Fucking hell. Let this topic die. Everytime it comes up I just get reminded that I paid for this. Fuck you hump. I trusted you and your praises. BUT YOU HAVE FAILED MEEEEEEEEEEEE
Fucking hell. Let this topic die. Everytime it comes up I just get reminded that I paid for this. Fuck you hump. I trusted you and your praises. BUT YOU HAVE FAILED MEEEEEEEEEEEE
Whaaa? The original game was incredible, even with first-run "persistent" world stuff, I was completely hooked on it
You could say this game is in a state of decay, really. They named their game well.
They should sell the "State of Decay" (IP) to a bigger company capable of allocating funds and more developers to work on a sequel. Then they should quit their jobs and pick up library keeping, plumbing or whatever instead because the YOSE is the product of inept developers and so was the vanilla State of Decay, but after 1000 patches it was 'playable'.
We've got the patch done. We're waiting for the greenlight from the publisher before it goes live. They have it going through their testing pipeline right now, so if history is any judge, I'll be able to tell you something between one and three weeks.
Don't quote me on that - just wanted you to know where we were.
Fucking hell. Let this topic die. Everytime it comes up I just get reminded that I paid for this. Fuck you hump. I trusted you and your praises. BUT YOU HAVE FAILED MEEEEEEEEEEEE
Whaaa? The original game was incredible, even with first-run "persistent" world stuff, I was completely hooked on it
Agreed, bought it three times, once on 360, twice on PC for the wife and I, major letdown was the fact they tried to cash in on an xbone version rather than moving forward with a coop and/or SOD2.
The patch has likely been long done on PC, but since this is Microshit and their "dedication to PC gaeming", they're forcing parity by holding up deployment while the XBONE version is going through certification.
NEW BREAKDOWN LEVELS:
- Added new difficulty levels to Breakdown. Levels now increase in difficulty up to level 100 (with later increases updating every 5 levels). Score multiplier also increases as you progress in difficulty.
- Here are the details for new Breakdown levels: Steam
IMPROVED CAR/CAR REPAIR SYSTEM:
- Added icons to parking spots in Journal for actions to repair doors, tires, body, engine, or all components.
- Actions are only available if the component is damaged
- Repair all is only available if two or more components are damaged
- Repairs work instantaneously
- Added resource requirements (influence and materials) for each repair action
- Added some basic description text to repair action icons.
- Repair engine and repair all actions now require a tools expert
- When checking if a component category such as tires needs repairs, check whether any of the components in that category need repairs rather than just the first component in that category.
- Increased damage ratio threshold for needing repairs to 0.2, which corresponds to when damage becomes visible (ex: smoke starts coming out of the engine when its damage ratio reaches 0.2).
- Added the manual vehicle repair feature to the base game and Lifeline (was just in Breakdown previously)
- Added “Workshop” as a requirement for repairing tires, doors and body
- Added machine shop as a requirement for repairing the engine and repair all (except for in Lifeline where the machine shop doesn't exist, so “Workshop” was used)
- Repair body and repair all actions now also remove blood from the vehicle
- Added new Facility_Block layout for Parking Facility for new repair actions
- Added function to vehicle manager to get a vehicle's display name
- Display parked vehicles' names when highlighting a parking spot in the journal. If the spot is empty then display a message that no vehicle is parked there.
- The repair body action will now also repair components with type bumper and hull
- Manual vehicle repair now replaces bumper after it has been broken off
- When a tire is repaired, the “rim” visual is now replaced with the inflated tire.
- Manual vehicle repair 'Replace Tires' now properly repair all tires
NEW GENERAL:
- Faster character switching.
- Reduce MAX_LIVE_NPC_ZOMBIES and increase MAX_LIVE_ZOMBIES.
- Added 'Extras' radio menu; all challenge rewards on the "Extras" radio menu
- Added new graphic to Radio menu's RadioSetChannelLabels() function
- Jurassic Junction billboards are now non-destructable (they never regenerated properly)
FIXES:
- Fix for some users unable to have all DLC installed
- Players should now retroactively receive achievements for characters they have unlocked when they import a saved game. (You should no longer need to start over and lose a saved game.)
- Added mood things to characters that lacked them (should prevent “perma-grim”)
- Fixes for particle burn effect:
- Sometimes the effect would not show up at all - this is fixed.
- Sometimes the effect would show up really late in the animation - this is fixed.
- Made the number of zombies activated from Molotov more consistent.
- Tiny fixes for memory leak
- Fix crash after remote sign out on restart
- Fix for dam flies which were causing crash
- Fix crash when loading in with more than 55 community members
- Fix for Ferals running at players that are already in a grab from another Feral.
- The game no longer shows an icon for a repair action at all if the corresponding component is not damaged enough to warrant repairs
- Music bug fixes for missing soundtrack music cue, incorrect credits music
- Fixed issue with the player upgrading the workshop to a machine shop and getting access to repair engine, but no longer being able to repair tires, doors or body.
- Game now aborts auto repair if vehicle blows up the precise instant you start a repair
- Fixed bad physics after repairing wheels on military pickup, by forcing suspension stiffness to be automatically computed.
- Fixed blip in the UI front end regarding the autosave message
- Fix for screen becoming black during play on Xbox
- Updated hint text for the radio changes
- Prevent zombies spawning too close or too visible when exiting vehicle.
- Fix undefined string in "select breakdown difficulty" front end screen
- NPC’s will stop running immediately after loading into a game
- We now prevent the loading screen from showing if the game loads in before the loading screen does.
- Visible draw reduced on starting a new game of Lifeline, to reduce load in lag
- Base defense names will no longer show up as debug names in journal
- Invalid action returns players to the 'home' page of the journal instead of attempting to display action.
PC specific notes:
- Added 4k resolution support
- Added a fullscreen toggle to the options menu
- Fixed a rendering issue that caused the splash screen run at a small resolution in the corner of the screen
- Fixed an issue where the game would hang on a black screen if the player pressed Alt+Tab/Enter during the splash screens
- Fixed all instances where UI elements cannot be clicked on with a mouse
- Reduced instances where props randomly drop in texture resolution level
- Fixed an issue where a loading screen would appear over gameplay
The potential of the first game was tremendous, but it always felt like a cheap console game. Something similar in style but ramped up to 11 would be awesome.
I *adore* the first game, hands down the very best zombie title I've ever played. A lot of my anger towards UL/MS is the cash-grab "upgrade" they did, because I loved the original so much and hated it being monetised in such an obviously anti-consumer way I'm not looking forward to Class4 because I simply have no interest in online, but a proper full-on non-online SoD sequel? I'd be down with that.
.... as a yarr, because fuck supporting MS/UL after their escapades
Agreed, the game has its flaws but it's easily the most complete zombie "experience" (if that even makes sense ) around, or at least the one that makes you feel right in the middle of a serious brain eaters apocalypse. Another game that somewhat captures this sensation is Dead State, although that's a different genre entirely.
It would be a shame if they go full online, you never go full online
Yes, you rescue other NPC survivors, build a base and try to fix a motor home / winnebago thing in order to escape.
A problem it has is how only the character the player is controlling (at the time) seems to be doing something. You see some NPC characters go outside doing nothing, not working or scavenging or nothing to benefit the group. The missions get -very- repetitive when it comes to the other survivors, for example the ones where specific NPCs get trapped and surrounded by zombies and you have to go rescue them; only for the same NPC to get trapped again later...
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