Patch #4 is now live as promised! In case you missed our last announcement, I’ll go ahead and repeat it: we have a final release date for Dead State, and it’s 12/4/14. We hope you’re as excited for the launch as we are :)
For our spooOOooky Halloween patch, we have a lovely mix of tricks and treats, including: an exciting new intro showing the player’s unpleasant welcome to Texas; night combat penalties and fatigue status; a recycling upgrade; adjusted healing mechanics; and lots more. Check out the changelog below for the full list, then get in there and start bashing in undead heads.
Patch #4 Changelog
Added a new intro sequence What exactly happened to you before you woke up in the Shelter? Time to find out!
Changed night-time behavior: You no longer lose the game for staying out past midnight. Instead, nighttime combat penalties are applied after 8 p.m.; staying out past midnight causes the fatigue status; and staying out past 3 a.m. now incurs a -50 morale hit, 50% health loss to all members of the party, and kicks you back to the Shelter. If you’re using horses, they become exhausted and unusable for a couple of days, and if you’re using the car, it breaks and you need to repair it again. (In other words, get your butt back to the Shelter before 3 a.m.!)
Added a Recycler Upgrade: By popular request, you can now build the Recycler Upgrade to break weapons and armor down into parts. This will most likely need balancing work, so make sure to share your feedback with us on the boards and forums.
Adjusted Healing: Based on feedback from the community, the Infirmary is no longer the only way to recover lost maximum HP. Lost max HP now slowly heals naturally with rest in the Shelter at the rate of 1 per hour. Treatment in the Infirmary still offers a much quicker way to get back on your feet, but it is no longer the only way.
Performed major combat balance pass: Including armor, weapons, shields, enemies, and enemy chance to crit.
Updated level visuals: We improved visuals in over 70 levels.
Updated level loot, combat, and events: A number of levels received combat and loot passes, and we even added some more random events.
Implemented and fixed perk effects: New perk effects for Animal Magnetism, Pharmacist, and Gardener were added, and some existing bugged perks were fixed.
Updated and added icons, portraits, and models
Added new rare melee weapons and minibosses on multiple maps
Added more Lore items to various enemies: Note: there’s a known bug with the Lore system right now that will be resolved in the next patch.
Added ability to obtain cats for the Shelter
Added new Crisis Events
Added ally deaths from antibiotic shortages: Known issue: camera data isn’t in yet, so consider these WIP for now.
Added mood bonuses and penalties
Changed fence job behavior and text: We changed the title and description text on the stone-reinforced fence job to more correctly reflect the nature of the upgrade.
Fixed, added, and updated dialogues
Added Credits button to options menu
Added wounded status icon
Added better handling of location detection on area map
Added additional infirmary polish: Characters teleport to the infirmary when they’re injured and even lie down in the beds.
Adjusted prone AP penalty
Added requirement of rotten fruit to antibiotics manufacturing
Added buff status effects “Aimed” and “Pumped”
Added new faction combat barks
Added new ‘select all’ buttons in the shelter
Adjusted travel speed of horses
There are lots of other smaller tweaks, additions, and improvements that you’ll stumble across as you go, but that should cover most of it :) Watch out for our next patch, which should be equally impressive and satisfy even more popular community requests.
From all of us here at DoubleBear, Happy Halloween!
Big Halloween News: We Have a Release Date!
The DoubleBear team has some extra-special, ultra-awesome news for you to celebrate Halloween: Dead State has a release date!
That's right: on December 4th, 2014 - just over a month away - Dead State will emerge from the cocoon of Early Access and transform into a beautiful, fully matured game!
On top of that, later today we plan to release Patch #4 chock full of delicious, gooey content, features, and fixes, so keep an eye out for that. Pretty sweet Halloween treats, right?
Aside from Patch #4 going out later today/tonight, we plan to release one final patch before the launch; after that, we’re going to focus our full attention on fixing, balancing, and polishing Dead State until we run full speed across the finish line. All you have to do is keep playing, having fun, and sharing your feedback with us, and we’ll do the rest.
