Author Topic: State of Decay  (Read 17722 times)

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Steve Contra

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Re: State of Decay
« Reply #60 on: June 12, 2013, 05:23:06 PM »
The ferals do indeed suck.  Everything else is pretty manageable.
vin

Eric P

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Re: State of Decay
« Reply #61 on: June 12, 2013, 05:24:24 PM »
Big Uns can be annoying too.

Before I started a new game, I saw a new kind of freak; one wearing bullet proof vests and a helmet.  took a few more swings to knock down but you could still drop kick / LB+Y their asses into oblivion
Tonya

Eel O'Brian

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Re: State of Decay
« Reply #62 on: June 12, 2013, 05:25:50 PM »
Also - call for scavengers, no one's ever available. Like, ever. These people never get off their asses. Maybe I'd have more fun if I just said fuck it and played as a loner and let everyone else just die. Can you do that?
sup

Steve Contra

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Re: State of Decay
« Reply #63 on: June 12, 2013, 05:26:25 PM »
Swat Zombies are kind of useless.
vin

Eric P

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State of Decay
« Reply #64 on: June 12, 2013, 07:04:56 PM »
I had 20 people in my camp and never had an issue calling for scavengers.
Tonya

Eel O'Brian

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Re: State of Decay
« Reply #65 on: June 12, 2013, 07:06:36 PM »
Well, I am still pretty early in the game and only have 7
sup

Steve Contra

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Re: State of Decay
« Reply #66 on: June 12, 2013, 07:07:56 PM »
The fuck do I have to search an entire house to establish an outpost?
vin

chronovore

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Re: State of Decay
« Reply #67 on: June 12, 2013, 07:19:55 PM »
Well, I am still pretty early in the game and only have 7

You can do it with 8. I've only got 8, and I think mine came through an early call to aid some nearby survivors.

Initially I was worried I'd have to feed too many, but then I lost Marcus, left Ed alone until he succumbed because the Doc mission is what killed Marcus and I didn't want to lose another character (irony!), and last night I had to put Alan down. I think I've only got 8 people, which is the minimum for establishing outposts.

For additional irony points, my Home's garden is providing a surplus of Food each day, which is being tossed out.  And for even more irony points, my survivors keep telling me "We can trade one of our THREE remaining ammo crates for MORE FOOD." And then I lost Influence when I said, "No, that's a bad idea."  :maf

I may have dipped under 8, because I lost all my outposts while being offline at some point. Not sure which mechanic led to that.  :-\

Eric P

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Re: State of Decay
« Reply #68 on: June 13, 2013, 12:03:41 PM »
Well, I am still pretty early in the game and only have 7

Ok, I didn't realize i could call for scavengers until I had a lot of people in my compound.  Lots of little things I missed my first play through which is why I'm hoping I'll do better the second time around.
Tonya

chronovore

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Re: State of Decay
« Reply #69 on: June 13, 2013, 06:47:57 PM »
Yeah, I only found that option a little bit ago. The game doesn't do a lot of hand-holding, which I like, but then sometimes they will tell you to do stuff without telling you how and where to do it.

I logged in late last night, tried to switch to one of the other playable characters. Two are "on mission," two are "tired," one is "missing." As I toggled through each for more information, one of my favorite characters had ditched her rifle for an Uzi. I'd never yet found an Uzi!

Hopefully the patch drops soon. I am looking forward to re-starting with Marcus, as this game hits all my sweet spots. So much ancillary stuff to do, no locked off portions of the map, a sense of time pressure... tragic and doomed gay barn buttsex...

chronovore

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Re: State of Decay
« Reply #70 on: June 13, 2013, 09:04:59 PM »
Had my first hard lock crash last night. Dead stop (no pun), no Guide, no nothing. It was on the third of three buildings I had to check while hunting a Rotter. :mac

Also finally went out to the Wilkersons, and the game's utter persistent nature meant Marcus' car was still where I left it, but the Big 'Un which killed Marcus also smashed his pack through the Wilkerson's porch and into their inaccessible crawlspace, so I can't retrieve that.

Cannot wait for this patch.

Eric P

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Re: State of Decay
« Reply #71 on: June 14, 2013, 04:20:09 PM »
I lost Maya's pack in the floor of the Vet.  Thanks, game.
Tonya

chronovore

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Re: State of Decay
« Reply #72 on: June 14, 2013, 09:18:41 PM »
Title Update is now live.

