SurrounDead cover
SurrounDead screenshot
Genre: Shooter, Adventure, Indie

SurrounDead

Patch 1.3.0 and what's planned

Beginning


Apologies for not interacting with the community for the last week but I have been quite ill and only just starting to recover. I hope as well this post gives a good outline to what I have planned, and want to implement in the 1.3.0 update.

When?


I would prefer this patch to come out before the end of the year and I know you lot would like this as well. However, if I feel like the update is not ready I will not release it, although I will look at, as a minimum releasing an experimental update of the this patch around this time.

What's in this update?



  • A new area; this area will consist of a radiated airfield, large industrial factory, small housing districts and REDACTED





  • Weapon damage falloff; This works in the way with each weapon has a range until damage starts to decrease with the distance of the shot. For example, the M9 could have a range of 50m and the Hunting Rifle have a range of 200m, once these values are reached, damage falloff will start to apply (Exact stats TBC)
  • Critical hit system; Weapons have a random chance to do a critical hit, these shots or melee hits will deal a multiplier to the base damage of the weapon, these values will be displayed to the player
  • Improved vehicle handling and adjustments to braking
  • New difficulty settings; Player can now change the speed of day and night, adjust a multiplier of zombie health, respawn timer for AI, minimum and maximum time for airdrops spawning, random event chance multiplier, multipliers for stamina and possibly more
  • Passive skills; Conducting different activities in-game will add XP to your passive skills. For example, keep sprinting and you'll improve your speed and stamina, etc



  • With this I still want to implement a skill tree system, where as the player levels up they earn skill points they can spend here to unlock certain skills they want. For example, a skill to improve vaulting, allowing the player to vault even while falling, this allows the the player to jump from roof to roof easily
  • Named / Legendary items; These items will be extremely rare, already customized and have unique looks



  • New animals; Be wary of your surroundings in the wilderness



  • AI bandits and Bandit camps; Ranging from ranged to melee, bandits will be added to the game. To begin with they will spawn in randomly spawning bandit camps placed around the map, take these out to get rare and unique loot, for the same update I may as well look at spawning them randomly around POIs, where you could see them fighting the undead or coming for you



  • Numerous new items
  • New buildables; Many new buildable objects, from new crates to beds and more. Plus ornaments, found around the world in certain locations, be on the look out
  • And QOL improvements and bug fixes

Possibilities for this update?


Here I will be going in to additions I want to add in this update, but may come further down the line.

  • Battery system; Torches, night vision, etc will all need batteries to operate, these batteries will be found in civilian and industrial areas
  • Improved grenade throwing; Instead of throw and forget, the player will be able to see where the grenade is going and even be able to cancel the throw
  • Night vision is an attachment; The spec ops helmet will no longer come equipped with night vision goggles, but the goggles will instead be an attachment you can equip to certain headwear
  • Friendly roaming AI; Friendly AI that wont attack on sight unless provoked


Finally, make sure to nominate SurrounDead in these final days of the sale and look forward to the Christmas sell!

Patch 1.2.1 - Hardship

19/11

  • Changes to locked container sizes
  • Fix to loot refilling when interacting with container


18/11

  • Fix to small items falling through ground
  • You now get 4 wood planks instead of 2
  • Harvestable objects have 20 to 30 materials in them
  • Fixes to loot refill
  • Ai optimisation
  • Changes to loot container sizes
  • Changes to vendor containers size
  • Fixed CR308 mag dropping CR308 rifle


17/11

  • New music added to subway
  • Fixed harvestable objects just saying "No more wood"
  • Boss zombies killed stat added
  • Wood planks cost 6 wood



ADDITIONS:



  • MP5 and FN-Fal can now attach sights
  • Radiated zombies and zombie bosses do a value of 1 to 5 radiation damage to the player
  • Medical room added to FOB Bravo


CHANGES:



  • Increased resources needed for buildables
  • Increased crafting material stacks
  • Reduced amount of materials you can get from harvestable objects
  • Adjustments to melee weapon damage
  • Deagle damage increased (96 body damage, 204 headshot)
  • M249 fire rate increased, recoil increased
  • Water well won't catch water if a ceiling is above and less water is caught in general
  • Landmine damage upped to above 200 damage
  • Adjustments to fall damage, first level of fall damage won't play an animation anymore either
  • Removed camera shake from molotov


BUG FIXES:



