We've gone ahead and released a day one patch to help improve your gameplay experience - we hope that this will address some of the concerns you've reported!
Changelog: Fixed crash that occurred when attempting to load game without saves. Fixed an issue where changing graphic settings in-game caused visual glitches Fixed text cut-off issues that occurred in some GUIs Multiple pathfinding issues fixed, including: Fixed allies occasionally giving up on following you up or down stairs Fixed most occurrences of characters occasionally sharing a square Fixed an issue with enemies occasionally not attacking you Fixed most occurrences of enemy 'pacing' in combat Fixed issue where characters occasionally stopped a square or two away from their destination Changed incorrect hovertext on pending custom portrait button - this is a planned post-release feature Fixed incorrect data text Adjusted/balanced morale loss and drain Fixed game freeze that occurred when attempting to upgrade cars. Fixed Getz amount of time unavailable Fixed a couple outstanding dialogue bugs
We plan to deliver another patch hopefully next week. The devs have been hard at work with little to no sleep for a month or longer, and we could use a day or two to recover before we dive back in to working on Dead State, so please bear with us :) We have heard your biggest pain points and I promise they're on the list to get fixed as soon as we can! Thanks for your patience and understanding.
We've gone ahead and released a day one patch to help improve your gameplay experience - we hope that this will address some of the concerns you've reported!
Changelog: Fixed crash that occurred when attempting to load game without saves. Fixed an issue where changing graphic settings in-game caused visual glitches Fixed text cut-off issues that occurred in some GUIs Multiple pathfinding issues fixed, including: Fixed allies occasionally giving up on following you up or down stairs Fixed most occurrences of characters occasionally sharing a square Fixed an issue with enemies occasionally not attacking you Fixed most occurrences of enemy 'pacing' in combat Fixed issue where characters occasionally stopped a square or two away from their destination Changed incorrect hovertext on pending custom portrait button - this is a planned post-release feature Fixed incorrect data text Adjusted/balanced morale loss and drain Fixed game freeze that occurred when attempting to upgrade cars. Fixed Getz amount of time unavailable Fixed a couple outstanding dialogue bugs
We plan to deliver another patch hopefully next week. The devs have been hard at work with little to no sleep for a month or longer, and we could use a day or two to recover before we dive back in to working on Dead State, so please bear with us :) We have heard your biggest pain points and I promise they're on the list to get fixed as soon as we can! Thanks for your patience and understanding.
Added endings! Added primary achievements, more soon! Added correctly sized GUIs for all screen resolutions. Improved and added GUI elements, such as the proper Memorial Wall, Suggestion Box, and Pop-Up GUIs. Added ranged weapon mod jobs. Added car upgrade jobs. Added car trunk functionality. Improved and fixed loot, art, combat, and more on many levels. Improved and fixed many dialogues. Improved and fixed multiple ally perks and traits. Added remaining data items. Fixed ‘instant item creation’ bug. Fixed combat soft locks related to AI weapon switching. Fixed missing or incorrect armor effects. Fixed player character receiving infected status - now 100% immune. Added special song to ending credits. Capped ally mood maximum values. Fixed a crash that occurred during pathfinding. Adjusted job board hours to only track hours that can be worked, not overall time to completion. Adjusted balance of morale and daily morale drain - This is ongoing and will continue to be refined. Fixed several issues related to AI and the use of stairs. Enemy AI has been taught how to use thrown weapons and grenades. Added a greater variety of portraits to chose from in Character Creation. (Custom Portraits are still WIP.) Fence is now fully healed when selecting the Mechanical 10 perk. Fixed issue with triggered events on some levels. Generator will now work if fueled by 8AM. Based on community feedback, the Shelter generator can now be turned off by interacting with it in the basement. Improved visuals on grenade weapons. Reduced parts output of the Recycler upgrade. Allies attacked by the player will now fight back. Changed the effects of “Doctor” and “Nurse” jobs to provide a flat bonus to healing rate. Allies can now be assigned to rest in the Infirmary without a Doctor or Nurse on duty for a 10% per day healing boost. Ally death reaction dialogues now trigger on returning to the Shelter. Infected ally death scenes now play correctly. Allies now react to attacking and killing neutral NPCs while scavenging. Reactions vary between allies and depending on who witnessed the killing, and may result in morale or mood loss. Updated the game manual. Fixed some issues with the tutorial text. Ally inventory is no longer destroyed when allies are killed at the Shelter - their Inventory contents are now automatically moved to Shelter storage. Max Getz is no longer available for talking between his arrival to the shelter and waking up. Improved look of armors and weapons. Final Music added to dialogues and levels. Davis can now ration food for the shelter if asked. Allies react to intra-party attacks.
