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DeadPoly News

Patch 0.6.4 - Raiders Incoming

[p]Additions [/p]
  • [p]Raiders have been added[/p]
  • [p]Upgrade system for firearms and armor (melee weapons on the way)[/p]
  • [p]Airdrop pilots have finally completed their training and acquired their Pilot Licenses (less airdrops in mountains, new airdrop paths, randomization of airdrop routes)[/p]
  • [p]Gameplay options now save and persist through reloading[/p]
  • [p]Gameplay option to disable enemies attacking your bases[/p]
  • [p]Gameplay option to change Day/Night cycle[/p]
  • [p]All gameplay options now available to Dedicated Servers through the config file[/p]
  • [p]Volume slider for Weather and Vehicles[/p]
  • [p]Grid Mode for building and Set Down has been improved and now has grid sizing options for lining stuff up nicely[/p]
  • [p]You can now invert guns and melee weapons when using Set Down (allows things like crossing swords on the wall for display)[/p]
  • [p]Craft queue now has a display showing how many crafts are in the queue[/p]
  • [p]Added World Map to rebindable keys[/p]
  • [p]Added a handful of vehicle keybinds[/p]
  • [p]Vehicles can now be unlocked in PvE to allow passengers
    [/p]
[p] Changes [/p]
  • [p]Experience gain and overall leveling speed has been increased significantly[/p]
  • [p]Added some display for stats on firearms when inspecting[/p]
  • [p]Recoil has been adjusted heavily across the board[/p]
  • [p]Color storage crates are now 40% smaller in physical size (storage space doesn't change)[/p]
  • [p]Added additional chance for the Toasty Tires box (they are still very rare but less so)[/p]
  • [p]Locked world doors now say (Locked) in the name[/p]
  • [p]Left face button on controller now starts and stops car engines[/p]
  • [p]Vehicles should no longer be targeted by enemies without a player driving them[/p]
  • [p]Adjustments to vehicle inventory screen in preparation for additional changes to vehicles[/p]
  • [p]Cornmeal and Gunpowder now stack to 10,000[/p]
  • [p]Money now displays "100 K" when in a full stack instead of 100000[/p]
  • [p]Gonda, Hummer, Sedan, Hatchback now have more than 1 passenger seat[/p]
  • [p]Dropped guns now lay flat instead of upright[/p]
  • [p]You can now climb on top of airdrop crates (even in the water)
    [/p]
[p] Bug Fixes [/p]
  • [p]Fixed Buggy and Sedan not having passenger side door handles[/p]
  • [p]Fixed Buggy having incorrect shading in specific spots[/p]
  • [p]Fixed issue with crafting and building that was requiring two stacks of the same material[/p]
  • [p]Fixed The Kids Aren't Alright 8 bit tape playing incorrect song[/p]
  • [p]Fixed Monkey Wrench 8 bit tape playing incorrect song[/p]
  • [p]Fixed sprinting persisting through vaulting even when not holding sprint[/p]
  • [p]Bears are no longer afraid of you[/p]
  • [p]Set Down when used on walls now offsets the object off the wall the same distance they offset from the ground (guns and melee weapons shouldn't sink in to the wall like before)[/p]
  • [p]Fixed some issues with water[/p]
  • [p]Airdrop plane sound now tied to Master Volume[/p]
  • [p]Fixed canceling a craft select amount clearing the entire crafting queue[/p]
  • [p]Made changes to vehicle passive mode due to bug where car cannot drive after it goes passive[/p]
  • [p]Fixed controllers not being able to exit vehicles as passengers correctly[/p]
  • [p]Fixed zombies spawning in place of bear/deer spawns sometimes
    [/p]
[p] In the works [/p]
  • [p]Horde system to vastly increase zombie count[/p]
  • [p]Adding melee weapons to the upgrade system[/p]
  • [p]Character face revamp[/p]
  • [p]Rescuable survivors (friendly non-zombie AI)[/p]
  • [p]Vendor rework[/p]
  • [p]Factions[/p]
  • [p]Questing expansion[/p]
  • [p]Vehicle system updates[/p]
  • [p]World environment updates[/p]
  • [p]Liquid container changes[/p]
  • [p]Building improvements[/p]

Patch 0.6.3 - Holiday Event

Patch 0.6.3
[h2]Additions [/h2]
  • [p]Holiday event enabled[/p]
  • [p]Zombies have consumed enough human brains and have become ever so slightly more intelligent, and their eyes function a bit more reliably now as well[/p]
  • [p]Experimental: Zombie hit boxes have been changed to improve performance and allow more zombies overall[/p]
[h2] Changes [/h2]
  • [p]You no longer need to look directly at many items in order to interact with them (smaller items such as bullets)[/p]
  • [p]Item rarity updated heavily[/p]
  • [p]Item randomness is now more random (less repeat spawns of the same items in small areas - doesn't prevent the same item for loot zones that don't have a lot of items in their pool)[/p]
  • [p]Backend item optimizations to reduce general resource usage[/p]
  • [p]Upped some items max stack to 1000[/p]
  • [p]Fiber icon and model updated to not just be rope[/p]
  • [p]Zombies no longer stop chasing if they can't reach you as often[/p]
  • [p]Dead zombies no longer block bullets so you can shoot in to crowds more effectively[/p]
[h2] Bug Fixes [/h2]
  • [p]Fixed bug that could cause container items like Ammo Cans, Backpacks, Crates, etc. to have broken slots if spawned on the ground[/p]
  • [p]Changes made to looting items to prevent items disappearing when picking up or harvesting[/p]
  • [p]Ground spawn container items should more reliably contain items inside of them[/p]
  • [p]Dropping items out of any container (including vehicles) works rather than deleting the items, and they prefer to drop at your characters feet instead of under the container[/p]
  • [p]Fixed issued that could cause the cassettes to play the wrong song[/p]
  • [p]Main menu now starts with the cursor visible even when using a controller[/p]
  • [p]Distiller can now be fully filled rather than only allowing 50% of empty to be filled[/p]
  • [p]Fixed a small lake that wasn't allowing fishing[/p]
[p][/p][h2]Up next...[/h2][p]The next update is right around the corner and will add the previously discussed Raiders, weapon stat upgrading system, the loot rework, and hopefully have Garden City a lot closer to being finished up! Stay tuned.[/p]

