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Decision: Red Daze News

Update #2 Patch Notes

[h2]Greetings, Survivors!
[/h2]

It's time for another update!

In this one we once again balance some weapons, fix the bugs we found while out in the wastes, and most importantly, addressed the feedback left by YOU in the Community Hub and our social media, namely the Publisher and Developer Twitter accounts, and Publisher and Developer Discord servers.

So here are the PATCHHH NOTESSS:



AI:

Overall improvements to settler AI

Balance:
Increased starting capacity of small warehouses
Increased the limit of resource production x10
Slightly reduced damage of Sniper Rifles
Slightly increased damage of all explosive weapons
Balanced dealt while unarmed
Restored Broken Hills factory for resource production
Reduced the frequency and distance of werewolf JUMP ability
Increased the MELEE skill growth rate
All survivors following the player character (not just squad members) can now teleport if they stray too far
You may now go to sleep in a besieged settlement if the assault is more than 60% complete
You can now use the radio station to access any building in settlements remotely
Added new game hints and improved their display in the dialogue with Frank
Simplified the looting of resources. If there are only resources in the stash, they will be looted automatically, without opening the inventory
Removed the restriction on filling the inventory after exceeding the capacity limit. Now you can carry any weight, but exceeding the capacity restricts your movement speed
Added arrows to the remaining enemies you need to destroy to complete missions to defend or capture the settlement. This will help you find the remaining enemies in the Assault
Reduced chance and duration of the knock-out effect
Reducing the frequency of attacks on settlements by enemy groups during peacetime
The Power Bar for rapid-fire weapons has been brought back

GUI:
Added the K hotkey to hide/show the HUD
Added a description of some additional hotkeys: Esc - config, I - inventory, M - map, T - team, K - HUD
Added the ability to return the camera to default position by compass-clicking
The map window now has an indicator of the number of game days
Added support for Ultrawide resolution

Visuals:
Added effect of unit burning after death by flamethrower
Fixed the animation of the accelerated walking after rolling

Bugs:
Now the game progress is displayed correctly and can reach 100%.
The turret gun becomes first level after destruction. Previously it was at the same level as before destruction.
Improved the behavior of the turret shooter at the moment of switching by using Tab between members of the squad.
Grenades now properly increase the heavy weapons skill.
Fixed hand animation when tired running with a grenade.
Fixed a bug that caused duplicate money on restart.
Fixed stamina bugs after a fast travel.
Fixed a rare bug with an invisible dog.
Fixed a bug with unit behavior when enemies shoot from a rocket launcher off-screen.
Fixed a rare character freeze after loading the game.
Fixed the error of resetting turret options after a warehouse overflow. Now there will not be such a downgrade.
Fixed a bug that sometimes made it impossible to open a small warehouse.
Many other small fixes and improvements.


As always, we are always on the prowl for any suggestions or bugs that you share with us, and are ready to address them at a moments' notice!

Thank you for all of your support
-The FlyAnvil Team

News on Update #2

Greetings, Survivors!

We hope you are having a great time out in the Dust Bowl, and with the summer starting up you would think we are about to sit back and relax, but you would be VERY wrong!

We are continuing our efforts to collect as much of your feedback as possible and use it towards making Decision: Red Daze an even more comfortable experience for every player out there!

A new update is in the works, and we are preparing to release it in the upcoming weeks. Here's what you can expect it to address:

  • Improvements of the AI of survivors in settlement defense scenarios.
  • Balance changes, including warehouse capacity adjustments, weapon damage balancing, skill growth speed increases, and more!
  • Very many QOL changes, among them the ability to craft WAYY more materials at once, the ability to access all buildings' menus from a central location, and a way to make looting much faster and less tedious, among many, many other things!
  • A lot of bug fixes, including the fix of the dreaded few steps after rolling ;)
  • ULTRAWIIIIIDEEEEE


The full list of patch notes will be available on the update launch, we hope that these changes make for a more enjoyable gaming experience! :)

As always, please don't hesitate to share your feedback and ideas, each one helps us make Decision: Red Daze just that tiny bit better! :)

-The FlyAnvil Team

Update #1 is Out Now

[h3]Greetings Survivors!
[/h3]

Welcome to the First Update of Decision: Red Daze!

During this time after the launch of the game, we gathered all of the bugs, suggestions, and other useful notes you offered us in the Community Hub, social media, and both Discord channels for both the Developer and Publisher servers.

And we worked our butts off to deliver this update with various fixes and improvements. So here we go!

