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This page lists the '''version history''' of ''The Dead Linger'', starting from the first publicly released build. The changelog lists added, removed, or modified features since the previous game version. Note that the wiki changelog may differ from the ''official'' changelog, as not every change is expected to be listed in the latter. The game is expected to go through an alpha stage, a beta stage, and then receive further updates after the "full" release. |
This page lists the '''version history''' of ''The Dead Linger'', starting from the first publicly released build. The changelog lists added, removed, or modified features since the previous game version. Note that the wiki changelog may differ from the ''official'' changelog, as not every change is expected to be listed in the latter. The game is expected to go through an alpha stage, a beta stage, and then receive further updates after the "full" release. |
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!width="90"|Release date |
!width="90"|Release date |
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!Changelog |
!Changelog |
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+ | |- |
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+ | || Hotfix 15b || 6 November, 2014 || |
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+ | Performance Changes and Details: |
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+ | *Sweeping changes to our dynamic world LOD (iLOD) system yielding in a 50% or greater increase in framerate. You should now be getting substantially better framerate in all circumstances. |
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+ | *Made a minor grass performance improvement fix. |
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+ | *Added an additional tier of LOD to our system. |
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+ | *The iLOD for smaller office props was greatly reduced and tightened up. Should fix both performance in office buildings and prevent monitors from appearing under desks instead of on them. |
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+ | *Tweaked the LOD for the water tower making it appear higher detailed from farther away. |
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+ | *Object LODs now dissolve/fade in, so there’s a LOT less popping, especially inside buildings. |
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+ | *The office buildings now have LOD models so the game is no longer trying to render full detail office architecture from a distance. |
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+ | *Fixed an issue where cut down trees would still show their LOD when you move away from the area. |
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+ | |||
+ | Zombie Changes and Details: |
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+ | *Slightly increased the chance for Strays to spawn. |
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+ | *Changed the pack-spawning amounts for Strays to 1-2 down from 1-3. |
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+ | *Fixed an issue that was causing the general population of zombies to be quite low in all zones. The hordes have returned! |
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+ | *Made improvements to the convenience store navigation mesh. |
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+ | *Navigation mesh added to parking lots to help zombie pathing around Leland’s and office buildings. |
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+ | *If a zombie is on terrain but vertically clipping another navigation mesh but not using it, they should be moved on to that navigation mesh. This should fix 99% of issues with zombies clipping through floors and ignoring navigation meshes. |
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+ | *Fixed an issue that would cause zombies to float after a world refresh until they were active. |
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+ | *Fixed an issue where zombies were not using their correct walk speed when ‘idle wandering’. |
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+ | *Fixed an issue where zombies would sometimes turn to the side or turn around entirely when you ran towards them. This was due to a bug in the anticipation system for zombies. |
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+ | |||
+ | Campfire Changes and Details: |
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+ | *There are now three different types of campfires; small, medium, and large. |
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+ | *Fixed an issue where the small campfire was using the large campfire mesh. All campfires now use the correct art. |
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+ | *Changed the “No Matches” message to say “You require matches to light a fire.” |
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+ | *Campfires are no longer over saturated and too bright. |
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+ | *All campfires now have a proper inventory icon for the crafting result screen. |
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+ | *Fires now die out over time. |
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+ | *When standing near (within 2.5 meters radius of) a campfire of any sort, the player can go into their inventory and right click on a log. The radial menu will come up with a new option “Add to Fire” which will add another log to the burning woodpile, resetting the die-out time for the fire every time a log is added. |
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+ | |||
+ | *Small Campfire: Provides light and allows for cooking. Created by crafting 3 Logs. |
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+ | **Duration: 30 minutes (real-time) |
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+ | **Cooking Speed: Slow |
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+ | |||
+ | *Medium Campfire: Provides light and allows for cooking. Created by crafting 6 Logs. |
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+ | **Duration: 1 hour (real-time) |
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+ | **Cooking Speed: Fast |
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+ | |||
+ | *Large Campfire: Provides light and allows for cooking. Created by crafting 10 Logs. |
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+ | **Duration: 2 hours (real-time) |
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+ | **Cooking Speed: Very Fast |
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+ | |||
+ | Other Miscellaneous Changes and Details: |
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+ | *The in-game escape menu now has a new background! |
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+ | *Escape menu buttons have been changed to white. |
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+ | *Fixed an issue that was causing collision on certain steps in the prison guard tower. |
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+ | *Made it so that it was harder to fall off the prison guard tower stairs while ascending or descending. |
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+ | *Lots of redundant math from the tree bark shader has been removed. |
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+ | *Tree bark is now darker on the underside and is affected by the normal map, producing a really sweet effect. |
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+ | *Some tree billboards no longer look weird, especially the aspen. |
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+ | *Fixed an issue where there were no stairs to the roof in the office building. |
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+ | *Temporarily removed the audio of the Survivor’s footsteps. It will be returning with the new sound update in Build 16. |
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+ | *Fixed an issue that were causing impassible windows in the office buildings. |
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+ | *Added doors to the office roof module. |
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+ | *Added ceiling lights to all office building modules (instead of those funky pseudo skylights). |
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+ | *Fixed some lighting issues with the reception desk in office buildings. |
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+ | *Improved visibility of props on white/grey desks in office buildings. |
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+ | *Fixed the glowing bathroom stalls. |
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+ | *Re-added normal maps to desks, chairs, and props in office buildings. |
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+ | *Fixed an issue that was causing the Mastodon revolver to not have reload animations. |
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+ | *Fixed an issue with shields (both riot and ballistic) that was causing them to not have idle, sprint, or attack animations. |
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+ | *Fixed an issue causing the pumpkin and witch hats to float out in front of the survivor in third person mode. They now sit on your head properly. Happy Hat-oween! |
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+ | *Fixed an issue that was causing an alarm clock, a microwave, and Zed candy box to only be visible from about one meter out. |
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+ | *Fixed an issue that was making it so that you were not able to ride bikes found in garages. |
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+ | *Changed the FP arms commands to hidearms and showarms. Pretty much self explanatory. |
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+ | *Fixed a bug with the inventory icons for the rabbit meat bits. |
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+ | *If you open your backpack while holding (grabbing) an item, the item will now be dropped. |
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+ | *Fixed a bug where the mouse cursor would sometimes disappear when opening the radial menu in the inventory. |
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+ | *Missing item icon is now a rag and says “Image Not Found”. Let us know if you see any of these missing icons. |
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+ | *Some items no longer glow in the dark. |
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+ | *Changed the “Infection” bar to now properly say “Infection Risk”. |
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+ | *Fixed an issue preventing belts to auto-equip. |
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+ | *Cleaned up the logos on the main menu. |
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+ | *Fixed an issue where death/corpse markers and names over the heads of players now follow the FOV properly. |
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+ | |||
+ | |- |
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+ | || Build 15a Hotfix || 31 October, 2014 || |
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+ | * Framerate issues in a ton of places have been fixed! You should no longer be dropping to 3 FPS, and places that had okay FPS should be even better than before! You may have to give it a short while after you load in to fully get your framerate up as the world is still loading but it should be way better right from the get go! |
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+ | * Motion blur is now disabled (quickest fix we had available.) We will bring it back later with a checkbox option to turn it off. |
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+ | * TDL Anniversary Achievement should now properly unlock if you play between tonight (Oct. 31st) and November 9th. |