LONG LIVE THE UNDEAD FLESH.

chronovore

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Re: State of Decay
« Reply #73 on: June 17, 2013, 03:17:49 AM »
So, this was news to me yesterday:

If you search a building which is also a potential Outpost, and instead of picking up a rucksack of materials (ammo, food, medicine, building materials) you leave it in the container, and then convert the building to an Outpost, it becomes a Stockpile for that material.

This adds an amount of that material, each day, to your totals. So if your community is using -5 Food per day, a Food Stockpile makes it -2 per day instead. Apparently it can go positive as well, e.g. 0 Fuel use per day in the community, it will add +3 Fuel.

I haven't figured out if it's +1 or +3, or if it's directly related to the three "?" slots which appear in the upper-left of the screen when searching a building.

I think in my next run, I'm going to try and get a positive flow from Building Materials Stockpile running. I've not yet had trouble with Food, and I've had some near things with Ammo, but not yet hit zero. Fuel never seems to get used for anything other than Outpost Traps. Building Materials, I've NEVER had enough of, and once they're invested in a structure, they're just gone.

Stoney Mason

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Re: State of Decay
« Reply #74 on: June 17, 2013, 03:18:45 AM »
Title Update is now live.

LONG LIVE THE UNDEAD FLESH.

Damn. I missed this post. I could have been playing this weekend.  :'(


edit: Apparently they've posted this.


Quote
Title Update 2 Patch Notes
Here are the patch notes for Title Update 2 (TU2). TU2 is in final QA and we hope to deliver to certification early next week.

Please note this a draft list, and we may add, remove, or change entries before certification.

Big changes here. We're excited to get this out!

Jeff


TU2 Patch Notes


Fixed rucksacks falling through floor and being unrecoverable. Rucksacks are now moved to an easily accessible location within the same building.
You can now manufacture homemade painkillers in the Medical Lab.
Stockpiles that are over the maximum storage provided by your current Facilities (the "cap") will no longer drain while you are not playing. Instead, Stockpiles that exceed the cap will drain every five minutes of play at the following rate: 2 if you're 100% over, 1.5 if you're 50% over, and 1 if you're 15% over.
Improved awareness of Stockpiles that are over the cap. The Assets page now displays both the current amount and cap for each Stockpile. Stockpile amounts that are over the cap will be displayed in yellow, both in the Assets page and the Home Status panel.
Influence in excess of Fame no longer drains while you are not playing, and the rate of drain during play is reduced from 6 per minute to 2 per minute.
The rate at which Stockpiles are consumed no longer factors in the number of missions played during the current day. It was causing Stockpile consumption to be too high.
Fixed a bug that caused some characters to be given 100 ammo.
The "Too many infestations!" to-do item is now properly cleared if you relocate your Home to a site with fewer than two infestations within 500m.
Fixed several areas on the map where the player can get stuck.
Fixed several pockets of deep water.
Fixed a bug that could cause unexpectedly large numbers of zombies to spawn near the Mt. Tanner cabins.
Fixed a bug that caused games with large communities to fail to load.
Fixed a bug that allowed players to get stuck in the abandoned farm house north of Marshall.
Removed several sections of fencing around warehouse near fairgrounds to improve navigation for missions in the area.
Made it easier to navigate fairgrounds in vehicles.
Adjusted draw distance of dynamically generated vehicles to match pre-placed vehicles.
Fixed a bug that caused character to become stuck in a falling state when dropping from a ladder into a group of zombies.
Fixed a bug that prevented weapon durability from being reduced by certain combat moves.
Made it easier to execute "Double Kill" move.
Fixed a bug that caused a Feral zombie to react incorrectly if you dodged while he was leaping.
Fixed a bug that briefly displayed debug text in the main menu after selecting a storage device.
Made major adjustments to Facility action times to make Facilities more useful during the current play session:
Globally changed Want delays from 1 real-time day to 4 real-time hours.
Duration of Fitness Regimen, Combat Training, Big Meal, Feast, and Firearms Practice changed from 3 real-time days to 2 game-time hours (where "game time" means time playing the game, not counting time that elapses while you are paused or logged out) so you get the full benefit of the bonus while you are actually playing the game.
Cooldown on Big Meal and Feast changed from 22 real-time hours to 3 game-time hours. This means your community is "full" for 1 game-time hour after the effects of Big Meal and Feast wear off before the Facility actions can be used again.
Trade Opportunity action time changed from 1 real-time day to 90 real-time minutes.
Train Outsiders action time changed from 1 real-time day to 90 real-time minutes.
Preservation Attempt action time changed from 3 real-time days to 90 real-time minutes.
Create Biodiesel action time changed from 3 real-time days to 90 real-time minutes.
All Library research actions changed from 2 real-time days to 4 real-time hours.

