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Dead Frontier 2 News

Unique Item Update

Unique Item Update [6/17/2020]
  • Approximately 90 new unique items have been added, bringing the total to 140
  • Existing unique items have been tweaked to make them more useful
  • A bug that prevented incoming stun threshold from working has been fixed
  • Default visibility and hearing ranges have been put back to their old values
  • Find Fuel Chance stat added to the game
  • Lower level items now have higher stats, as having lots of +2% +3% etc seems a bit pointless.


I'd like to give a special shout out to Anklast from our Discord, who came up with most of the ideas for these new uniques :)

Mini Update (Version 0.163)

  • Calculation of loot grades has been fixed so that having "Find Rare Chance" no longer lowers your chance of finding Elites or Uniques
  • You no longer need to talk to the mission giver to find missing NPCs
  • Kick no longer defaults to left click to prevent accidental kicking when firing a weapon
  • Sneak Visibility no longer stacks with Visibility, meaning you can no longer be completely invisible to zombies
  • Default visibility and hearing ranges have been increased by 60%
  • A bug that stopped your EXP being saved when visiting an outpost has been fixed
  • Fixed a bug that caused too many zombies to spawn in the Open World, and caused them to get stuck running in circles
  • Fixed a bug that caused all outdoor enemies to run when leaving Comer and Son
  • You can now change controls AND play in DX9 mode (see Steam launch options)
  • A bug that stopped chainsaw cosmetics from being previewed has been fixed
  • You no longer lose stamina while holding shift and aiming


NOTE: You will need to quit the game client and install the update on Steam before theses changes take effect. If the game fails to update, logging out of Steam and back in again usually does the trick.

Gold Membership Refunds

Last night some of you signed up for our new Gold Membership service. Unfortunately there was a bug in my implementation of Steam's subscription API, and as a result some people got charged a second time this morning.


In my defense, this was mainly due to Steams terrible API documentation. Subscriptions especially are not properly explained, have no concrete examples, and you often simply have to "guess" the correct values to many of it's function calls. Everything worked fine when testing it in Sandbox mode.




I am happy to report that the issue that caused this problem is now fixed and I have now managed to refund all of the extra orders. Unfortunately the refunded money only seems to go back to your Steam Wallet, rather than to your own funding source. There is apparently no way for me to make a full refund like this happen using the limited tools Steam makes available to developers.

I will be writing to Steam shortly to try and get them to fully refund your money where possible. However Steam are notorious for not always responding to developers so I strongly recommend that those of you affected also send in your own tickets to Steam Support via the following link and choose "Payments" from the first list of options:
https://help.steampowered.com/en/


If there is any problem, please kindly link them to this announcement so that they have proof that these purchases were indeed a mistake:
https://store.steampowered.com/newshub/app/744900/view/2368278345859249646


To those of you affected, please accept my sincere apologies. Not a great way to start a new product launch :(

P.S Some of you have been asking me about why I decided to add Gold Memberships to DF2. Whilst the game is fairly successful and makes a small profit, it really pales in comparison to DF1. For DF2 to earn anything close to that, I'd really need to be churning out new wearable items every single week. But they take a lot of work to add, both in terms of artwork but also in terms of code and testing. So doing that then wouldn't leave me with any time to improve the gameplay itself, which still needs a lot of work IMO. I feel like the Gold Membership is a good middle ground between keeping the paid elements to a minimum, but while also allowing me to actually take the game forward in a meaningful way.

To those who feel like I've broken my previous "Ethical Free to Play" promise, I do understand why you're upset and I agree it's not an ideal situation. But I do also think that this is the only reasonable way for me to keep giving this game so much of my attention going forward. I have 4 kids, with a 5th of the way so it really isn't realistic for me to keep working on things if they aren't bringing in a solid income.

Unique Loot, Prestige Rework GM Update (Version 0.162)

Unique weapons & clothing have been added to the game. These are a new grade of very rare gear that have 4-5 fixed stat bonuses that roll in a very narrow range (IE 30-35% for most level 30 gear). There are around 50 to collect, and I have plans to add more over time.

Prestige has been completely reworked. Now, instead of your level resetting back to 1, you simply need to gain 1.5m exp while at the level cap (30). In addition, you can keep earning Elite Enhancers even after you reach max prestige. All characters at Prestige 1 or over have now been set back to level 30.

You can now sign up for a Gold Membership which gives all of your characters a boost to EXP and loot while turning their name Gold. In addition you'll receive 200+ credits for each month you subscribe.

Comer and Sons is now harder (all zombies run) and is marked more clearly on the map. In addition, you now get all 3 boss loots in the final room, each with 5x higher elite and unique loots rate when compared with normal bosses. (Will take effect from reset tomorrow)

All accounts now get one free stat reset.
Walking while aiming no longer resets your crosshair.
You can now perform all special moves without having the relevant skill.
A new skill, Aim For the Heart has been added.
Relics are now clearly marked and cannot be enhanced/traded.
Number of trades for Elite and Unique items increased from 2 to 3.
Equipment now has approixmately 2x higher scrap value.
PvP Zones have been moved to be smaller and nearer outposts.
Frequency of child spawns has been slightly reduced.
Children no longer push you around =)
Number of locked rooms in small buildings has been reduced.
Number of locked rooms in large buildings has been increased.
Thirst rate lowered.
A visual bug with building/character name text has been fixed.
Fixed a visual bug with burnt girl's hair.
Reduced choir scream sound volume.
Increased chainsaw sound volume.
Fixed a bug that caused common items to appear in locked rooms.
Fixed a lockpick chance display bug.
Fixed another stash related bug.


NOTE: You will need to quit the game client and install the update on Steam before theses changes take effect. If the game fails to update, logging out of Steam and back in again usually does the trick.

Mission Loot Update (Version 0.161)

  • You can now hand in all your missions (even those you haven't found the giver for) at any outpost by visting the Trainer. The only exception is for missions that require to find generic items (such as bandages, antibiotics etc). You will still need to have spoken to the giver for those to finish.
  • When rolling loot, you will no longer get base items of a level far lower than your area level. IE a level 20 boss will no longer drop a 2x4 etc.
  • Boss doors are no longer locked, and instead marked with red "???" text;
  • Enhancers will now never roll stats below their required level (this is to stop people accidentally using an Enhancer at level 1 and totally ruining their item)
  • Locked rooms now have far better loot quality
  • Lockpicking stats have been reduced by 50% and capped at a 50% total chance to open
  • Resist stats now capped at 100% instead of 95%
  • Spitter and Fingers Boss melee reach has been adjusted down slightly
  • Spitter Boss projectiles now travel 33% faster
  • Fixed a bug that caused all inventory screens to break when a new character tried to access their stash.
  • Fixed gun visual recoil animations
  • Fixed bug that caused your screen to shake when other people used chainsaws nearby
  • Fixed incorrect boss types appearing in level 25 areas
  • Fixed a bug that caused the world map to be blank when opening it inside a building after just logging in


NOTE: You will need to quit the game client and install the update on Steam before theses changes take effect. If the game fails to update, logging out of Steam and back in again usually does the trick.