[FAQ] How to play. What things mean. General tips and tricks.
I'm just gonna start trying to compile all the information I've got for the game here, hopefully to build over time and eventually act as the Lazy mans bible to STLD. I'll try not to intentionally spoil things. Feel free to add stuff like tips and tricks in the comments here too guys!
ICONS
Icons will often appear above Amber's head, this means she notices something. In most cases the player can interact with something nearby, make sure to read the bottom right observation box, as it might hold clues.
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Quick tip #1
Use wooden boards on locked doors to reinforce them ---------------------------
FLASH ITEM KEY
Switching through the inventory can be a real pain in the middle of combat. You might have 1 second to heal, or want to react quickly and reflect a spell.
The Down Key is the Flash Item Key This key is very important as it instantly jumps to the most useful item depending on whatever situation the player is in. Here's a list of what pressing the down key will do.
Tap Down:..
When your health is low.... to switch quickly to the
First Aid Kit
When your health is low.... to switch quickly to the
Painkillers
When you're badly infected to switch quickly to the
Antivirus
If you've planted a Remote Mine to switch quickly to the
Remote Trigger
If a Cultist is casting a spell. to switch quickly to your
Spell Reflect Charm ( you must have found it first )
When you're badly infected to switch quickly to the
Antivirus
It does even more than this, remember it's all situation based. The player can freely press down all the time now, it will probably be a good habit to get into.
If you have extra ammo clips press it to immediately load it into that gun eg. you have the Machine gun equipped and have discovered additional ammo. Tap down and it will automatically load into your gun.
Tap it to immediately switch to the Moonshine Flask, the Throw-able Bomb, etc.
It will also take you right to the Lemats Alternate Fire feature..
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Quick tip #2
The Lemat Revolver has an extremely deadly alternate fire. ---------------------------
EARNING TOKENS AND SKELETON KEYS
Tokens are rewarded when you play, the better the play the bigger the token reward.
Tokens in death
Death tokens come from killing a certain amount of zombies before you die.
This is to reward the player even of he/she didn't survive, but fought impressively. Here's the kill list.
26 Kills = +1 token
51 Kills = +1 token (additionally)
76 Kills = +1 token (additionally)
101 Kills = +1 token (additionally)
You can earn a maximum of 4 tokens after dying.
Tokens After Victory
Tokens gained after a victory are measured by your overall score from that playthrough. The larger the score, the better the letter rank you will receive and the more Tokens you will receive.
You can earn a maximum of 5 tokens after a achieving a victory.
......MORE INFO COMING SOON
[ UPDATE V15 ] ( FREE GIFT ), Cover Art, Demo Video, general cleanup.
Helloooooo there! Just about everything is visual these days... adding, tweaking, cleaning this crap up!
Let's get out of Early Access, what do you say? It's been too damn long.
I've finally finished the Cover Art for Episode 02, it's intended to be a fun pulpy comic book cover representation of the game. Check it out, I hope you guys dig it !
This tested basically all of my artistic ability , and took forever! But I'm done messing with it. This is the new face of STLD Ep 02. ( or the new butt if you prefer ).
A new demo video has been added!
New relevant screenshots have been added.
All of the graphical assets of the Steam page have been changed/updated.
The demo showcases various moments of playing Hardcore Mode . The trailer focuses on the intensity aspects of the game.
The first Artifact for the Players!
This is the Gift! So how does this work? It's basically just a free bomb for you to begin every round of the game with. Throw it to blow things up. What makes this special is that it will carry over to future episodes of STLD, that means only you Early Access users will always begin with this Special Artifact. More will come later on but you are guys are receiving the first, and this will stop being available to unlock after the game is taken out of E.A
This is an exclusive thank you to all Early Access players who bought the game.
You will need to log in and play the game before 4pm Tomorrow evening to get this reward!
Press the "B" Key on the Main Menu to unlock it.
You will hear a distinct sound effect.
Hurry guys, get it while you can.
As mentioned in previous updates work will continue after we exit Early Access, it will all be wrapped into a patch and follow the Release at some point soon.
The main highlights of that will be
The return and reboot of Endure Mode!
A slot Machine full of new Weapons and fun crap!
The final and most difficult Cultist!
A voice Actress for Amber Chaplin! ( Hopefully )
FULL RELEASE IS PLANNED FOR TOMORROW EVENING
It's just about here. I'm pretty excited, no matter what happens now, it's been a real ride and this last year has been one of the funnest and most creative times of my personal life.
Thank you all for stopping by and sharing it with me.
