Now this is where we’d normally present our patch-notes and a long list of fixes and additions, but due to recent events, read more here and here, we are unfortunately forced to hold off on pushing any updates until we have clarity on the situation.
This also means that the 16th episode of The Walking Dev, which was scheduled for later today, has been put on hold.
In the meantime, we’re continuing development so that we’ll stay on schedule should we come to an agreement. The OVERKILL team has the ambition to deliver the Season 2 content that we have promised our players.
Please note that while we’d love to answer all of your questions, at this stage, we’ll have a hard time doing so until we get further clarity. We thank you for your patience while the discussions between Starbreeze and the license holder are ongoing and we apologise for the inconvenience.
OVERKILL_Elisabeth
Update 1.3.2 Patch Notes
Hello Survivors!
We’re bringing out another update today to correct one fix that did not work as intended in our 1.3.1 hotfix, as well as adding a few other fixes that you guys have asked for. Thank you for taking the time to report these to us.
Update size: 115.3 MB
Levels
Changed the behaviour for the second key on 'Join or Die', to prevent issues of it not spawning with it’s former behaviour. Note that the key will now spawn in a random location in the camp instead of on a soldier’s body
Achievements
Fixed an issue where some players wouldn't earn the 'Sign Language' achievement after completing the requirements
Fixed an issue where some players wouldn't earn the 'Caught Red Handed' achievement after completing the requirements
Stay safe!
/OVERKILL_Sebastian
Update 1.3.1 Patch Notes
Hello Survivors!
Today’s update contains a number of fixes for issues you reported. Continue to report any issues you experience, as these reports are very helpful for us when we prioritise our work. We’re also hard at work on our next content episode, which means new weapons and a new playable character will be coming your way very soon!
For the music lovers out there, we also updated the game soundtrack this week. The updated OST, with two new tracks for each of our new Season 2 mission, is now available in your Steam folder.
Finally, we’d like to remind those of you wondering what we’re working on to check out our roadmap at https://ovk.af/roadmap
Update size: 112 MB
Update size for the soundtrack: 325 MB
Crashes
Fixed a general issue that could cause players to crash when loading into a level
Fixed an issue that could cause players to crash when joining a party
Levels
Fixed an issue where the second key would not spawn correctly on 'Join or Die'
Fixed an issue where a gate on 'Enemy of my Enemy' would appear invisible when viewed from a distance
Fixed an issue where players could access the final objective in 'Enemy of my Enemy' too early, causing the mission to be uncompletable
Fixed an issue where players would be unable to revive Tanner's friend on 'Enemy of my Enemy'
Fixed an issue where Apply Andy would make sound infinitely after being activated
Fixed an issue where players could get stuck in a collision trap on 'On The Run'
Fixed an issue where solo players could get spawned into the wrong part of the map when retrying a failed mission
Fixed an issue where walkers and human enemies could spawn partially inside the environment
UI
Fixed an issue where the lobby state would appear incorrectly during matchmaking
Keep those walkers flying!
/OVERKILL_Alin
S02E03 - Enemy Of My Enemy - Live!
Hello Survivors!
A brand new story level complete with sinister post-apocalyptic fruit trying to ruin your day. As always we hope you enjoy this new level and that you take the time to let us know what you think in the forums or on social media.
For those of you wondering what we’re up to next you can both check out the stream today at 18:00 CET at https://www.twitch.tv/starbreeze
You can also check out upcoming updates and improvements in our public roadmap at https://ovk.af/roadmap
3 new instances in Prospect Street: Supply Run; Assassinate; and Rescue
Randomized lighting conditions for the new levels
Added new cosmetic accessories for characters featuring Apple Andy's hand
5 New Lore items
3 New Achievements
Balancing and AI
Revamped Hordeometer system to be more consistent across all maps and situations, and avoid popping-up walkers and inconsistent difficulty. Please let us know your feedback!