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+ | * Grass no longer changes direction or twitches when you turn on the flashlight. |
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+ | * Grass is now about 50% better on performance. |
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+ | * Fixed an issue where windows would not show they were broken from a distnace. |
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+ | * Fixed an issue where textures and GUI elements (images) would be pixelated. |
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+ | * Added Nav Mesh to parking lots so Leland's and Office buildings should have less issues with zombies halfway in the floor. Still may be some issues here, please report them! |
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+ | * Fixed an issue where Zombie Bob (fat zombie) would disappear (LOD cull) at a very close distance. |
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+ | |- |
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+ | || Build 15 || October 30, 2014 || |
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+ | Brand New Zombies |
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+ | *Zombies have been completely overhauled both in visuals and some behavioral changes. |
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+ | *Zombies now spawn with randomized clothing and clothing sets (i.e. riot gear zombie) |
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+ | *Zombie skin textures have been completely overhauled. |
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+ | *Zombie pathing and physics load has been decreased by an insane amount. Buidlings now support a new ‘navigation mesh’ that the zombies use to compute their pathing and vaulting, meaning they move more realistically and easily through structures. We will be adding even more refined pathing in Build 16. |
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+ | *Fixed an issue where zombies would sometimes glow indoors. |
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+ | *Zombies are still in progress and do have some animation and rigging issues. Please report them! |
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+ | *Fixed a bug where a zombie would sometimes drop an “unknown cube.” It was a typo on a banana, folks. Nothing to see here. |
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+ | *This is a massive change to the underlying systems in TDL and there will be bugs. Please report them. |
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+ | *Again, this is a massive change to the underlying systems in TDL and there will be bugs. Please report them! |
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+ | Brand New Menu |
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+ | *There is a massive new main menu system! |
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+ | *Brand new Create World screen and World Select screen to help you better manage your worlds and provide some statistics on your world saves |
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+ | *The menu has a cleaner look in general |
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+ | *Survivor card in top right in preparation for character creation and multiple character saves |
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+ | *News, Twitter, and a link to the latest Build Page can be found in the main menu. |
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+ | *New splash art when loading the initial game that transitions to a start screen. |
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+ | *Fixed a bug where the main menu would allow the GPU to run really hot. Main Menu has now been capped at 60 frames per second. In game you can also set your desired framerate cap in the Graphics Settings menu. |
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+ | *Fixed a couple issues where the default graphics settings were really low, causing some Survivors to think our game had very bad graphics. (Hey, be nice!) |
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+ | *Fixed a bug where the music slider would reset to 100% volume when the music looped. |
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+ | *A lot cleaner navigation in the Settings menus |
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+ | *Graphics settings screen now has a proper scrollbar |
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+ | *Back buttons everywhere! |
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+ | *And a whole lot more! |
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+ | Performance Changes: |
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+ | *Large improvements to the spiral world generator. In general, loading is a bit quicker. |
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+ | *Better optimization of the far, very distant trees. |
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+ | *Massive reduction to sounds and general RAM stored during gameplay. The new sound overhaul may cause some things to sound weird or broken for a bit, including some sound sliders. It should all snap back into place *during the hotfixes and even more so in Build 16. Please be patient, but report any and all sound bugs you find! |
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+ | *Fixed at least one periodic “lag tick.” |
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+ | *Removed a TON of legacy (old) content, roughly 500 MB worth, possibly more. |
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+ | Gameplay Changes: |
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+ | *NEW WILDLIFE – Rabbit: You can kill, skin, and cook this NPC for food, if you can catch it! |
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+ | *New Feature: Skinning inside the inventory. Small wildlife must be skinned while in your inventory, as long as you have a knife. Right click to open the menu to skin a rabbit. |
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+ | *New Feature: You can now lean around corners (and still shoot) with Q and E keys, but this does not show up in third person yet. |
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+ | *New Feature: Corn fields (and certain other foliage) now blocks line of sight of enemies. |
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+ | *Keybindings will be reset. If you had custom keybindings, you will have to rebind them. If you have issues picking up items or other controls are not working, go press Reset in the key bindings settings menu and that should correct the issue. |
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+ | *Zombie Bob’s size has been changed a tiny bit and he has new animations and has been brought up to the visual level of the new zombies. |
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+ | *Buck spawning rates have been increased and tweaked some, depending on the area. |
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+ | *There are 3 new Halloween-themed head items in the game. They will be permanent items and will not be seasonal. |
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+ | *Really cool Aviator sunglasses are now in the game and can be picked up and worn. |
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+ | *The Riot Gear set now has gloves and a belt to go along with it. |
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+ | *Hiking Boots are now actually boots with a tall ankle, different from Hiking Shoes. |
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+ | *Doors got a good kick in the pants. They should work a lot better for you now and doors should no longer go backwards. |
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+ | *Fixed a case where the ‘grab hand’ would show up when you couldn’t actually grab an object. |
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+ | *Fixed a bug where Survivors would sometimes get stuck in the death screen. |
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+ | *Some guns now have new or slightly tweaked sounds when fired. |
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+ | World Changes: |
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+ | *Large improvements to the way roads sit on the terrain, making the dirt edges blend better |
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+ | *Trees now have proper collision meshes, so you can interact with them in a more detailed manner |
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+ | *Fixed an issue where some toilets or sinks would not have a texture. |
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+ | *Fixed an issue where campfires would not continue burning or relight when you reload a world. |
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+ | *Corn fields look a bit better than they did before |
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+ | *Someone’s been carving pumpkins! |
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+ | *Zombies are a bit more common on farms now. |
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+ | *Trees and other foliage now fades between its “level of detail” models, for a much smoother look and less popping objects. |
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+ | *Large improvements to the general sky system, yielding in better performance, better lighting, and a WAY better look. The new sunsets will blow your eyeballs right out through your brain socket. |
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+ | *Buildings now have a bunch of new props inside them. The farmhouse, for example, has a lot more detail on the interior, including multiple new rooms and… Ahem, secrets to be found. |
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+ | *Loot in general has been reworked in all the buildings and should be a little more balanced. Rotten food is a little more common and good food is a bit more rare. |
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+ | *Reloading a world should, at least in many cases, not try to generate a new world on top of the existing one. |
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+ | *There’s something out in the fields. |
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+ | Misc Visual Changes: |
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+ | *Sweeping improvements to the lighting and ambient occlusion in all structures and buildings for better appearance and better performance |
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+ | *Fixed an issue where football helmet and other headgear would show purple or broken textures. |
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+ | *Fixed an issue where a lot of items and furniture would glow in doors. |
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+ | *Fires now have a completely new look, and they look rather awesome! |
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+ | *Sniper rifle scopes now have some refraction and a more detailed scope view. This is a placeholder until we get our dynamic scope system in place. |
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+ | *Small adjustment to the contrast on the Riot Boots inventory icon so it’s easier to see against the dark inventory. |
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+ | *There is a new HDR effect when entering and exiting buildings. You will need to adapt to the light over a short period of time. |
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+ | *There is a slight ‘frame interpolation’ or ‘motion blur’ now. We will add an option to disable this soon as we are aware some survivors are bothered by the effect. |
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+ | *The entire screen has some new filters, including anti-aliasing. The scene in general looks much smoother and more realistic. |
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+ | *Shadows are a bit sharper than they were previously. |