Community Update #6

[h2] Survivors, Raiders, and Factions are on the way![/h2][p]
Raiders
are non-zombie AI that attack, well, basically everything. They will spawn randomly, and also have some specific areas where they frequently spawn. Raider driven events are in the works where a raiding party can spawn and hunt down the player and raid their base.[/p][p][/p][p]Survivors are neutral AI that can spawn around the world who are just trying to get by. Players can rescue Survivors and recruit them to help in your own base, or send them to help a faction of your choice. Survivors will be able to help players with many tasks like harvesting wood, collecting crops, defense, crafting items, and more. Survivors will get a set of randomized stats that make them more efficient at specific tasks.[/p][p][/p][p]Factions each have their own motives, goals, and will be heavily integrated in to the task / questing system. Increasing reputation with a faction will open new items on vendors, additional tasks, and also build out their base if the player decides to help them.[/p][p][/p][p]The upcoming Vendor Rework will also go live with the faction system. The vendor UI is going to change quite a bit, as will how the vendors restock and offer items.[/p][p][/p][p]Zombie Hordes have been in development for quite some time. It's a tricky situation to try and balance playability with high numbers of AI, but I'm working on some specific things that I hope will really push the limit on how many zombies are around the world, especially in the city center areas. Once these changes are finished up, players will also have some more options on changing how many zombies spawn.[/p][p][/p][p]A fairly large Loot Spawning Overhaul is nearing completion. The main goal behind overhauling the loot spawning system is to begin giving different areas more specific purpose. DeadPoly will always kind of favor the randomness of anything being able to spawn anywhere, but having a lot of specific areas / zones on the map which are higher in specific categories is a much needed and overdue change.[/p][p][/p][p]Map Markers and visible area names after discovering areas for the world map are on the way.[/p][p][/p][p]After the above features are live, I will begin heavily working on making Garden City not feel so empty. Finishing up every remaining empty building, along with adding more fill to the world outside of buildings, sound scaping different areas to have more unique atmospheres to the game overall, and just really trying to polish up the entire map to feel more vivid and alive rather than empty and boring.[/p][p][/p][p]Please note that these features are in progress and not all set to release with the next update, but should begin rolling out over the next few months.[/p][p][/p][p]I'd like to send out a very heartfelt thank you to everyone who continues to support DeadPoly. I know the updates have been a little sparse as of late, which can be super frustrating as a player. I almost always tend to spend the time working on the game directly rather than trying to come up with things to share and post. I'm really excited about how the development of these new features is going and how they will affect the game as a whole. I'll try to keep you posted as these features get closer to being ready to go, and with new features that aren't quite ready to show off just yet.[/p][p][/p][p][/p]

Patch 0.6.2

[p]Additions [/p]
  • [p]Added difficulty options for Zombie Health and Zombie Damage,[/p]
  • [p]Some new base parts added (Right angle foundations, new stairs, ramps),[/p]
  • [p]Added up/down on controller D pad raising and lowering foundations while building,[/p]
[p] Changes [/p]
  • [p]Right Trigger on controller now accelerates while in a vehicle,[/p]
  • [p]Left Bumper on controller now honks your vehicle horn,[/p]
  • [p]Reduced zombie damage to vehicles significantly,[/p]
[p] Bug Fixes [/p]
  • [p]Fixed guns continuing to play effects after shooting has stopped,[/p]
  • [p]Fixed A Test Of Character quest not updating when killing a player,[/p]
  • [p]Holding down Right Trigger on controller will now continue to melee,[/p]
  • [p]Fixed issue with Fishing that could cause nothing to be caught,[/p]
  • [p]Fixed dragged item moving to corner when using a controller[/p]

Patch 0.6.1 - Halloween!

Patch 0.6.1
[h2]
Additions [/h2]
  • [p]Halloween event enabled,[/p]
  • [p]New collectibles added,[/p]
  • [p]New clothing added,[/p]
  • [p]New helmets added,[/p]
  • [p]New melee weapons added,[/p]
  • [p]Added Tapes for the BoomBox which play 8 bit style music,[/p]
  • [p]New vehicles added,[/p]
  • [p]You can now flip cars over (will require a jack in the next update),[/p]
  • [p]Zoom In / Out in vehicles added,[/p]
[h2] Changes [/h2]
  • [p]Adjusted vehicle center of mass to make them a bit harder to flip,[/p]
  • [p]Rewrote character stat save system to prevent data loss which would reset stat levels,[/p]
  • [p]Air drops now start their smoke signal while they're dropping rather than when they land,[/p]
  • [p]Controller - Sprint now toggles when clicking the left thumbstick,[/p]
[h2] Bug Fixes [/h2]
  • [p]Fixed zombies not dealing damage on dedicated servers,[/p]
  • [p]Fixed North/South quest text being incorrect after Garden City map direction change,[/p]
  • [p]Fixed digging being unreliable when playing as a client in multiplayer,[/p]
  • [p]Fixed fishing working when not near water[/p]