In this update15
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Full The Dead Await: Prologue update
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What changed
- Gameplay
- Maps
- Balance
- Events
- UI and audio
- Store
The Dead Await: Prologue changes
Happy New Year! 😍
We've got one more reason to celebrate because we're rolling out part two of The Rebirth update! This update puts the finishing touches on all the stuff that needed a little extra shine in Act I and sets the stage for the awesome things coming our way. 🎉
Different Tier Equipment & Inventory Changes
We've laid the groundwork for item tier system before, but with this update we're now introducing it properly - that means less boring loot and more legendary stuff! All existing equipment can now be found from common variants to uncommon, rare, epic or even legendary. With higher randomized stats the higher the tier is and more sockets for weapon mods.
With the proper introduction of the tier system, we also needed a better way to show and distinguish the tiers, so we ended up with changing the border glow with colors to indicate it.
More inventory improvements include the new quick-compare function that auto pops up in case you're trying to compare different equipment to already equipped ones. And finally, you can now hold CTRL to move whole stacks at once, whether you're selling, buying, or looting.
New Enemies & Combat Improvements
Encountering the same type of enemies hundreds of times is without a doubt boring and while we're planning to really increase that numbers with Act II, we decided to add more for Act I as well. We've added 3 new bandit enemies: Meat, Zan, Bandito and 2 new zombie enemies: Spitter and Crawler.
After a few playthroughs it was also noticable that players could easily take advantage of high-attack deck builds that allowed for quick finishing all the existing enemy types in round 1, before enemies even having a chance to perform their moves. To counter this, we've introduced a function for enemies to start combat with buffs, e.g. some enemies might now have a guard effect applied which would mean that player'd have to take damage if they were to attack that specific enemy. Besides that, we've also increased the starting block amount for different enemies and overall, we think these changes should make combat encounters much more interesting.
We also recreated all the enemy intention icons to be more intuitive, fitting and decided for mixed intention to also show the according values for both attack and defense.
New Weapon Mods & Caravan Parts
There's a rumor going on that traders brought in a whole lot of new caravan parts and weapon modifications to settlements! That's right, you'll now have an option to choose between different part manufacturers, with each promising their own positives and negatives. There's a total of 48 new different parts to choose from in Act I, so the time has come to upgrade your caravan for real this time.
As for weapon modifications, there are now 13 new items that can further improve your deadly weapons to slay through the hordes with ease. From blade tips and handles to rifle barrels and sights!
Rebalanced Cards, Shops, Workshops, Training Grounds & More
After some major changes, it was time to rebalance things once again and we've gone through it all. Combat cards were tweaked to make them more fitting for being starter cards as opposed to more powerful ones that you may find later in the game.
Shops, workshops, market stalls were changed to spread the available items in a better way. Training grounds were also changed to provide more variations in cards between different settlements.
We've also adjusted enemy levels in different areas, tweaked XP that's gained and improved the level up formula. You can also except some other minor changes in balance throughout the game, which hopefully will all result in a more enjoyable experience.
Dismantling Rework
Dismantling was originally intended to be much more useful and we've reworked the whole thing to make sure it's indeed useful this time. First of all, it will now require passing of time to proceed with dismantling. This was a change that was absolutely necessary for us to introduce a new type of items - a bunch of junk, that holds no value by itself but if taken time to dismantle it, you can end up with a lot of useful random materials.
We've also gone through all the existing items to make sure as many of them can now be dismantled into something useful at least!
Crafting Rework
Next up, we've reworked crafting to make it more useful as well. You'll now find plenty of unique recipes for special equipment such as Apocalypse Denim Jacket and Monster Pipe that can only be acquired by crafting.
To make things a lot more interesting, we've also decided to add special type of extra crafting materials that can't be bought anywhere, but instead can be dropped as loot during combat encounters.
More useful recipes will now available right from the beginning of the game including being able to craft bandages and ammo. Libraries also stocked up on available recipes, so make sure to check them out.
In total, we've added 17 new crafting recipes!
Cooking Rework
As for our final polish regarding cooking - we've rebalanced all the recipes that are available in libraries, you'll now find plenty of them. Though not all recipes can be bought, so exploring every room and corner can now get you some special recipes as well.
You'll also notice that a broader choice of recipes is now accessible right from the start. Despite Angel not necessarily fitting the typical culinary profile, he does possess the know-how to whip up some basic meals, at the very least! 😉
Seperate Attribute Points & Changes To Level Up
This was a major change that we felt was much needed and has also been mentioned by our players as well, so we decided to separate current skill points into attribute points and combat skill points. With each level up you'll now get 1 attribute point and 2 combat skill points to spend.