You now receive a Stockpile bonus upon claiming a new Home site. Each site comes with a specific number of Stockpiles, based on the size and number of Facility sockets in the site.
Fixed a pathing bug that caused zombies to get stuck in the floor during a "Besieged" mission.
Added a "Stick Sensitivity" option.
The game will now repair saves affected by a bug fixed in TU1 that could cause Lily to be killed by the simulation.
Characters selected for Mercy Shot mission can no longer recover from their injuries.
Mercy Shot missions can no longer select playable characters.
Moved "Horde Alerted!" banner higher on the screen and reduced size to avoid interfering with driving.
If you move your Home site when a Trade Opportunity mission opportunity is active, the mission opportunity now relocates to the new Home site.
Lily no longer reminds you to come to the final mission site. It was annoying during sandbox play after winning final mission.
Edged weapons are now effective against Feral zombies.
Fixed bug relating to Juggernaut reactions to incendiaries.
Fixed a bug that notified you of simulation events affecting NPCs that are not in your community.
Searching for Stockpiles with the radio is now more reliable.
Fixed bug causing stimulants to have permanent effect. Stimulants such as coffee and energy drinks now properly wear off over time.
It is no longer possible to establish an Outpost or relocate your Home while on a mission.
Improved audio volume mixing.
Improved music track selection logic.

Now I kinda want to wait for this one.  :'(
« Last Edit: June 17, 2013, 03:22:11 AM by Stoney Mason »

chronovore

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Re: State of Decay
« Reply #75 on: June 17, 2013, 09:41:23 AM »
I'm definitely waiting until TU2 for my next run. The ZOMBIE HORDE ALERTED text is the bane of the default camera viewing angle. I had the Feast going and had to log off, losing that benefit. My "Marcus Run" can wait for this update.

I'm on the Warehouse Mission. I'm terrified I'm going to lose Maya.

Again.

I love this game.

Eric P

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Re: State of Decay
« Reply #76 on: June 17, 2013, 11:10:20 AM »
Quote
Fixed a bug that could cause unexpectedly large numbers of zombies to spawn near the Mt. Tanner cabins.

oh that's a bug?  I thought it was a feature.

"go get my dad's watch"
"sure thing, little lady"

go there w/ two bottles of aspirin, two snacks and my trusty crowbar.  sneak sneak sneak and all of a sudden I'm staring at an Infestation and 3 hordes.  I try to sneak sneak sneak away but alert a new spawn zombie which gets them all chasing my ass.  In desperation i run away and managed to get all the zombies chasing after me; hordes, strays and infestation.  I was well and truly fucked.  But then a miracle happened.  I managed to lead all the zombies out of the infestation which the game took to mean that I had "cleared" the area so it magically spawned me in the ranger station you start the game at.  No zombies, nothing.  I was able to "get the watch" and fulfill the mission and then switch to another playable character. 

Amazing game.

Will probably start all over again when the new patch comes out.
Tonya

chronovore

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Re: State of Decay
« Reply #77 on: June 17, 2013, 08:41:50 PM »
Incidentally, that "spawn on the ranger station" thing is a bug, and that will disappear with the next patch.

chronovore

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Re: State of Decay
« Reply #78 on: June 20, 2013, 10:23:44 AM »
Can't wait for Title Update 2.

I'm not having huge problems or anything, but the Infestations problem is still present for me, so I've got Morale problems whenever I load the game.

Lost my second character tonight: Brock. I'd been planning to sacrifice this loser for the "You Always Were an Asshole, Gorman" Achievement. This guy had been responsible for two separate gun mishaps, and three anger-management interventions, and maybe another shouting match. I got a routine "come distract these zombies" call, which I'd just finished when I saw the tarp-covered mounds which pass for jumps in this world. This jump crosses a river.

I almost made it.

The car hit he far slope, flipped, and Brock rolled out automatically, but there were two zombies nearby, already on him. This character had only 1 pip in each of his stats, so he was nearly useless, but I got them anyway. I called the Latino "fixer" to deliver a ride, which never showed up as I successfully pillaged a nearby camp for food. Come on, you prick. Where is my RIDE!?