  • Found issue with random events and the containers of that event stay saved in the system and spawned at co-ordinates 0,0,0 of the map every time you loaded in (Save/load system becomes bloated because of this)
  • Fixed melee blocking consuming all stamina
  • Possible fixes for refill containers not refilling loot
  • Fix to lock picking door UI timer causing interaction with inventory to break
  • Fixed not being able to climb up a ladder when it's on an incline
  • Fixes to landmine

Patch 1.2.0e - Hardship - Hotfix

ADDITIONS:



  • MP5 and FN-Fal can now attach sights
  • Radiated zombies and zombie bosses do a value of 1 to 5 radiation damage to the player
  • Medical room added to FOB Bravo


CHANGES:



  • Increased resources needed for buildables
  • Increased crafting material stacks
  • Reduced amount of materials you can get from harvestable objects
  • Adjustments to melee weapon damage
  • Deagle damage increased (96 body damage, 204 headshot)
  • M249 fire rate increased, recoil increased
  • Water well won't catch water if a ceiling is above and less water is caught in general
  • Landmine damage upped to above 200 damage
  • Adjustments to fall damage, first level of fall damage won't play an animation anymore either
  • Removed camera shake from molotov


BUG FIXES:



  • Found issue with random events and the containers of that event stay saved in the system and spawned at co-ordinates 0,0,0 of the map every time you loaded in (Save/load system becomes bloated because of this)
  • Fixed melee blocking consuming all stamina
  • Possible fixes for refill containers not refilling loot
  • Fix to lock picking door UI timer causing interaction with inventory to break
  • Fixed not being able to climb up a ladder when it's on an incline
  • Fixes to landmine

Patch 1.2.0d - Hardship - Hotfix 2

BUG FIXES:



  • Fixed stats not changing
  • Fix to vehicle spawns

Patch 1.2.0d - Hardship - Hotfix

CHANGES:



  • Adjustments to night vision goggles and as well behind the scene work to have multiple types
  • Barrett is a legendary now
  • Change to check if vehicles are already spawned
  • Change to weather variation at rad zones and new post process effects
  • Adjustments to volumes of certain sounds/actions
  • Barrett buff; 218 base damage and 412 headshot damage
  • Increased spawn rate of 50 Cal Rounds and Barrett Mag
  • G18 decreased fire rate slightly and more recoil


BUG FIXES:



  • Possible fix for refill container randomly not re spawning loot (Fingers crossed)
  • Fix to vendor giving wrong/old values of items
  • Fix to exploit with crafting
  • Fix to optimisation of vehicle particle smoke not being optimised
  • Fix to how save slot/files are deleted


And what am I working on now?


<*> New part of the map, around the airfield there will be new locations to explore, from the airport itself to a large industrial build and a special military site
<*> AI - New animals and bandits... beware of the coyotes
<*> New legendary items, here's a sneak peak

<*> Skills system, I want to go in the way that games like State of Decay have there skill system, although I will update as progress goes on
<*> New items and buildables
<*> Adjustments, changes and fixes
<*> And more

My plan is to have this update out by the end of the year. However, I will keep updating you lot and when I have more to show off I'll release an update on here!

Patch 1.2.0c - Hardship - Hotfix and a question form

Questions about difficulty settings/options:


Please fill in the below form
https://forms.gle/J2gE5iBhajV3V1xf6

CHANGES:



  • Adjustments to boss loot
  • Adjustments to prices of items and vendor loot
  • When pausing game is set to 0.01 speed, this is to combat physics breaking, more work will be done on this


BUG FIXES:



  • Fix to vendor amount of items and always being the same
  • Fix to description of Barrett 50 Cal Mag
  • Fix to ',' resetting XP
  • Fix to not being able to fire weapon


Prepare for posts in hopefully the near future about the next major update!

