Hey guys! It's Gui here once again to bring you another update - this time it's Summer Update #2, a.k.a. v0.14.0!
The Grenade Launcher has arrived!
We said last week that our weapon rework would allow us to create more unique weapons faster, and this is the first one we bring you! You can blow up groups of zombies with no effort with this bad boy, just may not be that great against Mefisto (at least at the time being.).
'Poisonpace' just joined the family!
You already know Slowpace - that nasty snowball thrower -, but now say hello to Poisonpace! Mechanically speaking, the two are the same thing: they throw a projectile and leave a trail behind them. But Poisonpace, instead of causing slow, its riot spins around Poison! Yeah, Antidotes are about to shine!
Behold the Stun Grenade & the Stun mechanic!
Are zombies threatening you with their super ultra-fast moves? Look no further because the Stun Grenade got you covered!
With the Stun Grenade, all you have to do is to aim at your target and throw it! They'll freeze immediately and for 5 seconds your foes won't know what's going on. And don't panic: you can't stun yourself, hehe.
The next patches will introduce more synergizes to this mechanic, but rest assured it'll help you enough for the time being. ;)
General changes
Added 'Epic' Perks: One of our goals with Not Dead Yet is to support multiple builds with different styles of gameplay, and by introducing Epic Perks we are giving a major step in this direction. These Perks are what we consider 'build definers' - it's easy to notice how lower-tier Perks will synergize with Epic Perks.
At the time being, the number of Epic Perks is quite limited, thus you may not feel that much difference just yet. The plan is to always add more Perks of all tiers and then creating a build would become funnier and explicit.
Self-damage is no longer fatal: One of the playstyles we want to support is the self-damage route. This way of play is as simple as dealing damage to yourself and get rewarded for staying at low Health. But while it should be risky for you to stay on low Health, it shouldn't impossible to run certain Perks that damage yourself if you don't have any form of sustain, so now any self-damage you take won't bring you below 1 Health. You'll still die if you get hit, but at least you won't soft lose by taking these Perks and running out of Health.
Overhauled the way zombies spawn: Zombies will now spawn within a radius around the players, but always respecting a minimum and maximum distance. Although we are still tweaking the constraints and this new system is not yet perfect, we are going to polish it further in the upcoming patches. For those wondering the motivation behind this change: we are pretty close to release a new map, and we realized the old spawn system wouldn't work with a bigger, more open scenario.
Standarized the description of the Perks and Items: Although still a WIP, we rewrote all the descriptions of our Perks and Items to follow a more human-friendly standard; to you, it means: expect to have more clarity of what things do before committing to them.
Better multiplayer performance: This is and always will be ongoing work from us, but last week with the introduction of Weapons 2.0, we delivered a boost in multiplayer performance when it comes to shooting - the bullets are now more precise than ever. Now, with v0.14.0, we addressed some network issues and we are confident multiplayer matches will be way more pleasant to play!
Spray Gain +50% Weapon Damage. Your headshots no longer apply extra damage.
Slot Machine Gain 5% chance to receive 1 Cash upon hitting an enemy.
Butcher's Cleaver Gain 5% chance to receive 5 Health upon hitting an enemy.
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What's next?
Despite the usual balance changes, improvements, bug fixes & etc (tm), we expect that the biggest major change we're going to introduce next is a new map. Of course, depending on how our story unfolds our plans may change but... hey :).
We hope you enjoy this update. And please, don't spare us any feedback, yes? Thanks!
Talk to you next patch! :-)
Summer Update #1 is here!
Summer sweet summer!
Oh, hey! How are you? :)
Here we are, for another patch! And this time, a tasty one my friends!
Shall we?
The Sun has risen
Summertime has hit Not Dead Yet as well, and for a limited period of time, we are replacing that dark, obscure and thrilling map with a shiny new one -- sunshine is here!
Look at it, so lovely...