The sun is shining, and the street is clear save for a single Zed, way down the road and across the street.

I notice that it's a Feral at the same moment it notices me. Oh, shit.

The thing tear-asses across the road and tackles the shit out of me, and I'm on my back before I know what's going on. I get away once, but before I can use any items to replenish myself, to have any chance of running away, the damned thing is on me again. Immediately. Clawing.

Brock, autocrat, cook, and lifelong loser went out with a wet splash the first time he ever did anything for the enclave.

Eric P

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Re: State of Decay
« Reply #79 on: June 20, 2013, 01:26:08 PM »
logged in last night for the first time in two days and my home base reverted to it's previous location w/ the basic buildings (none of my upgrades) and all of my supplies gone.

was kind of miffed.

so i'll wait for patch 2 and start again
Tonya

chronovore

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Re: State of Decay
« Reply #80 on: June 20, 2013, 06:43:43 PM »
That's a new one on me. Are you sure it's not a save data error, perhaps with a mistaken Cloud Storage synchronization?

That recently happened to me with American McGee's Alice, and I lost several hours of progress.

chronovore

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Re: State of Decay
« Reply #81 on: June 21, 2013, 01:55:26 AM »
http://undeadlabs.com/2013/06/news/yes-big-news-day/

Quote
If you didn’t already see the news out of Microsoft headquarters, we’re having an exciting day. (The banner might have given it away.) You can follow the link there for the official version, or you can hit the highlights right here:
- Yes, you guys took us over the half million mark. Actually, that milestone is SO last Friday, Jeff says. Now we’re over the 550,000 mark. We still don’t know what to say besides thank you for your encouragement and support. We didn’t know what to expect, so your continuing enthusiasm is humbling.
- Yes, it’s your feedback that helps us to determine the priorities in the Title Updates, and #2 is in the early phase of certification.
- Yes, when we release on PC, it will be via Steam. Date still TBD.
- And yes, Jeff DID just drop the sandbox mode bomb. We’re working on a pure sandbox mode for State of Decay, in large part because you asked for it. Again, the date is TBD, but we wanted you all to know it was coming.
Can’t stop us now! Thanks again for riding along with us.

Eric P

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Re: State of Decay
« Reply #82 on: June 21, 2013, 10:42:28 AM »
PURE SANDBOX!
Tonya

Eric P

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Re: State of Decay
« Reply #83 on: June 21, 2013, 10:42:40 AM »
will probably rebuy on steam
Tonya

chronovore

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Re: State of Decay
« Reply #84 on: June 21, 2013, 09:45:57 PM »
I'm definitely in for a double dip on Steam.

I'm not sur what pure sandbox means in this context. I'm already playing it with little effort to finish story missions.

That said, it does feel like the game has escalated now that I'm dallying on the final mission. Hordes are everywhere, Freaks are on every block, most of my crew is Sick, Tired, or Away most of the time.  I'm largely out of ammo crates.

Today I lost another character to a Feral Zombie. I was investigating a tool shed, and in the 3 seconds or so I'd been wondering how to approach entry to the obviously packed full o' zombies shack, the Feral completely blindsided me. I jumped out of my goddamned skin. :lol

Eric P

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Re: State of Decay
« Reply #85 on: June 22, 2013, 08:19:52 AM »
I was secretly hoping i'd wake up to a new patch

i think what happened is that i was "in mission" when i moved my house but didn't complete said mission so i ended up quitting the game, then coming back to find my house moved and my items decimated. 
Tonya

chronovore

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Re: State of Decay
« Reply #86 on: June 22, 2013, 08:58:21 PM »
That sucks.

I ended up finishing the game last night. The last mission is surprisingly easy, compared to the County Faire mission to get the explosives.

I'm going to wait for the 2nd Title Update before starting a new game with Marcus. So much stuff I'm going to do differently this time.

Stoney Mason

  • So Long and thanks for all the fish
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Re: State of Decay
« Reply #87 on: June 24, 2013, 11:32:48 AM »
Hopefully Title Update 2 comes out this week.  :-\

chronovore

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Re: State of Decay
« Reply #88 on: June 25, 2013, 12:34:28 AM »
Man, no doubt.

I want to play my next run soon, but want it PATCHED.

