional innate modification that goes along with that weapon; a weapon perk. All Legendary weapons will have their own weapon perk unique to that weapon for example.
Additionally, we’ve both rebalanced tons of weapons and changed how stats works with them. Power and Vitality have been merged into a single stat. This change adds a clear difference between weapon tiers, and will balance out Glass Cannon/Tank builds a bit. The secondary stats, the weapon perks and the modifications will now determine if a weapon is offensive, defensive or a utility weapon. Feel free to use whatever weapon you want with whatever character you want, with the new...
Passive Abilities
[IMG]http://i.imgur.com/rVV2IEj.jpg[/IMG]
Characters will no longer have weapon expertises; instead each character has a passive ability. This is to encourage you to use the weapon you feel the most comfortable with when playing a character instead of feeling forced to use certain weapons. Have fun customizing whatever weapon you want to fit your own play style, regardless of which character you play! You’ll get more weapons to choose from than ever before thanks to the...
Loot System Changes
[IMG]http://i.imgur.com/NVPKkZ8.jpg[/IMG]
The loot system will now consider your previous drops; if you haven’t gotten a specific weapon type for a while you will have a higher chance of getting that type. The randomness of the system has also been decreased overall, as there will be guaranteed drops if you haven’t received a blueprint or a modification for some time. At the same time, the general chance for receiving blueprints has been increased. If you receive a duplicate blueprint, that blueprint will be automatically converted into Account XP. As a final note, the amount of Gear Points awarded has also been doubled to encourage, among other things, more crafting and customization of weapons.
That was the final reveal. Look forward to Crossroads and these changes coming to Dead Island: Epidemic in the next few weeks!
TL;DR
Levels for individual characters have been removed: there is now a global character level that applies to each character. Unlocks apply to each character once you reach a new level
Weapon leveling and workbench levels have been removed
Weapon modifications have been introduced: Permanent unlocks similar to blueprints that can be used on each weapon – if it has a suitable slot
Lots of weapon balancing changes
Character weapon expertise has been removed. Every character now has a passive ability
Smarter drop system with guaranteed drops and less randomness
DI:Epidemic is coming to Dreamhack Winter 2014!
[IMG]http://i.imgur.com/2YnyK2t.png[/IMG]
DI:Epidemic is coming to Dreamhack Winter 2014! Check out our booth in the expo-area, play Crossroads or compete against other survivors in Scavenger. Make sure to pay us a visit if you’re there, we are going to have Dreamhack exclusive goodies! So who of you is going?
Charlie is a master of damage over time. Underestimate her capabilities at your own peril! She might lack the big numbers but that makes her even deadlier as you are going to be slowly bleeding to death wondering what happened.