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Author Topic: Known Issues with Early Access First Seven Days Build (last updated 5/15)  (Read 5566 times)
Brian
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« on: February 13, 2014, 03:57:09 PM »

The following is a list of known issues with the Early Access game, “Dead State: The First Seven Days”. They are either system changes held off to be added to the Beta build, issues being revised as we playtest, or balance/systems being worked on right now. Expect this to be updated as feedback comes in or I remember some more. Quite a few of the missing elements in the Early Access are being worked on but just aren't complete enough to add to the build without potentially breaking other items.
 
Remember – the game is Early Access, it’s not done, some features did not make the cut, some were left out of the Early Access in order to not cause any issues.
 
Also, remember the first week of the game also serves as a tutorial – it’s much easier than the full game and the starter allies are likely the easiest allies to manage that you will get.
 
Please don't leave suggestions/feedback in response to this thread; make a new post on the bug-reporting Steam board or in our DS:F7D bug-reporting forum for that!
 
Missing Features in Early Access
Note: Some of these features will go into the EA eventually, while others will be reserved for the beta or final game.
-Found data system
-Loot container highlighting
-Memorial board
-Crisis events
-Facing control and bonuses/penalties (spend AP to turn your character, control facing to reduce back/side effects).
-Fence attacks
-“Crawler”-type undead
-Animals, including dog allies
 
Character Creation System
-Numerous placeholder art items, including portraits and pop-ups, will be replaced in the future.
-Perks and perk selection are disabled in the Early Access.
 
Combat
Soft Locks and Crashes
-There’s a rare crash issue that occurs when a weapon or item isn’t found after panic occurs.
-There’s a soft lock that occurs occasionally when using wood plank twice in a round.
-There’s a rare crash issue that occurs when an item or weapon isn’t found after an ally stands up from knockdown.
-There’s a rare soft lock that occurs when switching from certain special weapons to others.

Combat  Balance
Obviously, we will be tweaking weapon balance until we ship - let us know if you think it's too difficult or too easy and why. Also, let us know if you are a turn-based combat veteran or not. AP cost, special attacks, status chance, damage, strength requirements, range – let us know if you have specific issues with certain weapons (and remember, it’s an RPG/strategy game – you will not hit 100% of the time with shotguns, even at close range).
-Currently, strength requirement penalties are not being factored in correctly.
-Wounded penalty is still being balanced.
-One big issue that strongly affects combat balance right now is the ability to run in and out of line of sight while fighting to prevent retaliation.  This will be fixed in a future update or in beta.

Special Weapons
-Stun guns are not working by design.
-Crossbow model disappears after shooting.
-Bow is not usable.
-Chainsaws are not working by design.
-Flare gun is not working by design.
-Nail gun is not working by design.
-Pepper spray has a few kinks to work out.

Thrown Weapons
-Aside from Molotov Cocktail, thrown items are missing from the game and the functionality isn’t complete.  There will be many more in the future.
-Molotovs have a few kinks to work out.

Weapon Effects and Information
-Some aren't working properly or being readjusted for combat balance.
-There will be more information displayed about statuses, most likely as a hover text.
-Burst mode doesn’t work correctly.
-Critical chance is incorrectly inherited from the weapon set as Active.

Special Attacks
-Multiple special/alternate attacks on weapons aren’t fully implemented and/or use the weapon’s basic animation.
-Zombie moan attack is still unfinished and has multiple unresolved issues.

Noise
-Noise is still being balanced, as are undead summoning thresholds.
-Undead awareness threshold for sound is too low and they sometimes ‘forget’ where they heard a sound.
-The undead model being spawned by noise is always the same.  There will be different models with different loot spawning from noise on exit tiles in the future.
-The undead spawned by sound are not being added to the same ‘group’ and therefore take separate turns from other undead.
-Enemies are occasionally spawning on occupied tiles.

Shields
-Fortify command does not work right now - it will double your defense and end your turn in the final game.
-Shield bash is not working in the current build.

Leadership Commands
-Disabled in the EA, these are special commands unlocked with the Leadership skill to give limited time bonuses in combat such as “Don’t Panic” (Party will not panic for several rounds). Commands can turn the table of combat, but require time to pass before using them again.