Eric P

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Re: State of Decay
« Reply #89 on: June 25, 2013, 09:30:00 AM »
I think I'm going to skip moving the base the first time around and wait for the other area to open up. just keep everything minimally going if i can.
Tonya

Pills Here

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Re: State of Decay
« Reply #90 on: June 25, 2013, 11:40:10 AM »
I wish the story was longer. Running around the sandbox rescuing people that you would otherwise gladly watch die gets tiresome  :-\

Sho Nuff

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Re: State of Decay
« Reply #91 on: June 25, 2013, 03:38:41 PM »
Are they running into cert delays or something?

Stoney Mason

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Re: State of Decay
« Reply #92 on: June 25, 2013, 03:43:41 PM »
This will be their second title update so not for what I've seen. Something messed up with the first title update where it didn't work or something though.

chronovore

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Re: State of Decay
« Reply #93 on: June 25, 2013, 09:44:26 PM »
Are they running into cert delays or something?

Their first TU was fast-tracked, but it didn't apply, or didn't apply in some cases; they're probably taking their time with the second TU to make certain that it actually, you know, works.

Stoney Mason

  • So Long and thanks for all the fish
  • Senior Member
Re: State of Decay
« Reply #94 on: June 27, 2013, 04:32:20 PM »
Quote
Hola survivors,

I'm happy to announce that Title Update 2 has cleared certification and will go live for all players worldwide starting in about 13 hours from now (Friday 09:00 UTC).

Thanks for your patience!

Jeff

Quote
Title Update 2 Patch Notes
Status: Submitted to Final Certification

NEW: Fixed story getting blocked if you refuse Quentin's request to talk to the sheriff.
NEW: Fixed soldier and zombie pathing in "The Armory" mission.
NEW: Fixed character getting stuck in passenger seat if hit by a zombie right when you enter the vehicle.
NEW: Corrected displayed weapon type for Hockey Stick.
UPDATED: It is no longer possible to establish an Outpost or relocate your Home while on a mission.


There was one more change we slipped in right at the end there. Something to do with a sink. The sink? Heat sink? 'N Sync? Oh, right:

NEW: Enabled V-sync to eliminate screen tearing.


