In this update7
Full notes
Full Into the Dead: Our Darkest Days update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Maps
- UI and audio
- Server
- Fixes
Into the Dead: Our Darkest Days changes
SURVIVOR MISSIONS III
Early Access Update #11 - v0.14 Notes
Survivor Missions
Added new Survivor Missions for Joe, Michelle and Robbie.
Added a new recruitable survivor.
Added a new NPC.
Added a new location: Starlight Rink
Added a new weapon: Kitchen Knife
Added new Traits
Vegetarian (Loses Morale when eating meat or meals containing meat)
Professional Wrestler (Increased attack speed while unarmed and can perform a powerful combo)
If you're a returning player and want to jump straight into the new Survivor Missions, they will trigger if you have the survivor (Joe, Michelle or Robbie) in the shelter for more than one phase and six total phases have passed.
Improvements
Combat
Survivors can now transition to melee attacking and dodging faster when coming out of certain transitions (e.g. vaulting, hopping off, landing, exiting stairs and ladders).
Improved how quickly characters respond to being hit after they come out of a traversal transition (e.g. stairs, vaults, etc).
Tutorial
Added a basic combat controls tutorial to Old Ballard and Red Mile Gas Station.
Updated steps in the tutorial on using the Map Station.
Added a shelter event in the tutorial for clearing Value Records.
Updated the tutorial opt-in popup.
Stealth
Fixed an issue where zombies could be woken by execution noise, even before the execution actually landed on a threat. Now this should only happen after a weapon makes contact with the threat.
UI/UX
Shelters now have different capacities, so based on their size they can fit different numbers of survivors before incurring the Cramped or Overcrowded states. The Map will indicate how many survivors a shelter can fit before becoming Overcrowded.
Traversal
Added a fix that prevents survivors being struck off ledges while in combat. This should help with the issue where survivors can get stuck in a loop of climbing up and getting hit over and over again.
Steam post image
Left is after recent combat and traversal improvements. Right is before.
Other Adjustments
Recruitable survivors will have an amount of starting XP already related to the number of phases that have passed in the game. Plan recruits will also have starting XP when recruited as part of their plans.
Changed Darrel's low morale trait from Distracted to Nihilist.
Humans in Best Electronics will be gone if survivors visit the stage a second time.
Updated the placement of locations on the Map:
Texway Gas Hart St is now in range of Victory Meat Processing and Fire Station No. 8, and out of range of Walton City Water Treatment and 38 Irving Drive.
38 Irving Drive is now in range of Old Ballard.
Abandoned Kosyaire Factory and Buckland Auto Salvage are now in range of each other.
Container Yard #3 and Aunty Mae's Diner are now in range of each other.
Fire Station No.8 is now out of range of Harshaw Presbyterian.
Value Records is now in range of Red Mile Gas Station and out of range of Jay's Motel and Griffith & Sons Hardware.
Griffith & Sons Hardware is now in range of the Walton Taxi Depot.
The survivor portrait and health bar will stay onscreen when they open a loot point.
Added audio for when players highlight and click buttons on some screens.
Adjusted noise bombs so they only make noise on contact with the ground, rather than a wall or vaultable, etc. They now make noise for 6 seconds before exploding. Also adjusted the friction and bounciness.
Adjusted zombie difficulty balancing throughout the Map.
Adjusted where survivors are positioned when assigned to the Barricade Station.
Adjusted loot points and cover spots in Texway Gas Green St.
Updated the survivor animation positioning for the barricade in Guangzhou Wok.
Adjusted some props in the Hitchpost.
District and location names are shown on the Pause menu while scavenging.
The Pause menu now shows basic controls on the bottom right corner during scavenge and is also left-aligned.
The "Potential Shelter" and "Shelter Cleared" messages now stay onscreen throughout the whole scavenge once survivors discover that a location is a shelter.
The Day Log should now tell players when they cleared a shelter in their survivor’s last scavenge.
Added visual polish to the "Shelter Cleared" message
Updated fan SFX.
Fixes
Fixed a bug where killing Corbin as part of Eva's path on the Network Plan will give Guilt to survivors with the Remorseless Trait.
Fixed a bug where positive state gained audio would play on receiving the Guilt state.
Fixed ledges so they play teeter from sneak correctly.
Fixed a door not having the line-of-sight filter working properly in the Network base.
Fixed two doors at RM&K Communications whose visuals did not match the facade.
Fixed a misnamed lootpoint in Sunset Shine & Style.
Fixed the shipping crate at Buckland Auto Salvage making sounds when it shouldn't.
Fixed camera issues in Buckland Auto Salvage.
Fixed an issue where there was a missing floor in Mercer High School.
Fixed an issue where there was a floating cabinet in Mitchum Powell Plaza.
Fixed an issue where there was a chair in the way in Chiefways Operations Center.
Fix to ragdoll physics not applying force to the correct places.
Fixed a bug where survivors with the Deep Sleeper trait would gain a huge amount of rest if they consumed Braised Pork Belly while using the Rest Area.
Fixed a bug where slot 2 in the Level 3 Communal Area was not giving survivors rest like it should.
Fixed a bug where NPCs at Route 83 would go stretchy.
Fixed a bug where Aunty Mae's Diner sometimes had no loot.
Fixed some traversal issues in the Thirty-Ought-Six Bar shelter.
Fix an issue where survivors would warp first time on stairs entry and exit.
Fixed survivors rapidly triggering barks in the Stanton & Sons Meats shelter when there are lots of survivors and one is assigned to the Barricades Station.
Fixed a missing collision in RM&K where survivors could fall into the carpark.
Fixed some zombies not attacking at the front steps of Fire Station No.8.
Fixed some zombies getting stuck at Bowen St Construction Site.
Fixed some background zombies at Mitchum Powell Plaza not being able to reach survivors.
Fixed zombies being able to walk through the front wall in Auteur Video.
Fixed a zombie clipping into some props at Route 86.
Fixed a zombie not responding to noise at Route 86.
Fixed a zombie in Old Ballard not being able to navigate around a bed.
Fixed a bug where the Main Menu could not be navigated if players were using a controller and had no save data.
Fixed the bug where survivors could still move into shelters that had previously cleared but had then repopulated with zombies due to a Dead Surge event.
Fixed a bug where the humans in Best Electronics would think survivors had left if they stood in a specific spot inside the shelter.
Fixed an issue where screamer zombies weren't turning around when they should.
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Fixed an issue where zombies could roam inside the 14 Everton Avenue panic room if a survivor encountered Eleanor and then returned to scavenge after a Dead Surge event.
Fixed a bug where traps were ordered differently on the Trapping Station for survivors with the Expert Trapper skill.
Fixed line-of-sight filter issues at Walton Post Office.
Fixed a door in Fire Station No.13.
Fixed an issue on Steam Deck where the d-pad was sometimes unresponsive.
Fixed an issue where a romance item remains assigned even though which survivors have been assigned in the Communal area changes.
Potentially fixed an issue where - when coming down from a hatch or going back up after hanging off it - a survivor could get stuck and no longer be controllable by the player.
Known Issues
We've updated how we spawn NPCs, which may cause a few visual issues for certain players. We're aware of this and we're ironing out fixes currently, but please feel free to let us know if you see zombies behaving unacceptably. The ones we're aware of are:
Screamer zombies not having their usual idle animation where they cover their faces, so some players might get caught out when they think it's a normal zombie and it suddenly screams. Sorry about that.
A few other smaller instances of animation weirdness.
Coming for Update #12 in Late June
Traders… and an update to the Airlift Plan.
_____
See you in the Discord:
Harriet
& the Into the Dead team
Source
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