Community Announcements - saul

Survivors,

A new week a new patch! We hope you all had a good weekend laying waste to your enemies and all that. On our end, we keep working on the issues you are reporting, and preparing the first Episode for Season 2 at the end of the month. Also, we are amazed to see that on Sunday we were up to 14,375 concurrent players, amazing!

Patch Size: 126.3 MB

Level
  • Fixed an issue where players who join a friend to play “Home Sweet Home” without the quest are incorrectly given access to Reina
  • Fixed an issue on “Last Stop” causing walkers to try attacking the hosts in spectator mode, often leading to a crash
  • Fixed an issue where clients joining mid-game on “Last Stop” wouldn’t be able to access one of the alternate paths that can open up randomly in the level
  • Fixed an issue with respawn locations for solo players when preparing to extract from a Founder’s Square Expedition level
  • Fixed an issue where players would see already open gates as closed for a split second when they joined a game in progress on “The First Shot”

AI
  • Fixed an issue where human enemies would stop acting properly if spotting a dead ally and a player at the same time
  • Fixed an issue where the human AI would miscalculate their accuracy if the host had low FPS, causing them to have better accuracy than intended

Gameplay
  • Fixed crash that can occur if clients with high packet loss fire their weapons very soon after spawning
  • Fixed an issue causing players to wrongly see the extraction marker before items are secured

Network
  • Fixed an issue where clients would get downed but still appear as alive to other players
  • Fixed an issue where the Horde-o-meter would start filling before the players loaded into the Weekly Mission
  • Fixed an issue which caused players to wrongly see a downed player as standing while in downed state

Settings/UI
  • Added extra security checks, protecting save games against corruption
  • Added a popup to clients if a mission was finished while they were loading mid-game
  • Fixed an issue where sometimes the “teleportation” countdown would start at 00:00 instead of 00:04
  • Fixed an issue with damage numbers not displaying properly when comparing two weapons of the same type and different power levels

If the patch doesn't start downloading automatically, please restart Steam to force a refresh.

Aside from regular bug fixes reported by you, and new content, we’re also working on making the installation process for updates faster and more smooth. You can expect this change together with the “No Sanctuary” Episode, at the end of the month.

Avoid those bear traps and keep hydrated,
/OVERKILL_Saul
Grand Theft Auto V Legacy - contact@rockpapershotgun.com (John Walker)

QUICKLY! FOR CRYING OUT LOUD, QUICKLY! I’ve written the charts and there are some jokes and you have to read it!

One of the jokes is quite good!

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Community Announcements - saul

Survivors,

We've got another round of fixes and improvements for you today, please keep your suggestions and reports coming, we'll keep fixing!

Patch Size: 132.2 MB

Levels
  • Fixed an issue that could cause the host to crash when interacting with the second generator on "Last Stop"
  • Fixed an issue where players could sometimes move the forklift before all puzzle parts were fully assembled in "Hell or High Water"
  • Fixed an issue where the survivors in "Anderson Camp" were not always matching the numbers in your Survivors UI
  • Updated survivor spawn fidelity in the second survivor camp
  • Fixed a collision issue causing shots and melee strikes to hit an invisible obstacle near the elevator door in "Listening In"
UI/Settings
  • Fixed an issue causing players to be unable to open the crafting menu while performing certain actions
  • Fixed the FOV slider displaying "0" after being reset to default
  • Fixed the displayed recommended combat rating in some levels, to reflect proper difficulty scaling
AI/Gameplay
  • Fixed an issue causing Walkers to sometimes spawn in the air when ping is low
  • Small adjustment to Walker pathfinding to ensure better movement flow
  • Fixed an issue where players could get stuck in the grapple animation
  • Fixed an issue that could cause the player to get stuck during the vaulting animation
  • Made abilities usable while in air/jumping
  • Blocked player movement and action during the loading screen, preventing players from running into trouble before seeing their character
Save Game
  • Fixed an issue causing backup save data not to be loaded if the primary save got corrupted

Good luck on the streets of Washington D.C.!

/OVERKILL_Saul
Community Announcements - OVERKILL_Almir


UPDATE
The stream will be pushed forward until Tuesday due to an unforseen circumstances.

Survivors!

New Walking Dev Stream!
We're live with the game! Tomorrow at 6pm CET we are hosting our eighth The Walking Dev stream talking about it. Saul and I look forward to talking to you tomorrow about launch and what we are up to now!

When can I tune in?
The Walking Dev starts at 6pm CET on November 9!

Where is the stream hosted?
The stream will be hosted at our channel as usual at https://www.twitch.tv/starbreeze

Where can I check out the previous Walking Dev #7 episode?
https://youtu.be/yc9vwEWbhbg

See you tomorrow at 6pm CET!

OVERKILL_Almir
Community Announcements - saul

Hello survivors,

Another day another round of fixes, thanks to everyone who took the time to report these issues on our forums. It's thanks to that we're able to quickly sort them out. Please make sure to report anything you find in our Bug Reporting subforum.