Please help us out by spreading the word about the launch date - take to Twitter, Facebook, Reddit, and your other social networks / forums of choice and give them the good news. After all, it's only decent to warn your friends about the coming apocalypse :)
Happy Halloween, everyone - may your undead slaying be merry!
We decided to release a hotfix update to resolve some unexpected issues introduced in our recent Beta patch #3. We also included other miscellaneous work that’s been done in the meantime. Here’s the rundown:
Fixed broken Leadership Commands
Fixed issue with excess medical charges not stacking with existing bandages
Added exit tiles to History Museum map
Added exit tiles to Hospital map
Fixed an issue where adding a Stat point to a Stat currently reduced by equipment caused character to lose a Stat point instead
Fixed issue with broken usable items and related crash
Sized down combat status icons above characters
Fixed an issue where you could “throw” bullets infinitely
Fixed an item destruction bug related to unloading
Added more random encounters
Fixed issue where healing used two charges from the medical satchel instead of one
Fixed a combat crash related to an item database error
Fixed a few dialogue issues
Performed more combat/loot/doors/blocking work on a few levels
Thanks for your patience and for drawing our attention to some of these issues!
Beta Patch #3 Released
The third patch to the Dead State Early Access Beta is now live! This update features substantial improvements to the combat system and introduces a new 'wounded' mechanic to healing, as well as fixes for several long-standing bugs and exploits, a bunch of new random encounters, fixes and improvements to AI, functionality for the adrenaline shot and other one-use items, and many other things.
Animals need some more work before they are ready, so they're not included in this patch.
Beta Patch #3 Changelog
Added twenty-five new random encounters
Added functionality to adrenaline shot, Stuporax, Soothinum, and Flashback
Reworked healing system and wounded status
Improved AI: fixed the endless combat round issue
Improved AI: fixed undead ‘sleeping’ during combat
Adjusted Leadership Commands: all players now start game with the “Go!” Leadership command
Fixed numerous blocking and loot issues in levels
Added an ally
Added additional crisis events
Added additional trait and perk icons
Fixed the issue where party slots still counted as full after an ally died
Added hotkey “P” to pull up Leadership Commands
Fixed issues with repeating dialogues
Fixed identical ammo not stacking with itself
Fixed an issue with the “Backstab” perk
Fixed an exploit for duplicating items using maximum stack size
Fixed an exploit for duplicating medical items by overloading the Medical Satchel
Adjusted balance on all weapons and special attacks
Combat is more dangerous now, and it will be harder to patch up your top allies after a rough fight. You'll have to leave them to recover over time at the Shelter and take your B-listers out to scavenge in the meantime. Let us know what you think, and how this update affects your combat strategies!
Enjoy!
Beta Patch #2 Released
Hi everyone,
The second patch to the Dead State Early Access Beta is now live! This week comes with a lot of content-side work - new levels, new allies added to the world, more dialogues, new crisis events, and more loot, among other things.
For our next patch, we plan to include major AI improvements, healing system changes, horses and cats, and a boatload of new content, among other things. I hope you're excited!
We know we've been quiet on the forums and Steam lately; everyone's working around the clock trying to push out more frequent patches with more features, content, and fixes, so the time flies by before we even realize it. We really appreciate that everyone's continuing to report their issues on Steam and on the Dead State forums. Though we may not always comment, we're still reading your feedback and using it to guide our priorities for each patch. Thanks for all your help!
Beta Patch #2 Changelog
Added unloading weapon ammo, as per popular request!
