Just a small update with some minor tweaks and additions
Added kick and ban Added skip song button Fixed audio/music Fixed invite only (possible there are still bugs with it) Increased bandwidth limit Mice can see better in walls When joining the lobby as the Host you no longer start with the host menu open
And thats about it. Please let me know if there are any issues!
Vladimir Savchenko here, for those who don’t know me I’m the Production Director for Deadside. Today I bring you some exciting news, so let’s jump right in.
Vehicles. We haven’t shared a lot of information regarding transport in Deadside because we wanted to be absolutely sure we could deliver it the way we meant it to be. Now, we are ready to break the silence - Hoverboats are coming in Update 0.5 at the end of October with the wheeled transport to follow. Through the course of the last 7 months, we’ve developed a ton of prototypes, R’n’D, rebuilt the whole system from scratch three times and finally ended up with the best possible solution. We will be sharing a lot more details, including Loaf’s insider preview, over the upcoming weeks. Meanwhile, here’s a sneak peak of the hoverboats in-game action:
Next, there’s Update 0.5.1 that will be going live mid-November and will bring a map extension over the islands. There will be new content as well as brand new missions. Also, a part of this area will be available for base building as well. This region will be accessible by water via hoverboats, or by land via a bridge.
But that’s not all: Update 0.4 will go live at the beginning of October and it’s loaded with features! It will deliver a total weapon and gunplay overhaul: pattern-based recoil and spread, punchy new ARs and SMGs shooting animations, real time sound reverb for indoor locations, weapons jamming probability and repairing and disassembling using the workbench and in the field. With this update, we will be adding more survival mechanics as well: duck hunting and “fishing”, cooking meat and fish on the fire, water collector for bases and more. As always we will share detailed info on all of that via upcoming posts.
And last but not least: we would also like to thank all of you for staying with us and for all your support, Deadsiders. There’s a lot of exciting stuff ahead that we’ll be sharing more news till the end of the year. Stay tuned!
Once again we have listened to your feedback, and implemented many of your suggestions! Thanks again to everyone who recognizes their contributions on this list!
Gameplay Improvements:
- A retry button has been added to the mission end screen, so you don't have to go the menu and start the level again, when you want to improve your score. - On the mission end screen, if you hover your mouse over the cogs, a tooltip will pop up showing their requirements. - We have added memory components (besides their peripheral counterparts) to many levels, which allows you to directly assign values to memory instances. - Level 14 has been redesigned, now it should be more clear how the watchtowers work. - The interruptor component has been completely redesigned, now you can filter for renamed components only, so you don't have to cycle through all components to find what you need. - A tutorial has been added to Level 8, new players should have an easier time now finding and using the peripheral panel on the right. - If a component option appears red, because something is missing, now a tooltip will pop up to provide more details. - You can now connect the charger component directly to the rotator without needing additional wires. - You can only assign a storage peripheral (memory/memory array) to the result part of the calculator (leftmost selector) from now, as it makes no sense to leave it on an integer.
Bug fixes:
- The interruptor will now longer retarget away from it's previously assigned component, when you delete another interruptor (or any other unintended cases). - The router, calculator, repeater components will no longer change their options when a new peripheral is added. - When ALAN gets smooshed by a barrier, the circuit panel will properly reset, and you can use the play button as usual. - While editing component names, the add component hotkeys have been disabled. - The animation speeds of NPCs have been properly adjusted to the speed of solution execution.- You can now see your scores on the last level, before the credits roll. - Fixed some graphical glitches. - Fixed various other minor bugs.
We are working on a substantial content update, which should come out in the next few weeks, so stay tuned, and don't hesitate to contact us in any shape or form if you encounter issues during your gameplay!
We also added a button to the main menu, which directly redirects you to our discord channel. Please join our community and share your thoughts and suggestion!
Chernobylite could not pass on such an opportunity! To mark the occasion, our game will be available to you until September 12th at a promotional price of $19!
Dive in the dark zone today!
Hello Stalkers!
In the next episode of the series, where we present the profiles of our companions, we will look at what is probably the weirdest and most mysterious character in our merry bunch - Tarakan. It is not hard to get the impression that he’s some kind of local weirdo who is missing the fifth stave and who lives by conspiracy theories. In a way, this is true. However, when you look at him closely, you may discover that there’s more to Tarakan than meets the eye.