Added endings! Added primary achievements, more soon! Added correctly sized GUIs for all screen resolutions. Improved and added GUI elements, such as the proper Memorial Wall, Suggestion Box, and Pop-Up GUIs. Added ranged weapon mod jobs. Added car upgrade jobs. Added car trunk functionality. Improved and fixed loot, art, combat, and more on many levels. Improved and fixed many dialogues. Improved and fixed multiple ally perks and traits. Added remaining data items. Fixed ‘instant item creation’ bug. Fixed combat soft locks related to AI weapon switching. Fixed missing or incorrect armor effects. Fixed player character receiving infected status - now 100% immune. Added special song to ending credits. Capped ally mood maximum values. Fixed a crash that occurred during pathfinding. Adjusted job board hours to only track hours that can be worked, not overall time to completion. Adjusted balance of morale and daily morale drain - This is ongoing and will continue to be refined. Fixed several issues related to AI and the use of stairs. Enemy AI has been taught how to use thrown weapons and grenades. Added a greater variety of portraits to chose from in Character Creation. (Custom Portraits are still WIP.) Fence is now fully healed when selecting the Mechanical 10 perk. Fixed issue with triggered events on some levels. Generator will now work if fueled by 8AM. Based on community feedback, the Shelter generator can now be turned off by interacting with it in the basement. Improved visuals on grenade weapons. Reduced parts output of the Recycler upgrade. Allies attacked by the player will now fight back. Changed the effects of “Doctor” and “Nurse” jobs to provide a flat bonus to healing rate. Allies can now be assigned to rest in the Infirmary without a Doctor or Nurse on duty for a 10% per day healing boost. Ally death reaction dialogues now trigger on returning to the Shelter. Infected ally death scenes now play correctly. Allies now react to attacking and killing neutral NPCs while scavenging. Reactions vary between allies and depending on who witnessed the killing, and may result in morale or mood loss. Updated the game manual. Fixed some issues with the tutorial text. Ally inventory is no longer destroyed when allies are killed at the Shelter - their Inventory contents are now automatically moved to Shelter storage. Max Getz is no longer available for talking between his arrival to the shelter and waking up. Improved look of armors and weapons. Final Music added to dialogues and levels. Davis can now ration food for the shelter if asked. Allies react to intra-party attacks.
Sorry for the delay in an official post - it's been a crazy morning for the whole team!
The big day is finally here - Dead State has officially exited Early Access and the final game has released to the world! Let's give a great big thanks to all the Early Access beta testers who helped us exterminate bugs and refine our systems - the game has been vastly improved from its alpha days thanks to their tireless efforts. Also, Dead State wouldn't even be here if it weren't for the gracious and wonderful Kickstarter backers who supported us in 2012 - thank you so much!
Now, I don't want to keep you long since you're probably eager to dive in, so a few notes for those of you who're playing Dead State for the first time:
Don't forget to take a look at our manual - Dead State is a complex game with a lot of depth, so this is a very helpful resource for anyone hoping to master combat and exploration!
If you have any questions about Dead State, the launch, or anything else, the absolute fastest way to get them addressed is to post them on Dead State's forums; devs, mods, and veteran Early Access players are available to help you out, especially those of you playing the game for the first time!
We've said it many times but it's worth repeating - DoubleBear Productions plans to continue supporting Dead State post-release with patches and content updates, so please make sure to use our forums to report bugs and provide feedback. Do make sure to review our Known Issues list before posting, though, to make sure your issue isn't already being tracked!
Thanks everyone, and have fun playing Dead State!
P.S. Early Access players, never fear - a changelog is incoming in a separate announcement :)
Sorry for the delay in an official post - it's been a crazy morning for the whole team!
