Thanks again for all the feedback we’ve received from players, both in and out of the Public Test Realm. We’ve been listening, and have implemented a range of updates to the new features that arrived with Update 25!
Difficulty Tuning
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On Nightmare and Lethal map difficulty, you now need to scout the actual site where a Plague Heart lives to reveal its location and its territory (rather than having it automatically appear the moment you enter its territory).
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At harder map difficulty levels, plague territory is now a little smaller, and newly-generated plague hearts are more spread out. The overall amount of map coverage is about the same, but Plague Hearts overlap less, making it less onerous to free a typical site from their influence.
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Pre-looted sites on harder map difficulties are no longer auto-scouted at the outset. You now need to go out in person to verify if they have loot.
Other Tuning Changes
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When arriving on a new map, the area around your starting base that is clear of Plague Hearts is now 20% larger, giving you more room to breathe.
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Missions to kill Plague Hearts no longer spawn when you have only a single Plague Heart left, making it easier for you to leave that final Plague Heart in place to delay the Legacy Arc from starting.
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We increased the plague sample drop rate for Plague Hearts by approximately 25%.
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The Hygienic Care strategy at Sasser Hospital in Drucker County now benefits from the Medicine skill and the Pathology specialization, as intended.
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We removed the redundant Gardening training action from any base facilities that featured it, now that it is available from all Food outposts.
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We made one final tweak to our rebalance of the community skills, raising the Parts income for the maxed-out Electrical skill to 25 per day.
User Experience Improvements
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When you hover over a red site on the map, the icons for the Plague Hearts that are controlling it now pulsate, letting you know precisely which ones you must destroy to free the site.
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You now have access to more information about what a particular outpost is going to offer your community because of various refinements that we added to the outpost claiming screen, the strategy selection screen, and the flyouts on the map.
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Facility progress meters are no longer trying to pull double duty as cooldown meters, because that was just confusing everyone.
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The NPC inventory screen now highlights relevant weapons when you hover on a stack of ammunition.
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Standard outpost actions (Upgrade, Abandon) are now right-justified in the UI, to make it easier to recognize the unique actions on special outposts.
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You no longer see room-clearing indicators on the mini-map for sites within plague territory, because clearing rooms is meaningless when you can’t secure the site.
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We added outpost numbers to the base screen, to make it easier to distinguish similar outposts from one another.
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With Toggle Aim enabled in the Settings menu, you can now interrupt your aim by sprinting or dodging. Sprinting will put an end to aim mode, while dodging will return you to aim mode as soon as the dodge is complete.
Exploits
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You can no longer duplicate weapon mods by attaching them from within a container. We hope you enjoyed it while it lasted.
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We removed an exploit that could allow you to install multiple mods on the same facility if you navigated the base screen quickly enough.
Enemies
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We fixed a bug that was preventing players from taking damage from Plague Heart gas attacks. So when you see the Plague Heart start to “inhale”, get out of there!
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Blood plague screamers now summon freaks near themselves, rather than near you, making it much less likely that they’ll spawn a bloater in your face.
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We made some refinements to the zombie spawning system to make Plague Heart battles more consistently well-populated with defending zombies.
User Interface Fixes
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We fixed a bug that was preventing some facility upgrade actions from being greyed out when unavailable.
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We fixed a bug that caused a former weapon to appear in the aiming HUD when you scaled back to carrying a single weapon.
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We cleaned up some weapon mods that were still erroneously targeting a specific weapon in the UI (despite the fact that attaching a mod to a weapon is now done in a separate pop-up window).
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In-world indicators now successfully appear at all unlocked exit locations on all maps.
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We fixed an edge case that could cause the aiming HUD to disappear if you performed a rapid series of actions in a row.
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The player icon no longer scales weirdly when zooming out on the map.
Other Fixes
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Survivors no longer weirdly aim the Mare’s Leg like a pistol. They hold it like a carbine now, as God intended.
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We fixed a bug that would lead to a soft lock if the player was attacked while working in the weapon-mod-targeting screen.
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We fixed an edge case that could soft-lock the game if you moved maps with the base menu open.
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We fixed some rare UI and animation glitches when switching weapons under specific circumstances.
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We fixed some sites in Providence Ridge that were using misleading icons on the map screen.
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The mission A Cure For All Seasons now allows you to recruit the neighboring enclave immediately after completing the mission, rather than waiting until your next restart.
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