Added a few missing traits and perks
Fixed and updated existing traits and perks
Added dialogues and scripting for various faction encounters
Added loot to several existing levels
Added combat to several existing levels
Added props to several existing levels
Added several new levels
Added code to hide conditional maps until conditions are met
Added more PC character models
Added new crisis events
Added variation to panic behaviors depending on character
Added Memorial Wall and Suggestion Box content
Added a couple more fence attackers
Added new icons for job board tasks and armors
Fixed a bug where transferring items crashed the game
Fixed a crash that occurred when a character panicked with med. satchel in item slot 2
Fixed a crash that occurred when pushing characters back with two-handed weapons
Fixed a soft lock that sometimes occurred where characters would endlessly heal during panic
Fixed an issue where you could trade with neutral NPCs
Fixed a couple bugs with leadership commands
Fixed an issue involving item destruction + duplication occurring from panic
Fixed issues with loot containers on several levels
Fixed issues with ‘ghosts’ appearing
Fixed some issues with building models
Fixed an issue where KOed allies would follow the currently-controlled character
Balanced carry weight values
Balanced walking speed on area map
Enjoy!
Beta Patch #1 Changelog
Hi everyone! I hope you’ve been enjoying playing the Beta. We’re super grateful for all the feedback and bug reports that have been pouring in - you guys are totally awesome! You also did a fantastic job working together to identify potential causes of a couple major bugs, which helped us track them down and resolve them a lot quicker.
This first update addresses the biggest issues you guys reported, fixes various miscellaneous issues, tweaks balance, and extends a couple of features.
Here’s what’s new and/or improved in this build:
Fixed save corruption issue - this was related to save data for AI behaviors being doubled with each save. This should also fix some reported character combat lag.
Fixed return to shelter crash - thanks to the community, we discovered this was time zone-related and the game now uses its own internal clock independent of PC clock.
Adjusted lootlists for balance.
Added additional Leadership commands.
Added new AI behaviors and AI behavior fixes.
Memorial Wall can now be unlocked (but it only shows placeholder entries right now).
Suggestion Box can now be unlocked (but it only shows placeholder entries right now).
Added AC bonus from Vigor stat.
Fixed various dialogue issues.
Added various new dialogues.
Fixed blocking issues and exits for several levels.
Performed loot passes on motel levels.
Fixed various misc. art issues.
Implemented perk selection GUI art.
Implemented various shelter-related GUI art, including art for the shelter return summary and time passage on job board.
Fixed issue where players couldn’t max out weight through group trade interface.
Fixed a bug where damage resistance reported negative numbers.
Fixed a bug where the GO! command removed characters from the combat queue.
Added chainsaw sounds.
Added a few new levels and a couple new allies.
Finished the Allies portion of the Goals screen so you can now get more information - some data is not fully implemented yet, however.
Added pepper spray miss sound.
Fixed and “softened” level borders so that camera is less likely to get stuck behind them.
Added undead mobbing functionality - you’ll find the undead are scarier in groups now.
Added fishing pole item and fixed fishing bug - now you can catch all the fish your heart desires!
Added location unlocks from listening to the radio - I hope you’re tuning in every day...
Fixed an issue with the undead continuing to feast after a character stood up.
Fixed some issues with wall line-of-sight and wall positioning.
Tall fences now block LOS and attacks.
Fixed issues with dialogue overlap in crisis events.
Fixed some issues with existing perks and perk functionality.
As we move forward, we’ll continue to address game-breaking issues as top priorities, as well as add some new features, address problems with existing systems, add more critical path content, and continue loot passes, combat passes, and scripting on existing levels. Let us know what you’d most like to see in an upcoming patch and we’ll see what we can do!
Dead State Beta is LIVE!
The Dead State Beta is here! Since I don’t want to keep you in suspense, I’ll kick off this announcement with our impressive changelog:
75+ new locations
30+ new allies
500+ new dialogues
30+ days of new content (no time limit)
Crisis events
New enemy types & factions
Vehicle travel
Skill perks
Ally traits
Thrown weapons
Data system (basic)
Dog allies and enemies
Special weapons
Neutral encounters
Tutorial elements
Pause menu
New save & load screens
New goals
Allies tracker on Goals screen
Fence attacks
New jobs
Shelter upgrades
… And a whole lot more cool stuff!