Patch Size: 38.4 MB

Gameplay
  • Made sure no player is able to shoot while other players are loading, to ensure the match doesn't start with everyone surrounded of walkers
  • Fixed an issue where players performing a takedown could get stuck if another player killed the walker during a specific frame of the takedown animation

Network
  • Fixed private lobbies sometimes automatically reverting to public after a mission was completed

Level
  • Fixed issue where drop-in clients would see camp doors falling down as they loaded into the level
  • Removed one of the player checkpoints in Hell or High Water to allow snipers to stay in the restaurant for a longer time, until the door is opened
  • Fixed an issue in which players could get stuck in the forklift of the park if jumping on the forklift when it was being moved by another player
  • Corrected a collision in the camp defense that was blocking players shooting from a specific angle in one of the doors

UI
  • Hid game version number in camp hub - you can still find it on the "start screen"

If the patch doesn't start downloading automatically, please restart Steam and you should be good to go.

Keep those reports coming!
OVERKILL_Saul
Community Announcements - saul

Survivors,

Thank you all for an exciting launch day! We've really enjoyed watching you stream and play the game. We've reached up to 12 thousand concurrent players! It's been a blast. And we've only just got started after all...

Patch Size: 165.6MB

UI/Settings
  • We made the outline for interactables ON by default - you can still turn them off in the settings
  • Added UI visual support for special characters of AZERTY keyboards
  • Fixed an issue where some parties could be disconnected if somebody pressed the retry mission before the host loaded into the results screen
Levels
  • Added extra VO lines for "The First Shot" tutorial and mission completion
  • Fixed an issue where players sometimes had to wait for up to 1 minute before the next wave started, in camp defense levels against humans
  • Fixed walkers being too dark in some low lit areas of Camp Anderson
  • Fixed an issue where players that dropped in on the level "Listening In" while the host was in the elevator, could spawn in the lower floor
  • Fixed an issue in which one of the randomized pieces of the forklift puzzle in "Hell or High Water" sometimes didn't spawn
Code
  • Fixed an issue in which if a host was successfully vote kicked, he could still play, but the game crashed after the end of the game
  • Allow going through the Press Start screen even if the connection to our Live server was not successful, due to user firewall configuration. This will allow to play and connect through Steam, but might not display Weeklies and Bounties - if your weeklies and bounties don't update, please check your Firewall configuration
  • Fixed a save file issue that could lead to lost progression, if the game was closed with ALT+F4, or crashed

If the patch doesn't start downloading automatically, please restart Steam and you should be good to go.

See you in the game!

/OVERKILL_Saul
PC Gamer

After a few delays, Overkill’s The Walking Dead has finally shambled onto Steam, accompanied by the cinematic launch trailer above. We’re still putting it through its paces for our review, but it doesn’t make the best first impression. I took it for a quick spin today, and things did not go very well. 

The first story mission is a ‘defend your base’ deal where you’re just sort of flung into a big mess. There’s a horde of zombies coming, there are defences to set up, gates to guard and no time at all to really prepare. My team, down one person right from the get-go, was clearly a bit lost, myself included. None of us knew how to build defenses or where we should build them, and it’s clear we were just expected to figure it out in the 30 seconds we had before the zombies got into the compound. 

When I got to one of the gates, the zombies were already through. I tried to repair the gate, but that proved to be a bit tricky, what with all the zombies trying to munch on me. It’s nauseating the way that, the moment they get close to you, they grab you, wrenching the camera from your control. I had three do it in quick succession, which was about as much fun as the time I went on Space Mountain after too many daiquiris. 

Finally, one of the grabby zombies pinned me, and with my mute buddies having fun elsewhere, I quickly became lunch. And then it froze. It was more fun than the TV show, but I’m not rushing back for another round.

The rest of the missions might be great, but I'm just a bit put off, honestly. Keep an eye out for our proper review early next week. 

Nov 6, 2018
Community Announcements - saul

Survivors,

The time has finally come, the apocalypse just started: OVERKILL's The Walking Dead is released!

We'd like to extend a huge thank you to everyone who joined us for this journey, without your support, none of this would have been possible. Those who played through the beta, provided feedback and are now jumping into the game again.

To all new survivors joining us, welcome to the apocalypse and be wary of walkers and humans alike!

This is a project of love between us and our partners over at Skybound. Robert Kirkman has been an instrumental partner, not only helping us with the setting and story of the game, but also to show us enough trust to make the events of the game canon in the comics.

As always with an OVERKILL title, the release is only the beginning. Everyone who owns the game can look forward to much more content to come in Season 2, starting at the end of November.

Good luck out there,
OVERKILL_Saul
Product Release - Valve
OVERKILL's The Walking Dead is Now Available on Steam!

OVERKILL’s The Walking Dead is a four player co-op action FPS, where you fight the dead as well as the living. Set in The Walking Dead Universe, you and your group try to survive in a post-apocalyptic Washington D.C.
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Dominic Tarason)

Overkill’s The Walking Dead is out now, and seems to do exactly what it says on the tin – it’s the popular zombopocalyptic comic series, as filtered through Payday studio Overkill. That means we’ve got another four player online co-op shooter with semi-optional stealth and vast hordes of enemies to shoot, stab or otherwise re-deaden. Set in the ruins of Washington DC (familiar territory for Payday folk), it tells the episodic story of a band of survivors, and their constant battle against enemies undead or otherwise. The launch trailer lurks below.

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