Find Missing Survivor mission opportunity timeouts increased from 30 to 60 minutes.
All mission opportunity timeouts pause while not playing.
Fixed Leaderboard crashing for profiles with a large number of friends on the SoD Leaderboards.
Fixed incorrect camera angle in final mission.
Reduced frequency of "I brought you a pony..." line.
Fixed rucksacks falling through floor and being unrecoverable. Rucksacks are now moved to an easily accessible location within the same building.
You can now manufacture homemade painkillers in the Medical Lab.
Stockpiles that are over the maximum storage provided by your current Facilities (the "cap") will no longer drain while you are not playing. Instead, Stockpiles that exceed the cap will drain every five minutes of play at the following rate: 2 if you're 100% over, 1.5 if you're 50% over, and 1 if you're 15% over.
Improved awareness of Stockpiles that are over the cap. The Assets page now displays both the current amount and cap for each Stockpile. Stockpile amounts that are over the cap will be displayed in yellow, both in the Assets page and the Home Status panel.
Influence in excess of Fame no longer drains while you are not playing. Influence in excess of Fame drains for every five minutes of play at the following rate: 2 if you're 100% over, 1.5 if you're 50% over, and 1 if you're 15% over.
The rate at which Stockpiles are consumed no longer factors in the number of missions played during the current day. It was causing Stockpile consumption to be too high.
Fixed a bug that caused some characters to be given 100 ammo.
The "Too many infestations!" to-do item is now properly cleared if you relocate your Home to a site with fewer than two infestations within 500m.
Fixed several areas on the map where the player can get stuck.
Fixed several pockets of deep water.
Fixed a bug that could cause unexpectedly large numbers of zombies to spawn near the Mt. Tanner cabins.
Fixed a bug that caused games with large communities to fail to load.
Fixed a bug that allowed players to get stuck in the abandoned farm house north of Marshall.
Removed several sections of fencing around warehouse near fairgrounds to improve navigation for missions in the area.
Made it easier to navigate fairgrounds in vehicles.
Adjusted draw distance of dynamically generated vehicles to match pre-placed vehicles.
Fixed a bug that caused character to become stuck in a falling state when dropping from a ladder into a group of zombies.
Fixed a bug that prevented weapon durability from being reduced by certain combat moves.
Made it easier to execute "Double Kill" move.
Fixed a bug that caused a Feral zombie to react incorrectly if you dodged while he was leaping.
Fixed a bug that briefly displayed debug text in the main menu after selecting a storage device.
Made major adjustments to Facility action times to make Facilities more useful during the current play session:
Globally changed Want delays from 1 real-time day to 4 real-time hours.
Duration of Fitness Regimen, Combat Training, Big Meal, Feast, and Firearms Practice changed from 3 real-time days to 2 game-time hours (where "game time" means time playing the game, not counting time that elapses while you are paused or logged out) so you get the full benefit of the bonus while you are actually playing the game.
Cooldown on Big Meal and Feast changed from 22 real-time hours to 3 game-time hours. This means your community is "full" for 1 game-time hour after the effects of Big Meal and Feast wear off before the Facility actions can be used again.
Trade Opportunity action time changed from 1 real-time day to 90 real-time minutes.
Train Outsiders action time changed from 1 real-time day to 90 real-time minutes.
Preservation Attempt action time changed from 3 real-time days to 90 real-time minutes.
Create Biodiesel action time changed from 3 real-time days to 90 real-time minutes.
All Library research actions changed from 2 real-time days to 4 real-time hours.
You now receive a Stockpile bonus upon claiming a new Home site. Each site comes with a specific number of Stockpiles, based on the size and number of Facility sockets in the site.
Fixed a pathing bug that caused zombies to get stuck in the floor during a "Besieged" mission.
Added a "Stick Sensitivity" option.
The game will now repair saves affected by a bug fixed in TU1 that could cause Lily to be killed by the simulation.
Characters selected for Mercy Shot mission can no longer recover from their injuries.
Mercy Shot missions can no longer select playable characters.
Moved "Horde Alerted!" banner higher on the screen and reduced size to avoid interfering with driving.
If you move your Home site when a Trade Opportunity mission opportunity is active, the mission opportunity now relocates to the new Home site.
Lily no longer reminds you to come to the final mission site. It was annoying during sandbox play after winning final mission.
Edged weapons are now effective against Feral zombies.
Fixed bug relating to Juggernaut reactions to incendiaries.
Fixed a bug that notified you of simulation events affecting NPCs that are not in your community.
Searching for Stockpiles with the radio is now more reliable.
Fixed bug causing stimulants to have permanent effect. Stimulants such as coffee and energy drinks now properly wear off over time.
Improved music track selection logic.


Title Update 2 also includes all changes from Title Update 1:

Playable characters can no longer be killed by the simulation
Workshop now repairs weapons and vehicles at game dawn rather than the next real-world day.
Reduced cooldown times of commands in the Radio Menu, notably Words of Encouragement, Words of Inspiration, and Medical Advice.
NPCs no longer get stuck behind the counter or on the stairs at the gun shop in Spencer's Mill.
The "Too many infestations!" event will now only occur when there are too many infestations within 500m of your Home, rather than anywhere in the world.
The "Too many infestations" to-do item is now cleared when there is only one remaining infestation within 500m of your Home, rather than anywhere in the world.
You must now be close to the ranger station for the Memento mission scene to play. Previously you would be teleported to the station if you left before the end of the mission.
Community members will properly interact with Facilities in your home. Previously they would stop after a period of time.
Feral zombie now properly dodges vehicles approaching at an angle.
NPCs will now reliably reach warehouse between Mt. Tanner and Spencer's Mill when called to gather supplies.
You can now punch out through the windshield of a vehicle if both doors are blocked.
Zombies and NPCs no longer get stuck behind the grocery store in Marshall.
NPCs now properly move to the proper location during cinematic scenes.
Zombies no longer fall through floor in the Marshall courthouse.
Zombies can no longer get under porch or floor at the Wilkerson's farmhouse.
Fixed a few rare crash bugs.
Fixed various translations bugs.

Steve Contra

  • Bought a lemon tree straight cash
  • Senior Member
Re: State of Decay
« Reply #95 on: June 27, 2013, 04:36:45 PM »
:bow
vin

chronovore

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Re: State of Decay
« Reply #96 on: June 27, 2013, 06:23:28 PM »
YEEE-HAW!

I've been biding my time against starting a new game; I was just about to try Dark Void or some crap to kill time until this arrived. YES! I am looking forward to completing this one, utterly... then getting it again on Steam.