Don’t skip off gleefully to launch the game just yet, though - read on to learn more about what you should expect when you fire up the Beta.
About the Beta
First, we want to remind everyone that the Beta is not the full game. While the Beta includes tons of new content and features, there are also content and features still missing, and most of those that are in the Beta still need balancing and optimization. There are also still going to be a host of bugs and technical issues that we’re still actively fixing behind the scenes. Similar to other prominent recent betas on Steam (Wasteland 2, Pillars of Eternity, Divinity), Dead State’s Beta doesn’t include all the final story, dialogues, or levels, but it’s sure got enough to keep you busy for quite some time! The idea behind the open beta is to expose as much content to you as we possibly can and get your feedback on both design and technical issues before we move on to the final release.
Speaking of your feedback - we need it! The community is full of passionate, motivated, and clever people and we humbly ask you to use your powers to help us improve Dead State. On the design side, we especially need feedback about combat, supplies, loot, and dialogue. On the technical side, we especially need to know about crashes, soft locks, exploits, and any progress-blocking bugs. Of course, all other game feedback is welcome too :)
To provide bug reports and feedback, please use the subforum located here: Early Access Beta. Don’t mind the old posts - we had a very small number of people helping us do internal testing of the beta, and we’ve converted the forum we used to communicate with them into the full Beta bug-reporting/feedback forum. You can also use our “Bug Reporting and Feedback” board on Steam to report issues if you’d prefer. Please make sure to read the “Known Issues” thread first and review other people’s posts before reporting your issue; that makes it easier for the devs and mods to keep track of everything!
Better Community = Better Game
We can’t wait to hear your thoughts on the Beta, both positive and negative - just please keep your feedback polite, constructive, and on-topic. Providing constructive criticism and behaving respectfully towards others is awesome and appreciated. On the other hand, attacks and arguments detract from the effectiveness of the beta feedback process and ultimately harm the whole Dead State community. If we all keep in mind that the goal of the beta is to make Dead State the best game it can possibly be, then that’s exactly what will happen!
Known Issues and Missing Features & Content
Remember how I said there were a few bits missing and some kinks still being worked out? Right here, I’ll tell you about some of the big’uns we’re aware of. For the longer version of the Known Issues list, go here.
AI:
AI is still pretty basic right now. We’re already working on vast improvements to the AI system that you’ll see in the first patch. Eventually, enemies will exhibit more advanced tactics and behaviors that vary among different enemy types.
Dialogue and Scripting:
Dialogue and scripting are one of our highest priorities and are constantly being added to and improved.
- There are still a few missing dialogues for specific characters, and more dialogue may very well be added in polish stage.
- A number of world events are not scripted yet so if it seems like something more should be happening in a scene, chances are you’re right ;)
- Scripting is also missing or minimal in numerous ally encounters, so sometimes dialogue may not match up with what actually happens when you meet a new ally out in the world.
- There are a few neutral encounters already in the game, but more are planned for the future.
Pathfinding:
- There are still a few weird behaviors being exhibited during pathfinding, such as jittering, sliding, occupying the same space, and meandering. There’s also some lag that comes up occasionally while pathfinding. Pathfinding optimization will happen closer to final release.
- There’s currently an issue where allies do not follow the active character up or down stairs. This is a very high priority issue for us to fix in an upcoming patch.
Combat:
Weapons, armor, medical items, combat skills, special attacks, and combat encounters are still being balanced and tweaked. Roof behavior is still not ideal and we have plans to make sure the roof stays invisible when any ally is inside of it, among other things.
Crashes and Locks:
Crashes and locks are one of our absolute highest priorities, so rest assured that we’re working on solutions for these even as you read these words. Right now, these are the known crashes that occur in the game:
- Changing resolution while on a level may crash the game when returning to the area map. This is an issue with the map GUI and we’re working on a solution.
- Occasionally a crash occurs when returning to the shelter. This may be related to something in the code looking for an ally that isn’t there. We’re looking into it.
