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Dead State |OT|

Vlodril

Member
Wanted to ask if anyone has finished this game? I got everything build and got someone that
could make a cure, but that actually doesn't appear in the game and from what i read its not implemented at the moment.
.

So is there a way to end the gamed or do you go forever (until you starve that is).
 
Wanted to ask if anyone has finished this game? I got everything build and got someone that
could make a cure, but that actually doesn't appear in the game and from what i read its not implemented at the moment.
.

So is there a way to end the gamed or do you go forever (until you starve that is).

I'm not 100% sure, haven't gotten there yet, but the game "comes" to a conclusion somewhere about day
80-90ish
 

zkylon

zkylewd
Wanted to ask if anyone has finished this game? I got everything build and got someone that
could make a cure, but that actually doesn't appear in the game and from what i read its not implemented at the moment.
.

So is there a way to end the gamed or do you go forever (until you starve that is).

the thing on spoilertags is a possible ending that's sadly been cut from the game. they're planning on adding it back at some point

and yea the game ends at one point as the situation escalates. you'll know when you're close to the end
 

Vlodril

Member
ok thanks for the replies. Just sad that i got the scientist the lab but they
apparently cut the cure option, i wish they put more time before releasing the game
 

Mr. Tibbs

Member
Patch 6 is in the works.

Hi everyone! We just wanted to check in with you and let you know what's happening behind the scenes at DoubleBear, since we know some of you are wondering.

We're making good progress on the content and fixes for Update #6. As previously mentioned, this one has brand new, somewhat complex features, so it's taking longer than the usual patch turnover time. Right now, we're done with about 75% of the new features, but we need to finish the remaining 25% and squish bugs that surfaced during testing, so there's still some work left to do.

Thanks for hanging in there while we get everything ready! We don't have an ETA yet, but we're *really* excited about what's coming up and we think it will be worth the wait :)
 
So, I'm on day 9 or 10 right now and I'm lost.

Anyone care to offer guidance? There aren't many walkthroughs online.

I got
Vic a couple days ago and I've cleaned out all the starting locations.
Feels kinda aimless with nowhere to go.

Wanted to ask if anyone has finished this game? I got everything build and got someone that
could make a cure, but that actually doesn't appear in the game and from what i read its not implemented at the moment.
.

So is there a way to end the gamed or do you go forever (until you starve that is).

You might have read the postmortem by now, but Dead State is a great concept severely constrained by a small budget.
 
So, I'm on day 9 or 10 right now and I'm lost.

Anyone care to offer guidance? There aren't many walkthroughs online.

I got
Vic a couple days ago and I've cleaned out all the starting locations.
Feels kinda aimless with nowhere to go.



You might have read the postmortem by now, but Dead State is a great concept severely constrained by a small budget.
Pick a direction and start walking! You'll come across new areas, you'll meet new people and they will tell you of other places, eventually the maps starts to fill up. Apart from scipted stuff that happens on specific days, it's really up to you. It took me a while to get used to how it worked, kept thinking I was missing something.
 
Pick a direction and start walking! You'll come across new areas, you'll meet new people and they will tell you of other places, eventually the maps starts to fill up. Apart from scipted stuff that happens on specific days, it's really up to you. It took me a while to get used to how it worked, kept thinking I was missing something.

Mind blown. Thanks, Bob.
 

zkylon

zkylewd
yeah basically the game is to be played at your leisure so just explore

just keep looting places and recruiting new guys, going a bit further every time
 

Mr. Tibbs

Member
Double Bear just released a major update for Dead State.

Woo, the update is finally here! As promised, this is a content-heavy patch with some popularly requested features. Let’s talk about the big highlights first, then we’ll get the rest of the details down below.