Eric P

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Re: State of Decay
« Reply #97 on: June 28, 2013, 09:29:33 AM »
thank god

Tonya

chronovore

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Re: State of Decay
« Reply #98 on: June 28, 2013, 06:27:31 PM »
So nice to have Marcus back. I felt really bad about the way he went out last game.

It feels like my AI companions are more lethal than they were previously. My camping buddy and Maya were TEARING SHIT UP before I managed to get close enough to fight.

The Avatar "Awards" in this are unassociated with the Achievements, and are tied to doing things at specific buildings, so I managed to fail to unlock anything in my whole first playthrough. Gonna grab them all this time.

Pills Here

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Re: State of Decay
« Reply #99 on: June 28, 2013, 07:07:22 PM »
Nice update, I'll have to start a new game.

Stoney Mason

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Re: State of Decay
« Reply #100 on: June 28, 2013, 07:27:54 PM »
It's nice to just finally be able to play the game again. Now I will try to beat it.

chronovore

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Re: State of Decay
« Reply #101 on: June 29, 2013, 03:21:13 AM »
Yeah, I'm curious how different it will be. I enjoyed the game even in its broken state (OMG! --  'state of decay' ell oh ell) but it was frustrating when Infestations ceased being displayed on the map, Infestations which were too numerous and causing stress, all over the map.

Thanks to the Infestations being displayed, I was able to knock out the Pest Control Achievement (5 Infestations cleared in a day). Now I just have to keep Marcus going until 50 missions have been cleared, and I'm done.

I am enjoying this new post-patch game, though "Zombie Horde Alerted!" is not small enough, and still in a not-good position, even if it's not now in the exact default position for the middle of the road when driving.

It also seems like there are more Hordes earlier in the game, and some of the combat has become JUST a little more rough, in that the "invulnerability frames" of some animations may have been adjusted. I'm getting clawed a little more frequently.

Lastly, fuck Ferals. Fuck them in their undead two-hole. There's little in the game more enjoyable than nailing one with a car.

Eric P

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Re: State of Decay
« Reply #102 on: June 29, 2013, 10:26:44 AM »
there are a HELL of a lot more hordes early in the game

second mission in the church and there are three hordes running around the first town

i second the combat more difficult as well

i dunno. i think i may be done with this game.  the chores actually feel like chores now.
Tonya

chronovore

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Re: State of Decay
« Reply #103 on: June 29, 2013, 10:49:24 AM »
I'm loving it, don't get me wrong. It seemed like the drop-kick/ground-finisher was unstoppable before now. I'm occasionally getting swiped during it, which is making fighting a little more consciously directed for me. I'm using dodge, and power strikes a bit more.

Also, I don't know if everyone but me knew about this, but when you get 6 levels in anything, you get a new skill or specialization. So if you get 6 levels in Fighting, you can choose a specialty, like Bladed Weapons, which itself gets levels, and when it hits 6, you can choose Beheading or Low Swing for added variety.

I'm guessing Cardio and Wits will have something, though they appear to be lumped under Utility Skill, so you may end up choosing THE SINGLE UTILITY SKILL available to that character before the othe ones even are displayed for comparison.

Eric P

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Re: State of Decay
« Reply #104 on: June 29, 2013, 04:34:08 PM »
so far it's just unlocked a utility skill for me

i just have more options as to which one skill i can unlock
Tonya

chronovore

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Re: State of Decay
« Reply #105 on: June 29, 2013, 07:51:44 PM »
I'm done. Used Marcus, finished 50 Missions, and I got full Achievement points. Somehow, I managed to clear 50 activities WHILE getting ready to move from the church.

Still thinking about finishing the game with Marcus, but I'm likely to move on to other things now.
spoiler (click to show/hide)
Then again, since Marcus' best friend survived in this run, I'm thinking about trying to max him out.
[close]

I'm seeing more story moments this time. I spent so much time on base maintenance last time that I missed a bunch of side story stuff about other characters. These frequently reveal new attributes, which sometimes convey new advantages when playing as them.

The game is great. I can't wait for an MMO version of this!

The Utility Skill previously only displayed what is available with the current level 7 stats. Current patched version displays a greyed out icon, an explanation, and its prerequisites. Very nice.