Significant improvements in the AI follower navigation system to avoid getting stuck and reacting better to player input and level layouts
Fixed an issue where walkers could get stuck when crawling out of ventilation shafts
Polish pass on sniper lasers to avoid seeing players through 3D objects
Levels
Improved visibility and communication of level objectives and icons
Fixed an issue in Camp in Flames where Caleb could sometimes get stuck
Fixed some VOs not triggering correctly in some conditions through several levels
Did another pass to all pickable ladders to fix some existing issues that could prevent some clients to pick them up
Improved navigation for human and walker AIs for different levels
Fixed several "collision traps" in different levels
Fixed an issue of walkers not spawning when players were in specific locations across different levels
Fixed the randomization on the locks for weapon and mod chests that could sometimes prevent players from opening them
Fixed several issues with gas pumps and cans in Accord Oil levels
Fixed floating and clipping objects in different levels
Fixed several objects, decals and shadows "popping" on distance
Fixed issues with decals not being properly drawn over transparent surfaces (glass)
Fixed several lighting issues that would render some spots in the levels either too dark or too bright
UI
Tweaked Objectives and Sub-objectives displays
Fixed an issue with the flow of quests when purchasing episodes in random order
Fixed some Loading tips that appeared unlocalized
Fixed some missing strings being displayed in English when language was changed
Several typos and minor grammar and spelling issues in different languages
Fixed unmuted players still holding the mute icon
Improved flow for saving settings in the menu
Bounty now work if completed during weekly missions
Fixed some inconsistencies in how survivors are listed in mission and workstation tabs
Animations
Added more facial animations for both players, walkers and human AIs
Fixed some 3rd person animations when interacting with specific level objects
General polish pass on animation
Bugs
Fixed an issue with which you could unlock Reina's knife skins by collecting Heather's lore items
Fixed a crash that could occur for players dropping in levels with more than 100 walkers active
Fixed several issues in matchmaking and loading flows that could prevent entering the levels in some cases
Fixed a crash that could happen sometimes if a player stayed on idle for a long time
Fixed takedown animations that could sometimes be misaligned when attacking from the sides of enemy AI
Fixed some clipping animation on walkers raising up from eating
Better synchronization of VFX and sounds for sparks particle systems
Fixed issues with distance scaling of blood and spark VFXs to increase visibility from afar when shooting and in the dark
Adjusted blood color when shooting enemy AI to make it more visible, also in dark spots
Fixed some crashes and issues to overall stability
Polished several small "quality of life" issues in different levels
Several improvements on performance of the levels
“I don’t like the way that fruit is looking at me"
/OVERKILL_Saul
The Walking Dev #15 - Tomorrow at 6pm CET!
A New Walking Dev Stream!
Hello Survivors!
I want to welcome you to join Almir and myself at 6PM CET tomorrow to talk about this week's update for OVERKILL's The Walking Dead. We also have some other goodies in store, and like always we will answer some questions from our social threads on Steam and Reddit. Make sure to tune in!
When can I tune in?
The Walking Dev #15 starts at 6PM CET on January 31.
Where is the stream hosted?
The stream will be hosted over at https://www.twitch.tv/starbreeze .
Where can I check out the most recent stream?
https://www.youtube.com/watch?v=RqtCRNOgUZs
See you tomorrow at 6PM CET!
OVERKILL_Elisabeth
The Walking Dev #14 - Tomorrow at 6pm CET!
The First Walking Dev Stream of 2019
Hello Survivors! We are ready to bring you the very first The Walking Dev update of 2019, and I hope you're just excited as we are. At 6PM CET tomorrow we welcome you to join Almir and myself as we talk about what's next for OVERKILL's The Walking Dead. We'll also answer some questions from our social threads on Steam and Reddit, so make sure to tune in!
When can I tune in?
The Walking Dev #14 starts at 6PM CET on January 17.
Where is the stream hosted?
The stream will be hosted over at https://www.twitch.tv/starbreeze .
Where can I check out the most recent stream?
https://www.youtube.com/watch?v=rFJv9_aOvLU
See you tomorrow at 6PM CET!