Pathfinding/AI
-We have heard your requests for more ways to interact with characters on maps and it is being discussed.
-Sometimes while pathfinding, characters will ‘glide’.
-All AI will be improved and polished in the final game. AI is extremely basic right now.
-Sometimes undead will wander a bit before engaging enemies.
-Occasionally pathfinding is incorrectly blocked when an ally attempts healing on another ally.
-Allies will occasionally move into/through other allies.
-Unlocked doors are not accounted for in pathfinding; you can’t path into a room that has the doors closed until you specifically open the doors.
-The undead take the best path to noise rather than the shortest.

Ammo
-There is currently no way to unload guns.
-There are some strange occurrences involving reloading guns that we will work on.

Smart Cursor
-The current default cursor when highlighting an ally is ‘attack’.  We will make it more difficult to accidentally attack your ally in the future.
-Right now, if you pass over anything else with heal icon selected, it de-selects it and switches to another icon.  We are working on a good solution.

AP
-We have heard your requests for ways to use leftover AP and will look into a good solution in the future.
-Opening doors costs AP but this info is not displayed to players.
-Looting during combat should cost AP, but it doesn’t do so in the current EA build.

Line of Sight
-This code is still being worked on and optimized.
-We have discussed a visual representation of LoS for the future.
-Shadows are intended to appear when you’re aware of a presence but can’t see it yet.
-Peripheral ‘vision’ needs work for enemies.
-LoS is blocked sometimes in cases that don’t make sense (such as not being able to see through an ally) and will be fixed in the future.
-LoS through doors has issues.

Status Effects
-A requested feature is the ability to loot KO’ed enemies and this is being discussed.
-Knockback on a knocked down character can cause issues with feasting undead.
-Getting up from KO is not costing 50% of AP as intended by design.
-Blind doesn’t persist after combat.
-We will be decreasing length of panic/tweaking panic chance on NPCs/allies.
-Panicking sometimes allows movement through occupied squares.
-Icons displayed will be sized down and less intrusive in the future.

Healing
-The number of charges being used by a medical satchel is inconsistent in gameplay and with the manual.  We will fix this in a future update.

Roof Behavior
-Does not work by design right now.  In the future, the roof of a building will disappear if a character has LoS inside of it and hovers over it so that they can target thrown weapons.  Furthermore, if *any* ally is inside a building, the roof should disappear.

Party Members
-Possible to have 6 members in your party, including people not assigned to the party via Job Board.  They're usable in combat but take no damage and can cause the background of the avatar portraits (left hand side) to vanish.  Added by Caidoz 4/21

Bonuses and Penalties
-Science skill will eventually have a combat application to inflict a special status. Not currently implemented.
-Night will diminish your FOV, making it a lot harder to spot enemies. Not currently implemented.

Combat Barks
-There are only placeholder barks right now, so allies share the same barks as enemies and they aren’t customized.  They will be in the final game.

General
-Localized combat still needs work; enemies should “sleep” until they hear noise and the player shouldn’t have combat activated if two enemy factions engage each other until s/he comes close enough to become involved or one of his/her party members is targeted.
-Enemies target selection will be made smarter, right now it is very basic.
-Many character and weapon animations are missing or unpolished.
-Pausing is not implemented.
-Combat queue sometimes shows non-participants, probably related to lack of localized combat.
-The undead forget they were bashing a door after combat.
-Rarely, a looter will join the party while they’re on a level.
 
 
Shelter & Dialogue
Allies
-Currently unavailable/sick allies just stand around.  In the final game, they will be in their room.  
- We’re looking into bring more ‘life’ to the shelter allies in the form of movement, dialogues, barks, and animations.
-Allies have their weapons equipped in the shelter, but they will not in the final game.

Dialogue Popping
-In the final game, dialogue transitions will be smoother. Quite easy to set up, left out of demo for time. Also, will be adjusting the fade out/in time.

Daily Results
-Balancing morale hits as we playtest longer periods of time. Generator may not be calculating fuel properly. Fuel cost per day will be tweaked.

Crisis Events
-These don’t fire in the first week in the final game, are not featured in the Early Access. Note, they usually don't fire in the first week and there is no sub-leader present for the first week.

