Posted July 22, 2013
Hi guys,
Sorry about the delay with the patch. We hope y'all didn't have to wait too long :D.
Huge list of changes for you guys, so warm up your tea or coffee and take a seat as the wall o' changelog crits you for over 9000!
1.2.02
Fixed: An issue in No Survivors where rejected survivors would
excessively set traps, steal items, etc., after a certain period of time.
1.2.01
Balance: The player's survivors are less likely to be injured by traps
set by rejected survivors.
Fixed: Protection items are no longer considered "tools" when dealing
with the Caravan or Trader.
Fixed: An issue where items could not be a part of multiple loadout groups.
Fixed: Extra checks to prevent a crash when positioning survivors within
a location during combat.
Fixed: The new day/night ambient effects no longer play if sound effects
have been disabled.
Fixed: A rare visual issue where a black box would appear on the
Relationship view when the player had only one survivor.
Fixed: Removed some unused locations from the custom content manager.
Fixed: Some additional checks to prevent reporting errors with the
Patrol order.
1.2.0
Added: New game mode: No Survivors. With no time limits or objectives,
how long can you survive in a town slowly being overrun by zombies?
Start with a single survivor and search locations for others, or attract
them to you if you've found a secure base of operations. Find
greenhouses, medical labs and ammo factories to produce a steady stream
of resources and keep an eye out for the elusive caravan. Welcome new
survivors into your group, but watch out for prejudices and injuries! If
you want, you can reject them instead, though they might cause you
trouble in the future. Finally, zombies can destroy locations if you let
their numbers get out of control.
Added: New orders: Resource manufacturing. Available in No Survivors,
certain locations can create ammunition, medicine and ingredients,
giving you a constant supply of critical items. That is as long as you
can defend them.
Added: New dilemma: The Caravan. Help them out and they'll return the
favour, just make sure you have the supplies they need.
Added: New item type: Protection gear. Use motorcycle jackets, hard
hats, riots shields and more to protect your survivors from melee and
ranged attacks. Be warned though, these items will degrade with use, so
make sure you keep an eye on their condition!
Added: New item: Backpack. A rare item that will allow your survivors to
carry a few extra items during their travels.
Added: New item: Submachine gun. A low-damage, reasonably accurate
ranged weapon that can hit many targets at once. Uses 9mm ammunition...
a lot of 9mm ammunition!
Added: New item: Beacon. Available in No Survivors, used to signal
survivors to your location... and other friendly inhabitants of the town.
Added: Hovering over a game mode now shows important details about that
mode, such as time limits and survivor counts.
Added: Ambient sound effects that differ depending on the time of day.
Added: Extra statistics to the end game screen: Survivors infected,
cured and made immune; and hours lasted.
Added: Once per day, while occupying the hospital, a survivor's injury
may be treated automatically, without consuming medical supplies.
Added: Three new tutorials for supplies and breaking down items,
bookmarks and relationships and rumours.
Added: Three new backgrounds for the main menu screen, which are cycled
through at random each time the game is started.
Tweak: The "Classic" game mode has been renamed "Deadline" and its
position on the game mode selection screen has changed.
Tweak: The difficulty level of each game mode is now clearly stated.
Tweak: Pressing Escape while tokens are mass-selected will cancel the
selection, rather than transitioning back to the diary.
Tweak: "To be junked" changed to "Break down into barricade parts and
scrap".
Tweak: The default game mode is now Road Kill.
Tweak: The game now defaults to Windowed mode.
Tweak: A number, rather than a star rating, is now shown for items that
provide a carrying capacity bonus.
Tweak: The title of the left-hand page of the Movement view now reads
"Leave behind", rather than "Leave at the ".
Tweak: The main menu now features graphics rather than buttons.
Balance: Turning away the girl now stops her family from checking up on you.
Balance: Increased the delay before the super zombie shows up.
Balance: Slightly reduced the rate at which survivors become hungry.
Balance: The Vaccine dilemma can now occur at either the university or
the hospital.
Balance: The Overwhelmed dilemma is now much less effective.
Balance: Survivors will now find it extremely difficult to fight large
numbers of zombies without decent weapons and relationships.
Balance: Increased the amount of ammunition in the world in Road Kill.