The big day is finally here - Dead State has officially exited Early Access and the final game has released to the world! Let's give a great big thanks to all the Early Access beta testers who helped us exterminate bugs and refine our systems - the game has been vastly improved from its alpha days thanks to their tireless efforts. Also, Dead State wouldn't even be here if it weren't for the gracious and wonderful Kickstarter backers who supported us in 2012 - thank you so much!
Now, I don't want to keep you long since you're probably eager to dive in, so a few notes for those of you who're playing Dead State for the first time:
Don't forget to take a look at our manual - Dead State is a complex game with a lot of depth, so this is a very helpful resource for anyone hoping to master combat and exploration!
If you have any questions about Dead State, the launch, or anything else, the absolute fastest way to get them addressed is to post them on Dead State's forums; devs, mods, and veteran Early Access players are available to help you out, especially those of you playing the game for the first time!
We've said it many times but it's worth repeating - DoubleBear Productions plans to continue supporting Dead State post-release with patches and content updates, so please make sure to use our forums to report bugs and provide feedback. Do make sure to review our Known Issues list before posting, though, to make sure your issue isn't already being tracked!
Thanks everyone, and have fun playing Dead State!
P.S. Early Access players, never fear - a changelog is incoming in a separate announcement :)
Surprise! We know we said #5 was the absolute last patch before release, but we wanted to push a few hotfixes out for those of you who plan to keep playing Early Access right up ‘til launch day. We tossed in some miscellaneous other fixes and updates while we were at it. Enjoy!
5.5 Changelog:
Fixed inter-floor combat issues on levels like the Ballinger Hospital and the Lucky Rabbit Motel.
Fixed collision on Ballinger Hospital.
Fixed a soft lock that occurred during movement to noise.
Fixed a crash caused by moving the medical satchel to another container.
Added the City levels. So… that’s kind of a big deal ;)
Fixed lots of dialogue, event, script, and level bugs.
Improved some weapon & armor textures.
Completed additional loot and art polish passes.
Made it possible to recruit an ally who was bugged before.
Fixed bow trading bug.
Tweaked item, weapon, and armor balance.
Made death loss conversations happen upon shelter return rather than next morning.
Added death loss conversations and death scenes.
Added missing player spawns to some levels.
Added new loot detection icon.
Updated ally portraits.
Added a couple missing job board icons.
Added proper player car model.
Fixed item duplication through group trade interface.
Fixed an issue with certain head armor hiding the whole body.
Fixed cases of empty special weapons on enemies and in containers.
Fixed inability to trade lore items among allies.
Fixed cases of non-player allies being unable to trigger certain events and dialogues.
Fixed an issue with certain goals triggering repeatedly.
And as usual, more stuff that didn't get listed individually :)
For those of you celebrating tomorrow, Happy Thanksgiving from the DoubleBear Team!
Surprise! We know we said #5 was the absolute last patch before release, but we wanted to push a few hotfixes out for those of you who plan to keep playing Early Access right up ‘til launch day. We tossed in some miscellaneous other fixes and updates while we were at it. Enjoy!
5.5 Changelog:
Fixed inter-floor combat issues on levels like the Ballinger Hospital and the Lucky Rabbit Motel.
Fixed collision on Ballinger Hospital.
Fixed a soft lock that occurred during movement to noise.
Fixed a crash caused by moving the medical satchel to another container.
Added the City levels. So… that’s kind of a big deal ;)
Fixed lots of dialogue, event, script, and level bugs.
Improved some weapon & armor textures.
Completed additional loot and art polish passes.
Made it possible to recruit an ally who was bugged before.
Fixed bow trading bug.
Tweaked item, weapon, and armor balance.
Made death loss conversations happen upon shelter return rather than next morning.
Added death loss conversations and death scenes.
Added missing player spawns to some levels.
Added new loot detection icon.
Updated ally portraits.
Added a couple missing job board icons.
Added proper player car model.
Fixed item duplication through group trade interface.
Fixed an issue with certain head armor hiding the whole body.
Fixed cases of empty special weapons on enemies and in containers.
Fixed inability to trade lore items among allies.
Fixed cases of non-player allies being unable to trigger certain events and dialogues.
Fixed an issue with certain goals triggering repeatedly.
