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Steam News13 March 20215y ago

Introducing the Class System with Patch v0.8.0!

Hello everyone! Welcome to our weekly ritual - a brand new Not Dead Yet's patch! Yay! Shall we? Notable changes Introducing the Role System! Our goal with Not Dead Yet is to provide a fresh experience at every run.

In this update5

Full notes

Full Not Dead Yet update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello everyone!

What changed

0 fixes4 additions5 changes0 removals
  • Gameplay
  • Workshop
  • Balance
  • Server
  • UI and audio
addedWelcome to our weekly ritual - a brand new Not Dead Yet's patch! Yay! Shall we?
addedNotable changesIntroducing the Role System! Our goal with Not Dead Yet is to provide a fresh experience at every run. While a bit bare bones at the moment, we expect roles to give you unique experiences every time you start a new game. To give you a brief overview of our goal with this system is that each role (or class, as you wish) has one unique Perk to it (or its 'Signature Perk'). The main goal with roles is to segment play styles, meaning the game spins around the way you like to play it. Also, besides the Signature Perk, at the moment, the Perks available at the Research Table now depend on the role you are playing with. To greet you with this new system, we're introducing two simple starting roles: the Scav and the Hunter; respectively, one specialized on scrapping and crafting; the other specialized on... guess what... killing. Anyways, we don't want to spoil much on these notes. Go ahead and check by yourself!
addedNotable changesNew Special Zombie! Meet The Smasher - he's big, strong, got a big hammer, and won't go down so easily! Good luck, we guess?
addedGeneral changesNew algorithm for Health scaling. Zombies were way too weak, specially the special ones. On v0.8.0, we introduced a brand new formula that changes how they scale - and we expect you're going to like it, because the challenge just got further.
changedGeneral changesWe improved Multiplayer Shooting Registration. If you're a veteran multiplayer player, you probably noticed some lags/delays/inconsistencies while shooting in multiplayer matches, specially with automatic rifles. We improved that by 80% - to say the least.
changedGeneral changesSome general UI improvements.
Damage440370Damage decreased, nerfReserve ammo6030Reserve ammo decreased, nerfDamage200250Damage increased, buff

Not Dead Yet changes

addedWelcome to our weekly ritual - a brand new Not Dead Yet's patch! Yay! Shall we?
addedIntroducing the Role System! Our goal with Not Dead Yet is to provide a fresh experience at every run. While a bit bare bones at the moment, we expect roles to give you unique experiences every time you start a new game. To give you a brief overview of our goal with this system is that each role (or class, as you wish) has one unique Perk to it (or its 'Signature Perk'). The main goal with roles is to segment play styles, meaning the game spins around the way you like to play it. Also, besides the Signature Perk, at the moment, the Perks available at the Research Table now depend on the role you are playing with. To greet you with this new system, we're introducing two simple starting roles: the Scav and the Hunter; respectively, one specialized on scrapping and crafting; the other specialized on... guess what... killing. Anyways, we don't want to spoil much on these notes. Go ahead and check by yourself!
addedNew Special Zombie! Meet The Smasher - he's big, strong, got a big hammer, and won't go down so easily! Good luck, we guess?
addedNew algorithm for Health scaling. Zombies were way too weak, specially the special ones. On v0.8.0, we introduced a brand new formula that changes how they scale - and we expect you're going to like it, because the challenge just got further.
changedWe improved Multiplayer Shooting Registration. If you're a veteran multiplayer player, you probably noticed some lags/delays/inconsistencies while shooting in multiplayer matches, specially with automatic rifles. We improved that by 80% - to say the least.

Welcome to our weekly ritual - a brand new Not Dead Yet's patch! Yay! Shall we?

Notable changes

  • Introducing the Role System! Our goal with Not Dead Yet is to provide a fresh experience at every run. While a bit bare bones at the moment, we expect roles to give you unique experiences every time you start a new game.

    To give you a brief overview of our goal with this system is that each role (or class, as you wish) has one unique Perk to it (or its 'Signature Perk'). The main goal with roles is to segment play styles, meaning the game spins around the way you like to play it. Also, besides the Signature Perk, at the moment, the Perks available at the Research Table now depend on the role you are playing with.

    To greet you with this new system, we're introducing two simple starting roles: the Scav and the Hunter; respectively, one specialized on scrapping and crafting; the other specialized on... guess what... killing.

    Anyways, we don't want to spoil much on these notes. Go ahead and check by yourself!

  • New Special Zombie! Meet The Smasher - he's big, strong, got a big hammer, and won't go down so easily! Good luck, we guess?

General changes

  • New algorithm for Health scaling. Zombies were way too weak, specially the special ones. On v0.8.0, we introduced a brand new formula that changes how they scale - and we expect you're going to like it, because the challenge just got further.

  • We improved Multiplayer Shooting Registration. If you're a veteran multiplayer player, you probably noticed some lags/delays/inconsistencies while shooting in multiplayer matches, specially with automatic rifles. We improved that by 80% - to say the least.

  • Some general UI improvements.

Balancing changes

SKS

  • Damage decreased from 440 to 370 (nerf)

  • Reserve ammo decreased from 60 to 30 (nerf)

M4

  • Damage increased from 200 to 250 (buff)

What's next?

We anticipate a calmer next patch. Our team took the decision to take some time to refactor old technical debts we have, balancing stuff, expanding the Perks system, etc. This because the first Boss Battle is approaching, and with it, the conclusion of the Act 1 -- can't wait to share what we have in the oven!

That's it.

Have a great weekend everyone and talk to you next week! (Don't forget to follow us on Twitter to more quick updates).

Source

Steam News / 13 March 2021

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