Balance: The hungriest survivor will now always be the first to eat, if
food is available.
Balance: Food will not spoil until at least a few corpses are at a location.
Balance: The "slowly and quietly" barricade strategy is now much more
effective.
Balance: Antibiotics and painkillers can no longer be found on corpses
and painkillers in general are harder to find.
Balance: Infected survivors now self-medicate themselves more promptly.
Balance: Survivors now move 33% faster during the day.
Balance: Searching locations has been made slightly easier.
Balance: Antibiotics now dramatically slow the speed of the infection.
Balance: Reduced the number of zombies that can walk into unsecured
locations.
Balance: Zombies now enter locations at a reduced rate while survivors
are breaching.
Fixed: Large meals found in the game -- that is, ones a survivor has not
prepared -- now provide the correct level of nourishment.
Fixed: Sustenance provided by the "Hold a feast" order can no longer
exceed a survivor's maximum hunger level.
Fixed: It is no longer possible to assign the same survivor multiple
times to an order.
Fixed: Reduced system and video memory consumption by ~30MB.
Fixed: A potential crash when a survivor reanimates.
Fixed: Some discrepancies in fortification level calculations that could
cause a location to look fortified or secured when it wasn't.
Fixed: It was possible to click on bookmarks while viewing screens other
than the diary.
Fixed: An issue with multi-target weapons not hitting all their targets
when breaching.
Fixed: Single items in categories are now highlighted correctly when sorted.
Fixed: Orders will no longer appear in game modes where they are not
relevant.
Fixed: A number of cases where the candle glow and bookmark graphics
would not appear correctly when transitioning between screens.
Fixed: The game now maintains the same window size, regardless of
Windows' DPI settings.
Fixed: Items are now placed back inside a location when cancelling a
move order using mass-selection.
Fixed: Additional checks and balances to address a texture error when
discovering the vehicle in Road Kill.
Fixed: Code to prevent cross-thread exceptions with the audio engine.
Fixed: The game window now forces itself to appear on the primary
display. This check occurs twice -- once when the program is first run
and after a new game is started.
Fixed: Checks to prevent null exceptions involving the Snipe order.
Sorry about the delay with the patch. We hope y'all didn't have to wait too long :D.
Huge list of changes for you guys, so warm up your tea or coffee and take a seat as the wall o' changelog crits you for over 9000!
1.2.02
Fixed: An issue in No Survivors where rejected survivors would
excessively set traps, steal items, etc., after a certain period of time.
1.2.01
Balance: The player's survivors are less likely to be injured by traps
set by rejected survivors.
Fixed: Protection items are no longer considered "tools" when dealing
with the Caravan or Trader.
Fixed: An issue where items could not be a part of multiple loadout groups.
Fixed: Extra checks to prevent a crash when positioning survivors within
a location during combat.
Fixed: The new day/night ambient effects no longer play if sound effects
have been disabled.
Fixed: A rare visual issue where a black box would appear on the
Relationship view when the player had only one survivor.
Fixed: Removed some unused locations from the custom content manager.
Fixed: Some additional checks to prevent reporting errors with the
Patrol order.
1.2.0
Added: New game mode: No Survivors. With no time limits or objectives,
how long can you survive in a town slowly being overrun by zombies?
Start with a single survivor and search locations for others, or attract
them to you if you've found a secure base of operations. Find
greenhouses, medical labs and ammo factories to produce a steady stream
of resources and keep an eye out for the elusive caravan. Welcome new
survivors into your group, but watch out for prejudices and injuries! If
you want, you can reject them instead, though they might cause you
trouble in the future. Finally, zombies can destroy locations if you let
their numbers get out of control.
Added: New orders: Resource manufacturing. Available in No Survivors,
certain locations can create ammunition, medicine and ingredients,
giving you a constant supply of critical items. That is as long as you
can defend them.
Added: New dilemma: The Caravan. Help them out and they'll return the
favour, just make sure you have the supplies they need.
Added: New item type: Protection gear. Use motorcycle jackets, hard
hats, riots shields and more to protect your survivors from melee and
ranged attacks. Be warned though, these items will degrade with use, so
make sure you keep an eye on their condition!
Added: New item: Backpack. A rare item that will allow your survivors to
carry a few extra items during their travels.