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+ | *Prison has new loading screen art. |
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+ | *Farmland has new loading screen art. |
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+ | *The chat box no longer has a black background unless you are actively typing into it. |
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+ | Console Changes: |
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+ | *There is a new console command called “time” which allows you to set the time of day. Simply type “time #” into the console to set the time of day using a 24 hour clock (0 to 23) |
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+ | *Words like “time day” “time evening” “time dawn” “time dusk” “time noon” and “time midnight” also work. |
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+ | |- |
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+ | || Build 14b || July 16, 2014 || |
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+ | |||
+ | * Survivor spawning has changed. Survivors are now more inclined to spawn in towns, prisons, and farmland, instead of forests or fields. |
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+ | * Fixed an issue where “Unknown” boxes were spawning in various wilderness locations. |
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+ | * Potential fix for some instances where survivors would encounter low framerate with many players in a multiplayer game. |
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+ | |||
+ | |- |
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+ | || Build 14a || July 16, 2014 || |
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+ | |||
+ | World Refresh |
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+ | The World Refresh has been completely changed in the following ways: |
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+ | * The loading bar is gone. The game no longer pauses during world refresh. |
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+ | * Fog rolls in during this change, and rolls out over about 15 to 30 seconds. |
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+ | * The survivor can continue walking, fighting, and so on during the world refresh. |
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+ | * A small spinner in the bottom right indicates the refresh is taking place. |
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+ | * Some stuttering may occur during the change, but we will be improving the cleanliness of this over time. |
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+ | * The look and feel of the new world refresh is not final, but we feel this is the correct direction. |
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+ | * You can learn more about the World Refresh in our latest Design of the Dead video! |
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+ | |||
+ | More Fixes |
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+ | * In anticipation for the upcoming ‘main menu overhaul’ in Build 15, the loading screen has undergone a visual change for a cleaner, sleeker look. |
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+ | * Lowered the default graphics settings so lower end machines are not struggling right away when starting the game. Users with higher end PCs may want to adjust their settings again after this patch. |
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+ | * Added Antisotropic Filtering to the Graphics Options menu. On by default. This makes far surfaces much sharper and less blurry. |
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+ | * Fixed an issue where lumber supplies were not properly spawning in backyards and at construction sites. |
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+ | * Large tweaks to the way loot spawns in Cabins and Farmhouses. (Cabin loot in particular has been nerfed and re-organized.) |
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+ | * Added more general furniture to Cabins and Farmhouses. |
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+ | * Cabins now level a much smaller area around themselves when generated. |
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+ | * Rockland and grassland are now more common than they were previously. |
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+ | * Survivors can no longer fire a gun or aim down ironsights when climbing a ladder. (This functionality may return with 1-handed weapons in the future, but it was currently just a bug and not our planned implementation.) |
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+ | * Lots of fixes to multiplayer character movement. Survivor’s should appear to move around much smoother to one another. |
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+ | * Fixed an issue where clients in multiplayer games could not see trees or foliage. |
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+ | * Fixed an issue where the backpack would stay open when disconnecting from a game. |
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+ | * Fixed an issue where the weapon FOV was too high. Now default 60. |
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+ | * Fixed an issue where the survivor’s FOV would change when equipping a weapon for the first time. |
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+ | * Fixed an issue where weapon FOV would change when regular FOV was changed. |
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+ | * Fixed a bug where a survivor’s gun would fire or they would swing their weapon after clicking back in to the window when ALT+Tabbing. |
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+ | * Fixed a bug where buildings would sometimes disappear when reloading a world or returning to an area. |
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+ | * Fixed a rare bug where survivors might get stuck in the “You Are Dead” white screen. |
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+ | * Fixed a very large issue where suburban roads would sometimes spawn in sideways. Math typos are fun! |
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+ | * Fixed two menu typos on the Delete World screen. Programmers can’t grammars. |
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+ | * Fixed some positioning on the sign outside of the prison, so it is no longer sitting directly in front of the entrance. |
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+ | * Fixed an issue where controls would be locked for a short time after respawning from death. |
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+ | * Fixed a case where giant square holes would sometimes appear in terrain. |
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+ | * Fixed an issue where grass would float in the air after starting a new world after leaving another. |
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+ | * Fixed an issue where zombies were not spawning on anything but ‘clear grass,’ which was drastically reducing their population. |
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+ | * Fixed an issue where zombies were getting ‘confused’ on targets in multiplayer and not pursuing a target. |
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+ | * Fixed an issue where zombies were not animating while hitting a window or door. |
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+ | * Fixed an issue where far terrain would float after rejoining a world or starting a new world. |
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+ | * Fixed an issue where some animations were not showing in multiplayer. |
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+ | * Fixed an issue where some sound were not properly connected to the SFX slider in the Audio Settings menu. |
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+ | * Fixed an issue where certain [color] tags were not being ignored in names, specifically a user with [tags] joined a world. |
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+ | * Fixed an issue where deer were experiencing some strange stuttering in multiplayer. |
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+ | * Fixed an issue where survivor’s gear (in third person) would carry over from the previous world/inventory save. |
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+ | * Fixed one instance where roads would go up very steep cliffs. |
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+ | * Fixed an issue where some of the 2×4 objects would not properly ‘post’ into the ground with a sledgehammer. |
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+ | * Fixed an issue where zombies would disappear while climbing over a wall or crawling through a window. |
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+ | * Fixed an issue where the main menu music would continue to play in game after loading a second world save. |
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+ | * Fixed an issue where trees would float during/after a world refresh. |
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+ | * Fixed an issue in multiplayer where the host would be relocated a few hundred meters after a world refresh. |
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+ | * Fixed an issue where barricades would move up from their original position when rejoining a world or after a world refresh. [Thanks Akiruu87!] |
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+ | * Fixed an issue where fences in yards were sometimes oriented the wrong way, with the “back” beams on the fence facing outwards. Yards are now more secure from hooligans trying to climb your fences. |
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+ | * Fixed a typo in the description of the black Mastodon Revolver. |
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+ | * Fixed many cases where some road intersections would float or cross over themselves. |
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+ | * Fixed an issue where zombies would sometimes take double damage in a multiplayer game. |
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+ | * Fixed many cases where trees and bushes would appear in roads. |
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+ | * Fixed an issue where the game could potentially lock up on disconnect. |
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+ | * Fixed an issue where masks and face items from previous inventory would still obscure vision after joining a new world. |
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+ | * Fixed an issue where tall pine forests did not have the proper ground textures. |
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+ | |||
+ | |- |
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+ | || Build 14 || June 27, 2014 || |
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+ | |||
+ | Performance Changes: |
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+ | * Massive improvements to the spiral world generator. Tons more efficient to generate and load large amounts of content on the fly. |
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+ | * Tree system was thrown out and replaced with SpeedTree trees. Oh yes. |
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+ | * Terrain system was thrown out and completely re-written for vastly improved performance. |
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+ | * Sky system we were using was thrown out and completely re-written for vastly improved performance and a much better appearance in general. |
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+ | * Entirely new grass system for improved performance. |
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+ | * Slightly decreased the time it takes TDL to do the initial load when starting it up. |
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+ | * Fixed an issue where the GPU was running full blast in the main menu. |