Added Iron Man mode! A true test of survival! All saves are disabled except for a daily autosave and a resume point when you quit the game. Whatever happens, happened. No take-backs.
See our design notes below the changelog about separating Iron Man mode from difficulty settings and player infection.
Added new undead type: crawlers! Seems some people got pretty messed up before they turned. These mangled dead dudes and ladies have a nasty Trip Attack, so keep one eye on the ground at all times.
Added movement and activity to the Shelter! Everyone in the Shelter now moves around to different locations when assigned to work. If you forget where to look for someone, remember to check the Shelter summary screen with the ‘H’ hotkey or double-check the job board.
Added custom portrait editor! You can now create your own unique portrait by selecting hair color, hair style, eye color, facial hair, tattoo, and more. We’ve also added a couple nifty features we felt were missing from the typical portrait creator: loading a previous portrait to work from, and undoing changes you’ve made.
Added looting of KO’ed characters! Want to knock somebody down, steal their stuff, and leave them for the undead to finish off? Now you can!
Changes to Parisa!:
Added new discussion topic options in Shelter
Added new dialogue
Added new character perk choice
See our design notes below the changelog about the changes to Parisa’s storyline.
Changed noise-activated spawn behavior. Adjusted likelihood of spawning an undead at different noise levels, and undead spawns from noise become more likely over time.
Balanced the distribution of items required for upgrades.
Added five new levels.
Improved grenade and molotov code.
Added Fortify skill on Riot Shield. Now you can end your turn early for a +10 AC boost to your defence.
Fixed several combat AI related exploits. Enemies will now chase you around corners and through doors, and combat will no longer end if line of sight is broken temporarily.
Improved undead mobbing behavior, added a mob bonus to undead grapple attack when in groups.
Fixed human AI to make KO’ed enemies the lowest priority target for humans.
Fixed an issue where humans-turned-undead did not drop weapons.
Fixed an issue where Doug sometimes disappeared for a while before waking up.
Fixed an issue with Shelter inventory ignoring maximum weight.
Fixed a bug that allowed characters to equip stacks of items from Shelter inventory.
Fixed exploit to bring dead characters back to life in combat.
Fixed an issue where Survival bonus was lost on area map when travelling from a map other than the shelter.
Fixed a bug with Unity perk.
Fixed cases of recruiting dead allies again.
Fixed cases of being unable to attack neutral NPCs.
Added appropriate SFX to car gates and roll-down doors.
Fixed issue where Chemist perk cancelled Unity perk.
Fixed some bugs related to Team Effort and Unity.
Fixed issue where Pumped and Aimed status were not applied if the job carried over into the next day.
Improved some maps.
Adjusted nailgun stats.

So Iron Man Mode is here, yay! However, it’s different than what we originally had planned. We’ve decided to split up Iron Man, Hardcore difficulty, and Player Infection rather than have the latter two be grouped into Iron Man’. You can see all three of these options when you start a new game now, although Hardcore and Player Infection aren’t implemented yet and will be in a future update. The reason we decided to separate these into three options on a new game was that we wanted to allow players to choose their own experience. Hardcore and Player Infection require a ton more internal testing before we release them into the wild, thus why they’re not in the current patch. Furthermore, we are planning a pretty big balance pass and AI adjustments for a future Patch, so the way Hardcore difficulty works will be greatly influenced by those changes. In the meantime, we hope you’ll start up a new Iron Man mode and challenge your skills!

We added in a bit more resolution for Parisa's storyline - which was never intended to be an ending - plus some more zesty character development. If you'd like to know more about this particular aspect of the game, here's a link to where it lives on the forums (and beware, it contains SPOILERS!): Parisa's Storyline Design Notes[www.irontowerstudio.com]

Alright, that covers it - let us know how you like the update!
 

zkylon

zkylewd
great patch, i may go back to it a few more patches down the road, but it's really nice to see they're still working on it

hope they're making some money too, it's sadly a very overlooked game
 

zkylon

zkylewd
This is 35% off on Steam if anybody wants it.

which btw is a great value

20 usd for like 70+ hours of gameplay in a single playthrough or many smaller ones with different builds and different endings to get, etc. is pretty great
 

Mr. Tibbs

Member
DoubleBear have just released a massive Dead State update. Trailer

We’ve spent a couple of months of solid development time making Dead State stronger, smarter, and faster, and we’re happy to say that the results are fantastic. We’ve brought new life - or is it unlife? - to every aspect of the game. This isn’t just Dead State anymore - this is Dead State: Reanimated! DS:R isn’t just an update - it’s our definitive enhanced edition with brand-new content, full of improvements and fixes requested by you, our community!

The Highlights
Major overhaul of combat balance! Core combat systems have been thoroughly reworked to take advantage of all the data and feedback we’ve gathered over the months since Dead State’s original release. Ranged weapons, melee weapons, armor, special attacks, ally / PC healing, and more have been reworked and carefully tested to create an engaging and challenging combat experience. Even the core combat system has been tweaked so that AC is calculated before damage reduction; this change makes combat more consistent and more fair​.
Smarter AI! Medic, Guard, Grenadier, Sniper, and more - New AI behaviors and schemas exist for human enemies, making them more interesting and more challenging to fight! Enemies will notice your presence more quickly and fully utilize all of their tactical options, thrown weapons, and special attacks.
New PC Infection option on New Game menu! Create a new game with PC Infection checked and your character will be as susceptible to infection as your allies are. Carefully manage your antibiotics and change your combat strategies to ensure your own survival!
Hardcore Mode!​​ In Hardcore mode combat becomes more dangerous, allies consume more resources and heal more slowly, and Morale is harder to keep up. Turn on Hardcore, Iron Man, and PC Infection for the ultimate challenge!
Alarms! That’s right - we’ve added alarms to buildings in several areas. Red, blinking lights warn you that there’s an active alarm on a building. Use your Science skill to deactivate an alarm and prevent a looting distraction from becoming a noisy attraction!
New areas and random encounters! Several new levels and random encounters have been added. Make sure to keep an eye out for the Chemical Plant, an area with a unique twist…
New combat sounds and animations! We’ve added new special attack, reloading, and healing animations and sounds. Special attacks feel smoother and more impactful now!
Stability improvements! We’ve rooted out every crash and progress blocking bug to make sure you have the smoothest possible experience. Several popularly requested usability improvements have been added, such as friendly fire conformation, looting piled up bodies, and an option to toggle Live Shelter movement on and off.
Pathfinding improvements! Both allies and the undead have received major pathfinding adjustments that will reduce lag some people have experienced as well as make movement more consistent and natural.