You'll also get ability points every 2 levels instead of 3. Max attribute levels are set to 12 and combat skill levels to 20. The formula that calculates the XP needed for next level ups has also been reworked to make it so that it actually gets more difficult to level up as you progress, but keeping just the right balance so it doesn't require too much grind.
Lost & Found
Lost & Found is a new feature that we had to introduce to deal with some annoying issues that would result due to having no free inventory slots. You could always free up space in your inventory and return back to a specific cube to loot from anytime you wanted, but in case of quest rewards or combat rewards, items could get lost with no way of getting them back.
Lost & Found can be accessed at anytime now and it will auto save all the items that were rewarded, but couldn't be retrieved at that time.
So, you can now go ahead and fight as many zombies as you want with a full inventory, without the fear of missing out any valuable items!
Fixed Plus Randomized Loot
Before Part II of The Rebirth update every lootable cube had fixed loot that we set up manually in order to make sure there was a good level of balance kept, but we always wanted to have some extra random loot too, so that not all playthroughs would be the same.
We came up with a solution that combines the best from the both worlds, fixed plus randomized loot. Each cube can now be created with a variable set to control the random loot amount, level, etc. So that there's always a chance to find something great without keeping things out of balance.
Important Changes
There are some other major changes that we thought was necessary once again and we'll try to cover them all here.
Silhouettes At Camp
Some of you have mentioned that it acted as some kind of spoiler that you could see silhouettes of locked survivors right from the start. We also agreed, but since it required a major code rewrite, we couldn't do it sooner.
Equipping Same Type of Weapons
You could previously equip the same type of weapons for both primary and secondary options without suffering any penalties. This could result in an unintended and unfair edge even in the beginning stage of the game.
We decided to reduce the attack power by -65% for the secondary slot if the player is dual wielding and calculate the average of other stats such as accuracy.
Radar/Minimap Improvements
Radar's been improved too - it can now show you if you're in a safe zone or not. If not, it will also display the total number of enemies in the scanning radius and the threat level (expected enemy levels) of the current area.
More Helpful Journal Tips
We've added lots of new helpful journal tips and made sure to cover all aspects of gameplay mechanics. So, new players shouldn't be as confused anymore.
Enemy Sound Effects
Finally, combat is no longer silent when it comes to enemy's turn. We've added fresh new sfx to fit each type of enemy.
Supply Burn Rate
Supply burn rate will now increase with each new team member added.
Reworked Chained Enemies
Chained enemies should now indicate more enemy waves and a tougher battle, they are also easier to spot with changed icons and now link to actual parent enemy.
Thank You!
Thank you again to all of you for your support, feedback, suggestions and patience! Make sure to read the changelog, and if you manage to come across a bug that's not listed here, please do report it to us! 😇
NOTE REGARDING THIS UPDATE: Because of some major changes, the update will erase older version save files automatically.
Have fun! 🥳
If you enjoy playing the prologue, please consider wishlisting the full game on Steam! 🥰
https://store.steampowered.com/app/2393580/The_Dead_Await
Be sure to follow us on Twitter for updates and join our community on Discord for sneak peeks and share your feedback!
Please note that some of the listed changes might not affect the prologue version.
v.0.7.5.9
ADDED:
Added a new item: Fighter Gloves VX
Added a new item: Monster Pipe
Added a new item: Apocalypse Denim Jacket
Added a new crafting recipe: Fighter Gloves VX
Added a new crafting recipe: Monster Pipe
Added a new crafting recipe: Bandage
Added a new crafting recipe: Rusty Pipe
Added a new crafting recipe: Apocalypse Denim Jacket
Added a new crafting recipe: Lockpick Kit
Added a new crafting recipe: Iron Bar
Added a new crafting recipe: Copper Bar
Added a new crafting recipe: Gold Bar
Added a new crafting recipe: Silver Bar
Added a new crafting recipe: Sniper Rifle Ammo
Added a new crafting recipe: Rifle Ammo
- Added a new itemImproved Bandage
Added a new item: Gunpowder
Added a new enemy: Meat
Added 13 new weapon modifications
Added a new journal tip: Dismantling
Added a new journal tip: Supplies
Added a new enemy: Bandito
Added a new enemy: Zan
Added a new enemy: Crawler
Added a new journal tip: Caravan
You can now get different tier equipment, from common all the way up to legendary!
