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  3. Summer Update #2 is here!

Summer Update #2 is here!

Hey guys! It's Gui here once again to bring you another update - this time it's Summer Update #2, a.k.a. v0.14.0!

[h2]The Grenade Launcher has arrived![/h2]
We said last week that our weapon rework would allow us to create more unique weapons faster, and this is the first one we bring you! You can blow up groups of zombies with no effort with this bad boy, just may not be that great against Mefisto (at least at the time being.).



[h2]'Poisonpace' just joined the family![/h2]
You already know Slowpace - that nasty snowball thrower -, but now say hello to Poisonpace! Mechanically speaking, the two are the same thing: they throw a projectile and leave a trail behind them. But Poisonpace, instead of causing slow, its riot spins around Poison! Yeah, Antidotes are about to shine!



[h2]Behold the Stun Grenade & the Stun mechanic![/h2]
Are zombies threatening you with their super ultra-fast moves? Look no further because the Stun Grenade got you covered!



With the Stun Grenade, all you have to do is to aim at your target and throw it! They'll freeze immediately and for 5 seconds your foes won't know what's going on. And don't panic: you can't stun yourself, hehe.

The next patches will introduce more synergizes to this mechanic, but rest assured it'll help you enough for the time being. ;)



[h2]General changes[/h2]
  • Added 'Epic' Perks: One of our goals with Not Dead Yet is to support multiple builds with different styles of gameplay, and by introducing Epic Perks we are giving a major step in this direction. These Perks are what we consider 'build definers' - it's easy to notice how lower-tier Perks will synergize with Epic Perks.

    At the time being, the number of Epic Perks is quite limited, thus you may not feel that much difference just yet. The plan is to always add more Perks of all tiers and then creating a build would become funnier and explicit.

  • Self-damage is no longer fatal: One of the playstyles we want to support is the self-damage route. This way of play is as simple as dealing damage to yourself and get rewarded for staying at low Health. But while it should be risky for you to stay on low Health, it shouldn't impossible to run certain Perks that damage yourself if you don't have any form of sustain, so now any self-damage you take won't bring you below 1 Health. You'll still die if you get hit, but at least you won't soft lose by taking these Perks and running out of Health.

  • Overhauled the way zombies spawn: Zombies will now spawn within a radius around the players, but always respecting a minimum and maximum distance. Although we are still tweaking the constraints and this new system is not yet perfect, we are going to polish it further in the upcoming patches. For those wondering the motivation behind this change: we are pretty close to release a new map, and we realized the old spawn system wouldn't work with a bigger, more open scenario.

  • Standarized the description of the Perks and Items: Although still a WIP, we rewrote all the descriptions of our Perks and Items to follow a more human-friendly standard; to you, it means: expect to have more clarity of what things do before committing to them.

  • Better multiplayer performance: This is and always will be ongoing work from us, but last week with the introduction of Weapons 2.0, we delivered a boost in multiplayer performance when it comes to shooting - the bullets are now more precise than ever. Now, with v0.14.0, we addressed some network issues and we are confident multiplayer matches will be way more pleasant to play!


[h2]New Perks[/h2]


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[h2]What's next?[/h2]
Despite the usual balance changes, improvements, bug fixes & etc (tm), we expect that the biggest major change we're going to introduce next is a new map. Of course, depending on how our story unfolds our plans may change but... hey :).

We hope you enjoy this update. And please, don't spare us any feedback, yes? Thanks!

Talk to you next patch! :-)