First of all, let me say that I am very impressed with Dead State so far. I love the concept, and the interface, and I can tell it's destined to become a great zombie/survival game. It is clearly still a work in progress, but that doesn't bother me. I wanted to write this review to give the developers some intel on the bugs I've encountered so far during gameplay, so hopefully they can be addressed in future updates. I love the game, but find that it has gotten a little more glitchy and harder to successfully play since the release of the last update. Please note that these are notes I have taken since I started playing, and some problems listed here may already have been fixed. But I just wanted to note everything, just in case. So here we go...My notes are as follows:
(1) I wish you could split stacks of the same items in your inventory screen, so that you could easily split resources (like ammo) among party members or drop some (but not all) on the ground. Right now, I feel like I have to load all the guns I have with my main character because I can't figure out how to divvy up ammo among party members, unless they each pick up some ammo for themselves here or there in scavving. This also becomes an issue when dealing with weight, since some characters can carry more than others, and it could be possible to split heavier items to distribute the weight better among the party members.
(2) In my game, when there are battle effects to a party member (which appear as small icons to the right of the party member's face on the left of the screen), I cannot hover over those icons to determine what effects they are having, and how to cure them. Instead, I have to have to open the game manual (or just use my memory) to be able to figure it out. It would be easier if I could gain info while hovering over these status icons.
(3) The stats for weapons in inventory should show how many action points are required to use the weapon (at least for basic attacks). It's helpful to know, before you equip something, that it takes 7 AP to use, rather than 3.
(4) On the job board, the stats for party members should show their HP, so I can be sure to assign the healthiest members of my group to active party/scouting/scavving/fighting duty.
(5) It would be nice if I could trade/provide equipment to various party members directly from the main storage shelf in the shelter, instead of having to equip them on the field with only items in my main character's inventory. (Or if I could at least have a way to see the inventory of these other players while stationed in the shelter.) I find it difficult to know what other party members are carrying, unless I've recently been in the field with them.
(6) The pike weapon (the pitchfork) doesn't actually attack when "mangle" is selected. It simply uses 7 AP while nothing happens.
(7) Priscilla's dialogue has some minor grammar errors: "I barely every left my family's farm" should be "I barely ever left my family's farm" or "I barely even left my family's farm" and "I saw Todd's program and he preaced about tolerence" should be "I saw Todd's program and he preached about tolerence."
(8) When asked to make a decision about whether to engage in water purification system repairs, I was only given the option to side with Vic and refuse to make the repairs. I don't know if this was a glitch, or something that resulted from my negotiation or leadership skill levels, or maybe my relationships with Vic and Todd, or maybe my lack of appropriate stored resources. But I thought I'd mention it anyways.
(9) When Max joined the group, I was able to add him to my scavanging/scouting party immediately, even though he was supposed to be recovering after we found him at the gate. So it was weird when he "woke up" in the game for the first time, since I had already been out fighting and scavving with him an hour before. To avoid this weirdness, he should be unavailable for work on the job board for one or two days after his arrival at the shelter, until he recouperates.
(10) It would be nice if there was a place on the Job Board or somewhere else, where you could easily see what day it is. I can't easily determine what day it is.
(11) I encountered two glitches in association with use of the watchtower: (a) Doug has yelled at me about 10 times for failing to construct a watchtower. The first time he did this, we were already in the process of building it. The next times, it was already built, and I had assigned Doug to watchtower duty, so he should have known it was already built. I think Doug should only yell at you once if you're actually doing what he says to do. If you don't do it, he can continue to yell at you, but he should stop screaching about it once the tower is built. (b) When I set Doug to watchtower duty (and this only happened once, but it was a major glitch) and then took my party to scavange the truck stop where we picked up three new survivors (the 17 yr-old and Japanese woman being among them), Doug ended up "accidentally" coming with my party as a fifth party member. You are only allowed to have four party members at a time, so Doug took the place of Joel in the icons on the left of the screen (although Joel was visibly still in the party). Thus, I couldn't trade with Joel, even though he was fighting with me in my party. During this time, I couldn't see the blue highlights on the face icons to indicate which party member was selected; doors, walls, and objects like tables and counters were ignored and walked through by party members (leading to unintentional encounters behind walls I didn't expect to pass through); the health of my party members never seemed to decrease, despite being in a significant battle, and despite the fact that when I returned to the shelter, my party members' health was shown to have decreased significantly; the decible system seemed to get stuck in the red, even though we had stopped using guns, and the zombies continued to fill the area until there must have been more than 100 of them. (Perhaps this is supposed to happen in the game sometimes, but I wanted to note it since it's the first time I've seen the decible system stay maxed in the red for more than 10 turns after gunfire ceased.)
(12) After the last major update, I am noticing the following glitches in the game, which I did not notice before (though these glitches seem to come and go, and are not there all the time): (a) sometimes dead AI players in combat still look alive, even though I can search their supposedly dead bodies and cannot attack them anymore. Because they look alive, the combat interface seems to believe that combat is still ongoing, so it doesn't release the group from combat until we slowly leave the area; (b) sometimes my healer can't heal my party members in combat when they are K.O.ed, even though my med bag is full. It won't show the heal option when I hover over the K.O.ed player; and (c) sometimes the game won't let me fully kill an AI enemy who is K.O.ed.
Okay...that's it for now. Thanks for listening and working to create a great game! If I find anything else during my play, I'll let you know. Can't wait to see the game in its final form!!