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+ | * The game no longer pauses and stops computing physics when you ALT+TAB or the game window loses focus. Movement is still restricted, however. |
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+ | * Fixed a bug that was causing a huge framerate drop when interacting with doors. |
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+ | * Fixed a bug where barricades would not stay where you left them when exiting the area and returning later on. |
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+ | |||
+ | Visual Changes: |
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+ | * Trees are now using SpeedTree-generated trees, which look and act way better than the trees from previous trees. |
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+ | * New terrain system allows for much, much further view distance. Max view distance is now sitting around 8 kilometers, instead of 3 or 4. |
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+ | * New terrain system has much better “erosion,” slopes, leveling, and less (if any) crazy-looking and unnatural peaks. |
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+ | * New sky system is gorgeous. Let it be known. |
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+ | * Massively improved lot leveling for neighborhoods, houses, and other buildings. Should be very few (if any) instances of “earthquake” terrain. |
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+ | * Grass has a completely new look, and now works properly with dynamic lighting (i.e. campfires.) |
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+ | * Roads have been completely reworked and improved in a number of ways. |
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+ | * Roads now seamlessly connect between zones. |
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+ | * Roads generally lead somewhere now. There are very few ‘dead end’ roads now. |
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+ | * Suburban and Town roads now have sidewalks and curbs. |
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+ | * Roads no longer float above the terrain or result in strange collision. Objects no longer fall through the road. |
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+ | * Fixed a bug where roads weren’t properly aligned with the area they were leveling. |
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+ | * Farm and forest roads now have properly fading dirt edges. |
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+ | |||
+ | Gameplay Changes: |
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+ | * Survivors now initially spawn with a hammer and hatchet. |
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+ | * Zombies now emit (basic) blood particles when hit. |
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+ | * Large fix for fall damage not giving the proper amount of damage. You will now take a bit more damage when falling off of things. Remember to roll (Left CTRL) to mitigate damage! |
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+ | * Salt Shakers are locked to “Common” quality now. |
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+ | * Matchboxes are locked to “Common” quality now. |
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+ | * Duct Tape is locked to “Common” quality. |
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+ | * Removed annoying crunching sound when walking into a door. |
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+ | * New item: Oak Log. |
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+ | * Fixed a small bug from 13a where the day-night cycle wasn’t quite the same length as previous builds. |
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+ | * Wooden chairs can now be nailed. |
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+ | * Fixed a huge bug where the game would get stuck in a “refresh world” loop when traveling long distance on a bicycle. |
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+ | |||
+ | World Changes: |
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+ | * Large changes to the world generation that make suburban neighborhoods and towns a bit more common and easier to find. |
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+ | * There is a new forest zone; Oak Forest, consisting mainly of large oak trees. |
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+ | * There is a new forest zone; Tall Pine Forest, consisting mainly of tall pine trees. |
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+ | * The old office building is gone! There is a new and more dynamic office building present in the world. This building is created with performance and modular floor count in mind. It will play a major role in upcoming builds. You can primarily find this building in Town zones. |
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+ | * The Barn has been remade for better performance, better visual quality (both near and far) and it also now has a slightly more intricate layout. |
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+ | * The Silo has been remade for better performance and better visual quality (both near and far.) |
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+ | * Time of day no longer resets when you quit. Time of day now saves with the world, so you will come back into an existing world at the same time you left (unless it’s running on a multiplayer server, in which case time continues to pass even when you’re gone.) |
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+ | * Garbage wheely bins now spawn in all varieties. |
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+ | * Garbage wheely bins now properly face the street when out by the curb. |
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+ | * Garbage wheely bins now spawn behind more buildings, such as the Swerts. |
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+ | * Mailboxes and other front yard objects now always tend to sit a proper distance away from the road instead of in the road. |
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+ | * Grass no longer appears under barns or silos. |
||
+ | * Farm crops should no longer intersect barns or silos. |
||
+ | * Dual Silos are now slightly further apart to avoid accidental intersection. |
||
+ | * Prisons are slightly more frequent now. |
||
+ | * Grass no longer appears under Leland’s Grocery Store. |
||
+ | * Fixed a ton of instances of floating objects, such as trees and rocks. |
||
+ | * Fixed an issue where buildings would spawn with duplicate objects, creating two (or more) of everything. |
||
+ | * Fixed an issue (in almost all cases) where trees near a zone boundary would spawn on top of roads and inside buildings. |
||
+ | |||
+ | Menu Changes: |
||
+ | * The Delete World menu now has a “Delete All Worlds” button. |
||
+ | * Tons of new graphics options have been added to the Graphics Settings menu. (V-Sync, Framerate Lock, turning off shadows, and a whole bunch more!) You can find your settings.ini file in \AppData\LocalLow\Sandswept Studios\The Dead Linger\userPrefs. |
||
+ | * Graphics options screen now uses Arial font. |
||
+ | * New option for toggling Mouse Acceleration. |
||
+ | * Grayed out the Mods and Extras button, since it’s not useable anyway. |
||
+ | * Added SpeedTree logo to the bottom right corner of the menu. |
||
+ | |||
+ | KNOWN ISSUES: |
||
+ | [These are not necessarily issues we plan to fix next, but they are issues that we don't need reported in duplicate, so if you encounter something on this list, just know that we know about it!] |
||
+ | * Corpse waypoint doesn’t always disappear when you retrieve your items after death. |
||
+ | * Arrows can not be retrieved yet, and will not stick into targets — yet. |
||
+ | * Many animations are currently missing from third person view. |
||
+ | * The third person camera currently does not collide with walls. |
||
+ | * Some items will look a bit strange indoors as we phase in our new lighting system. These issues should be fixed over time. |
||
+ | * Ammo in boxes and guns do not keep correct ammo count when trading between survivors in multiplayer. |
||
+ | * Animations will sometimes loop or get ‘stuck’ from time to time. |
||
+ | * Some survivors experience black screen with hands and nothing else. We have added a fix for this, but if you still experience this issue, run in Fullscreen instead of Windowed Mode. You can also try moving the window frame, which may correct the issue as well. We will be looking at a more permanent fix for this issue. |
||
+ | * Sometimes the Settings menus get overlapped or otherwise crazy. Just press the ESC key or “Done” button to get the screen back to normal. |
||
+ | * There is a bug where you will sometimes plummet to the ground very quickly when dropping from a ledge. Holding Left CTRL right before impact will mitigate some fall damage. Watch your step! |
||
+ | * The game and framerate will sometimes stutter for a short duration, especially when coming up on a town or new area. Your PC is most likely fine. It’s not you, it’s us. |
||
+ | * Lots of other very obvious issues that we’re going to be working on. (Welcome to Alpha!) |
||
+ | |- |
||
+ | || Build 13a || March 26, 2014 || |
||
+ | * New sky system added, simple but better! Some features may be missing from old sky, but performance has improved. |
||
+ | * The moon is gone for a short while with the new sky. |
||
+ | * Blue sky/black screen issue likely fixed with the addition of the new sky system. |
||
+ | * Graphics settings are persistent between sessions now. |
||
+ | * Fixed a ton of instances where duplicate objects may spawn in the world. |
||
+ | * Fixed a duplication issue where rocks were spawning twice in rocky lands. |
||
+ | * Small performance increase due to less (or no) duplicate objects spawning. |
||
+ | * Cylinder-shaped hay bales should no longer be flying in the air, which was caused by the duplication glitch. |
||
+ | * Hunting bow position in first person hands is fixed. |
||
+ | * Crossbow string showing up when zoomed in on the crossbow has been fixed. |
||
+ | * J-mac position in first person hands is fixed. |
||
+ | * Survivors can now see their weapons properly in multiplayer. |
||
+ | * Punch and kick ranges have been fixed. |
||
+ | * “Gameplay” settings menu has been added! |
||
+ | * Disable Pickup Messages – This turns off the messages that display every time you pick up an object. |
||
+ | * Disable Status Messages – This turns off the messages that display when you get hungry, or your weapon decreases in durability. |
||
+ | * Console commands “options” and “settings” now bring up the settings menu. |
||
+ | * The timerate console command is now in minutes, with 1 minute being the lowest value. For example: “timerate 1 1″ is 1 minute day, 1 minute night. |
||
+ | * Resolution dropdown menu now shows the current resolution by default. |
||
+ | * Door creak sound effect is now linked to the ‘Sound Effects’ slider. |
||
+ | * Backpack opening sound effect is now linked to ‘Sound Effects’ slider. |
||
+ | * Massive holes in the terrain should no longer be present. |
||
+ | * Fixed issue where you sometimes may end up tilted when sitting on a bicycle. |
||
+ | * Fixed issue where houses were disappearing in certain circumstances. |
||
+ | * Fixed a substantial shader error causing very low framerates in some circumstances. |
||
+ | * Fixed an issue where the ‘Refresh World’ screen might be upside down. |
||
+ | * Fixed a few visual issues with the status bar icons in the inventory as well as backpack visual elements. |
||
+ | * Fall damage values have been doubled. You now take twice as much damage from fall. |
||
+ | * If a survivor is on a water tower ladder and quits the game, joining a new world does not carry over their previous climbing state. |
||