Patch 1.2.0b - Hardship - Hotfix

CONTENT/FEATURES:



  • Vector Drum Mag added
  • Keycard briefcase added


CHANGES:



  • Adjustments dropping of airdrops
  • Changes to how MP5 and Vector are held by the player
  • Adjustment to 50 Cal Sniper spawn chance
  • Can now stack standard keycards to a count of 3
  • Increased film grain on night vision
  • Improvements to visuals of items in dead player inventory


BUG FIXES:



  • Fix to swapping primary and secondary weapon
  • Fixes to selling items only giving half the amount its worth
  • Fix to throwables still displaying damage numbers, even if disabled
  • Fixes to helicopter random event locations
  • Possible fixes for not being able to interact with dead body randomly
  • Fix to boss health bar going below 0
  • Fix for dead body inventory causing items to fall through ground if dropped
  • Fixes / changes to container refill system
  • Fix to keybinds for hotbar

Patch 1.2.0 - Hardship - Locations, difficulty and items

CONTENT / FEATURES:




  • Map expansion; the area around Lawrence Creek has opened up, with a new town, to a prison and an area below
  • Permadeath mode; see how long you can survive in the apocalypse, death means death
  • Difficulty settings; with this update comes these first settings the player can change before and while in game, it's up to you. More settings will be added via player feedback

    What can be changed?


    This list is not final and more options can be added as development goes on! For example, AI spawn multiplier, adjust how much AI spawn, as well I will be looking at breaking some parts up like adjusting speed for each variant of zombie for example



    Difficulty Modes/Default Options



    • Permadeath

    • Peaceful
    • Standard
    • Hardened
    • Nightmare

    General



    • Allow Difficulty Changes While In-Game?
    • XP Multiplier
    • Airdrops Enabled?

    AI



    • Zombie Damage Multiplier
    • Zombie Speed Multiplier

    Loot / Environment



    • Container Refill Enabled?
    • Loot Multiplier

    Player



    • Hunger Depletion Multiplier
    • Thirst Depletion Multiplier
    • Invincibility

    Vehicles



    • Fuel Depletion Multiplier
    • Damage Depletion Multiplier


  • New keycard system; Each bunker has a unique keycard and each can't be used at different locations. For example FOB Bravo Keycard can only be used at FOB Bravo. The All Access Keycard will still have access to all bunkers.
  • Adjustments to inventory slots to adjust for backpacks in backpacks. Backpack slots and various other items have been made larger in game, this is to counter backpack in backpack, but as well keep it so people can carry around large amounts of loot with the correct equipment.
  • Player can now carry 2 primary firearms (Carry an assault rifle and sniper rifle at the same time and easily switch between both)



  • Grenade tool system added (Frags and Molotov cocktails available)
  • New radio added that can be found around the world, see what lore it has to say
  • The large/boss zombies now have a visible health bar, this can be disabled in gameplay settings



  • Weapon malfunction/jamming, sometimes firearms won't fire their round due to the quality of the firearm (This only happens on 'Damaged' firearms and will use the round due to it being damaged)
  • Getting behind an enemy with a melee weapon and attacking them now has 2.5x damage
  • New helicopter random event, look for the smoke


    New items:



  • FOB Bravo Keycard
  • Private Bunker Keycard
  • Creek Prison Keycard
  • Frag Grenade
  • Molotov Cocktail
  • 50 Cal Rounds
  • Heavy Scope
  • PU Scope
  • Spiked Baseball Bat
  • Tactical Shovel
  • Barrett 50 Cal (Spawns on zombie boss)
  • Barrett 50 Cal Mag
  • MP5
  • MP5 Mag
  • MP5 Drum Mag
  • ACR
  • ACR Mag
  • SV98
  • SV98 Mag
  • AK12
  • P90
  • P90 Mag
  • Mosin Nagant
  • Mosin Clip
  • M249
  • M249 Drum
  • CR308
  • CR308 Mag
  • Deagle
  • Deagle Mag
  • FNFal
  • FNFal Mag
  • L85A3
  • Saiga
  • Saiga Mag
  • Scarf
  • Shemagh - New Type
  • Face Mask
  • Tactical Helmet - New Type
  • Eye Patch
  • Ear Defenders
  • Sling Backpack
  • Hunting Backpack - New Type
  • Hiking Backpack
  • Dry Bag
  • Large Coyote Backpack
  • Cap
  • Welders Mask
  • Glasses - New Type
  • Protective Eyewear
  • Construction Helmet
  • Football Helmet
  • Watch Tower

Damaged Items






  • In the first pass of this system, these items will look different to their standard counterparts, as well as having worse stats
  • This system will continue to be worked on and expanded from community feedback

