Dead State Early Access Beta v0 8 1 42-TPTB

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Added on September 2, 2014 by vsvpedsonin Games > PC
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Dead State Early Access Beta v0 8 1 42-TPTB (Size: 644.48 MB)
 TPTB-DEAD72.27 MB
 TPTB-DEAD.md5387 bytes
 tptb.nfo12.37 KB
 TPTB-DEAD95.37 MB
 TPTB-DEAD95.37 MB
 TPTB-DEAD95.37 MB
 TPTB-DEAD95.37 MB
 TPTB-DEAD95.37 MB
 TPTB-DEAD95.37 MB


Description



Beta Status


The beta contains most features that will be in the final game as well as around 50-60% of the final game content. Locations are still under construction so a few you find may be missing combat, loot, and/or blocking. Endings are not implemented yet.
Here's a list of recently added features and content in Beta:

Added 8/26
- 75+ new locations
- 30+ new allies
- 500+ new dialogues
- Crisis events
- New enemy types & factions
- Vehicle travel
- Skill perks
- Ally traits
- Thrown weapons
- Data system (basic)
- Dog allies and enemies
- Special weapons
- Neutral encounters
- Tutorial elements
- Pause menu
- New save & load screens
- New goals
- Allies tracker on Goals screen
- Fence attacks
​- New jobs
- Shelter upgrades
- ... and more

Known Issues


AI: AI is still pretty basic right now. We’re already working on vast improvements to the AI system that you’ll see in the first patch. Eventually, enemies will exhibit more advanced tactics and behaviors that vary among different enemy types.

Dialogue and Scripting: Dialogue and scripting are one of our highest priorities and are constantly being added to and improved.
- There are still a few missing dialogues for specific characters, and more dialogue may very well be added in polish stage.
- A number of world events are not scripted yet so if it seems like something more should be happening in a scene, chances are you’re right ;)
- Scripting is also missing or minimal in numerous ally encounters, so sometimes dialogue may not match up with what actually happens when you meet a new ally out in the world.
- There are a few neutral encounters already in the game, but more are planned for the future.

Pathfinding:
- There are still a few weird behaviors being exhibited during pathfinding, such as jittering, sliding, occupying the same space, and meandering. There’s also some lag that comes up occasionally while pathfinding. Pathfinding optimization will happen closer to final release.
- There’s currently an issue where allies do not follow the active character up or down stairs. This is a very high priority issue for us to fix in an upcoming patch.

Combat: Weapons, armor, medical items, combat skills, special attacks, and combat encounters are still being balanced and tweaked. Roof behavior is still not ideal and we have plans to make sure the roof stays invisible when any ally is inside of it, among other things.

Crashes and Locks: Crashes and locks are one of our absolute highest priorities, so rest assured that we’re working on solutions for these even as you read these words. Right now, these are the known crashes that occur in the game:
- Changing resolution while on a level may crash the game when returning to the area map. This is an issue with the map GUI and we’re working on a solution.
- Occasionally a crash occurs when returning to the shelter. This may be related to something in the code looking for an ally that isn’t there. We’re looking into it.
- There is a rare crash that occurs when players begin to load into a location from the area map and then click somewhere else on the map before the location loads up.
- Rarely, the game soft locks after an ally panics - the player character’s turn starts and s/he has zero AP and the game is stuck on the player’s turn.
- A crash occurs when a character with no weapons equipped attempts to stand up from knockdown.
- A crash occurs when player wakes up their PC after it’s entered sleep mode with the game open.

Save/Load: The biggest issue with saves right now is that some save files are getting corrupted after players explore a large quantity of locations. This is a critical priority for us, so hang in there! Again, please save your game in multiple files to lower the risk of losing your game progress until we get this fixed.

Levels: While many levels are fully playable, there are many levels at various stages of completion. Some levels may be missing loot, enemies, or even props, and there are certainly plenty that still require additional scripting too.

Usable Items: Soothinum, Stuporax, Adrenaline Shot, and Flashback Energy Drink are not currently working.

Leadership Commands: The Leadership Commands are not fully implemented yet. Only the basic “Go!” command is available right now.

Interactive Item Highlighting: We know it’s tough to find loot via pixel-hunting right now, and we plan to implement border highlighting around interactive objects in the future, particularly on loot containers.

Music and SFX: One thing that’s planned for the polish stage is getting all the SFX and music tracks in where they’re supposed to be. We have a wide variety of tracks that will accompany dialogues, events, and other game elements that aren’t yet in play, as well as ambient sounds that are not yet implemented.

Animals:
- Horses are not yet implemented. Eventually, horses will be another form of travel on the area map.
- Cats are not yet implemented. Eventually, cats will hang around the shelter and provide a passive morale bonus.

Exploits: Yep, we’ve got a few right now that we’re looking to patch up as soon as we can.

Area Map:
- The detection radius on a lot of areas is very small right now and needs to be expanded.
- When you detect a random encounter using your high Survival skill, you have to click the map icon to get the option to skip the encounter. It is planned to pop up automatically.
- There are a few bugs with revealing random encounters and harvesting locations.

Memorial Wall: While the underlying system is complete, content, GUI, and the 3D model are not implemented for the Memorial Wall, so this system is not functional in the beta yet.

Suggestion Box: While the underlying system is complete, content and the 3D model are not complete for the Suggestion Box, so this system is not functional in the beta yet.

Recycling Upgrade: An upgrade that allows you to recycle old equipment for parts is planned for the future but isn’t yet implemented.

Fishing: Fishing spots show up, but the fishing pole is not in the build yet and therefore fishing is not a usable system right now.

Weapon Unload: Unloading ammo from weapons is a feature in high demand. We’ve heard you and are looking into it!

Facing: Facing bonuses are working, but the ability to use AP to change the direction a character is facing does not work in the beta yet.

Noise: There are several known issues with noise production and reactivity. We’re working on improving this system.

Undead:
- The undead are a little slow to detect enemies right now - that’ll be fixed in the future.
- Crawlers are not yet implemented in the beta.
- There are still some undead models that need to be created and imported.
- Hording AI isn’t so great yet; the undead will become more dangerous in large groups in the future.

Night Exploration & Combat: This isn’t implemented yet. Eventually you will be able to explore and fight at night, albeit with some disadvantages.



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Dead State Early Access Beta v0 8 1 42-TPTB

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