In this patch we are opening the game up to additional playstyle. Some of the feedback we got was about not being able to play the game with people who are not your Steam friends. With the new PvP & PvE Options you now can host public servers to either enjoy working together or shooting the crap out of each other. Additionally we added a bunch of options so you can flavour the game the way you like. Checkout the patchnotes below for more information.
We also like to thank everyone who sent us bug-reports and feedback, many of the top issues you had have now been addressed. Patch 5, which will contain new loot and cooking mechanics and is now scheduled for Tuesday as we felt this patch was far more important than adding content.
Major Changes
- Added UI Element to show current tickets of the factions. This way you can see how you are influencing the map and how they are gaining influence on the map. Driving a faction to 0 will eliminate them completely.
- Game Menu has been reorganized for the changes below.
- You can now host public games to play with friends & non-friends at the same time.
- Removed UI Buttons Single-Player/Host COOP and replaced it with "Start Game" including options.
- New Menu Option - Join Public Games
- New Hosting Option - PvE Only (Cannot damage other players)
- New Hosting Option - Full PvP (Regular damage to NPCs and players)
- New Hosting Option - LAN Only
- New Game Option - Respawn only when facility is powered (on/off) (Makes the game a bit easier)
- New Game Option - Respawn with Starter Gear (on/off)
- New Game Option - NPC View range (low/medium/high)
- New Game Option - Day/Night Cycle Speed (Set in minutes)
- New Game Option - Faction Expansion Speed (Set in minutes)
- New Game Option - Capturing Grace Time (How much time has to pass by before factions can capture the location back)
- New Game Option - PermaDeath
Bug fixes & Added Suggestions
- Fixed kiting of Mutants. You can still kite them a bit but not to that extend as previously. (Feedback please!)
- Fixed mouse input on key binding menu.
- Fixed a bug where the game was automatically loading your last save game when clicking 'New Game'
- Fixed a bug where you could die when spawning.
- Hit Indicators so they are a bit bigger now and more visible.
- Production Amount of Gauze (Basic) per crafting has been doubled.
- Requirement of Gauze (Medical) has been lowered.
Hi everyone,
a third patch just went live. If no further issues arise we should have the first content patch ready by monday.
Patch notes :
- Added an ingame tutorial video to get you started in the game.
- Factions will now progress at a much slower rate through the map.
- Military will cut the power to your base less frequently.
- Fixed a bug where factions would not loose an area.
- When you take over an area a message will be broadcasted through the intel-channel.
Patch 2 - First-Time Experience
Hello,
after watching a few streams and videos on YouTube we realized that you are playing the game a lot differently than we expected. In order to stop new players from getting "creamed" while exploring the facility and the game-world we are making some significant changes to the game to make your first experience less painful. We will be adding a tutorial on the game as well shortly. You can expect Patch 3 within the next 24-48 hours.
Patch Notes :
- Turning on power will also trigger automatic closing of all doors. You can control all doors manually using the keypad located on the door pillar or from the energy management system (The big panel in the main room)
- G3A3 Rifle drop rate has been increased to ensure new players will have an additional gun to survive in the game-world.
- Upon death you no longer loose your pistol so you don't have to start over if you couldn't get any weapons before making it back to the facility. This will also be an option in the game setup for new games in a patch later this week.
- Added single military spawns near your base so new players can get familiar with the combat as it's a lot harder than in regular survival games.
- All doors received 50% more health.
- Mutant attack on Day 1 has been lowered to a managable level. (We moved the bigger wave to Day 2 to make sure you have a turret)
Patch 1 - 10th Sep. 2016
Hello,
during the first hours of release you have provided us already with some valuable feedback on the game so we are happy provide you with the first patch of the game adjusts the game-play to be a bit more friendly. Remember to vote for future development on our Trello Board at https://trello.com/b/QyxVEXMs/outbreak-pe-development-roadplan - please post any issues or suggestions you are not finding there on our forums so we can add it to the board.
Patch Notes:
- Starter Gear now comes with 2 bandages and more bullets for the pistol.
- Fixed the train moving without a driver (after loading a savegame that had the powerplant activated).
- Increased battery drop-rate through out the game.
- Decreased military visibility range slightly so they don't spot you immediatly on high range.
- Slightly increased the weapon spread of the military to lower hit-chances a bit when far away.
- Increased lootdrop for bullets on military a bit.
- Slowed down the movement of the factions a little bit to give you more time exploring during the first day.
- Fixed a road that was missing the proper texture.
Welcome to Outbreak Pandemic Evolution
Hello everybody.
We are happy to announce the early access release of our game Outbreak:Pandemic Evolution. We hope that you will enjoy our game and would like to invite you in the coming weeks into the development cycle of the game. There are quite a few ideas for the game and it would be great if you could give us some feedback on these.
If you are running into any issues while playing we would greatly appreciate if you report those issues back to us. Additionally we want to make you aware of our Trello Development Board where you can vote for upcoming features that should have priority. We are constantly monitoring the forums for suggestions and will add those to the Trello Board for public voting.