Added: New item: Submachine gun. A low-damage, reasonably accurate
ranged weapon that can hit many targets at once. Uses 9mm ammunition...
a lot of 9mm ammunition!
Added: New item: Beacon. Available in No Survivors, used to signal
survivors to your location... and other friendly inhabitants of the town.
Added: Hovering over a game mode now shows important details about that
mode, such as time limits and survivor counts.
Added: Ambient sound effects that differ depending on the time of day.
Added: Extra statistics to the end game screen: Survivors infected,
cured and made immune; and hours lasted.
Added: Once per day, while occupying the hospital, a survivor's injury
may be treated automatically, without consuming medical supplies.
Added: Three new tutorials for supplies and breaking down items,
bookmarks and relationships and rumours.
Added: Three new backgrounds for the main menu screen, which are cycled
through at random each time the game is started.
Tweak: The "Classic" game mode has been renamed "Deadline" and its
position on the game mode selection screen has changed.
Tweak: The difficulty level of each game mode is now clearly stated.
Tweak: Pressing Escape while tokens are mass-selected will cancel the
selection, rather than transitioning back to the diary.
Tweak: "To be junked" changed to "Break down into barricade parts and
scrap".
Tweak: The default game mode is now Road Kill.
Tweak: The game now defaults to Windowed mode.
Tweak: A number, rather than a star rating, is now shown for items that
provide a carrying capacity bonus.
Tweak: The title of the left-hand page of the Movement view now reads
"Leave behind", rather than "Leave at the ".
Tweak: The main menu now features graphics rather than buttons.
Balance: Turning away the girl now stops her family from checking up on you.
Balance: Increased the delay before the super zombie shows up.
Balance: Slightly reduced the rate at which survivors become hungry.
Balance: The Vaccine dilemma can now occur at either the university or
the hospital.
Balance: The Overwhelmed dilemma is now much less effective.
Balance: Survivors will now find it extremely difficult to fight large
numbers of zombies without decent weapons and relationships.
Balance: Increased the amount of ammunition in the world in Road Kill.
Balance: The hungriest survivor will now always be the first to eat, if
food is available.
Balance: Food will not spoil until at least a few corpses are at a location.
Balance: The "slowly and quietly" barricade strategy is now much more
effective.
Balance: Antibiotics and painkillers can no longer be found on corpses
and painkillers in general are harder to find.
Balance: Infected survivors now self-medicate themselves more promptly.
Balance: Survivors now move 33% faster during the day.
Balance: Searching locations has been made slightly easier.
Balance: Antibiotics now dramatically slow the speed of the infection.
Balance: Reduced the number of zombies that can walk into unsecured
locations.
Balance: Zombies now enter locations at a reduced rate while survivors
are breaching.
Fixed: Large meals found in the game -- that is, ones a survivor has not
prepared -- now provide the correct level of nourishment.
Fixed: Sustenance provided by the "Hold a feast" order can no longer
exceed a survivor's maximum hunger level.
Fixed: It is no longer possible to assign the same survivor multiple
times to an order.
Fixed: Reduced system and video memory consumption by ~30MB.
Fixed: A potential crash when a survivor reanimates.
Fixed: Some discrepancies in fortification level calculations that could
cause a location to look fortified or secured when it wasn't.
Fixed: It was possible to click on bookmarks while viewing screens other
than the diary.
Fixed: An issue with multi-target weapons not hitting all their targets
when breaching.
Fixed: Single items in categories are now highlighted correctly when sorted.
Fixed: Orders will no longer appear in game modes where they are not
relevant.
Fixed: A number of cases where the candle glow and bookmark graphics
would not appear correctly when transitioning between screens.
Fixed: The game now maintains the same window size, regardless of
Windows' DPI settings.
Fixed: Items are now placed back inside a location when cancelling a
move order using mass-selection.
Fixed: Additional checks and balances to address a texture error when
discovering the vehicle in Road Kill.
Fixed: Code to prevent cross-thread exceptions with the audio engine.
Fixed: The game window now forces itself to appear on the primary
display. This check occurs twice -- once when the program is first run
and after a new game is started.
Fixed: Checks to prevent null exceptions involving the Snipe order.