- There is a rare crash that occurs when players begin to load into a location from the area map and then click somewhere else on the map before the location loads up.
- Rarely, the game soft locks after an ally panics - the player character’s turn starts and s/he has zero AP and the game is stuck on the player’s turn.
- A crash occurs when a character with no weapons equipped attempts to stand up from knockdown.
- A crash occurs when player wakes up their PC after it’s entered sleep mode with the game open.
Save/Load:
The biggest issue with saves right now is that some save files are getting corrupted after players explore a large quantity of locations. This is a critical priority for us, so hang in there! Again, please save your game in multiple files to lower the risk of losing your game progress until we get this fixed.
Levels:
While many levels are fully playable, there are also a few levels at various stages of completion. Some levels may be missing loot, enemies, or even props, and there are certainly plenty that still require additional scripting too.
Perks:
- Leadership commands are not all functional yet. "Go!" and "Aim for the Head" are the only two available for the time being.
Thank You!
All of us at DoubleBear are really excited to share this beta with you and show off everything we’ve been working on over the past year. Your ongoing support and enthusiasm for Dead State kept us going and reminded us that there are a lot of people out there just as passionate about Dead State as we are. So thank you for keeping us company on this journey - we can’t wait to see it through to the end with you!
Dead State At PAX with Indie MEGABOOTH next week!
We're very excited to announce that DoubleBear Productions will joining the Indie MEGABOOTH at PAX Prime again this year, showcasing Dead State alongside 70+ other awesome indie developers!
You can check out our Indie Megabooth page here: Dead State at IMB. We'll have an exciting professional trailer coming soon that we can't wait to show off, too!
If you'll be at PAX and you'd like to check out the demo, buy a Steam code for a friend, or just say hi, you can find us at Booth #29 in the Indie MEGABOOTH, towards the back of the 4th floor exhibitor area. We're conveniently located by an exit aisle on the right so you can make a quick escape in case of sudden apocalypse ;)
Oh, also be sure to check out Annie's panel while you're at PAX: "Be So Good They Can't Ignore You: Tales of Successful Indies" at the Sandworm Theater on Friday, Aug. 29, at 11:30 a.m. Annie will be talking about her experience in the trenches of the industry along with Fryda Wolf, voice actor; Michelle Juett Silva of Ska Studios; Megan Fox of Glass Bottom Games; and Alix Stolzer of Robot Loves Kitty.
But wait, there's more!
I'm happy to say we appear to be on track for releasing public beta next week, barring any unforeseen complications. We've been working double-time to make sure both Dead State's public beta and our booth at PAX would be as awesome as possible, and we're pretty dang excited to show you everything we've done in the last couple of months! Next week is going to be really crazy for us, so forgive us if there's a bit of radio silence in the meantime. I promise the end results will be worth it :)
Update #3, Change Log, and Big News :D
Today, we’ve updated the First Seven Days build for the last time. Before you panic (man, I hope you kept reading), what we mean is future updates will open up the build beyond the first week. Internally, we have been working on creating content, implementing progression, and refining or fixing systems. The system changes are reflected in the 7 Days build. Some of you have written to us (or shouted at us in all caps) about why we limited the build to 7 Days and the simple answer for why we didn’t open it up more is this: You would hate us. A lot.
What I mean is that a lot of testing and polish goes into “final” content before it’s ready to be released to the general gaming public. With a big game like Dead State, this is especially true. While there seems to be this prevailing idea that developers create games pretty quickly and then piece them out or sit on finished work until they see fit to distribute it, the truth is that much of this content is constantly in flux between the original idea to a basic first pass on the design to a kind of okay but buggy version and finally to a state where it feels like it belongs in a game you would actually want to play. Some of the content in the Early Access build is still unpolished, but many of the levels, encounters, and game events that you will eventually experience can be in an entirely too early state to release to the public. For example, a map without enemies… or loot… or exits. Encounters that may be too hard for the first week, might be way too easy 30 days in. NPCs will die… and then show up alive again in places they weren’t supposed to. It’s like watching a rough cut of a movie – the pacing isn’t quite right, you can still see the wires in stunt shots, and instead of CGI, there’s a guy holding up a mark to show the actors where the dinosaur will eventually be.