Originally, Tarakan was meant to be only a tool used to accomplish something that has been on our minds for a long time - blowing up the Duga radar. Aside from doing something spectacular, it was also an opportunity to put the player to the first morality test - giving them a choice between what was reasonably useful (PDA upgrade) and what was simply cool and pleasing to the eye (blowing up the radar). To achieve this, a mysterious, secretive gentleman with strange, ulterior motives was needed. Moscow Eye has always been the subject of many conspiracy theories, and this gave impulse to the creation of an ederly “tinfoil hat” individual who, quite surprisingly, was right about some things.
The concept of Tarakan's character has evolved over time. At first, he was supposed to be one of the many stalkers, almost indistinguishable from the rest. But we decided that someone as distinctive as Tarakan deserves an equally distinctive outfit. The tinfoil cap was out of the question at all. After all, we were creating a serious video game. The style had to fit in with someone who is, on the one hand, completely insane (with all his theories about conspiracies and the great forces behind them), and on the other hand, brilliant and resourceful. And so from the combination of a forest shaman based on Ukrainian fairy tales combined with the technomancer skills of an ex-electro worker and a former KGB agent, a technoshaman - Tarakan was created.
Exactly! We would almost forget to answer the question that pops up here and there in our community from time to time: why does Tarakan have such above-average knowledge of computers? Well, you could say that this is an extension of the concept of an easter egg and one of the craziest theories about Duga. We assumed that the colorful theory suggesting that the radar, contrary to its original purpose, was used to control people's minds had some truth to it, and so Tarakan would be one of the few people involved in this project on behalf of the KGB. We haven't over-developed this storyline in the game, but despite numerous changes, Duga is still able to map enemy brainwave locations, and Tarakan still has a relationship with it, just like with all related technologies. Oh, the whole secret of his knowledge. But how deep it goes - we leave it for you to discover.
This session, we focused on the cursed grey login button issue that would occur for those Steam accounts with special characters in their name. This should now be addressed, however to confirm this fix, we’ll be doing another wipe (including the leaderboard). This also means this next test will be a bit longer - we’re estimating around 20 hours.
During this next test, we ask that you focus on these parts of the game:
Breaching another ship while it is entering an airlock or extracting
Testing out melee more as we have since buffed that system
And here’s a few more exciting changes to look forward to as well!
Special character name account creation - grey button fix.
Performance/optimisation pass (some systems will experience an additional 30FPS)
Screen percentage and frame rate cap graphical options (45,60,90,120,144)
Crew stability
Faction XP progression fix
New server regions (South Africa, Hong Kong, Mumbai, Tokyo.)
Keycard loss on extract fixed
Further exploit fixes
Terraformer loot buff (vault, new depot area, various new lootables)
Alt+Click transfer Items out of locked crates (into your inventory, for example Ration Crate to Stash)
Terminator Shotgun buff (more damage, unlocks earlier as a recipe)
Pirate Helmet is now craftable instead of the Civilian Helmet
Flaregun added to pistol loot pools
New various UI sounds
Please note* - The leaderboard will not work during Test II
We're now preparing materials for the game release in the end of September. Let's begin a screenshot marathon. During the next days, we'll be posting new screenshot daily. They will all be added to Steam page soon. Here's the first one:
What does it contain: - 7 new weapons - 8 new dresses - 2 new shops - 2 new endings - body mods feature - 2 new enemies - new cutscenes - new game + - auto-aim - fishing minigame - 5 new items - major bug fixes - plug&play xbox controls (for windows & linux) - achievements
I wasn't able to test everything thoroughly enough so you can expect some bugs here and there. Will try to fix all of them asap as we find them together : ) If you find one, please post your report in a comment here. (not in the discussions place)
Next week I will update the Demo to the current version standards and update the soundtrack.
I will be very busy fulfilling the Kickstarter rewards from now and will bring a Custom Language support update in a couple of months from now.
Make sure to grab the game during the sale because it'll take a good while until there will be next sale!
Thank you all very much for the wait and have fun! and drop a steam review if you like : D
A simple error was causing robots to crash the game if you encountered and destroyed them in an alien ship.
I have fixed the issue and tested it to confirm it is working as intended, as demonstrated in the following screenshots:
I encountered this robot in the depths of the UFO...
I managed to destroy it, with no crash...
Along with this one...
And this one...
This is unrelated to the issue with bipedal aliens, which still might cause an error. However, as far as I am aware that error does not crash the game, but simply disables the alien, causing it to freeze and stop reacting to the player.
For this limited period only :- No cooldown period when using grappling hook - Increased grappling range - Pulling enemies with grappling hook is easier
Community Objective : 5,000,000 - Throw enemies from rooftops Reward : Elemental C4 blueprints Event will be active till : September 16th - 16:00 CEST
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