OVERKILL_Elisabeth
Update 1.2.1 Patch Notes
Happy New Year Survivors!
We hope that you had a great holiday break and enjoyed Episode 2 'On the Run'!
The team is currently getting back together, and we're ready to bring you even better content in 2019! In today's patch, you will find some fixes for issues that you have been requesting. Those were cherry-picked after reading through your comments.
As usual, please keep sending us bug reports to help us focus on the biggest issues.
Patch Size 132.6 MB
Achievements and Trading Cards
Fixed an issue in which some achievements (Overkilling it, Gear Up, and Resourceful) would not correctly track achievement progress
Gameplay & Others
Fixed an issue where client players would not be able to successfully melee attack walkers in one section of 'Join or Die'
Fixed an issue causing a sequence glitch due to a vaulting prompt in 'Join or Die'
Fixed an issue in which the Camp supply rewards at the end of a successful mission were not properly calculated when upkeep was also deducted
Keeping you posted on the next Episode soon!
/OVERKILL_Saul
S02E02 - On The Run - Live!
Hello Survivors!
We have one additional update for you guys before we jet off for a holiday break, and this one is packed with both new content and bug fixes. We hope you will enjoy exploring Accord Oil, and we’re excited to come back in the new year to work on more content for you guys.
As always, please continue to let us know of what you want to see for the future on our forums, and continue to report your bugs as well as it helps us get an idea of where to focus our fixing efforts first.
Season 2 - Episode 2: On The Run!
Update Size: 2.3 GB
New Content
New Story mission: ‘On the Run’ - Note you need to complete Season 1 last story mission, Join or Die, to access this content
3 new Expeditions in West End: Accord Oil
Added randomized time of day to ‘Hell or High Water’ and ‘On the Run’ to improve replayability
Added a first iteration of Result Screen Statistics
Added a Quick Play-button to find lobbies with missing slots based on your selected character Combat Rating level - we will be adding more to this feature in coming updates
Added more walker bodies and faces to the pool of walkers so they have more variety while playing
Added 3 new achievements
Added 2 new lore items
AI
We’ve overhauled how Human AI runs, to make it look more realistic, tweaking their speeds, acceleration and overall look and feel while running through combat environments
Adjusted how knock-down worked on running Human AI; the chance to knock them down will now depend on remaining health and difficulty level.
Fixed, tweaked and polished several animations for humans, players and walkers
Follower AI improvements to handle turns and tight corners better
Follower AI now will teleport after a while if it cannot find a valid path to the player
Fixed walkers clipping through fences and doors while trying to break them down
Improved the walker relocation system to avoid walkers popping in and out of existence
Fixed a state in which human AI could look "frozen" due to it having two contradictory inputs (horde and a dead friend nearby)
Fixed a state in which crawling or crouching crawlers could end-up floating if meeting specific conditions
Fixed an incorrect animation for Brigade Brutes climbing ladders, making the shield clip through the stairs
HUD
Added floating waypoints for puzzle items when players died and dropped them on the ground
Added new countdown when teleporting players that lag behind their time so it's more clear
Party widget now updates a bit more frequently, to avoid seeing players in it when they left few seconds ago
Tweak pass to hints and lore in loading screens
Tweak pass to other players loading progress so all player statuses are more clear and easier to read
Fixed an issue with the in-game chat that would sometimes not allow anybody but the host to read it
Fixed an issue in which sometimes other players silencers were not being shown in the lobby
Gameplay/Tweaks
Tweaked the formula for end mission resources to be more precise with the player progress
Sound balancing passes done in all levels to improve ambience
Full pass on all puzzle interactables to allow for "call out" on all of them in a consistent manner
Performance passes done in all levels for better framerate without quality loss
Polish pass to all idle poses for player characters with all weapons
Fixed several "collision traps" in different levels
Fixed several issues where items would appear to pop in and out of existence depending on viewing distance or angle
Fixed several floating assets in different levels
Fixed several un-vaultable spots in different levels
Fixed an issue in the elevators of "Listening In" and "Last Stop" that would make walker dead bodies to act strange
Fixed an issue in the elevators of "Listening In" and "Last Stop" that would make the 'frag mine' to bounce twice
Polished several minor lighting issues like small dark spots or lights crossing walls/objects in several levels
Covered some small holes/out-of-world spots in several levels
Fixed some 'goo' z-fighting when two or more bloaters exploded too close to each-other
Fixed some localization strings in different languages reported by the Community
Improved loading process for players joining an ongoing mission
Improved loading times for players joining a host with a non-SSD drive
Fixed an issue where a key could spawn inside the door it unlocked on ‘Join or Die’
Crashes
Fixed a crash that could occur when going back to the map after a mission completion and being part of a private party
Fixed a crash when finishing a mission in single player at the same time as completing the mission
The game now closes down if Steam is not running anymore to avoid cheating, losing connectivity to the Steam matchmaking and potentially having two instances of the game running in the background
Fixed a freeze when a player joined a game at the same time as the host left the lobby
Temporary fix for an issue that could prevent to obtain the achievement "Community Values" - Note: you'll need to load "No Sanctuary" once for the achievement to be checked
That’s it for this update! We hope you all enjoy the content from this episode!