While there’s still a lot of work to do and some of the future content will still be rough around the edges when the time limit is lifted, rather than focus on two separate builds, we’re going to focus all our attention on our Beta progression build for the next update. This means a lot of pieces are being assembled as a whole for the first time and there are likely to be mechanical problems. But, we’re going to be taking a lot of time to get as much of it right for the next update as possible (design has mostly been focused on this for the last few weeks). It’s been something we’ve been planning to do, but we wanted to make sure that we took care of system priorities before we tackled the bulk of progression testing.
But more on progression next time. For now, please check out the new features in the current update – we’ve added tweaks to statuses and armor, AC/Resistance info on the equipment screen, a whole lot more thrown weapons, and many bug fixes. We would appreciate any feedback you have on the build. If you still want more info, you can keep up with the latest from design in our Monday Design update series on the forums. We are also able to answer your questions right on the Steam forum. As always, thanks for your continued patience and support.
(On a more personal note, development during Beta implementation can be highly stressful for the devs and many of us are working 10+ hours a day to get Dead State in the best shape we can. We would greatly appreciate if some of you don’t read this and post “where’s the Beta?!” every day until we release it. We tend to not give dates on the off chance that something goes horribly wrong on the day of an update and we’re forced to push it back, which tends to ruffle a large constituency of our forum-going public. So, please, bear with us while we assemble this big ball of scripting logic that is progression testing. Thanks!)
Update #3 Change Log:
- Added a brand new status effect: poison! Scientists alter their weapons with harmful chemical agents. Every point of science skill increases your chance to cause the poison effect on human enemies.
- Added several thrown & placed weapons: firecracker, mine, noisemaker, grenade, incendiary grenade, tear gas, nerve gas, and bola. These weapons are still being balanced. They can be found in a few loot containers in different areas.
- Added a summary screen upon return to the shelter that recaps found items and shows auto-stocked items.
- Added facing bonuses.
- Fixed the weight restrictions on carrying capacity to work correctly(!).
- Fixed an issue with save/load not preserving health status.
- Fixed an issue where enemies occasionally spawned on top of occupied squares.
- Fixed blind status to remain active for 45 seconds after combat ends.
- Fixed an issue where bleeding effect still occurred even when armor absorbed all damage
- Fixed an issue where thrown weapons cost 0 AP. They now cost 4 AP to use.
- Fixed issues with loot on the Coyote’s supermarket level not being accessible.
- Fixed an issue where multiple custom character names were showing up in list on shelter inventory.
- Fixed an issue where fence goal was not counted as completed if fixed on Day 1.
- Fixed an issue where animation stopped being updated after knockdown with bleeding.
- Hid the job board on Day 1 for gameplay/story intro reasons.
- Fixed an issue where shelter loot was maximized.
- Fixed an issue where recurring goals reflected total end goal rather than milestone goals.
- Fixed a container that couldn’t be looted in Mason Supermarket.
- Fixed an issue where door frame sizes and doors were mismatched.
- Fixed a container that couldn’t be looted in Human Campsite.
- Fixed a container that couldn’t be looted in Llano Commercial.
- Fixed an issue where filter tabs on inventory became disabled after use.
- Added resisted damage to the information reported in the message box.
- Added missing reload sounds for several weapons.
- Fixed an issue where the crossbow disappeared after being fired.
- Fixed an issue where the same undead model was spawned by noise.
- Fixed a container that couldn’t be looted in Undead Attack random encounter.
- Fixed an issue where characters occasionally floated around on their backs and no longer showed animations.
- Fixed an issue where passing the mouse cursor over someone when attempting to heal would change the cursor to attack.
- Changed the blind status to now give -30% to hit chance and -30% to evade.
- Changed the arm sprain status to now give -10% to hit chance. It is still a long-term status.