Negotiation/Leadership Highlighting
-Negotiation and Leadership replies are there, just not highlighted. Additionally, sometimes negotiation and leadership give you more beneficial dialogue and remove some of the more negative comments.

Infection/Death Scenes
-While dialogue supports it, allies will not die from infection/play death scenes yet.

Music
-Most conversations use the default music for dialogue. The final game features more music specific to the tone of the conversation.

Healing over time
-Player’s HP info doesn’t visually update after healing over time until next time you leave shelter
-Not in the EA: player can build an infirmary to speed in-shelter healing time on HP and statuses up. Doctor and Nurse jobs will speed up healing in the infirmary even more.

Other Shelter Issues
-Can't add fourth member to party after a death of an in-party ally.
-Known creepy issue where Elaine comes back from the dead and hangs around the shelter but the player can’t speak to her.
 
Map
Soft Lock and Crash Issues
-There is a known issue where clicking a different location as one is about to load in will cause your map icon to keep moving even while in a level, and this can cause crashes in the EA build if time advances past midnight.
-Alt + Tab doesn’t stop movement and therefore can cause you to lose the game.

Harvest/Fishing Spots
-These have been added, but it is highly unlikely to find them in the first week.
-Fishing pole item that’s required for fishing has not yet been added but will be in a future update.

Random Encounters
-Random encounters do not ‘refresh’ after an initial visit.  We are working on making it so that some random encounters don’t save their state and will be fresh with each visit.
-Random encounters no longer spawn if the game is reloaded after an exhaustion death.

Additional Maps
-Yes, there are additional areas and quite a few of them at that, but they are not featured in the EA. Try to find the hidden area, if you can. Maps are revealed by exploring or hearing about them from someone.  If new maps get added to the EA, we’ll let you know.

Fatigue
-Members don’t currently get the fatigue status if they are out 12 hours or more. You can still die of fatigue if you’re not back by midnight.

Locations
-There is a known issue where reloading a quicksave will increment the “Number of times visited” counter on locations.

Levels
-There is a known issue where clicking on a door with a lockpick causes the associated tile to become passable.
-Ally bodies disappear when revisiting a level.
 
Inventory, Items, and Loot
Corpses
-An issue has been reported where a player can’t loot corpses when there’s more than one on a square.

Loot Container Highlighting
-Changing this for the final game. Right now, it’s pixel-hunting, but we’re working on a way that highlights containers if you have line of sight to a full container.  Empty containers will either not highlight or will be marked empty, or both.
Usable Items
-Items like “Flashback” energy drink, Adrenaline Shot, and a few other usable items don’t work yet.

Carry limit
-This is not working correctly right now, but will be fixed in a future update.
-There are issues reported where the weight of certain inventory screens displays a set number no matter what (42.5 lbs, for example)

Item Duplication
-There is a known issue where you can duplicate ammo or medical items.
 
GUI and UX
 Day/Time
-This is being added to the GUI. The game has the logic, but it is not displayed currently except for the watch on the Area Map as well as in the “Pass Time” feature on the job board added in Update #1.

Armor Resistances and Rating
-Will be added to inventory screen.

Special attacks and status effects
-More information will be available on special attacks and special attacks via hover text or another element in the future.

Tooltips/Tutorial text
-Polish feature in the final game.  For right now, you can find the info you need in our FAQ or in the game manual.

Inventory and Shelter Storage
-Stacking problems have been reported and will be fixed in the future.
-We plan to make left-click on a stack grab the whole stack by default, and right-click or control-click will be for splitting said stack.
-Drag and drop functionality is unreliable and needs polish.
-There are some item duplication bugs (healing, ammo) that will be fixed in the future.
-Character model on inventory screen does not accurately reflect weapon equipped and some armor.


Job board
-Bug where you can’t continue to repair the fence because it automatically switches to “Wire Fence” task with 0 hours is known and will be fixed in a future update.
Daily Results Screen
-Combined food/morale items only track under one or the other.
-Undesirable food penalty shows up under Morale Bonuses.
-Currently players are unable to identify which allies are causing a morale drain.

