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Dead Frontier 2 News

Update (Version 0.152) [3/12/2020]

  • You can now access the World Map when inside a building opening the normal map and then clicking the red arrow at the top of the screen
  • There is now a compass arrow on the UI when outdoors
  • A bug that allowed fire and flies to hit you immediately after entering an area has been fixed
  • A bug that caused fingers to deal too much damage has been fixed
  • A fog display bug has been fixed
  • Overall visiblity has been improved
  • Some minor visual improvements to outdoor areas
  • Fixed two seperate multiplayer sync issues inside buildings
  • Fixed a bug that caused outdoor loot spots to stop working
  • Fixed a bug with object culling
  • Player arrow on world map is now much bigger/easier to see
  • Fixed a bug that caused the building map to open on the wrong floor
  • World map opening has been optimized
  • Building map opening has been optimized
  • A display on Character Name text was fixed
  • Character Name texts have been optimized
  • Zombies & bodies fade in/out more smoothly
  • Mansion steps have been fixed so that you can actually enter the building :)
  • A bug with the OA damage bar has been fixed
  • Tree colliders have been adjusted to better match their meshes
  • Fixed outline bug on all text
  • Pop-in of small objects reduced
  • You can no longer climb brick walls
  • You no longer switch weapons when entering a new multiplayer instance
  • A bug preventing MMO Mode from working correctly was fixed



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 updagte, logging out of Steam and back in again usually does the trick.

Mini-Update [3/10/2020]

  • Comer and Son Inc building should spawn in Lerwillbury from tomorrow :)
  • Worm attack speed has been reduced back to where it was before Open World
  • Crows removed in open world (for now at least)
  • More zombies spawn outside in higher level zones
  • Resist infection no longer disappears on level up
  • Fixed a crash when trying to create a new character
  • Fixed some Police Departments not appearing on the map


NOTE: Some of these improvements will only take effect after restarting the game client.

Open World Update (Version 0.151)

  • The game is now Open World, which means you can now explore a very large procedurally generated world without encountering loading screens

  • You can see a map of the world by pressing M when outside

  • Cars still work the same as before, except that you can only travel between the three outposts with them, other locations must be visited on foot

  • Lobby multiplayer works the same as before, except that all 8 of you are in a larger map

  • MMO Mode Multiplayer is now based on instances of 32 players. However you can only see/talk to players who are actually nearby. In MMO mode the game will automatically change instances during loading screens if you haven't seen anyone else for a while, to try and match you up with players in your area

  • Instead of the Killing Grounds, a large area of the map (marked in red) is now a PVP Zone. Note that you WILL lose exp and health when fighting here and will respawn back at the nearest outpost

  • There is a new building type, the Mansion

  • There are now 6 outpost attacks per day (every 4 hours), with each outpost getting attacked twice per day and each attack lasting for 20 minutes. The times in GMT are: 10am, 2pm, 6pm, 10pm, 2am and 6am

  • A lot of the game has been reworked to support object pooling, which should reduce garbage collection (IE lag spikes/stutters) especially during high aggro or Outpost Attacks



Version (0.151) Notes
- Open World performance has been greatly improved
- Fixed a bug which prevented people from joining instances in MMO Mode
- A bug which caused zombies to constantly die/revive in multiplayer has been fixed
- A bug which caused too many zombies to spawn in multiplayer has been fixed
- A bug which caused certain loot spots to break has been fixed
- Two seperate black screen bugs have been fixed
- Worms no longer block movement when dead
- Worms no longer make sound when dead
- Fixed some translation bugs
- Fixed a display issue with puddles-
- Display brightness has been increased slightly

Open World Update Tomorrow!

The Open World update is finally complete and will be launched tomorrow at approximately 9am GMT (world reset time).

I previously stated that only new characters would be allowed into the Open World for testing purposes. However, because I've been focusing on the Open World there are now actually more issues with the old game. For this reason I now feel that there will be far less problems if I simply move all characters over at the same time.

When the update happens (9am GMT), you'll be disconnected and the servers will be completely turned off. Shortly after that, the client update will be available on Steam. Note that you may need to log out and back into to Steam to get the patch right away. The servers should be up again within 10 minutes, at which point you'll need the latest update installed in order to play. When you log back in you should find all your characters are now in the Open World outside Dallbow Police Department. Note that any outstanding missions you had prior to the update will be unavailable, just like after a normal world reset.

I'd like to take this opportunity to warn you that the Open World update is a *massive* change. I've literally rewritten about 1/4 of the game's code to make this happen, and therefore there are bound to be all sorts of issues, ranging from bugs, to lag and balancing issues. Therefore I imagine that things may be a little chaotic in the first few days. All I can say is please be patient, and know that whatever happens I'll be working round the clock to get the game stable & balanced ASAP.

Thanks for reading, and I hope to see you all tomorrow morning :)

Open World Delayed 1 Week :(

I'm sad to report that I will almost certainly fail my goal of having the Open World update finished by this Saturday. Although all the core systems have technically been completed, there are still over 20 known bugs on my todo list and I'm sure there are more I've yet to discover. Realistically I don't think I can fix them all in the next 3-4 days. I also feel like I need a couple of extra days to polish the look of some areas.

The new ETA is Sunday March 8th.

I'm sorry to disappoint you all, but I do think extra wait will be worth it :)