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Steam News13 October 20214y ago

2021-10-14 Updates - Crafting, Training, Morale Reorganization

Hello, survivors. We were busy with bug patches that burst out after the launch. The game should have been released after sufficient testing of the random map during the demo build, but there was a delay in the developm

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Repeated intro

Hello, survivors. We were busy with bug patches that burst out after the launch. The game should have been released after sufficient testing of the random map during the demo build, but there was a delay in the development of the random map, so I think the main reason was that it was released without sufficient testing. Still, as I added overtime to my overtime work, Save and loading seemed to have stabilized to some extent so that I could carry out the planned work now.

What changed

0 fixes9 additions4 changes1 removal
  • Maps
  • Balance
  • Gameplay
  • UI and audio
  • Workshop
addedHello, survivors. We were busy with bug patches that burst out after the launch. The game should have been released after sufficient testing of the random map during the demo build, but there was a delay in the development of the random map, so I think the main reason was that it was released without sufficient testing. Still, as I added overtime to my overtime work, Save and loading seemed to have stabilized to some extent so that I could carry out the planned work now.
addedSo through the new training system, survivors will be able to get experience, craft recipes, new actions, new characteristics, etc. If you train with a two-dimensional devil that we will add in the future, the player character may get a debuff such as a headache or a curse.
addedThe update will reset most of the existing training methods. And we will change all the books you have collected to "unconfirmed books," so if you "operate" the books, System will change them to new books.
changedA significant change has also been applied to the Crafting system. Previously, all Crafting was supposed to be done in a moment, but now it' makes a package of items with material items, and when the progress reaches 100%, it turns into a finished product.
addedPlus, a function that requires the tool's charging, such as a welding machine, has been added. We have worked on the infrastructure task to introduce smelting items using welding machines or electric furnaces.
changedUI Related.

Nearly Dead changes

addedHello, survivors. We were busy with bug patches that burst out after the launch. The game should have been released after sufficient testing of the random map during the demo build, but there was a delay in the development of the random map, so I think the main reason was that it was released without sufficient testing. Still, as I added overtime to my overtime work, Save and loading seemed to have stabilized to some extent so that I could carry out the planned work now.
addedSo through the new training system, survivors will be able to get experience, craft recipes, new actions, new characteristics, etc. If you train with a two-dimensional devil that we will add in the future, the player character may get a debuff such as a headache or a curse.
addedThe update will reset most of the existing training methods. And we will change all the books you have collected to "unconfirmed books," so if you "operate" the books, System will change them to new books.
changedA significant change has also been applied to the Crafting system. Previously, all Crafting was supposed to be done in a moment, but now it' makes a package of items with material items, and when the progress reaches 100%, it turns into a finished product.
addedPlus, a function that requires the tool's charging, such as a welding machine, has been added. We have worked on the infrastructure task to introduce smelting items using welding machines or electric furnaces.
  1. Training reorganization.

First of all, crafting and training have undergone a significant reorganization on this build.

Existing training was a derived function created by making crafting. The origin was the training mode of URW that I made in the past. The crafting results were the same as the materials in that mode, so the Player obtained only the experience without consuming additional items. In the process, The Player gain experience while spending time. That's why the 'crafting results is experience' system was the existing training system. I shared most of the codes.

The background of our attempt to introduce training in ND was the experience of CDDA. In the CDDA, you have to read a book and raise the level yourself or repeat the crafting that would increase the level. ND wanted to encompass a broader range of forms of training while making these systems more systematic. It's Not just reading a book, a system that crafts an item or requires a thing other than a book.

And after the launch, we synthesized various feedback. We pointed out the training system as a priority to solve within the development team. We thought it would not be too much to put in advanced equipment in the future, only after the skill leveling was established through the training system.

So through the new training system, survivors will be able to get experience, craft recipes, new actions, new characteristics, etc. If you train with a two-dimensional devil that we will add in the future, the player character may get a debuff such as a headache or a curse.

The update will reset most of the existing training methods. And we will change all the books you have collected to "unconfirmed books," so if you "operate" the books, System will change them to new books.

  1. Mental strength and morale reorganization.

Mind is a factor influenced by several games. It is a mixture of CDDA's Morale, Ktulu series' Sanity, and MMORPG's Daily Quest concept. For example, how many people are being sane in Apocalypse? And if I study all day, will the player character still be sober?

So mental levels recover during rest, and training will consume them. The amount of recovery is supposed to be significantly affected by morale and willpower. Willpower is designed to simulate the maximum mental level and the amount of healing during rest. The moral is intended to affect the amount of recovery during work and rest. (All of these contents are modifiable.)

You need to manage your morale by eating delicious food or reading exciting books to train more efficiently. But, of course, to prevent infinite morale boosting by eating the same candy several times, you can only receive up to 'three times' for increasing morale caused by the same food, and each food is subject to a decrease in the increasing morale. The degree of this prediction is also moddable, and the only thing that can't be modded is 'three times.'

  1. Crafting reorganization.

A significant change has also been applied to the Crafting system. Previously, all Crafting was supposed to be done in a moment, but now it' makes a package of items with material items, and when the progress reaches 100%, it turns into a finished product.

These systems were planned from the beginning of ND's development. Because they were designed on the premise that there would be fellow NPC at the time. So I considered various situations at that time.

  1. How can A resume it in a bit of while after stop crafting while making it?

  2. While A stops making a product, can B continue to A's paused crafting?

  3. Is it possible for A, B, and C on the same crafting simultaneously?

So, The system was based on build games of the DF(Dwarf Fortress)-Like-genre that haulers collect materials and workers come and working on it. After making many wrong guesses, we revived this system.

Also, an unintended problem appeared. Since the Crafting time is all for a moment, There's too little time going by. As a result, players have less to worry about food supply and demand, so they have eased a lot of tension.

And even for multiplayer, it was necessary to separate the progress of the crafting. But instead, multi-play will have an option to reduce Crafting time by a certain percentage.

Plus, a function that requires the tool's charging, such as a welding machine, has been added. We have worked on the infrastructure task to introduce smelting items using welding machines or electric furnaces.

And a small change, a water bottle for liquid is now set in advance before crafting, preventing the wrong designation of the water bottle after Crafting.

  1. UI Related.

  • Functions such as "Disassemble various items" or "Disassemble pile of the same thing at once" have been added.

  • Item sorting function has been added.

  • Tooltip function has been added. We will add more tooltips continuously.

  • In the event of an injury, Red cross mark will appear on the character frame at the top left. Pressing this button will show you the wound treatment screen immediately.

  • Added function to show what tools or materials (vegetables, water, etc.) are required by Crafting/Training/Construction by mouse over.

Patch previews in the future.

  • Wonder SpawnNow, zombies will be increased to threaten the survivors. However, if many zombies are created at once, the survivors will not handle it, so the Wonder Spawn function is introduced to create zombies at a manageable level. (This feature will make it selectable for the player.)
  • Safety zoneWhen the zombies in the area are entirely removed, The area will become a safe zone and provide various conveniences for survivors to work. The two functions will be the basis for infrastructure tasks such as Supply of Electricity/Water in the future.
  • Steam Workshop supportWe have reviewed APIs provided by Steam in recent days. And we were surprised that the Steam API was better than we thought. So We believe it will be possible to support Steam Workshop faster than we expected. Steam Workshop support will be available in the November patch.

Source

Steam News / 13 October 2021

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