  • Damaged Sling Backpack
  • Damaged Survival Backpack
  • Damaged Coyote Backpack
  • Damaged Hiking Backpack
  • Damaged Dry Bag
  • Damaged Large Coyote Backpack
  • Damaged M4
  • Damaged AKM
  • Damaged Vector
  • Damaged ACR
  • Damaged Benelli M4
  • Damaged M9
  • Damaged M249
  • Damaged R700
  • Damaged P90
  • Damaged SV98
  • Damaged Sledgehammer
  • Damaged Hunting Hatchet
  • Damaged Fireman's Axe
  • Damaged Riot Helmet
  • Damaged Tactical Helmet


CHANGES:



  • Underground areas will be much darker, go with caution
  • Improvements and changes to night vision shader
  • SMGs are no longer classed as sidearms
  • Dark machete, delay between swings shortened
  • Objects that produce explosions now have minimum and maximum damage outputs that will be displayed to the player
  • Adjustments to UI when hovering cursor over an item
  • Removed weapon ironsights, they took up a slot and did nothing
  • Adjustments to vehicle wheel radius and vehicle hitboxes
  • Change to how vehicles take damage when colliding with an object
  • Changes to first person mode, for future improvements
  • Changed airdrop zone location
  • Reduced radius on airdrop explosion sound
  • You can now store attachments in the gun locker
  • Adjustments to walls blocking shooting system
  • Adjustments to spawning methods
  • Improvements to ladder system (Will start to place ladders around the map)
  • Shooting range now has an area that spawns AI
  • Changes to how game handles exiting the game, will hopefully solve issue of relogging and it causing more AI to spawn
  • Wire Cutters now have a use
  • Adjustments to spawn chances of random events (Reduced)
  • Adjustments to XP, this will tie in when skill system is released


BUG FIXES:



  • Explosions now produce noise correctly
  • Fixes to explosions and how they work
  • Fixes to getting out of vehicles
  • Fix to random events spawning AI even if the event was not meant to spawn
  • Possible fix for weird issues with wheels on vehicles
  • Fix to XP not resetting correctly when creating a new game
  • Fixes to ladder system (Go test on the buildable Watch Tower)


What's Next?



  • What's next for SurrounDead? That's a big question but below I've got a few features I'm working on for the next major update and I look forward to releasing and showing it off in the future. Furthermore, my plan is to have these features below out by the end of the year, although I will update as time goes on

  • Improved grenade throwing
  • Named / Legendary items
  • Radiation airport location
  • Skill system
  • Bandits
  • And more


Thank you very much, keep surviving and look forward to the next updates!

The next update and a poll about it

What's in store for the next update / updates, this post will outline what I'm working on and got planned.

This is a post carrying on from August's post



https://strawpoll.com/polls/kogjv4L79g6

The next update:



  • The map expansion update is nearly done, and it is based around Lawrence Creek Town, I have one final location to flesh out (The prison), a bit of lore in the form of notes and various objects like harvestable wood, etc to place.





  • To add to this, I have been working on adding various options the player can change to either make the game easier or harder (More can be added as time goes on).





  • To make stealth more fun, I will as well be adding critical hits when a zombie is facing away from the player, player input will be needed to make this feature the best it can be.


Future or even in the next update:



  • Player will be able to carry 2 primary firearms, carry that assault rifle and your sniper with ease.
  • Bandits! To begin with they will either randomly spawn in areas or on randomly spawned bandit camps in the wilderness, expect to find good loot there. I will as well be looking into adding items you can only get from killing and looting bandits and their camps.
  • Items update; Adding many more weapons to the game, more buildables and much more. As well, more rarities for items, for example finding a rusty M4 or a damaged backpack that has less space. This update will as well have changes for backpacks, while you will still be able to do backpack in backpack, it will be not as effective as I will be increasing the slot size of all backpacks (The items update will as well result in there needing to be a wipe, due to these changes).
  • After these updates, the skill system, more info in the future.
  • I am as well working on a proper trailer for the game, any suggestions I'd be happy to hear for it.

A question to the community:


At the top of this post, I have posted a strawpoll with a question to you, should the map expansion and items update be combined to make a much larger update, or keep them both separate (Remember items update will result in a wipe).

Thank you for all the support and I look forward to releasing more larger updates!

Patch 1.1.2e - Renewal - Hotfix

CHANGES:


* Changes to shooting range level
* Changes to level selection images

BUG FIXES:


* Binoculars cancelling fall damage
* Various fixes and changes to death/respawn
* Fix to tutorial load up UI