Restart Steam if the update doesn't start automatically
In Future Updates:
Working on a playable tutorial
Working on the next EPISODE - we'll tease it later!
Working on Host Migration
Working on Anti Cheat
Happy holidays, and try to not overeat on brains!
OVERKILL_Saul
The Walking Dev #13 - Tomorrow at 6pm CET!
The Last Walking Dev Stream of the Year!
Survivors! We have come to the final Walking Dev stream of 2018! At 6pm CET tomorrow we welcome you to join Saul and myself as we go through the upcoming second episode of Season 2, titled On the Run, coming out this week. We'll also answer any questions you might have, so make sure to tune in!
When can I tune in?
The Walking Dev #13 starts at 6pm CET on December 18!
Where is the stream hosted?
The stream will be hosted at https://www.twitch.tv/starbreeze
Where can I check out the latest stream?
https://youtu.be/Z-JqUdg6odY
See you tomorrow at 6pm CET!
OVERKILL_Almir
Update 1.1.3 Patch Notes
Hello Survivors!
A new week means a new selection of fixes inbound. We’re continually trying to improve the game, while still working on the upcoming content. We appreciate all the bug reports you guys are sending us. Please continue to let us know what you think should be fixed next. We also keep an eye out on the other sections of the Steam forums, including your Feedback and Suggestions.
And remember, we’re doing another livestream today where we will also try to answer more Community questions. Tune in at 6PM over at https://www.twitch.tv/Starbreeze . Maybe you will also catch a sneak preview of our upcoming DLC ;)
Patch Size 89.2 MB
Crashes and Blockers
Fixed a crash that could occur during loading
Fixed a crash that could occur in the loading cinematic, when the game language was set to Russian
Fixed a crash that could occur while loading into the results screen
Fixed an issue where party clients would appear to get stuck in infinite loading after completing a mission
Visuals
Fixed an issue where client players would see red walls appearing to block off accessible areas of the map
Fixed a floating ammo box in one of the cabins by the Lincoln monument in 'Join or Die'
Fixed an issue where the hurt visual effect would not fade correctly
Fixed an issue where the hurt visual effect would remain after a player respawned
Achievements and Trading Cards
Fixed the requirement for unlocking the "Old Dog, Meet New Tricks" achievement
Fixed an issue where players sometimes would not be awarded the achievement for extracting Lincoln's hand from 'Join or Die'
Trading Cards should now function properly - start collecting!
Gameplay & Others
Fixed an issue with a sniper that would not correctly engage players in combat on 'No Sanctuary'
Fixed an issue where drop-in clients could traverse behind red barriers on 'No Sanctuary'
Fixed an issue where the incorrect VO would play after players disarm the store alarm
Fixed an issue that could cause drop-in clients to take flight if they performed a vault action during relocation
Increased a timer to prevent players being split into separate Mission Result lobbies