Impressive, right? And that doesn’t even cover the many smaller miscellaneous fixes and improvements we’ve made, which I’ll list below (or at least all the ones I can remember - there were just so many!)

​We can’t possibly thank our community enough for the thousands of feedback messages, balance suggestions, and b​​ug reports that have been indispensable in getting DS:R into the shape it’s in today. We couldn't have done this without your support, and from everybody on the team we want to give you a sincere Thank You.

We hope that you’ll agree that there’s never been a better time to visit Splendid, Texas.


Dead State: Reanimated - Full Changelog
Implemented smart NPC AI.
Updated undead group pathfinding.
Updated ally following behavior.
Added PC Infection option to New Game menu.
Added Hardcore difficulty option to New Game menu.
Updated weapon damage equation so that AC is deducted first, then damage reduction.
Added new areas and random encounters.
Adjusted Healing in the Shelter and created separate formulas for ally and PC healing.
Added building alarms.
Added confirmation of friendly fire.
Fixed some scripting issues with Craig/Karen storyline.
Fixed issue with Summer Camp survivors incorrectly turning hostile.
Fixed issues which occasionally caused the Military Faction to incorrectly turn hostile.
Added map autosaves to Iron Man Mode.
Added new travel mode selection icons on area map.
Adjusted night travel/combat penalties.
Fixed issues with the ally list order resetting on job board.
Added new combat animations.
Ensured morale bonuses for Greenhouse and Garden stacked properly.
Fixed an error that allowed two-handed weapons and shields to be equipped together.
Fixed blocking issues and strange door behavior in the Summer Camp.
Updated Goals GUI screen.
Updated Goals screen ally information to display all status icons.
Allocated space on Goals screen for displaying maximum number of trait icons.
Improved text display and fixed any text cut-off issues in Goals screen.
Allocated space on Character screen for displaying maximum number of trait icons.
Fixed case of Craig blocking player bedroom door.
Changed sign name of Medieval Tines.
Fixed rare crash related to weapon switching.
Fixed the shield’s Fortify animation.
Fixed an error with ending slides.
Fixed issue with looting grouped bodies.
Fixed a couple minor bugs with Live Shelter.
Added option to toggle Live Shelter on and off.
Added improved burst attack SFX.
Improved the feel of silenced and burst attack weapons.
Added movement animation for Davis.
Fixed syntax error in Vic’s intro dialogue.
Fixed rare map parameters crash in Shelter.
Fixed rare soft lock that occurred with undead movement.
Stopped neutral characters from investigating noises.
Fixed issue with the Tattoo dialogue sequence.
Fixed issue with the Memorial Park sequence.
Fixed clipboard sometimes hiding long container name on loot containers.
Fixed issue that occurred when reloading in a couple of the ending sequences.
Fixed ending slide not appearing correctly in one of the ending sequences.
Fixed issue with some special attacks firing more than once due to animation quirks.
Fixed rare crash that occurred when AI pathed through a rolling gate.
Expanded Walter’s Shelter dialogue.
Fixed minor blocking, LoS, prop, and loot issues in several levels.
Fixed issue preventing trading 9mm ammo at the Fuel Depot.
Added perks for Ryan.
Fixed issues with Sir Charleston’s quest.
Fixed issues preventing rewards from being received from certain ally requests.
Prevented dog allies from shouting “Hey, stop that!” when attacking a party member.
Corrected typos and formatting errors in various dialogues.
Added upgrade perks for Elaine reactive to her character path.
Fixed a rare issue which could cause a dead ally to appear during a crisis event.
Modified Darlene to start equipped with a bow, consistent with her dialogue.
Added map descriptions missing from some areas.
Adjusted party gathering transitions in the City area.
Fixed an issue which could sometimes cause allies to incorrectly play their sleeping animations.
Fixed a rare issue which sometimes caused enemy groups to spawn early.
Added map screen thumbnails for all levels in the preview pane.
Fixed setup issues preventing some enemies from effectively using their weapons.
Corrected enemy inventory errors.
 

zkylon

zkylewd
sounds cool, pathfinding, general bugfixes and better enemy ai all sound pretty nice

i'm without a videocard right now but i probably will give the game another run sometime soon, specially since the hardcore mode sounds like it may make the game more interesting

i really feel like the endgame had a difficulty problem and that the game in general lacks replayability since you can pretty much see everything in a single run, but i think a ironman mode + hardcore + pc infection run might be pretty alright

i wish they worked on the ui the most, tho, it's one of the things that i'm not looking forward to going through again
 
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