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Dead Hand News

Update 1.21

Update 1.21 brings fixes for a couple of elusive bugs regarding navigation mesh generation & pathfinding.

Here's the detailed changelog:

[h3]Patch notes[/h3]
  • Fixed some instances of NavMesh actor obstacles not updating correctly when transitioning from Real Time Mode into Turn Based Mode.
  • Collapsed all NavMesh vertical layers into a single tile in order to fix connectivity and pathfinding issues when digging deep downwards.
  • Slightly delayed the appearance of Hunter Killers in Accelerated Mode, since you're more likely to want to fully explore each level.
  • Small tweaks to the AWP Stats screen. Interrupt chance is now shown as a percentage.

And I'd like to end the announcement with a reminder for new players who might be struggling with the difficulty: There's a "Tactics Primer" guide you can read and a 3 level video playthrough you can watch to get some ideas on how to better approach a new Dead Hand run.

Cheers!

Update 1.2 and Anniversary Sale

Update 1.2 is here bringing a brand new "Accelerated Mode" intended for seasoned players wanting to reach the later levels more quickly in exchange for a steeper difficulty curve.

"Accelerated Mode" reduces the size of every level except for the last one to a mere 5 rooms and skips levels 2, 5 & 8, leaving only the tier transition levels and the boss levels; making for a 6 level long successful run. Loot rates (both enemy drops and supply crate chances) are increased in order to allow the player to gear up before every boss fight.

"Accelerated Mode" can be toggled in the "Select Difficulty Level" menu. It's available for all difficulty modes and doesn't affect steam achievements; they can be unlocked as usual, regardless of "Accelerated Mode" being toggled.



Here's the detailed changelog with the usual assortment of minor fixes and tweaks:

[h3]Patch notes[/h3]
  • Implemented a new "Accelerated Mode" for all game difficulties.
  • Lowered all three Pill Hulls' "Center of Mass" bones.
  • Structure Points meters now change color as parts receive damage.
  • Fixed a bug where replacing a Hull or Chassis that had an Ammo Factory module installed with another that didn't would allow you to continue fabricating ammo.
  • Slightly raised the Tank Gun HE Shell damage and the Guided Missile weight.
  • Lowered the maximum amount of Perlin Noise Octaves used when generating Cavern type rooms.
  • Switching from Fullscreen mode to Windowed mode using Alt+Enter is no longer considered a "volatile" change and now modifies the settings file.


Last but not least, in order to celebrate Dead Hand's first year on Steam (time flies as we get older) Dead Hand will be 50% off during this week.

Cheers!

Update 1.16

Update 1.16 is live introducing a new miniboss, some balance tweaks and a minor bugfix.

[h3]Patch notes[/h3]
  • Added the "Technical Prime" miniboss, here to seek revenge for all the Technical trucks you've mercilessly slaughtered across your runs. It may appear in levels 2 or 3 and if you're lucky it might drop its tasty Twin Mount.
  • Lowered the AP cost of replacing a mounted weapon with another from 6 AP to 3 AP to encourage the use of the 2 hardpoint hulls and to improve the viability of midfight weapon swapping.
  • Increased the amount and quality of consumables (possibly) dropped by C-RAM, Killdozer, Scout and Recon class enemies.
  • Lowered enemy density and raised drop rates in tier transition levels (4 & 7).
  • Improved the calculation of level camera bounds.
  • When swapping hulls would cause the currently selected weapon to be dismounted, the game will now automatically select the first mounted weapon if any.

Cheers!

Update 1.15

Update 1.15 is live with a few improvements and balancing tweaks.

[h3]Patch notes[/h3]
  • Replaced Sniper/Brawler Trio minibosses' "Armor Plating" hull module with a "Targeting Coprocessor" module and a "Ground Penetrating Radar" module respectively to make them more vulnerable to 5.56mm fire.
  • Removed the "Choose Amount" menu when picking up item stacks in favor of picking up the whole stack if possible or as many items as you have storage space for if not. Note that you can still partially discard stacks from your inventory at 0 AP cost.
  • Fixed some instances where the post-shooting wait period would end before a ricocheting projectile had hit its final target.
  • The log console now shows a message when a miniboss is present in the current level, and the presence of a miniboss slightly delays the appearance of the Hunter Killers.
  • "Custom Difficulty" mode now mentions that it doesn't unlock progress achievements.



On another note, I've uploaded a video playthrough of the first three levels, including the C-RAM boss fight.

[previewyoutube][/previewyoutube]


Enjoy!

Dead Hand Update 1.14

Hi all,

Another small update: Having a twin mount equipped would prevent the savegame from loading correctly; this has now been fixed.

Cheers!