+ | * Horde aggro has been reduced from 85% to 70%, so they are more alert! |
||
+ | |- |
||
+ | || Build 13 || March 19, 2014 || |
||
+ | Dedicated Servers: |
||
+ | * Dedicated Servers are here! If you aren’t interested in running a dedicated server, then you can probably skip this section of the patch notes and go check out all the new stuff! We’re going to be talking about some “boring technical stuff” in this section. |
||
+ | * The first version of dedicated servers is a bit primitive, but it’s enough to allow users to run a Windows-based TDL game server. Here are some quick steps on running a server: |
||
+ | |||
+ | # Before you run your server, you’ll want to customize it. Navigate to your TDL game folder (example: C:/Program Files(x86)/Steam/steamapps/common/The Dead Linger/) |
||
+ | # Open up “server.cfg” and fill out the information. We’ll add a lot more to this later. “scenarioName” is the name of the server and world. “seed” (optional) is the seed you want to use to generate the world. “password” (optional) is the password you want on the server. Once you’re happy with your server configuration, save server.cfg and close it. |
||
+ | # Now to run your server, simply run “TDL-LaunchDedicatedServer.bat” and away you go! |
||
+ | |||
+ | * You can switch the window between full-screen and windowed mode by pressing ALT+ENTER (for the time being.) |
||
+ | * You do NOT require Steam to be running in order to run this server. |
||
+ | * Though not fully tested, due to the way Unity works, you are likely unable to run TDL while running a dedicated server from the same PC. You will need a second Windows PC to join your server as a survivor. (If anyone finds a temporary workaround for this, we’d be happy to hear about it, though we wouldn’t recommend running a server and a client on the same PC as the game is very CPU-intensive at this stage.) |
||
+ | * Have no fear! We have a TON of plans and improvements coming for dedicated servers, from easier customization, cleaner layout, multi-platform support, and headless versions that can run on a virtual private server. |
||
+ | * If you have ANY requests, suggestions, tips, or require assistance on running a server, please don’t hesitate to post in our Servers & Administration forum. |
||
+ | |||
+ | The Bigfoot: |
||
+ | * The first of many vehicles has been added to The Dead Linger! There is now a ride-able mountain bike called “The Bigfoot.” |
||
+ | * Bikes can be ridden by interacting with them while they are on the ground. |
||
+ | * This bicycle seats 1 person. |
||
+ | * W is forward, S is braking/slow and reverse. A and D turn Left and Right, respectively. |
||
+ | * Shift will cause the bicycle to “sprint” and it does use stamina. |
||
+ | * Certain bicycles go faster or slower on terrain vs. road/solid surfaces. The Bigfoot is slightly faster on roads. |
||
+ | * Fall damage is greatly reduced when on a bicycle. |
||
+ | * You can still be killed while on the bicycle, so don’t assume you’re safe at any given time. |
||
+ | * You can lock your speed on a vehicle by using “auto-run” (Numlock key) |
||
+ | * We have more plans for bicycles in the future, specifically related to jumping and aerial trickery. |
||
+ | * Bikes can be most commonly found in garages. |
||
+ | |||
+ | NPC Changes: |
||
+ | * Bucks have a lower tendency to float in the air when they spawn. |
||
+ | |||
+ | Zombie Changes: |
||
+ | * Large zombie hordes now roam the world. |
||
+ | * Zombies have a new and much more satisfying knockback animation, depending on which side you hit them from. |
||
+ | * Zombies can now be knocked back even if they are already being knocked back. |
||
+ | * Zombies are now slightly less omnipotent and won’t always be alerted to the survivor with their back turned. The survivor can now sneak around zombies better while crouched, as well as sneak up right behind them. |
||
+ | * Zombies now have a small chance to drop random loot when killed. |
||
+ | * Zombies now climb over low fences much more reliably, and will generally no longer get stuck on them. |
||
+ | * Santa Zombie “Nick” has been removed. |
||
+ | * Fat Zombie “Bob” has been added. This rotund zombie variant is particularly damaging to doors and barricades. |
||
+ | * Zombies now have a “corpse eating” animation. |
||
+ | * Zombies have reduced hearing and sight while eating. |
||
+ | * Zombies now have a few more animation variants for walking and standing around. |
||
+ | * Zombies are better at hitting doors. |
||
+ | * Zombies now always face the door when hitting it. |
||
+ | * Zombies tend to no longer intersect doors while hitting it. |
||
+ | * The sound when hitting a door is now synced better with the zombies’ animations. |
||
+ | * Zombie population has been lowered in non-populated areas, such as forests, grassland, and rockland. |
||
+ | * Zombie wandering no longer allows them to turn in the opposite direction, so zombies will tend to wander the direction they’re already facing. |
||
+ | * Put in some potential fixes for an issue where zombies would sometimes try to vault or climb over the tops of doorways. |
||
+ | * Strays have a slightly higher tendency to wander about now. |
||
+ | * Strays can now be knocked back and interrupted by melee attacks. |
||
+ | * Fixed a bug where Strays would sometimes pop into the air or float. |
||
+ | * Small decrease to Stray run speed. |
||
+ | * Lowered walk/wander speed on the Stray. |
||
+ | * Zombies can no longer emit noise after they’ve been killed, and if they are moaning as they are killed, the moaning will immediately cease. |
||
+ | * Removed a very rare circumstance where a “Fast” zombie could be encountered. |
||
+ | * Improved a few circumstances where zombies might phase through walls or otherwise ignore collision. |
||
+ | * Fixed a bug where zombies might vanish after a World Refresh. |
||
+ | * Fixed a bug where zombies would sometimes turn around when a survivor ran towards them due to a movement-prediction bug. |
||
+ | * Fixed a bug where zombies would frequently ‘float’ inside houses and on top of certain surfaces. |
||
+ | * Fixed a bug where zombies would animate their death twice in a row. |
||
+ | |||
+ | Difficulty/Death Penalty Changes: |
||
+ | * HUGE: The difficulty has been increased. Items no longer respawn with survivors. |
||
+ | * Survivors must retrieve their items from their corpse after death. |
||
+ | * Corpse location is marked by a skull waypoint (for the time being.) |
||
+ | * We have more difficulty levels planned in the future, and the ability to allow survivors pick their desired difficulty, but for now, this is the default intended difficulty. |
||
+ | |||
+ | Survivor Gameplay Changes: |
||
+ | * Survivors can no longer move when kicking. |
||
+ | * Kicks are now quicker than they were before. (Press F to kick!) |
||
+ | * Kicks are now slightly further range than an unarmed punch. |
||
+ | * Assassination: If a survivor melee attacks an unaware zombie from behind, it will deal twice as much damage. |
||
+ | * Slightly lowered the height of survivor when crouching so they can fit better under certain objects and hide more easily. (90cm tall when crouching, down from 100cm) |
||
+ | * Crouch-rolling out a fall is now slightly easier. |
||
+ | * Fixed a bug where melee was sometimes dealing additional damage per hit. |
||
+ | * The top right compass now has properly centered text lines for a cleaner look. |
||
+ | * New art style for hand icons to indicate interacting with objects. |
||
+ | * New art style of posture icon in the bottom left to indicate standing and crouching. |
||
+ | * More fixes to the way items are retrieved from corpses. |
||
+ | * Footsteps now change based on certain materials. |
||
+ | * The “You are about to die of starvation.” text is now red. |
||
+ | |||
+ | Gun Changes: |
||
+ | * New Gun: Autumn Rifle. A scoped, single-shot bolt-action hunting rifle that fires .30-06 rounds. |
||
+ | * New Ammunition Type: .30-06 (white container) |
||
+ | * HUGE: While this change affects all mouse-look, it affects aiming guns the most. Aiming is now substantially smoother and non-linear, allowing you to line up shots on distance targets to pixel-perfect accuracy. |
||
+ | * HUGE: Recoil has been re-worked. |
||
+ | * Guns no longer auto-reset to the original position after recoil and must be manually re-adjusted after firing a shot. |
||
+ | * Recoil has been toned down to more realistic amounts. |
||
+ | * Bullets can now penetrate multiple targets depending on the caliber, allowing survivors to kill multiple zombies with a single shot. |
||
+ | * The words “handgun,” “rifle,” and “shotgun” have been removed from many of the firearm weapon names to avoid redundancy and make more room on tooltips. (Example: “Uinta Rifle” is now just called “Uinta”) |
||
+ | * Rifle scopes now appear in front of face/helmet overlays, instead of cancelling them out. |
||
+ | * Reloading is now properly interrupted if the survivor zooms in or aims down sights. |
||
+ | * Small improvements to animation when coming out of a scope. |
||
+ | * Bolt-action rifles can no longer be fired during the bolt-action… uh, action. |
||
+ | * The “Out of Ammo” message when attempting to reload without the proper ammunition can no longer show up more than once every 3 seconds. |
||
+ | * Sound effect ‘clicks’ on magazine refills now properly match when a round is loaded. |
||
+ | |||
+ | General Item Changes: |
||
+ | * New Clothing: (Riot Set) Riot Helmet, Riot Vest, Riot Shirt, Riot Pants, Riot Boots |
||
+ | * New Weapons: A Riot Shield and Ballistic Shield have been added and can be found in the world. They are two-handed weapons and generally intended for defensive use, though you can still bash targets with them for a small amount of damage and a high amount of knockback. The Riot Shield blocks melee attacks and reduces projectile damage, whereas the Ballistic Shield will entirely block all forms of damage but is much heavier. |
||
+ | * A message now displays in the chat area when you pick up an item. |
||
+ | * Item quality has been added to loot. Most loot will come in various tiers of quality and higher quality will increase the base stats of the item. There are currently 7 tiers, but we’ll leave it up to you to discover them. |
||
+ | * Lots of attributes now work properly on equipped items, including (but not limited to) Defense, Movement Speed, Infection Risk Reduction, Attack Speed, Reload Speed, and so on. |
||
+ | * Durability has been added to items. Items will now display a “Condition” and through use, they will slowly deteriorate. Once an item reaches 0 durability, it will be destroyed. We have a repair system coming up in a future build. |
||
+ | * Item quality affects how much maximum durability an item has. Lower quality items will have less maximum durability, whereas higher quality items will have higher maximum durability. |
||
+ | * As a weapon reaches lower durability states, a message will appear in the chat box. |
||
+ | * Many of the helmet and face overlays now have more transparency and glass is generally not as intense over the screen. |
||
+ | * The “Classic Welding Mask” has been renamed to “Professional Welding Mask.” |
||
+ | * Various items now have slower attack speed, such as the Sledgehammer, Fireaxe, and Pickaxe. |
||
+ | * The Spade shovel now has slightly increased range. |
||
+ | * The Spade shovel is now permanently a “Fine” quality item. |
||
+ | * The Pet Rock is now permanently a “Rare” quality item. |
||
+ | * The Freeman is now permanently a “Rare” quality item. |
||
+ | * A few food items are now permanently “Rare” quality items. |
||
+ | * Fixed a few helmet and face item positions that were sitting strangely on the survivor’s head. |
||
+ | * Fixed an error with the firefighter hat showing up in first person when it shouldn’t. |
||
+ | * Fixed an error in item quotes where symbols such as “@N” might show up in place of punctuation. |
||
+ | * Contaminated items now gradually increase a survivor’s infection risk when equipped. |
||
+ | |||