I'm still wrapping things up, I think I've said everything for now.
Cheers guys, seeya tomorrow.
-Pyro
Small Update planned for Tuesday May 16th
Hey there guys, just a heads up I'm shooting for an update this Tuesday which will be mostly aesthetic, ( the cover I've been working on I hinted at last week is just about done. )
This is the twilight phase for STLD Episode 02 in early access, meaning I'm making a full release very soon.
****There will be a small gift with this last update for all of you wonderful people who stuck around here on the ground floor, an In- game reward that will be just for you Early Accessers. So stop by at least once next week!
Just a heads up the game will be receiving at least one big content update after the early access transition, which should round off all the other features I mentioned in previous posts.
Cheers friends, see ya soon.
-Pyro
[ UPDATE V14 ] Polishing some edges. Cover Art Glimpse
Hey there, this was a weird update. It took some time because of some certain issues the game was having. Mainly though it was the fact that I had to test the game thoroughly every time in 18 minute mode. So fine tuning or problem solving meant I had to spend 18 minutes each time confirming whether something worked or didn't. So yeah.. sorry it's been a little while.
Also the great BigCjns called out a bug a few weeks ago about 18 minute mode having zombies stop spawning near the end of the level ( about 15 minutes in ). I falsely thought I had fixed that bug, which I actually hadn't, so I have to apologize for that. I do believe I discovered the error in my code now and that shouldn't happen anymore, I've playtested multiple times and it seems to be ok now. So I'm sorry I hadn't actually fixed that sooner.
So what's actually changed in this update?
The Death Menu has been cleaned up and new graphics have been added. Additionally the menu has received a little music, just a brief death Hymn.
You now gain a token per 25 kills each on the death menu. So basically it works like this now, even if you die.
at 25 kills you earn a token
at 50 kills you earn a token
at 75 kills you earn a token
at 100 kills you earn a token
at 150 kills you earn a token
The Survival Timer on the level has been updated. New music has been added to 15 minute mark while playing 18 minute mode. Basically just cleaned this up too, it now flickers at important times and plays music to catch your attention and let you know how your time is progressing.
Some minor alterations and fixes
The explosion in the Still room now kills the player in one hit if they are standing in it when that happens. This is at request of the players, this is very similar to the way the kitchen acted in Episode 01.
Enemies should now properly activate when they spawn out of the closet as a suprise attack. They were just standing there or walking away, this was a bug I hadn't caught at first.
Pressing the Down button now will always revert to the Magic Charm if you have it in your inventory. This means the player can quickly react and reflect incoming spells.
Additionally some of the items wouldn't flash properly when you were standing on them, that should be all better now.
My apologies for not getting around to all of the bugs I have note of this update. A lot of this week wen to different art and assets. And as previously mentioned bug testing can be very time consuming, like solving a very annoying mystery , only after you solve it you have to figure out how to make it never happen again.
Anyway! Here's a glimpse of the cover for Episode 02 I've been working on.
That should be done soon, along with some other art pieces for the game. I'm sure it seems super slow around here lately. This is the hardest phase of the game for me, so please hang in there. You guys are great.
I'll do another word update soon. So if you're still interested stop by here and there, this things almost on its feet I promise!
Little Update coming soon.
Hey guys, so I've cleaned up the death screen, changed a few things, added a little tiny bit of music to 18 minute mode and added some better graphics to the " Survive Timer" that you glance at while you play.
I haven't really had time to play test this stuff so that's the last step before I get it out to your hands, just want to make sure everything's running properly before I get it out there. I hope you are all having a great Saturday..
See ya soon!
-Pyro
May 2nd work week layout.
Hey there everybody! Just wanted to give you guys a heads up on what I'm trying to do these days. These work week layouts are getting a little repetitive, so I'll just assume you know I'm still working on bug repairs...
Cleaning up the Death Screen
Cleaning up the Death Screen
Cover Art for Episode 02
Key Item Asset, Hopefully one more if I can manage my time correctly.
Bug repair
New Screenshots, a demo video and further research onto moving out of early access.
Just a heads up there are still plans for Endure mode, some more weapons and one more cultist, but those will all likely come after I move project out of early access.
Cheers guys, I'll see you as soon as I can with an update!
[ UPDATE V13 ]
Hey there, finaaaally got this one to a good update point. I hope this isn't anti-climactic. Here's some of the asset art I've been working on to get things rolling.
[H1] [B] ITEM ASSET ART [/B] Set One [/H1]
So all of these have been added to the game, they will appear quite small in game. ( On the bottom right of the Screen )
It's no coincidence I've done these particular item assets first, they all tie into this next weird thing and my favorite part of this update.