Stoney Mason

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Re: State of Decay
« Reply #106 on: June 29, 2013, 07:59:12 PM »
Yeah I been playing today. The game is indeed great. Certainly one of my GOTY contenders. And the only real surprise of the year that has come out of nowhere for me.

chronovore

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Re: State of Decay
« Reply #107 on: June 29, 2013, 08:10:33 PM »
It is harder now than before the patch, too. Nothing but hordes as far as the eye can see; not even on the second Wilkinson call, and there are a half dozen hordes in the Church town, and Marshall is overrun. Crazy.

Also seeing more incidental Freaks than before. There've been maybe a half dozen Ferals, just cruising around, showing up outta nowhere. Big 'Uns, too. Scary. During the Sgt. Tan insubordination mission, after it was finished there was a big bastard outside the neighbors' home... I had to buy Molotov cocktails from them to save their own asses.

:lol

Stoney Mason

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Re: State of Decay
« Reply #108 on: June 29, 2013, 08:24:10 PM »
I don't mind them making the game tough while I'm in game in the world. The thing was the out of game simulation with all the bugs was completely fucking me. But that isn't the case anymore so I'm happy. My morale doesn't get completely fucked when I come back to the game now.

I've made like three saves and then come back later and things have been alright which is what I want.

I don't know if its just luck on this playthrough or not but I also seem to find better stuff when I loot after the patch.

Eric P

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Re: State of Decay
« Reply #109 on: June 30, 2013, 01:27:17 AM »
my luck worsened with "drops" personally

way too many hordes for me.
Tonya

chronovore

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Re: State of Decay
« Reply #110 on: June 30, 2013, 07:14:32 AM »
Yeah, there are a sick number of hordes now, and it always seems like they're nearby when I'm trying to sneak a rescue or do a quick supply run.

chronovore

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Re: State of Decay
« Reply #111 on: July 05, 2013, 04:03:38 AM »
Played for 3 more hours today. The "Ninja" Utility Skill is pretty awesome, but a little game-breaking. All the suspense of searching falls away when it takes ONE SECOND and is ENTIRELY SILENT.  ;)

I relocated my peeps to a new house, built improved the facilities to just about everything they could want, upgraded medical and workshop facilities, upgraded sleeping area, etc.

It's funny, the way cars play into the storytelling of any given "run" I've had on this game. They don't change location or state from where they've been left, so if I've hopped out of a car which was on fire, it stays on fire endlessly, and is sometimes a landmark when driving around at night. There's an upside-down Sheriff's car just outside Marshall's eastern bridge, where I hit a rock at a bad angle trying to be fancy. They're always there, and it really adds to the feeling of permanence and persistence for me.

I am probably done now, but may still drop in from time to time.

Eric P

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Re: State of Decay
« Reply #112 on: September 20, 2013, 02:31:00 PM »
Tonya

Stoney Mason

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Re: State of Decay
« Reply #113 on: September 20, 2013, 03:01:07 PM »
Yeah I was gonna mention this is out on early access beta.

Great Rumbler

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Re: State of Decay (Now on Steam Early Access)
« Reply #114 on: September 20, 2013, 05:14:45 PM »
Most people here seemed to like this game, right?
dog

chronovore

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Re: State of Decay (Now on Steam Early Access)
« Reply #115 on: September 21, 2013, 11:15:28 AM »
It is way awesome.

Eric P

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Re: State of Decay (Now on Steam Early Access)
« Reply #116 on: September 22, 2013, 07:51:53 AM »
Most people here seemed to like this game, right?

loved it myself, spent many many many hours with it on the xbox but one patch gave us too many hordes (groups of zombies) and I haven't really gone back to it sense.  i was interested on PC because i was hoping for better performance, but i haven't purchased it to see if it runs better on PC than xbox
Tonya

chronovore

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Re: State of Decay (Now on Steam Early Access)
« Reply #117 on: September 23, 2013, 09:52:35 AM »
It did have pretty choppy performance.

Are you serious about "too many hordes"? The pre-patch problem was that it counted hordes for the entire map, not just nearby your base.

Eric P

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Re: State of Decay (Now on Steam Early Access)
« Reply #118 on: September 23, 2013, 10:45:28 AM »
no no, i mean too many hordes would pop up way earlier in the game.  not the sub-mission "too many hordes"
Tonya

Great Rumbler

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Re: State of Decay (Now on Steam Early Access)
« Reply #119 on: October 16, 2013, 10:20:54 PM »
Played about an hour and half today and I'm really loving this game.
dog