+ | Dragging has returned!: |
||
+ | * Survivors can now drag large objects by interacting with them. |
||
+ | * Dragging has been re-worked since it’s original implementation in Build 009. |
||
+ | * The survivor can not move very fast when dragging. |
||
+ | * While dragging, the survivor’s hands are occupied and they can not do anything else except look around. |
||
+ | |||
+ | World Changes/Additions: |
||
+ | * Zones now have randomly generated names based on the type of zone. This name displays on the top right compass. (Keep in mind that the information on the compass is temporary and will be replaced by actual compass items and maps in the future.) |
||
+ | * Rocklands now have varying sizes of boulders and rocks, and much larger rocks than they had previously. |
||
+ | * Forests now have more rocks in them as well. |
||
+ | * Large additions to ambient sounds in various zones. |
||
+ | * Large additions to music. More music tracks play in game, and zone-specific music will occasionally play. |
||
+ | |||
+ | Third Person Mode: |
||
+ | * Camera bob has been removed while in third person mode. |
||
+ | * Some crouching animations have been added to third person/multiplayer. |
||
+ | * Some upper body third person/multiplayer animations have been added, such as swinging melee weapons. |
||
+ | |||
+ | Backpack Changes/Fixes: |
||
+ | * The inventory has a brand new, darker color scheme and generally cleaner look. |
||
+ | * Items now have a background in the inventory, to show how much grid space they take up. |
||
+ | * The Defense and Speed status bars now properly reflect how much defense and speed the survivor has based on equipped items. |
||
+ | * A message now displays in the chat box when you try to pick up an item but have a full inventory. |
||
+ | * Items now highlight when you mouse over them in the inventory. |
||
+ | * The inventory auto-sort button now has text on it to indicate what it is. |
||
+ | * Text on the weapon set button has been changed to make a little more sense. |
||
+ | * There is now a helpful text string on all tooltips to indicate right-clicking will open the radial menu. |
||
+ | * Backpack tooltip properly shows up when hovering over an equipped backpack. |
||
+ | * Radial menu “Equip” option will now always equip items to the correct equipment slot. |
||
+ | * Fixed a bug where you could overlap items. |
||
+ | * Fixed a bunch of cases where inventory items might ‘squish’ or otherwise lose their correct grid-shape when picked up. |
||
+ | * Fixed a bug where the radial menu wouldn’t go away after pressing “Drop.” |
||
+ | |||
+ | Barricading Changes: |
||
+ | * Small fix to barricaded objects to ensure they stay in place when you leave and return to an area. |
||
+ | * Small fix to barricading to ensure you can properly nail objects to posts embedded in the ground. |
||
+ | |||
+ | General Changes/Fixes: |
||
+ | * There is now a setting for Fullscreen and Windowed mode in the in-game Graphics Settings menu, so you can now change this setting on the fly during gameplay. |
||
+ | * There is now a setting for screen resolution in the in-game Graphics Settings menu, so you can now change this setting on the fly during gameplay. |
||
+ | * There is now a setting for Field of View (FOV) in the in-game Graphics Settings menu, so you can now change this setting without needing to use a console command. This setting allows between 50 and 120 FOV. |
||
+ | * Fix for the “Pure Virtual Function Call” crash. |
||
+ | * Fixed an issue where worlds would become corrupted during world-save and would not load. (Should no longer get stuck on the loading screen. Be sure to create a fresh new world for Build 13!) |
||
+ | * Fixed a large framerate issue that occurred after a World Refresh. |
||
+ | * Fixed a bug where the survivor would sometimes teleport around after a World Refresh. |
||
+ | * Removed various errors that were cluttering up the console window. |
||
+ | * There is now an indicator if you are losing connection to a server. |
||
+ | * There is now a password input box when using Direct Connect to join a server. |
||
+ | * Fixed a bug where survivors would sometimes get stuck in a white screen when joining a server. |
||
+ | * Fixed a few instances where duplicate objects would spawn, such as doors, buildings, and loot. |
||
+ | * Fixed a bug where SFX wouldn’t always play when they should. We’re not quite done fixing this, but sounds should be more reliable in general. |
||
+ | * Fixed a bug where the mouse cursor would flicker on and off during gameplay while in windowed mode. |
||
+ | * Fixed a case where survivors might show up in duplicate on a server if they were disconnected or kicked. |
||
+ | * Removed a bunch of “Unity sample assets” from the project files. |
||
+ | |||
+ | KNOWN ISSUES: |
||
+ | [These are not necessarily issues we plan to fix next, but they are issues that we don't need reported in duplicate, so if you encounter something on this list, just know that we know about it!] |
||
+ | * Corpse waypoint doesn’t always disappear when you retrieve your items after death. |
||
+ | * Arrows can not be retrieved yet, and will not stick into targets — yet. |
||
+ | * Many animations are currently missing from third person view. |
||
+ | * The third person camera currently does not collide with walls. |
||
+ | * Some items will look a bit strange indoors as we phase in our new lighting system. These issues should be fixed over time. |
||
+ | * Ammo in boxes and guns do not keep correct ammo count when trading between survivors in multiplayer. |
||
+ | * Animations will sometimes loop or get ‘stuck’ from time to time. |
||
+ | * Some survivors experience black screen with hands and nothing else. We have added a fix for this, but if you still experience this issue, run in Fullscreen instead of Windowed Mode. You can also try moving the window frame, which may correct the issue as well. We will be looking at a more permanent fix for this issue. |
||
+ | * Sometimes the Settings menus get overlapped or otherwise crazy. Just press the ESC key or “Done” button to get the screen back to normal. |
||
+ | * There is a bug where you will sometimes plummet to the ground very quickly when dropping from a ledge. Holding Left CTRL right before impact will mitigate some fall damage. Watch your step! |
||
+ | * The game and framerate will sometimes stutter for a short duration, especially when coming up on a town or new area. Your PC is most likely fine. It’s not you, it’s us. |
||
+ | * Sometimes buildings will forget to spawn. Sometimes loot inside buildings will forget to spawn. The buildings want you to know they’re sorry. If you experience this issue, curse loudly at the aformentioned buildings and continue on to a new area where buildings do what they’re told. |
||
+ | * Lots of other very obvious issues that we’re going to be working on. (Welcome to Alpha!) |
||
+ | |- |
||
+ | || Build 12 || January 14, 2014 || |
||
+ | NPC Changes: |
||
+ | *There is now a new zombie-type enemy — The Stray. It’s viscious; fairly fast and bites hard. As the rule with all zombies, aim for the head to make them dead. |
||
+ | *Complete re-design to hit detection and how we check for headshots, melee hits, and so on. These things should be more intuitive and consistent. |
||
+ | *The Buck is now 40% larger in size. |
||
+ | *Fixed a bug where the Buck could sometimes not be killed by arrows. |
||
+ | |||
+ | Zombie Changes: |
||
+ | *Zombie movement code has been re-written. Zombies were one of the main reasons framerate and performance were low, and now should be much better. There may be some side effects (read: bugs) as we tidy up this rewrite, but your framerate should be substantially better for it. |
||
+ | *We took some time to clean up the zombie AI code and removed some bugs from it, so you should see slightly more agressive zombies as well. |
||
+ | *Zombies now hit a bit quicker and will deal damage much sooner when swinging, grabbing, and biting at a survivor. |
||
+ | *Zombies are now quicker to turn towards survivors when they’re trying to attack them. |
||
+ | *Fixed an issue where some distant zombies would appear to float above the ground. Zombies no longer have magical levitation powers. |
||
+ | *Fixed an issue where zombies were not properly repopulating an area over time. |
||
+ | *Fixed a bug where slow zombies could not be killed by arrows. |
||
+ | *There is a new bite indicator when bitten by a Stray. |
||
+ | *Zombies no longer emit long moans after being killed. |
||
+ | *Fixed a bug where zombies were super sensitive to sprinting sounds and some other noises emitted by the survivor. |
||
+ | |||
+ | Item and Weapon Changes: |
||
+ | *HUGE: Melee has been drastically enhanced. You can now hit multiple targets with a single swing, and hitting zombies in the head/neck area is much more reliable than ever before. We have even greater plans with this system as we progress, and this is the first step towards visceral, bloody close-quarters combat. |
||
+ | *There are 2 new firearms to be found in the world — The Mastodon Revolver and the C-Def Sandstone Rifle. |
||
+ | *There is a new ammo type for the revolver — .357 ammo. |
||
+ | *Head and Face items you are wearing now show up on your survivor in multiplayer. |
||
+ | *Head and Face items that obscure your vision will show up in first person. For example, when wearing a motorcycle helmet, you will see the rim and glass of the helmet. |
||
+ | *The Backpack you are wearing (if any) now shows up on your survivor in multiplayer. |
||
+ | *Your currently equipped weapon now shows up in your survivor’s hands in multiplayer. |
||
+ | *Removed the messed up ironsights mode from recurve bow. (For now.) Still accurate when fired from the hip. |
||
+ | *Motorcycle Helmet defense changed to 3, down from 4. |
||
+ | *Motorcycle Helmet now reduces movement speed by 2 when worn. |
||
+ | *The collision boxes of some loot items have been improved, so they sit on the ground better and don’t fall through the ground or float above it. |
||
+ | *Fixed a bug where items dropped from the inventory would return to their original spawn point instead of dropping in front of the survivor. |
||
+ | *Arrows now visually stick into their targets. (They still can not be picked up yet, but we will be adding that feature in the future.) |
||
+ | *Matchboxes can be seen from a bit further away. |
||
+ | *Crossbow properly plays a fire sound when firing it while zoomed in. |
||
+ | *Crossbow and Bow reloading is no longer interrupted by clicking. |
||
+ | *Crossbow and Bow now fire faster and further than they did previously. |
||
+ | *Small tweaks to the bow and crossbow spawn locations/spawn rates to make them slightly less common. |
||
+ | *Scopes have had a visual change, and you now have peripheral vision while using scopes. We have some more plans for scope effects coming up in the near future. |
||
+ | |||
+ | New Recipes / Recipe Changes: |
||
+ | *Putting together 4 2x4s in the crafting area now make a small size plywood sheet. |
||
+ | *Putting together 8 2x4s in the crafting area now make a medium size plywood sheet. |
||
+ | |||
+ | World Changes/Additions: |
||
+ | *HUGE additions to the LeLand’s grocery store, from loading docks, back hallways, office rooms, employee rooms, restrooms, and more! |
||
+ | *Office Buildings are temporarily much more rare while we work out some performance issues with it. |
||
+ | *Lit campfires now emit sound effects. |
||
+ | *Breaking a window with unarmed attacks (punching, kicking) will now deal some minor damage to the survivor. |
||
+ | *Added a new damage icon to indicate damage from breaking glass. |
||
+ | *Roads fit the terrain a bit better. We have very large plans for roads, but this should be a good temporary fix for items falling into roads and being hard to see. (Some very small still do, but most items now sit on the roads instead of falling through.) |
||
+ | *Footsteps now change when you are in a building as opposed to outdoors. |
