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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
- Events
- Gameplay
- Balance
- UI and audio
- Maps
- Fixes
Into the Dead: Our Darkest Days changes
TRADERS & AIRLIFT PLAN UPDATE
Early Access Update #12 - v0.15 Notes
Note: To play the new Airlift Plan update you will need to start a new save. If you're in the middle of an Airlift playthrough, you may experience some issues, so we'd recommend finishing your playthrough before downloading the update.
Traders
Trading is here! Traders will now appear for a limited time at Trading Posts across Walton. You can trade most items for their stock of supplies. The value of different items can vary between different Traders or in different situations. A shelter event will tell you if a Trader is available at a location and for how long. Keep in mind that Traders, like anyone else in Walton City, may react badly if you are violent towards them…
Added new Trader NPCs:
Mr Vale
Ma and Pa
Ricky
Added new Trading Post locations:
Carpenter St Overpass
Kenburry Park
Harlow Bridge
Greystone Gardens Cemetery
Walton Central Parking
Added new weapons available from Traders:
R77 Rapid Fire Pistol
S-12 Riot Shotgun
Spirit DDX Crossbow
Halberd
Pitchfork
Trench Knife
Added a new item available from Traders:
Rat's Cocktail
Steam post image
Airlift Plan Update
We've revamped the objectives for the second half of the Airlift plan, starting from after Cooper is healed.
We've also added new locations:
Fairwind Airfield
Rodessa Substation
High Mesa Cooling
Steam post image
Known Issue
There is a bug where - if a survivor in an existing save has the Head Trauma state and 20% health or more - they will die if put into the Rest Area. This is due to an error with how Head Trauma causes damage. To avoid this bug, players should avoid putting the afflicted survivor into the Rest Area while they have either the Head Trauma or Head Trauma (Recovering) state.
Improvements
Combat
Added more variety to the types of zombies found across various levels.
Adjusted all handguns so that at very short, point-blank distance a single headshot will kill a regular zombie.
Tutorial
Updated the Tutorial so that the Lockpick, Scissors and Hatchet appear as essential items when going on the first scavenge.
Added a Tutorial step that guides players to assign a survivor to the Rest Area.
Added a setting to enable or disable the Tutorial opt-in popup.
Disabled the Shelter management wheel while in the Tutorial.
Stealth
Slightly increased the range where survivors can stealth-execute a zombie.
UI/UX
Inventory navigation will now automatically skip empty slots.
While looting, players can now see their survivor’s needs.
Traversal
Improved how ledge teetering works so that it is more interruptible by other actions and doesn't disrupt aiming.
Other Adjustments
Rebalanced the D9 Defender, Hammerhead 357, Colossus, M5 Cuthbert, Brute Double, F300 Carbine and ARC-4, including changes to bullet penetration, rate of fire, headshot damage, base damage, magazine size, range, reload speed and recoil.
Reduced the effective range of all shotguns, giving them a much steeper drop off in damage after a short distance.
Minor adjustments to the placement of locations on the map so they are more clearly in or out of a particular shelter's radius.
Added an animation for looting from a loot point that's low to the ground.
Added dialogue for Joe if he tries to leave Starlight Rink after meeting his Dad.
Added some more dialogue for certain human NPCs.
Added dialogue for Lynda for when a survivor approaches the truck, depending on if they are/are not Michelle, and if players have progressed to a certain part of the Heart of Darkness Plan.
Added an animation for Lynda helping Michelle make bandages.
Added an alternative shelter event for starting Michelle's mission if Route 86 is already unlocked.
Adjusted zombie behavior so they do not climb over small platforms when patrolling.
Adjusted the order of Robbie's scavenge-related objectives for his mission.
Conversation icons are now hidden while survivors are in a conversation.
Visual adjustments to the Location Discovered popup at Vantage Points.
Added some visual guidance to the UI for the Tutorial.
Tidied up the Report a Bug screen.
Added missing audio for Isaiah's unarmed stealth and ground execute animations.
Added a What's New button to the Main Menu that links to the game’s update notes.
When opening the Map Station with a survivor that's already assigned, the Map's camera will focus on the location the survivor is assigned to instead of on the current shelter.
Moved the Tutorial opt-in popup to after the difficulty screen.
Fixes
Fixed various bugs introduced last update including:
Fast zombies having odd animation.
Humans in Best Electronics wearing Hazmat Suits when they shouldn't.
Eva using the wrong model.
June spawning in A-pose at Skip’s Scoops at night.
Fixed issues with text not fitting within the UI in certain languages in the Day Log, garden and trapping stations.
Fixed an issue where survivor portraits would pop up twice in the Day Log.
Fixes some Simplified and Traditional Chinese translations.
Fixed a bug where survivors could still move out and loot Guangzhou Wok if the player had it as a starting shelter.
Various level design bug fixes, including:
Missing collider in Li'l Broncos Daycare.
Awkward jump at Chiefways Transport Depot.
Stuck zombie at RM&K Communications.
Unresponsive zombie at Fire Station No. 8.
Stuck zombie at the rear courtyard at Texway Gas Green St.
Cows in Victory Meat Processing still mooing after they had been killed.
Preventing survivors from walking through stair railings at Kinski Foundation Gallery.
Fixed a bug where enemies were not aggro-ing properly if they were knocked down while dormant.
Fixed a bug where Plan and Mission objectives blocked players from selecting locations on the Map.
Fixed a bug where locked or barricaded doors did not animate when they were attacked and broken by zombies.
Fixed a bug where Spill Zone zombies were appearing outside of Spill Zone locations.
Fixed a bug where background enemies could get stuck if they were knocked down before they reached a survivor.
Fixed a bug where armored zombies would sometimes get stuck after doing a melee attack.
Fix for a minor bug in the shelter where switching survivors would cause the HUD to briefly flash the wrong survivor and name.
Fixed a bug in the shelter inventory where the player’s selection would readjust itself when they changed survivors while on that screen.
Fixed a bug in the options screen where players would lose their selection when using a controller.
Fixed an issue where Brooks did not stay dead if a survivor returned to his location after killing him in a previous phase. Brooks will also be found dead by other survivors if Seb has talked to Estevez but died before he could make it to Brooks.
Fixed a bug where Joe was unable to re-enter the Starlight Rink building if he had crawled out from the door.
Fixed issues on various levels with zombie pairs not being positioned properly.
Fixed a bug where the large text option would make Survivor Mission ending text get cut off in some languages.
Fixed a bug where large zombies were spawning in looking like armored zombies.
Fixed a bug where text or glyphs could go missing in some screens whe in Large Text mode. This includes:
- The loading screen.
- The water collector station.
- The Map location info panel.
Updated the console glyphs for XBox controllers and for PC keyboard/mouse inputs.
Coming for Update #13 in July
A number of combat improvements, including adjustments to the way infection works. Stay tuned.
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Come chat about the new update in the Discord!
https://discord.gg/intothedead
Harriet
& the Into the Dead team
Source
Changelog.gg summarizes and formats this update. How we read updates.
