- Added full body pajamas to the loot table - Added new off road buggy - Autosave crash resolved - Misc bug fixes for vehicles
Patch 0.0.6D.1 Hotfixes
- Fixed first person camera wonkyness on exiting crashed vehicle - Fixed possible issues causing you to be trapped in your vehicle forever - Fixed random interior spawns and random ground loot spawning inside your base - Changes to vehicle collision and animation swapping - Removed the stupid golf cart in front of the school that was colliding with itself - Fixed issue with lights not showing the correct state when logging in during an active multiplayer session or server
Patch 0.0.6D
- Drivable vehicles now spawn in random locations (EXPECT BUGS, FIXES TO COME! - RESET your keybindings in the settings menu! How to delete your config: https://youtu.be/hwCsOjoGgQA) - Fishing has arrived - Holiday items added to loot table - Magazines now have a chance to contain random amounts of ammo when spawned - Backpacks and containers now contain random items when spawned on the ground - Loading screen added - New collectibles - New helmets - All randomly spawned interior items can now be damaged by melee to enable pickup (previously, melee didn't damage randomly spawned metal items) - Logging in inside someone else's base claim will now move you to a start location - Bunny Ears changed to accessory slot item - Many build parts can now be rotated on the wall and on the ground - Free build stairs collision adjusted - Item consume system performance rework - Set Down items should now display in the correct rotation on most surfaces - Added 'Reset To Default' button to the controls menu - Vault / Mantle is now rebindable in the keybinds menu - Air drop boxes should be visible from farther away now - Bullet damage to concrete increased since it's now immune to melee - Changes to pickup support check when picking up free build base parts (you can now pick up parts that might destroy other parts of your base if they aren't properly supported, but parts should no longer become not able to be picked up) - Changes to stop resources from respawning in to your build parts - Interaction math adjusted - Interaction distance adjusted - Melee aim trace range adjusted - Zombie Runners can't get quite as up in your face as they did previously - Added cooldown timers to the Hot Dog cart and the Water Cooler - Adjusted item spawn settings when crafting completes with no space in inventory remaining to hopefully prevent items disappearing - Game load improvements - Save game adjustments - Server performance adjustments - Dedicated servers now start their sessions after loading faster than before - Language selection added to settings menu under Game instead of setting it by default based on operating system
Note about the vehicles: There is absolutely going to be some kinks to work out with the new vehicles. I'm asking for some patience as we go through the Holidays to expect bugs, laugh when they occur, report them, and wait for some fixes! They will get much better over the next few months.
Updates on the horizon... - Interior spawning expansion; many, many more build parts and random spawned interiors, most buildings on the map should have semi-unique interior spawns with stuff to loot and search for - More vehicle options - More guns, including shotguns - Better animations for most activities like fishing, driving, etc
We're on ClanFinder.gg!
DeadPoly is official available on ClanFinder.gg - https://www.clanfinder.gg/communities/?search=&game=deadpoly&platform=any
Patch 0.0.6C.2
- In game menu map updated (scroll and pan around the map, no placable pins or drawing yet) - Melee rework - you now need to aim with the reticle when swinging your melee weapon - New free building parts now recover 80% of the materials used to craft when picked up - Platforms should now be able to be placed all over the map, including in the city streets - Zombie spawning bug resolved; previously it wouldn't spawn any zombies if you loaded in / spawned in to a deactivated spawn zone, which led to the city feeling empty - Various terrain and clipping issues with the new map expansion resolved
Patch 0.0.6C
- Garden City Map Expansion - Loot spawn expansion complete (there are random loot spawns in every building now, not the random interior decorations yet though) - Free building system (wood parts crafted on the workbench and metal crafted on the anvil, will be moving these to their own crafting tables in the future - MANY more buildables coming to this system very soon) - All defensive build parts have had their hitpoints increased - Deer and Elk spawn in the forest areas; a much larger, more fun expansion to this is in the works for a later update (random rack sizes, with trophies rack displays for hunting larger, rarer game) - Concrete no longer takes damage from melee - Player pockets increased to 24 slots (up from 16) and 25 KG (up from 20) - Player characters are now much better at dealing with your neglect (dehydration time increased to 10 seconds from 2, starvation time increased to 15 seconds from 2) - Screen flash on damage taken added - Increase VOIP range - Slight UI update, just cleaning things up a bit and making it more accessible to more resolutions (especially ultrawide, everything stays in the center now) - Fixed render target scopes on death - Zombies are a bit better at getting unstuck (not really, but they will teleport to a new location if they are stuck for more than 10 minutes) - Significant changes to zombie spawning positioning - Changes to disconnect protection when Exiting to hopefully not kill you - Fixed boardwalk collision allowing building inside unowned base claims - Adjustments made to pickup destruction and radius checks - Adjusted camera collision to try to prevent meshing - Context up/down menu doesn't move when your inventory is open anymore - Replication Graph implementation first pass
Community Update #2
Hey survivors,
Let's cut right to the elephant in the room (at least for those of you trying to play on official servers) - they suck. There's no sugar coating it. I honestly feel, for the most part, that they are unplayable right now. I'm working on it nonstop, and am also actively looking for someone who knows what the hell they're doing to come in and help me with this.