||
+ | *Fixed an issue where round haybales would look very low detail at a very short distance. |
||
+ | |||
+ | Third Person Mode: |
||
+ | *For debug reasons, we’ve added a very basic third person view, toggled by the F5 key. You can re-bind this in the Key Bindings menu. |
||
+ | *This feature is NOT complete and is NOT currently intended for gameplay use. You can use it if you’d like, but it will make gameplay very difficult until we improve it further. Things like the crosshair currently do not line up on targets or items properly. They will in the future as we tweak and progress with this feature over time. |
||
+ | *There will be a server-side option to disable this feature in the future, especially when we get to PvP modes and other situations where some survivors would feel it creates an unfair advantage. |
||
+ | |||
+ | Backpack Changes/Fixes: |
||
+ | *There is now an auto-sort button in the backpack. You can press this button to re-organize your gear. We’ll improve the sorting algorithm as time goes on. |
||
+ | *Fixed a bug where available backpack inventory space didn’t change immediately when removing a backpack. |
||
+ | *Fixed a bug where items could not be properly placed on the bottom rows of the backpack. |
||
+ | |||
+ | General Changes/Fixes: |
||
+ | *You can now set a server password when hosting a server. |
||
+ | *Hunger decays slightly slower, at a rate of 1.5x the rate when sprinting, down from 3x the rate. |
||
+ | *Doors have had a big overhaul. They’re now much smoother, easier, and more intuitive to open. We will be improving doors even further in the future, as well as adding some additional gameplay options for interacting with them. |
||
+ | *The diameter of the flashlight has been decreased by about 20%. |
||
+ | *The camera near-clipping distance has been fixed, from 0.1 meters to 0.05 meters. This means your camera will no longer clip through walls when you walk up close to them. |
||
+ | *You can now start to sprint from the crouched position. |
||
+ | *The HUD and scope views no longer fade out for a moment after crouching/uncrouching. |
||
+ | *Free Look (Left ALT key) can now look down about 20% further than before. |
||
+ | *The survivor is now the proper height (taller.) You will no longer have zombies towering over you, and are more or less eye level with your foes. |
||
+ | *Added a bunch of new gameplay tips to the loading screen. |
||
+ | *Fixed a small bug where the menu audio sliders sometimes didn’t work properly. |
||
+ | *Fixed a bug where the first person arms would sometimes freeze in the middle of a swing. |
||
+ | *Fixed an issue where ambient environment sounds (i.e. wind) were not tied to a volume slider. They are now tied to the Ambient Volume slider in the Audio Settings menu. |
||
+ | *Fixed a bug with sound. Zombies now properly swarm towards gunshots and other loud noises. Be careful out there! |
||
+ | |||
+ | Roadmap Changes: |
||
+ | *List of roadmap changes coming soon! |
||
+ | |||
+ | KNOWN ISSUES: |
||
+ | *Arrows can not be retrieved yet, and will not stick into targets — yet. |
||
+ | *Some gear may not always sit in the correct position, or may clip the survivor’s body at times. |
||
+ | *Many animations are currently missing from third person view. |
||
+ | *The third person camera currently does not collide with walls. |
||
+ | *Some textures are missing from the helmets and face items that appear in first person mode. |
||
+ | *Some items will look a bit strange indoors as we phase in our new lighting system. These issues should be fixed over time. |
||
+ | *Survivors can no longer hurt one another. (This feature will return in the future once we plan it out a bit better. We are currently focused on the Coop Survival game mode.) |
||
+ | *Ammo in boxes and guns do not keep correct ammo count when trading between survivors in multiplayer. |
||
+ | *Animations will sometimes loop or get ‘stuck’ from time to time. |
||
+ | *Creating and joining worlds without closing TDL.exe can cause things to get a little crazy. We currently recommend rebooting the game between sessions. |
||
+ | *Dragging doesn’t work just yet. We will add this feature soon. |
||
+ | *Host survivors may experience some mild framerate stuttering when new survivors are joining their game. We will be improving this as we progress. |
||
+ | *Some survivors experience black screen with hands and nothing else. We have added a fix for this, but if you still experience this issue, run in Fullscreen instead of Windowed Mode. You can also try moving the window frame, which may correct the issue as well. We will be looking at a more permanent fix for this issue. |
||
+ | *Zombies are sometimes still appear in different positions for different survivors in multiplayer games. We will be improving this. |
||
+ | *Sometimes the Settings menus get overlapped or otherwise crazy. Just press the ESC key or “Done” button to get the screen back to normal. |
||
+ | *There is a bug where you will sometimes plummet to the ground very quickly when dropping from a ledge. Holding Left CTRL right before impact will mitigate some fall damage. Watch your step! |
||
+ | *You can sometimes have a phantom weapon or duplicate weapon in your hands when joining or rejoining a world. |
||
+ | *The game and framerate will sometimes stutter for a short duration, especially when coming up on a town or new area. Your PC is most likely fine. It’s not you, it’s us. |
||
+ | *Sometimes buildings will forget to spawn. Sometimes loot inside buildings will forget to spawn. The buildings want you to know they’re sorry. If you experience this issue, curse loudly at the aformentioned buildings and continue on to a new area where buildings do what they’re told. |
||
+ | *The Anniversary achievement is basically the running joke at this point, and for that we apologize. We swear you’ll get it! Hang in there while we find some time to figure out a fix once and for all. (Once we get done with a few more important things.) |
||
+ | * Lots of other very obvious issues that we’re going to be working on. (Welcome to Alpha!) |
||
+ | |- |
||
+ | || Hotfix 11c || December 25, 2013 || |
||
+ | * Mall Santas did not survive the apocalypse. They are now wandering the world, yearning for a taste of flesh. Ho ho ho! |
||
+ | * Clients in multiplayer can now properly damage zombies. |
||
+ | * Clients picking up items in multiplayer no longer duplicate them. |
||
+ | MULTIPLE LELAND'S SUPERMARKET CHANGES: |
||
+ | * Updated various materials and added missing normal maps |
||
+ | * Switched all of LeLand's props over to the new shader system. |
||
+ | * Added cooling units with useable doors. |
||
+ | * Added more loot spawns and 2 hidden weapon spawns. |
||
+ | * Grouped static props into 'groups' for better batching. (Better performance) |
||
+ | MULTIPLE FARMHOUSE FIXES: |
||
+ | * Added collision to the central overhang at the front of the house |
||
+ | * Fixed a bug where broken windows might not appear to be textured |
||
+ | MULTIPLE SUBURBAN HOUSE FIXES: |
||
+ | * Added new doors and bathroom props to the 1-story house |
||
+ | * Added light probes to the 1-story house for the new lighting system |
||
+ | * Fixed the direction some doors open in both houses |
||
+ | * Added blinds to the light probe system for improved window lighting |
||
+ | * Fixed a bug where Free Look (ALT key) can go upside-down and backwards with no upper limit. |
||
+ | * Tweaked Free Look degrees slightly. Can now look 140, up from 130 degrees, allowing survivors to see behind them just a bit better. |
||
+ | |- |
||
+ | || Hotfix 11b || December 24, 2013 || |
||
+ | * Fixed an issue where rocks, trees, and other things would float above the ground. |
||
+ | * Reduced the amount you should encounter a "Pure Virtual Function" crash. |
||
+ | * Better memory cleanup / world cleanup as you travel. This should give slightly better framerate and performance, as well as saving more RAM. |
||
+ | * Fixed a tiny problem with bushes. |
||
+ | |- |
||
+ | || Hotfix 11a || December 23, 2013 || |
||
+ | * Fixed some (but not all) of the lighting issues for zombies and certain objects glowing when inside buildings. |
||
+ | |- |
||
+ | || Build 11 || December 23, 2013 || |
||
+ | Notes: |
||
+ | * You will need to create a fresh, new world when you play this update. |
||
+ | * If you are experiencing framerate issues, it may help to turn your Tree Billboard Distance down in the Advanced Graphics Settings menu. |
||
+ | |||
+ | Achievements: |
||
+ | * For real this time; The Anniversary achievement is fixed. You should get it simply by playing Build 11, and we’ve extended the deadline out until further notice. We’ll probably close it off sometime in early 2014 to ensure everyone has a fair chance at obtaining it. To get it, you simply have to play the game. |
||
+ | |||
+ | Hunting Related Additions: |
||
+ | * A new NPC roams the forests of the world. The Buck — a male deer with glorious antlers — has been added. You can hunt and skin this animal for food. Happy hunting! |
||
+ | * Two new knives have been added; a Skinning Knife and a Combat Knife. |
||
+ | * Knives can be equipped and used on a Buck corpse to skin it and obtain pieces of Raw Venison. |
||
+ | * When right-clicking on items in the backpack, you will now see a menu with buttons such as Drop, Eat, Equip, Cook, and so on. These buttons are context-sensitive and will appear on items they pertain to. |
||
+ | * By standing near a lit campfire, you can right-click on raw meat and cook it. Cooked meat will reduce your hunger by a larger amount than raw meat. |
||
+ | |||
+ | Item and Weapon Changes: |
||
+ | * A multitude of weapons and items have been added. |
||
+ | * There are now two stealthy weapons, a Recurve Bow and a scoped Hunting Crossbow. You will need to find Arrow quivers to use as ammunition for these weapons. |
||
+ | * Bows are a new game mechanic! To fire a loaded bow, you will need to hold down to charge it, and then release to fire the arrow. The longer you charge (to a limit) the further the arrow will fly. |
||
+ | * The following melee weapons can now be found in the world: Fire Poker, Police Baton, Crowbar, Pickaxe, and PVC Pipe. |
||
+ | * There is now a new special melee weapon; The Spade. (Congratulations to Kickstarter backer Shawn “Spade” Huebner!) |
||
+ | * Congratulations to Kickstarter Backer “Charles Kutz” who gets their name on the Crossbow. |
||
+ | * Congratulations to Kickstarter Backer “Kim-Rogers” who gets their name on the Recurve Bow. |
||
+ | * Removed and modified some descriptions on item tooltips. |
||
+ | |||
+ | Woodcutting Changes: |
||
+ | * Trees now drop Wooden Logs. These logs can be used to craft 2x4s and other objects, such as campfires. (See “Crafting Additions”) |
||
+ | * Chopping trees now properly emits noise that will attract zombies. |
||
+ | * Hatchets now cut trees at the default rate whereas the Fireaxe will cut trees down slightly quicker. |
||
+ | * The chops required to cut down a given type of tree has been tweaked slightly across the board. |
||
+ | * Other weapons and items can no longer cut down trees. You now must have an axe equipped to cut down a tree. |
||
+ | * Fixed a bug where trees were sometimes refusing to drop any wood after being cut down. |
||
+ | |||
+ | Crafting Additions: |
||
+ | * There is now a large “Crafting Mode” button in the top right of the inventory. Pressing this will open the Crafting Screen. |
||
+ | * New Recipe: Campfire. Use 3 logs to create a campfire. Campfires will be placed on the ground infront of you when you craft them. You will require at least 1 Match in your inventory in order to light a campfire. |
||
+ | * New Recipe: Venison Jerky. As with most recipes we’ll add, we will leave it up to the survivors to figure out how to create them. |
||
+ | * New Recipe: 2×4. You can turn wooden logs into 2×4 weapons, or to use in barricading. |
||
+ | * New Recipe: Large Campfire. You can use more logs to create a larger fire. Larger fires will give additional benefits in a future update. |