Added a new enemy: Spitter
Added 48 new caravan parts
Added new sounds to Adrielle cutscene
- Added a new crafting recipeImproved Bandage
Added a new crafting recipe: Pistol Ammo
Added a new crafting recipe: Shotgun Ammo
Added a new crafting recipe: Emergency Repair Kit
Added a new crafting recipe: Trap Disarming Kit
Added more copper bars and gunpowder to loot
Added a new journal tip: Enemy Intentions
Added a new journal tip: Crafting
Added new transition styles and reworked existing ones
Added dismantle only bundle items that can be dismantled into many different items at once
You can now hold CTRL to move whole stacks in inventory
Added random item drops to location loot
Added a new cooking recipe: Steamed Rice
Added a new cooking recipe: French Fries
Added a new cooking recipe: Mashed Potatoes
Added a new cooking recipe: Black Tea
Added a new cooking recipe: Coffee
Added a new cooking recipe: Potato & Chicken Soup
Added a new cooking recipe: Chicken Sandwich
Added a new cooking recipe: Omelette Du Fromage
Added a new cooking recipe: French Toast
Added a new cooking recipe: P & J Sandwich
Added a new cooking recipe: Grilled Corn
Added a new cooking recipe: Beans In A Pot
Added a new cooking recipe: Detox Cocktail
Added a new cooking recipe: Fresh Orange Juice
Inventory: hovering on different equipment will now also show compare panel
Added new journal tip: Camp / Campfire
Added new items: Crafting Extras Packages (only dropped as loot)
Quest rewards will now open a separate quest rewards window where you can see them all at once
New quest items will automatically be added to Lost & Found in case player doesn't have enough free inventory slots
Added enemy sound effects in combat mode
Added Lost & Found - Saving all the items that were awarded during quests but were somehow lost e.g. player didn't have enough free space in inventory and also saving last battle's rewards
Added a new journal tip: Storage
FIXED / CHANGED:
Fixed: Combat: Unarmed type weapons disappear during animations
Enemies can now start combat with various buffs and increased block - resulting in more strategic combat encounters that deals with all attack deck builds
Fixed: Healing items should round health
Fixed: Pressing ESC during a cutscene causes crash
Rebalanced combat rewards and reward xp
Updated engine
- FixedNew tips won't overlap anymore
Improved minimap so that it also displays total number of enemies around and the area threat level
Fixed: Footstep sounds still being played after entering a room
Less random enemies will respawn now after clearing out zones
Fixed: Auto-saving during game cutscenes
Fixed: Supply drop icon showing during cutscenes
Rebalanced workshops
Rebalanced items in shops and market stalls
Adjusted cards in training grounds
Changed equipment loot rarity based on stats - randomized high stats only if it's higher tier
Fixed: Some objects will stay in hover mode despite mouse no longer hovering it
Inventory: Borders for different tier items are now colored accordingly
- FixedNew game should only load first cutscenes
Fixed: Camp: Manage Supplies: Item popup panel overlaps with other objects
Supply burn rate increases with each new team member added
Lockpick: Will now use kit even if you've successfully lockpicked
Fixed: Dismantle input slots won't show tier borders and actual weapon stats
Fixed: Character equipped items when dropped results in crash
Fixed: Shop trade UI containers won't update tier borders
Improved Hell Punch card animation
Recreated all intention icons, mixed intention now shows attack and defense numbers separately
Fixed: Random event bug causing to open loot window when it shouldn't (Event: "We Have a Rat Problem")
Split current skill points into separate attribute points and combat skill points
Reworked dismantle mechanics (will now pass time)
- FixedCRASH: Training Grounds saves data as indexes resulting in a crash (Will require a new game start otherwise old save files will cause a crash)
Fixed: CRASH: _.CharTurn(103273, -2147483648) not set before reading it.
Fixed: UI: On event hover: window height isn't calculated correctly
Rebalanced attack and defense cards (percentage of ATK and DEF amount)
Abilities are now gained every 2 levels instead of 3
Changed current max. level lock to 10
Fixed random short freezes
- FixedCombat reward items may end up being changed once looted (e.g. a hatchet with sockets loosing all it's sockets)
Changed max attribute levels to 12, skill levels to 20
Equipping same type of weapons will now lower the stats of the secondary weapon (35% less attack power, etc.)
Locked survivor silhouettes will no longer show up at camp
Reworked crafting (more recipes in shops, special recipes earned through quests, additional special crafting materials that are only dropped as loot)
Reworked cooking (rebalanced recipes in shops, recipes found while exploring, more recipes available from start)
Fixed: CRASH: Variable ._isAlive(102523, -2147483648) not set before reading it.
Fixed: Zombie wolf actions get ignored only performing the attack move
Reworked chained enemies (it should now indicate more enemy waves, easier to spot with changed sprites, now link to actual parent enemy)
Adjusted enemy levels in different areas
Rebalanced enemy XP level gain
Rebalanced level up formula
Decreased speed of enemies on world view
Updated all exit / stairs cubes
Fixed detection radius of enemies on world view
Fixed: Character XP should now change back to 0 after a level up, rebalanced level ups
- FixedCamp available sound being too loud / annoying
Other minor fixes and changes
Source
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