[H1] [B] FLASH ITEMS [/B] [/H1]
You may have noticed that Pressing down doesn't do anything, whereas pressing up cycles one way through your collected items. Well the Down key is about to get more interesting..
The Down Key is now the Flash Item key
I'll do my best to explain this. Flash Items attempt to jump to whatever item applies to your current situation, if you're in need of something quickly, tap the Down Key . If you want to slowly cycle through you're inventory you can always just tap your Up Key.
Here is a list of the of the Items and their situations.
Tap Down:..
When your health is low.... to switch quickly to the
First Aid Kit
When your health is low.... to switch quickly to the
Painkillers
When you're badly infected to switch quickly to the
Antivirus
If you've planted a Remote Mine to switch quickly to the
Remote Trigger
If a Cultist is casting a spell. to switch quickly to your
Spell Reflect Charm
( you must have found it first )
When you're badly infected to switch quickly to the
Antivirus
Example
It does even more than this, remember it's all situation based. The player can freely press down all the time now, it will probably be a good habit to get into.
If you have extra ammo clips press it to immediately load it into that gun eg. you have the Machine gun equipped and have discovered additonal ammo. Tap down and it will automatically load into your gun.
Tap it to immediately switch to the Moonshine Flask, the Throw-able Bomb, etc.
It will also take you right to the Lemats Alternate Fire.
There have been more NEW sound effects added to make all this Flash Item stuff more cohesive.
Trust me. Just press this if you're in jam, it will come in handy.
You'll notice not all Items have been painted yet, sorry it takes time and a lot of work. I will get to those too.
Weapons set down in the environment Sparkle from time to time so the play can identify their locations easier.
The Revolver now makes sounds and Flickers when switching between Normal and Alternate Fire.
There's new Weapon Icons on the bottom right of the screen, again to keep the player on course visually, and to hopefully keep things making sense.
The Fire Bow now has a A pullback strength indicator
Hardcore and Normal difficulties now have separate scores.
This might be a little funky for veteran players. Basically your old high scores will still exist on Normal mode, you can now set some for Hardcore as well.
You won't lose any high scores set.
Sound files have all been converted to .Ogg , lowering the file size and overall system load demand.
There was an error using the bow and getting bit or dropping it halfway through. Fixed that up.
There was a bug with the Stamina getting a little too high past it's maximum cap sometimes after the character tripped and fell. That should be ok now.
Amber should no longer wander through locked doors when affected by the confusion spell.
The explosion from the kitchen was lingering waaaay to long, this was causing the player to take damage 5-10 seconds after walking through the wake of the exploded kitchen. That was not intended and has been fixed.
This was a very long , weird , and bumpy couple weeks for an update, so I'm sorry for keeping you guys waiting. I hope all this new art helps offset the fact that not much of the core fundamentals of the game have been changed or added to this time. But again this is our wrap up phase for Ep 02, so it can't all be lightning and flamethrowers.
I'll continue working this thing to finish it up. Please let me know if there are issues with the new changes , or just issues at all. Thanks for stopping by, and thank you for playing!
-Pyro
Not quite there but, super close.
Hey guys sorry I couldn't finish this one up tonight, it's getting there but I'm getting too sleepy to wrap this big ol burrito up tonight..
I'll see you guys with an update hopefully before noon tomorrow.
Pre Update Announcement , Tuesday April 25th
Hi guys, gonna be working to have this update out some time tonight, I'll be working all night but I'm not sure if I can realistically have it done. I've gotten a lot of art done this last week, I'll be showing it off, hopefully that will be kind of fun. Sorry things have been so slow around here lately, I'm having some issues with my work situation but I'm trying to get things back on track. I'll make another post soon either way.
Thank you to all you folks who are silently stopping by and thumbing things up, or dropping in and asking questions. You guys are great.
I'll see you soon.
Working toward an Update
Hi guys, I know it's been a bit slower around here lately. I have some thing ready for you but I'm trying to round it all up into one update.
The sound files have been converted and imported into the game, the games actual size and load time has been decreased decently. Again boring I know but I shouldn't over look that stuff .
The next update will have a new feature, I don't think it will be a game changer for most but I do think you guys will enjoy it and definitely be able to make use of it frequently, to save myself the trouble of explaining it twice, I'll just go over it thoroughly once the next update is released. The date will more than likely fall on either Monday or Tuesday of next week. No later than Tuesday for sure.
Thanks for stopping by guys, I'll see you again soon.