||
+ | |||
+ | Zombie Changes: |
||
+ | * Fixed a bug where zombies were not properly repopulating a zone after awhile. |
||
+ | * Zombies will be attracted to campfires that they can see. Be careful! |
||
+ | * Fixed an issue where slow zombies might not animate some animations properly. |
||
+ | * Fixed an issue where strange pink/purple objects would show up on dead zombies. |
||
+ | * A small addition has been made to zombie spawning when the survivor hasn’t encountered the undead for awhile. |
||
+ | |||
+ | World Changes/Additions: |
||
+ | * A new Farmhouse building can be found on farms in place of the old suburban house. |
||
+ | * You can now find two types of Under-Construction suburban homes in suburban neighborhoods. These are a good place to find wood and building supplies. |
||
+ | * There is a new, large building — a LeLand’s Supermarket. (Congratulations to Kickstarter backer Jonathan Leland!) |
||
+ | * There are now fences in the yards of houses, and in a few other parts of the world. We will be adding gates and more in the near future. |
||
+ | * There are now large bushes and additional foliage to be found all over the world. |
||
+ | * Terrain now has new grass textures. |
||
+ | * Better world-instance caching (fancy dancy programmer nonsense) |
||
+ | * Fixed a bug where grass sometimes wouldn’t show up when it should. |
||
+ | |||
+ | General Changes/Fixes: |
||
+ | * Fixed an issue where melee weapons weren’t dealing the appropriate damage amount. |
||
+ | * Hunger now increases at 3x rate while sprinting. If you sprint a lot, you will get hungrier much faster. |
||
+ | * There are now multiple chatbox messages indicating when your hunger level is getting dangerously low. |
||
+ | * Slightly changed the field of view of the first person hands so you can see more of your hands and weapons. Now 60, up from 50. |
||
+ | * Large refactor to the messy backpack code. |
||
+ | * Fixed a bunch of issues where items would appear squished or stretched in the backpack. |
||
+ | * Fixed a bug where you couldn’t properly swap out backpacks. |
||
+ | * When switching to a smaller backpack, items will now automatically resort to fill the space, if it’s available. We will be adding an auto-sort button soon as well. |
||
+ | * Sprinting sound fixed so it will only play when actually sprinting. |
||
+ | * “Grab” has been changed to “Interact” in the key bindings menu. |
||
+ | * Throwing held objects should now work properly in almost all cases. |
||
+ | * The status bars in the inventory (hunger, stamina, infection risk, etc.) now properly fill their boxes on all resolutions and aspect ratios. |
||
+ | * Fixed a rare bug where the survivor could get stuck holding a door after grabbing it. |
||
+ | * You will no longer continue losing stamina if you open your backpack while sprinting. |
||
+ | * The sprint animation will no longer play if you open your backpack while sprinting. |
||
+ | * You can once again open doors and pick up objects while sprinting, allowing you to violently barge into homes. |
||
+ | * Made some changes so that some items — such as baseball bats — are not usually standing on end when found in the world. |
||
+ | * Added some ‘spam filter’ to message logging, so clients can never get spammed by error messages when something goes wrong. |
||
+ | * Some big fixes to doors so they open more reliably and more intuitively. Some doors still have a few issues with opening the direction they should. If a door is not opening the way you’d expect, simply move the mouse in other directions. |
||
+ | * Fixed a bug where strange things could happen to the game when the window was not focused in windowed mode. |
||
+ | * In the Advanced Graphics Settings, Tree Billboard Distance can now only go to 40 (for the time being,) and will be set to 35 by default. |
||
+ | |||
+ | KNOWN ISSUES: |
||
+ | * Arrows can not be retrieved yet, and will not stick into targets — yet. |
||
+ | * Some items will look a bit strange indoors as we phase in our new lighting system. These issues should be fixed in a following update. |
||
+ | * Survivors can no longer hurt one another. (This will return in the future.) |
||
+ | * Ammo in boxes and guns do not keep correct ammo count when trading between survivors in multiplayer. |
||
+ | * Animations will sometimes loop or get ‘stuck’ from time to time. |
||
+ | * Creating and joining worlds without closing TDL.exe can cause things to get a little crazy. We currently recommend rebooting the game between sessions. |
||
+ | * Dragging doesn’t work just yet. We will fix this soon. |
||
+ | * Host survivors may experience some mild framerate stuttering when new survivors are joining their game. We will be improving this as we progress. |
||
+ | * Some survivors experience black screen with hands and nothing else. We have added a fix for this, but if you still experience this issue, run in Fullscreen instead of Windowed Mode. You can also try moving the window frame, which may correct the issue as well. We will be looking at a more permanent fix for this issue. |
||
+ | * Zombies are sometimes still appear in different positions for different players in multiplayer games. We will be improving this. |
||
+ | * Sometimes the Settings menus get overlapped or otherwise crazy. Just press the ESC key or “Done” button to get the screen back to normal. |
||
+ | * There is a bug where you will sometimes plummet to the ground very quickly when dropping from a ledge. Holding Left CTRL right before impact will mitigate some fall damage. Watch your step! |
||
+ | * You can sometimes have a phantom weapon or duplicate weapon in your hands when joining or rejoining a world. |
||
+ | * The game and framerate will sometimes stutter for a short duration, especially when coming up on a town or new area. Your PC is most likely fine. It’s not you, it’s us. |
||
+ | * Sometimes buildings will forget to spawn. Sometimes loot inside buildings will forget to spawn. The buildings want you to know they’re sorry. If you experience this issue, curse loudly at the aformentioned buildings and continue on to a new area where buildings do what they’re told. |
||
+ | * Lots of other very obvious issues that we’re going to be working on. (Welcome to Alpha!) |
||
|- |
|- |
||
|| Build 10ii Hofix || November 21, 2013|| |
|| Build 10ii Hofix || November 21, 2013|| |
Latest revision as of 16:00, 13 November 2014
This page lists the version history of The Dead Linger, starting from the first publicly released build. The changelog lists added, removed, or modified features since the previous game version. Note that the wiki changelog may differ from the official changelog, as not every change is expected to be listed in the latter. The game is expected to go through an alpha stage, a beta stage, and then receive further updates after the "full" release.
Alpha[ | ]
The alpha stage is the first phase of public testing, focusing on core game mechanics. The first alpha release was on October 31st, 2012. Though there is no definitive list of planned content for the alpha, extras such as driving cars, using maps, and other planned features are not likely to be included in the alpha stage. Access costs US$25. Until December 4th, 2012, those who purchased the game received the exclusive DOVRAC gas mask. (A retexture of the standard gas mask.)
Version | Release date | Changelog |
---|---|---|
Hotfix 15b | 6 November, 2014 |
Performance Changes and Details:
Zombie Changes and Details:
Campfire Changes and Details:
Other Miscellaneous Changes and Details:
|
Build 15a Hotfix | 31 October, 2014 |
|
Build 15 | October 30, 2014 |
Brand New Zombies
Brand New Menu
Performance Changes:
Gameplay Changes:
World Changes:
Misc Visual Changes:
Console Changes:
|
Build 14b | July 16, 2014 |
|
Build 14a | July 16, 2014 |
World Refresh The World Refresh has been completely changed in the following ways:
More Fixes
|
Build 14 | June 27, 2014 |
Performance Changes:
Visual Changes:
Gameplay Changes:
World Changes:
Menu Changes:
KNOWN ISSUES: [These are not necessarily issues we plan to fix next, but they are issues that we don't need reported in duplicate, so if you encounter something on this list, just know that we know about it!]
|
Build 13a | March 26, 2014 |
|
Build 13 | March 19, 2014 |
Dedicated Servers:
The Bigfoot:
NPC Changes:
Zombie Changes:
Difficulty/Death Penalty Changes:
Survivor Gameplay Changes:
Gun Changes:
General Item Changes:
Dragging has returned!:
World Changes/Additions:
Third Person Mode:
Backpack Changes/Fixes:
Barricading Changes:
General Changes/Fixes:
KNOWN ISSUES: [These are not necessarily issues we plan to fix next, but they are issues that we don't need reported in duplicate, so if you encounter something on this list, just know that we know about it!]
|
Build 12 | January 14, 2014 |
NPC Changes:
Zombie Changes:
Item and Weapon Changes:
New Recipes / Recipe Changes:
World Changes/Additions:
Third Person Mode:
Backpack Changes/Fixes:
General Changes/Fixes:
Roadmap Changes:
KNOWN ISSUES:
|
Hotfix 11c | December 25, 2013 |
MULTIPLE LELAND'S SUPERMARKET CHANGES:
MULTIPLE FARMHOUSE FIXES:
MULTIPLE SUBURBAN HOUSE FIXES:
|
Hotfix 11b | December 24, 2013 |
|
Hotfix 11a | December 23, 2013 |
|
Build 11 | December 23, 2013 |
Notes:
Achievements:
Hunting Related Additions:
Item and Weapon Changes:
Woodcutting Changes:
Crafting Additions:
Zombie Changes:
World Changes/Additions:
General Changes/Fixes:
KNOWN ISSUES:
|
Build 10ii Hofix | November 21, 2013 |
|
Build 010i Hotfix | November 19, 2013 |
Notes:
Achievements:
General Changes:
KNOWN ISSUES:
|
Build 010h Hotfix | November 5, 2013 |
Achievements:
Multiplayer Changes:
Zombie Changes:
General Gameplay Changes:
Barricading Changes:
Inventory Changes:
World Changes:
Menu Changes:
Server Changes:
Audio Changes:
Misc Bug Fixes:
KNOWN ISSUES:
|
Build 010g Hotfix | October 4, 2013 |
KNOWN ISSUES:
|
Build 010f Hotfix | October 3, 2013 |
KNOWN ISSUES:
|
Build 010ee Hotfix | October 1, 2013 |
KNOWN ISSUES:
|
Build 010e Hotfix | October 1, 2013 |
KNOWN ISSUES:
|
Build 010d Hotfix | September 30, 2013 |
KNOWN ISSUES:
|
Build 010c Hotfix | September29, 2013 |
|
Build 010b Hotfix | September 28, 2013 |
|
Build 010 "The Big Engine Change | September 27, 2013 |
|
Build 009c Hotfix | May 19th, 2013 |
|
Build 009b Hotfix | May 18th, 2013 |
|
Build 009a Hotfix | May 16th, 2013 |
|
Build 009 "Blood Sweat and Tears" | May 15th, 2013 |
Zombie Changes:
World Changes:
General Changes:
KNOWN ISSUES:
|
Build 008b (Hotfix) - "No Place is Safe" | April 8th, 2013 |
|
Build 008a (Hotfix) - "No Place is Safe" | April 5th, 2013 |
|
Build 008 - "No Place is Safe" | April 5th, 2013 |
World Generation Changes[ | ]
Zombie Changes[ | ]
Gameplay Changes[ | ]
General Changes[ | ]
|
Build 007 - "The Prison" | February 19th, 2013 |
World Generation Changes[ | ]
Gameplay Changes[ | ]
General Changes[ | ]
|
Build 006 - "Happy New Fear" | January 16th, 2013 |
World Generation Changes[ | ]
Gameplay Changes[ | ]
General Changes[ | ]
|
Build 005 - "Feliz Navidead" | December 18th, 2012 |
|
Build 004f - "Zombie Buffs" | December 17th, 2012 |
|
Build 004e - "Informative Stuff" | December 16th, 2012 |
|
Build 004d - "Freedom of Movement" | December 15th, 2012 |
|
Build 004c - "Crash 'n' Bug Fixes" | December 14th, 2012 |
|
Build 004b - "Better Error Reporting" | December 13th, 2012 |
|
Build 004b - "Stronger Zombies" | December 12th, 2012 |
|
Build 004 - "Breach Point" | December 11th, 2012 |
New features
New items
Removed features
General changes
Gameplay changes
World changes
Bugfixes
|
Hotfix 003a – "Server List Improvements" | November 21st, 2012 |
General changes
Bugfixes
|
Build 003 - "Feature Friendly" | November 20th, 2012 |
New features
New items
General changes
Gameplay changes
World changes
In-game chat changes
Bugfixes
|
Build 002 - "Hotfix Alpha" | November 6th, 2012 |
New features
General changes
World changes
In-game chat changes
Bugfixes
|
Build 001 | October 31st, 2012 |
First release. Includes:
|