And as usual, more stuff that didn't get listed individually :)
For those of you celebrating tomorrow, Happy Thanksgiving from the DoubleBear Team!
This is it - the final patch before launch! Patch #5 is bursting at the seams with features and fixes, including many requested or suggested by YOU, the Dead State community.
Now, while we’re giving you lots to chew on today, we want to remind you that this isn’t the final game - endings are being reserved for the final release, and there will still be many improvements coming before the final launch. In other words, there's still plenty to look forward to!
With our upcoming release in mind, we’ll be updating the Known Issues post later today, so make sure to check there first before reporting bugs; that will help keep the forums and boards laser-focused on tracking brand new issues.
Without further adieu, allow us to give you a peek under the hood at the new changes you can expect in today’s patch.
Patch #5 Changelog
Added a nifty Statistics pop-up on the Goals screen.
Added a To Do List feature that allows you to track tasks more easily. This feature is still being adjusted.
Performed a major morale balance pass based on community feedback.
Added a first-pass loot highlighting system which will display an icon over loot within your field of view by toggling the system with the ‘Z’ key. This system will be polished further to improve its appearance in the future.
Fixed a host of dialogue and crisis event issues, such as repeating dialogues, missing or broken dialogue options, unexpected behavior of dialogues or events, and many, many more - so many I’m definitely not listing them all out one by one ;)
Fixed a host of level issues, such as broken loot containers, blocking issues, incorrect enemy names or parties, and as above, there are just too many to list individually!
Completed remaining loot and combat passes on all levels.
Added more level-specific party barks.
Completed majority of remaining art polish passes.
Added new undead models for medical staff (doctors and nurses).
Thanks to community feedback, we changed Wild Dog to be controlled by the player and not take actions of its own in real-time.
Thanks to community feedback, we made the initial fence repair task less confusing by requiring the wire fence to be repaired before the wooden fence can be built.
Thanks to community feedback, we made ‘trade’ jobs continue until cancelled without requiring manual reassignment every day.
Thanks to community feedback, unvisited locations are now highlighted on the area map.
Thanks to community feedback, building roofs will now remain hidden while any ally is inside or any visible enemy is taking it’s turn.
Thanks to community feedback, we found and fixed an issue with the player Impenetrable perk and ally Fortify trait which was breaking upgrades.
Changed the ally Fortify trait to “Resourceful”, which collects additional parts every day.
Set up many missing ally-given locations to be revealed on the map.
Adjusted fuel consumption by vehicle based on community feedback.
Fixed corrupt data items issue.
Added two new positive status effects given by training in the Gym or Shooting Range: “Aimed” and “Pumped”.
Made ‘attack’ the last option on smart cursor cycle for allies.
Added Strength requirement information to melee weapons.
Fixed an issue preventing Shield Bash attacks from working.
Fixed an issue preventing dog’s Ferocity and Takedown attacks from working.
Fixed a bug which revealed all fishing areas on the map once one was found.
Added several neutral encounters with NPCs who will now not attack unless provoked.
Added icons for several special items.
Fixed a bug which prevented weapon accuracy penalties for certain special attacks from working.
Added ability for dogs to work Guard Duty jobs per community request.
Removed dogs from crisis event calculations.
Moved dog’s “Bark” attack to the second slot on their attacks to streamline using dogs in combat.
Added stairs to maps which were missing them.
Fixed an issue with some levels not showing the time of day correctly.
Added two more “Miniboss” encounters to find.
Fixed Wood and Stone Reinforced Fence models to not hide characters during fence gate dialogues.
Fixed Michiru to be unavailable until she’s been taught more English.
Added English Teacher, Custodian, and Security Guard jobs.
Implemented game over if fence is broken for any 3 consecutive days.
Implemented Mobile Radio upgrade that allows you to reassign any ally’s task from anywhere you can access the Shelter screen.
Fixed issue with fishing pole being removed from inventory upon return to Shelter.
… And the list goes on :)
If you’ve been actively beta-testing and providing feedback, now is the time to test more furiously than ever before and let us know about particularly game-breaking or progress-blocking issues. More feedback on balance - in combat, loot, morale, or elsewhere - is also still enormously helpful. All of you have been essential in helping us get the game where it is today, and we hope you’ll keep helping us right up to - and beyond - launch day. Just two weeks more to go, everyone!