The patch notes for Update 1:



[h3]Balance[/h3]
We received a ton of feedback regarding the Sleep and Stamina and their effect on gameplay, and made some balancing changes accordingly:
  • Sleep and Stamina depletion rates have been reduced;
  • Reduced Roll and Attack Charge stamina cost;
  • Completely suspended Stamina and Sleep depletion in Settlements;

We also took a look into settlement defense and ammo:
  • Adjusted maximum values of all Settlements' defense;
  • Increased the number of generated ammo in loot;

And made some overall balance improvements:
  • Tweaks to charisma growth rates.
  • Reduced enemy firing range;
  • Reduced probability of getting knocked down when a Werewolf lands on the ground after jumping;

[h3]Quality-Of-Life Improvements[/h3]
  • Changed hotkeys for using first aid kits and food. Now the [3] and [4] buttons are responsible for this. Now you don't need the long fingers of a pianist to eat quickly and regain your stamina;
  • Accelerated the weapon removal animation to speed up access to the loot;
  • The player will no longer stop when changing weapons using hotkeys while running;
  • Putting an item into a survivors' inventory will automatically equip that item;
  • We improved the image quality of all characters and window icons;
  • Resource management was also improved;
  • We added a control tips screen at the beginning of the game;

[h3]AI Enhancements[/h3]
  • We improved the AI of Survivors in battles;
  • Fixed zombie behavior when changing squad leaders in some situations;

[h3]Bug fixes[/h3]
  • Fixed the count of enemies killed by a high-level turret for the "Tower Defense" achievement;
  • Fixed merchant's behavior when interacting with the player in some non-standard situations;
  • Fixed the generation of high-level mutants. You can now get the "Kill 'Em All (Mutants)" achievement;
  • Fixed interruption of weapon reloading when starting other actions. Now, if you start another action, the reload is canceled;
  • Fixed the bug of walking through walls and at different heights by shooters leaving or climbing on the turret when switching characters;
  • Fixed a bug with not being able to use [Esc] and [Space] during video clips at the beginning of the game in some non-standard situations;
  • Fixed black screen and freezing after loading the game due to problems with the weapon in the hands of the current character;
  • Fixed Dr. Listov's behavior. Now he will not follow the player until the lab has been taken over and the quest has been started;
  • Fixed an issue where you could loot seriously wounded team members instead of healing them.
  • Fixed the absence of zone names in the description of some tasks;
  • Fixed the generation of the Shotgun "Urban". Now it can be bought only from the chief merchants.
  • The large merchant Expedition backpack "Shire" is no longer available for sale. It is only used by merchants to store anything you are willing to sell them;
  • Fixed the ability to get the "Employer" achievement after completing the game. Now you can find mercenaries even after cleansing the Dust Bowl;
  • Fixed the game progress indicator in the menu window after you restart the game or start over;
  • The double-click icon in the inventory tooltip line has been restored. Double-click gives you information about the item;
  • Fixed the ability to move a character when the inventory screen is opened;
  • Fixed an issue where you could loot seriously wounded team members instead of healing them;
  • Fixed an issue that sometimes caused settlers to vanish from settlements;
  • Other minor fixes;



We hope you have fun playing the game with the latest patch, and please do keep sending us your impressions, suggestions, and any bugs you notice! We are continuing to improve the game with more updates based on your feedback, along with further improvements to AI, balancing, and more to come in the future
The FlyAnvil Team

News on Update #1

Happy Friday survivors!

It hasn’t even been a week since the release of Decision: Red Daze, and we already received a great deal of constructive reviews, suggestions and we want to make it clear we are paying attention to all of them, and are working on an update to address the major bugs and suggested improvements to overall enhance the gameplay experience you’ll have out in the Dust Bowl!

Here’s what you can expect in the upcoming update to the game:

  • Improvements of the AI of survivors in desert and city battles.
  • Decreases of the roll distance and reduced stamina cost.
  • Decreases of the stamina drop rate.
  • Decreases of drop rate of Sleep (daytime fatigue).
  • Increases of the number of generated ammo in loot.
  • Acceleration of the weapon removal animation to speed up access to the loot.
  • The player will not stop when changing weapons using hotkeys while running.
  • Addition of a window at the beginning of the game with control tips.
  • Fixes of other bugs based on gathered feedback



Alongside all of this, we will continue to review and address your feedback, and help you out with any potential issues you might encounter! For the quickest support, feel free to join Discord channels for both the Publisher and the Developer of Decision: Red Daze, or leave your feedback in the Community Hub. All of your input helps us make Decision: Red Daze better!
-The FlyAnvil Team

Decision: Red Daze is AVAILABLE NOW!!

[previewyoutube][/previewyoutube]
Greetings Survivors!

Can you believe Decision: Red Daze is out today?! We certainly can't.

All of the hard work the team has put in over the years, which sometimes felt like decades, is finally in your hands, and we could not be more excited.

We hope you enjoy mowing down hordes of zombies, building your own little safe havens, and making the Dust Bowl safe again
- The FlyAnvil Team.