Getting the official servers (and all multiplayer in general) back on track to a fun, enjoyable, as-lag-free-as-possible experience is a big deal to me. I know how frustrating and disheartening it can be to have the servers just not perform to an enjoyable level.
So, as sincerely as I can be through text on a screen, I'm sorry!
There is still so, so much more to come for DeadPoly. The game is nowhere near complete, and I'm eyes wide open to that.
I was lucky enough to get to hang out with the awesome members of Fate Gaming on their podcast for a minute and just chat about the game, life, and some other stuff! Check that out here if you'd like: Fate Nation Ep. 30.
You're all amazing, thank you for playing DeadPoly!
Kamron
Patch 0.0.6B
- Scope reticles have been updated - Airdrops now take longer to despawn - Changes to vaulting and dancing interaction that was absolutely game breaking - Changes to picking up build parts to prevent duplication - Remote inventory bug has been removed - Server performance optimization
Big shout out to the bug bounty submissions for these fixes; thank you for reporting!
Patch 0.0.6A
- Multiple scopes have been added to the game (bug where you can't equip a scope from one equipped gun to another will be fixed soon) - Map added to in game menu - Air drops enabled - New build parts added - New dances added (Press P in game to dance for now, emote wheel coming in the future) - Added UI icon for when your mic is open for VOIP - You can now sleep in beds and tents (only the host can do so in multiplayer, not available on dedicated servers) - Added more interior spawn options - High Quality Workbench now has a 1500 weight limit, up from 1000 - Large apartment complex has been split up in to multiple different loot zones (4 per floor) so blocking spawns isn't nearly as annoying - Cargo truck has moved and will refresh inventory on the next update; last call for current item selection - Significant changes to how melee attacks function in multiplayer - Also significant changes to how shooting functions in multiplayer - Reworked how suppressors function, including fixing a possible bug causing the aggro range to not lower correctly when attached - Added damage events to the dedicated server logs (PvP such as players attacking players, players attacking build parts, etc) - Zombies are less likely to get stuck on the edges of the map - Fixed several issues with trees and rocks overlapping, causing large performance drops and crashes - More changes to prevent infinite rocks and trees - Performance improvements on world items - Made changes to holdables for performance optimization - Rearranged the in game menu to avoid accidentally exiting to main menu when backing out of settings
Patch 0.0.5L - Halloween Event
- Halloween Event enabled - Orange and Purple craftable lights added (only craftable during the Halloween event) - Standard craftable lights are now salvageable - New shop interior spawns added to multiple locations - Banshee cooldown reduced to 30 minutes
Note from the developer - Just to be completely open and transparent with the wonderful players of DeadPoly: There's not nearly as much stuff in the Halloween event as I would have liked. It has been a bit touch and go finding big chunks of time to work on the game the first few weeks of the new baby. We're starting to get a better schedule down (and she's starting to sleep longer!). Rest assured, I'm not going anywhere, the updates are still coming, and big things are on the horizon for DeadPoly! Thank you all for playing.
Official Server Wipe - October 1st
Survivors,
Starting October 1st, the official DeadPoly servers will be wiped on the 1st of every month.
I don't do this lightly, as wiping progress is never something I'm a fan of doing, but it is being done out of necessity at this point due to limitations of the game in its current state. The official server saves are growing much faster than the game is handling currently, and I do lean towards having a fun, playable experience over never removing progress during Early Access.
The end goal / vision for the game is still very much so to never wipe or remove player progress, and I am still working towards that goal.
I appreciate everyone's patience with the official server performance woes and growing pains, and look forward to getting the game to a point where the official servers run much smoother without the need for removing progress.