- Changed the leg sprain status to now give -10% to evade chance. It is still a long-term status.
- Fixed bulky armor to now subtract an AP from the wearer as intended by design.
- Fixed special weapons such as stun gun and pepper spray so that their limited charges were working by design.
- Fixed a bug where characters would come back to life from bleeding status effect.
- Fixed a bug where allies spoke an incorrect bark upon death of ally.
- Fixed a bug where critical chance was not being figured into attacks appropriately.
Update #2 - Info and Changelog
We’ve got a major new update to the Early Access build for you today!
We’ve added character creation, basic goals (experience system), two new locations, two new random encounters, combat bark functionality (note – allies will eventually have unique barks, grabbing from generic list right now), an ambient sound system, and many bug fixes and combat balance additions (although combat is getting even more polish/balance soon.) This update introduces the rest of the functionality that forms the backbone of the entire game. From here on out, much of the work goes into improving on and building out the systems of the game rather than adding completely new functionality and screens.
Also, keep in mind that the updates only represent a small amount of the work in the game and that the majority of our work is going toward our progression playthroughs of the game. This includes maps, characters, events, weapons, enemies, neutral AI, and minor systems that are getting added or tweaked constantly these days. Crisis Events have turned out especially well – they’re definitely feeling spot on to our original outline and navigating the subleader/shelter political layer is as unique a gameplay experience as we hoped it would be. If you were looking forward to putting a lot of hours in the final release of Dead State, you will not be disappointed. And as soon as the update goes out, we’ll go back to making more maps and implementing additional dialogues to make sure that the roads out of Splendid will take you to an ever-increasing amount of destinations. Think the Coyotes are a threat? Oh, just you wait…
As always, please feel free to contact us here, on Steam, on our boards, and let us know what you think or if you’re having any problems. Even if we can’t respond to everything, we do hear you and we’re taking notes. We’re firmly committed to giving you the best survival RPG experience you’ve had, so if you don’t hear from us, it’s probably because our screens are filled with editors, emails, text files, and team chat programs. Thanks for all your patience and continued support!
Change log
• Character creation system added
• Goals system added
•Player and ally experience added
• Combat bark functionality added
• Ambient sound system added
• Three new maps added
• Inter-party dialogue no longer occurs when out on a scavenging mission
• Fixed morale bonus appearing twice on DRS
• Fixed issue where food found and fuel found bonuses were not applied correctly
• Fixed issue with DRS showing unnecessary/redundant information
• Fixed an issue where KO’ed characters did not turn if killed by the undead
• Fixed an issue with saving on dialogue triggers causing crash
• Fixed the “black screen” issue
• Fixed a harvesting-related exploit • Saving during dialogue is now disabled.
• Fixed an issue where splitting ammo stack between two characters caused one pile to be destroyed
• Trade screen fixed so initiating character is on left, character clicked is on right.
• Unique items now sort to the Unique tab correctly
• Fixed an issue where pressing Esc. while split stack GUI was up caused the inventory to fail to open upon returning to game
• Fixed an issue where pressing Esc. while character selector on trade screen was selected caused trade screen to fail to open upon returning to game
• Fixed an issue where random encounters persisted on the map after reloading while inside random encounter level
• Fixed an issue where saving and reloading in a random encounter level lost player position on the map
• Revamped loot creation and distribution system.
• Two new levels and a new random encounter level added • Fixed an issue where areas appeared over harvesting and fishing locations
• Fixed an issue where harvesting zones were marked as harvested in a reloaded game
• Fixed an issue where harvesting zones disappeared after exiting and reloading game
• Spawn rates and noise variables have been adjusted
• Capped noise that can be generated in a single square
Known Issues with Update
• Combat bark variety is limited right now and allies share same set of barks with enemies; may be expanded in a future update
• Portraits and models in the CCS are temporary placeholders using future ally assets.
• Crossbow model disappears after firing
• Perks are not active in this release, may be added in a future update