But for real - nothing has changed mechanically speaking. It's just a new, temporary skin. All the scraps are in the same place, there are no new obstacles, etc - we just thought you'd enjoy a new horizon to look at.
Say hello to Ana and Ney
These two nifty, Brazilian skins just joined the family permanently, so... say "olá"! :-D
Weapons 2.0
This was a tough one, people. Our old weapons system was the very first system we built and it was more like a game jam solution rather than a proper, scalable thing. It was time to say goodbye.
After more than 3 weeks full-time working on a new system from scratch (and making sure we weren't breaking anything), we got some really nice results. Allow me to give you a glimpse of what changed, shall I?
We are now free to create perks/interactions with individual weapons or any weapon category (i.e. shotguns, pistols, SMGs, etc.). Although nothing new has arrived with v0.13.0, expect to see more weapon-specific mechanics soon;
We can now introduce more unique weapons, with their own mechanics (such as flamethrowers, grenade launchers, laser weapons (why not?), etc.). Once again - these things have not arrived with this patch neither are they promises, but hey... ¯\_(ツ)_/¯
We improved multiplayer shooting by A LOT. Yes -- that old stutter while shooting is not among us anymore. I dare to say shooting in multiplayer is as smooth as in any Triple-A game, hehe. :P (And please, I'm really talking about shooting. The other multiplayer areas still require some polish.)
We removed useless weapons;
And my favorite one: we animated all the weapons we have! I mean, we've reworked the old shooting animations, added proper reloading animations, improved particles, VFX and SFX, and geez, it's now so much better! Just to give you some sugar:
And this is just the beginning. ;)
Other changes
Added Camera Shake effect while moving (you can disable it through the Settings menu)
Runners will no longer spawn on the first wave
Re-scaled the values of every weapon in the game according to their new tiers
Enemies will now scale utilizing a brand new formula to accommodate the new weapon damage values
You can now skip your Perks if you don't like the options for some Cash reward
New Perks
Mortar (Scav Only): After firing 3 Frag Grenades, Gain 1 Frag Grenade.
Frag Powder (Scav Only): Frag Grenades deal 20% more damage.Re-scaled the values of every weapon in the game according to their new tiers
And we reworked Behemoth: Doubles your damage (instead of +70%). Decrease movement speed by 30% (instead of triplicating your reload time).
Bugfixes
Treasury is now closeable
You'll no longer die by poison after killing Mefisto
And my dear people, this is Not Dead Yet's Summer Vibes. We hope you like it and if you have any issues, just let us know, will ya?
Haaaaaaaappy Friday folks of mine! Today I'm really excited to announce v0.12.0 because it brings LOTS of goodies for us!
Let's jump into action, shall we?
Introducing the Hostility System
Some people think Not Dead Yet is too easy; others think it's too hard. Balancing a game isn't an easy task, indeed, and that's why we are proud to announce the Hostility System.
Now, by beating the game, you unlock the Hostility Level 1 (Rookie). It adds one difficulty modifier to the game that will make things a little bit more complicated. Once you beat the game at this given Hostility Level, it'll unlock the next one, which will also add another difficulty modifier. But watch out: the modifiers stack. That said, if you are at Hostility 5, you're going to receive its own difficulty modifier plus all the previous ones.
It's worth mentioning this is an opt-in/opt-out functionality - you can simply ignore it if you don't want a more unwelcoming challenge.
Also, this is our first iteration towards this system, meaning it can (and probably will) be quite unbalanced. Our idea is to adjust it over the next few weeks so in no time we're going to have a smooth experience. And oh - it now only counts with 5 levels. Our plan is to scale it up to more levels (maybe 20?) and also give players extra rewards by beating them.
Activatable items are here!
One thing that everybody likes are items, right? You click a button and something occurs. That's pure fun, especially when it comes to roguelikes where loot is pretty much everything.
From v0.12.0 and on, those types of items are now a reality and will bring more diversity in how you play Not Dead Yet.