This is it - the final patch before launch! Patch #5 is bursting at the seams with features and fixes, including many requested or suggested by YOU, the Dead State community.
Now, while we’re giving you lots to chew on today, we want to remind you that this isn’t the final game - endings are being reserved for the final release, and there will still be many improvements coming before the final launch. In other words, there's still plenty to look forward to!
With our upcoming release in mind, we’ll be updating the Known Issues post later today, so make sure to check there first before reporting bugs; that will help keep the forums and boards laser-focused on tracking brand new issues.
Without further adieu, allow us to give you a peek under the hood at the new changes you can expect in today’s patch.
Patch #5 Changelog
Added a nifty Statistics pop-up on the Goals screen.
Added a To Do List feature that allows you to track tasks more easily. This feature is still being adjusted.
Performed a major morale balance pass based on community feedback.
Added a first-pass loot highlighting system which will display an icon over loot within your field of view by toggling the system with the ‘Z’ key. This system will be polished further to improve its appearance in the future.
Fixed a host of dialogue and crisis event issues, such as repeating dialogues, missing or broken dialogue options, unexpected behavior of dialogues or events, and many, many more - so many I’m definitely not listing them all out one by one ;)
Fixed a host of level issues, such as broken loot containers, blocking issues, incorrect enemy names or parties, and as above, there are just too many to list individually!
Completed remaining loot and combat passes on all levels.
Added more level-specific party barks.
Completed majority of remaining art polish passes.
Added new undead models for medical staff (doctors and nurses).
Thanks to community feedback, we changed Wild Dog to be controlled by the player and not take actions of its own in real-time.
Thanks to community feedback, we made the initial fence repair task less confusing by requiring the wire fence to be repaired before the wooden fence can be built.
Thanks to community feedback, we made ‘trade’ jobs continue until cancelled without requiring manual reassignment every day.
Thanks to community feedback, unvisited locations are now highlighted on the area map.
Thanks to community feedback, building roofs will now remain hidden while any ally is inside or any visible enemy is taking it’s turn.
Thanks to community feedback, we found and fixed an issue with the player Impenetrable perk and ally Fortify trait which was breaking upgrades.
Changed the ally Fortify trait to “Resourceful”, which collects additional parts every day.
Set up many missing ally-given locations to be revealed on the map.
Adjusted fuel consumption by vehicle based on community feedback.
Fixed corrupt data items issue.
Added two new positive status effects given by training in the Gym or Shooting Range: “Aimed” and “Pumped”.
Made ‘attack’ the last option on smart cursor cycle for allies.
Added Strength requirement information to melee weapons.
Fixed an issue preventing Shield Bash attacks from working.
Fixed an issue preventing dog’s Ferocity and Takedown attacks from working.
Fixed a bug which revealed all fishing areas on the map once one was found.
Added several neutral encounters with NPCs who will now not attack unless provoked.
Added icons for several special items.
Fixed a bug which prevented weapon accuracy penalties for certain special attacks from working.
Added ability for dogs to work Guard Duty jobs per community request.
Removed dogs from crisis event calculations.
Moved dog’s “Bark” attack to the second slot on their attacks to streamline using dogs in combat.
Added stairs to maps which were missing them.
Fixed an issue with some levels not showing the time of day correctly.
Added two more “Miniboss” encounters to find.
Fixed Wood and Stone Reinforced Fence models to not hide characters during fence gate dialogues.
Fixed Michiru to be unavailable until she’s been taught more English.
Added English Teacher, Custodian, and Security Guard jobs.
Implemented game over if fence is broken for any 3 consecutive days.
Implemented Mobile Radio upgrade that allows you to reassign any ally’s task from anywhere you can access the Shelter screen.
Fixed issue with fishing pole being removed from inventory upon return to Shelter.
… And the list goes on :)
If you’ve been actively beta-testing and providing feedback, now is the time to test more furiously than ever before and let us know about particularly game-breaking or progress-blocking issues. More feedback on balance - in combat, loot, morale, or elsewhere - is also still enormously helpful. All of you have been essential in helping us get the game where it is today, and we hope you’ll keep helping us right up to - and beyond - launch day. Just two weeks more to go, everyone!