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Dead Static Drive News

Update notes for November 11

[p]Hi all, [/p][p][/p][p]This is our second update and this one has a lot of work put into it. I appreciate all the feedback and bug reports and I'm glad for such an engaged community! We'll continue working to provide updates but for now here are the update notes: [/p]
  • [p] "Duplicate Marcus" has been solved - there is only one true Texas Ranger.
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  • [p] The generator crash bug with Jack in Chapter 2 has been fixed
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  • [p] Other minor progression related issues fixed, and interaction zones for progression clues has been increased
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  • [p] Sliders are now interactible with the mouse
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  • [p] Overhauled resolution UI so you can select a new fullscreen resolution and be given cancel options if it's not working for you
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  • [p] Set a minimum time that the save game UI is shown whenever your game is saved.
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  • [p] Added many additional control options for mouse and keyboard to reduce the times you need to move your hands away from the mouse or WASD. Mouse wheel press shows the compass. Mouse wheel and left/right click can be used for dialogue.
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  • [p] You no longer can get infinite gas by entering a car with a gas pump in hand
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  • [p] Mouse is now hidden by default until you use it, to help with Big Picture mode
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  • [p] Resolution options are now better respected between sessions
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  • [p] Adjusted car durability after collisions
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  • [p] NPC Dialogue plays less frequently for regular interactions like hitting trees.
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  • [p] Added an option to allow or disable audio when the game is not focused
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  • [p] Adjusted locations of monster spawns
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  • [p] Additional UI elements have been added to make text more legible
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  • [p] Frame limiting defaults to on, so if you have a good PC it shouldn't start off burning up.
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  • [p] Removed some debug inputs
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  • [p] You no longer can exit the car near the edge of a map when the new map is loading in.
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  • [p] Reduced camera movement when travelling between towns.
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  • [p] Pause menu now works consistently using the Tab key on PC and updated the UI to display "Q" as the exit key
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  • [p] Adjusted some issues with NPCs not spawning when expected
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  • [p] Adjusted some text errors
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  • [p] Bug when driving into water in some locations has been fixed
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  • [p] Reduced possibility of cars spawning on top of existing cars
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  • [p] NPCs in your party sometimes crowded you when reloading the game, this has been addressed but please contact us if it continues.
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Developer Update

[p]Hi! Mike here, hoping to share some information on what we're working on to patch and improve the game, and to have a short word about our launch.[/p][p][/p][p]Yesterday we released our first patch to update the game and correct a few critical issues players were having. You can see the patch notes in our discussions here.[/p][p][/p][p]Thank you everyone who have taken part in our discussions posts, posted new threads or replied to them. There's a lot of very useful feedback there and bug reports for us, and we're so appreciative of the time taken to write these out. We've got a short list of criticals and quality of life fixes to work on and push out soon, but we also have some larger changes to the game's design.[/p][p][/p][p]The changes we're working on actively right now for our next update are:[/p]
  • [p]We're addressing key issues including getting kicked back to the menu and crashes reported when asking some NPCs to join your party. These are our #1 priority and need to be sorted out first.[/p]
  • [p]Our interface on PC for creating characters, interacting with UI, and having inputs clearly shown to the player is a real point of friction and we've made some fixes already for the update, but with more to come after as well.[/p]
  • [p]Car durability has been tweaked a lot, and you won't find your car deteriorating as rapidly when you drive.[/p]
  • [p]We hear you about car engine audio, and we're hoping to get this added very soon.[/p]
  • [p]NPC behaviour needs a lot of work and will take time to make as good as we want it, but we're making some important changes for the moment to make them less reckless and follow pathing better.[/p]
  • [p]A lot of people have reported issues with the lock-on, and we're going to keep working to improve it.[/p]
[p]There's more, and this is just a short summary of primary issues we're getting on top of, but in the short term our focus is on bugs and interface and quality-of-life improvements. After this, we'll start to address the greater feedback with the game's exploration and narrative, with loot frequency and monster balancing.[/p][p][/p][p]Thanks again for the support and comments, and we're sorry for such a rocky launch. We're glad to start fixing these issues for you all and will do what we can to turn this thing around.[/p][p][/p][p]Mike Blackney [/p]

Day one patch

This update fixes some key progression and UI issues

  • Fixed some issues with progression of quests.
  • Turned on some tutorials. These can be toggled off in settings, but will help you to get an introduction to some of the inputs.
  • Physics adjustment to reduce vehicles flipping when you have a higher driving skill.
  • The mini-map has a compass and shows the orientation of towns you can travel to.
  • Adding gas to cars is now much more streamlined - if you have an item in your hands it will be chosen by default as the retuelling source.
  • You can now select items from your inventory by left-clicking them when trying to give items or refuel.