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Dead Frontier 2 News

Mini-Update [8/27/2019]

Fixed a bug with the OA timing system (I was having to manually start them each day before)
Fixed a bug with the street boss timing system which meant they only actually spawned after an update, now they should spawn every day
Fixed a bug that caused all zombies in a zone to run around the time of an OA, even if they were in buildings
Tweaked OA spawn rates to try and make them more fair/balanced

NOTE: I am working on a fix for the OA performance issues today, hopefully should have that done by this evening.

Hotfix #2 [8/25/2019]

I believe I have now fixed the issue that caused more players = less zombies during the OA. The next OA (9pm UTC) should work a lot better

Fixed the bug that caused you to lose your Outpost Defender boost when leveling up

Hotfix [8/25/2019]

Outpost attacks had some bugs, the main one being that not enough zombies were spawned in games with more than 4 players. I will of course be working to fix these problems ASAP, but in the mean time I have made the following temporary changes to try and make the next OA work a bit better:

- Games are now limited to 4 people per instance
- Zombies can now spawn a lot closer to players during an OA

Outpost Attack Times

Sorry guys look like I messed up when calculating the OA times (due to confusion over GMT and BST). The actual times are:
12pm UTC, 9pm UTC and 1am UTC

Long story short, first OA is 54 minutes from now.

Outpost Attack Update (Version 0.133) [8/25/2019]

This version of the game adds Outpost Attacks! Each outpost will be attacked once per day randomly in either of these time slots: 12pm UTC, 9pm UTC or 1am UTC. When an outpost is under attack you'll hear a siren and looking at the map will highlight the relevant outpost in Orange. The attack lasts for 30 minutes, and during that time everyone online will need to work together to keep the main doors from being broken down by the infected. If the battle is lost, that outpost will be overrun for one hour and handing in missions will not be possible. If the doors are properly defended, then everybody who took part will get a 2 hour boost to EXP and loot rates. Note that zombies killed during an OA grant more EXP than they normally would.

It's important to stress that the outcome of the battle is global, which means the result is the same for everyone regardless of whether you play solo, lobbies, MMO mode, or which server you play on. You will notice the doors sometimes taking damage even when you do not see zombies hitting it in your game, this is because other players in other instances are not doing their job!

Unfortunately I ran out of time, and did not manage to implement rooftops as I had planned (although I am still aiming to add them in a future update). I should also note that this system has only had light testing with a few people and the balance may be totally off. The first few OAs are likely to be either way too hard, or way too easy. It will no doubt take several days/weeks of fine tuning based on your feedback to get right =)

Other changes:
The auto-map now has an arrow to mark your exact position and rotation!
Fixed headless zombies getting back up bug
Fixed some multiplayer sync bugs
Fixed a memory leak in multiplayer
A bug was fixed that made shotgun users do exponential damage during PvP
Damage vs Human now correctly affects headshots
Fixed a bug that caused newly created characters to crash on their first death
Fixed a bug that caused Fingers boss to stand still too much
There will now always be at least 2 zones of every level bracket (except level 1)
Outposts are now marked on the map
You can now see details of the area you are currently in on the map
Fixed a bug that allowed you to die whilst loading a new area

NOTE: You may need to exit out of Steam and log back in to get this update.

P.S The first OA happens just under 3 hours from now at 1pm UTC. I don't know which outpost it will be :)