This is our first iteration towards this system as well, so the catalog of possibilities is still quite scarce; in the long haul though, our idea is to release as many items as possible so players can go creative and beat the game the way they like the most.
To give you a glimpse of what has come:
[table] [tr] [th]Icon[/th] [th]Name[/th] [th]Description[/th] [/tr] [tr] [td] [/td] [td]Bandage[/td] [td]Gain +7 Health at the end of the next 3 Waves.[/td] [/tr] [tr] [td] [/td] [td]MedKit[/td] [td]Gain +15 Health at the end of the next 3 Waves.[/td] [/tr] [tr] [td] [/td] [td]Antidote[/td] [td]Upon use, removes 5 stacks of Poison.[/td] [/tr] [tr] [td] [/td] [td]Military Tonic[/td] [td]Gain +5 Health for every 10 Armor you have. Removes all your armor.[/td] [/tr] [/table]
New Perks
We were inspired this week. Pretty much, we implemented a good load of Perks - and going further: we expanded our current Perks System to work with even more mechanics, making it easier for our team to build upcoming Perks. That to say: expect some good twists when it comes to synergies in the following weeks. :D
Now let's check what's new.
[table] [tr] [th]Icon[/th] [th]Name[/th] [th]Description[/th] [/tr] [tr] [td] [/td] [td] Capitalism [/td] [td] Deal +5% Damage for each 100 Cash you have [/td] [/tr] [tr] [td] [/td] [td]Thrill of the Hunt[/td] [td]Gain 1 Stamina when killing an enemy[/td] [/tr] [tr] [td] [/td] [td]Tell's Apple[/td] [td]+100% Damage at headshots. Your Primary Clip is and always will be 1[/td] [/tr] [tr] [td] [/td] [td]Head Candle[/td] [td]Every 10 enemies killed with a headshot will instantly refill your clip.[/td] [/tr] [tr] [td][/td] [td]Worker Shell[/td] [td]You are immune to enemy damage while scrapping[/td] [/tr] [tr] [td] [/td] [td]Berserk[/td] [td]Deal +30% Damage when at or below 25 Health[/td] [/tr] [tr] [td] [/td] [td]Black Skull[/td] [td]+50% Damage. Loose 5 Health every time you reload[/td] [/tr] [tr] [td] [/td] [td]Bloody Money[/td] [td]Gain 3 Cash every time you lose Health[/td] [/tr] [tr] [td] [/td] [td]IR Thermometer[/td] [td]Gain +1 Damage every time you gain Health[/td] [/tr] [tr] [td] [/td] [td]Torch[/td] [td]+50 Damage at your first hit against an enemy[/td] [/tr] [tr] [td] [/td] [td]Behemoth[/td] [td]+75% Damage. Triples your Reload Time[/td] [/tr] [/table]
Other changes
Added a Field of View slider so players can tweak how much they see;
Added an FPS Limit setting;
Added a VSync setting;
Added filters to the Workbench;
Added more SFX;
'Frag Grenade' now scales its damage with your character;
Lots of tweaks.
Bugfixes
Fixed the impact area of the Toxic Zombie;
Fixed timer not pausing when the game is paused;
Fixed Perk 'Perfect Scraps' not always working;
Fixed Ammo Box not giving the correct amount of ammo to entirely refill your primary and reserve clips;
What's next?
Phew - what a patch, huh? Well, we are excited about the next chapters - our aim is to fix bugs, of course, plus polishing current perks/items/statuses (balance, bugfixes, synergies, etc.), improve UI/player feedback, and most importantly: bring the most requested features our players want.
I believe our next major goal is to rework the entire Weapons System. This will be a challenging one - it's the core of Not Dead Yet after all -, but pretty rewarding. Everyone wants a more polished aiming/shooting experience, so yes - we are aware of that and consider it something we have as a high priority.
Anyways, we'll unveil more in the coming weeks. For now, we have to say we're pretty excited to hear from you what you think about the new goodies. I mean, we put our hearts into all of this and we expect you love it as much as we do!