Mood items
-Some special mood items that allies request do not have different icons from the luxury version of that item (such as coffee) and we will aim to make the difference between the two clearer in the future.
Group Trade Screen
-There is an issue where the trade screen no longer works correctly after an ally death.

General
-Drag & drop functionality is unreliable in some cases on various GUIs.
-For many resolutions, the GUIs are incorrectly sized or come to pieces in odd ways.
 
Sound & Music
-Reload sound is not present for .38.
-Title music is not synched with intro cards.
-Ambient sounds in the environment are currently not implemented.
-Sounds on travelling the area map are currently not implemented.
-Other miscellaneous sounds are currently not implemented.
 
Save and Load
-In the future, there will be a save/load GUI with multiple save slots available.
-There is a known issue where reloading a save doesn’t preserve health status.
 
Goals
-Goals screen is at a smaller resolution than other menu screens.

Other
Game Length
-Early Access game ends on the morning of the 8th day. The final game lasts several months.

Other Allies and Sub-Leaders
-You will find more of these in the final game. Several dozen in fact.  For more information about sub-leaders, check out the fan wiki. There are also quite a few NPCs out there to discover in the final game, and they come with over 10,000 lines of dialogue and quite a lot of text.

Camera Stickiness
-We’ve received reports of camera locking up or getting stuck behind invisible walls. If your camera gets stuck on an area map for any reason (does not happen often), hit spacebar to go into combat and readjust it.  You can also try double-clicking a character portrait to see if that fixes it.

Crash bugs
-If you run into any of these, try to explain exactly what happened when you crashed.  Screenshots and save files are useful.
-There is a known crash bug when a computer falls asleep while the game is running.  We’re working on this.

Optimization
-If the game runs poorly on your system, let us know the specs and video card. We have not fully optimized the game yet, and it’s likely optimization will happen much closer to final release.

Credits, Kickstarter Reward Items
-These aren’t in the EA build.  They’ll be incorporated in the future (probably the beta).
« Last Edit: May 15, 2014, 09:25:17 PM by Caidoz » Logged
Caidoz
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« Reply #1 on: February 14, 2014, 01:27:28 PM »

Just stickied this to make sure more people see it, since it was getting buried at the bottom of the demo sub-forum.  Should help with some duplicate issue reports.  Salute
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DavetheRave
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« Reply #2 on: February 15, 2014, 10:25:44 PM »

Healing when you sleep? The characters haven't healed once.
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Caidoz
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« Reply #3 on: February 15, 2014, 10:26:27 PM »

Healing when you sleep? The characters haven't healed once.

That's currently not in the demo, you'll have to heal manually with the Medic Satchel
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rosskwolfe
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« Reply #4 on: February 16, 2014, 12:22:02 PM »

Err... I posted this in the wrong thread. Sorry.
« Last Edit: February 16, 2014, 12:35:58 PM by rosskwolfe » Logged
OhRiley99
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« Reply #5 on: February 28, 2014, 08:52:14 PM »

Healing when you sleep? The characters haven't healed once.

That's currently not in the demo, you'll have to heal manually with the Medic Satchel



why heal when sleeping why not go to the infirmary or to the medic at the shelter?? thats more realistic
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DrunkZombie
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« Reply #6 on: March 01, 2014, 05:33:04 PM »

Healing when you sleep? The characters haven't healed once.

That's currently not in the demo, you'll have to heal manually with the Medic Satchel



why heal when sleeping why not go to the infirmary or to the medic at the shelter?? thats more realistic

Think of it as bed rest in the nursing station.  Long term care instead of first aid.  The body heals naturally on its own and the nurse can assist.
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OhRiley99
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« Reply #7 on: March 16, 2014, 01:33:19 PM »

Healing when you sleep? The characters haven't healed once.

That's currently not in the demo, you'll have to heal manually with the Medic Satchel


So i should just think that im in the nursing station when im at bed?
Fine well that sounds good enough


why heal when sleeping why not go to the infirmary or to the medic at the shelter?? thats more realistic

Think of it as bed rest in the nursing station.  Long term care instead of first aid.  The body heals naturally on its own and the nurse can assist.
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Christina
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« Reply #8 on: March 18, 2014, 04:12:57 PM »

I've updated Brian's original post with many more known issues.  Please comment and mention if you know of a bug that was reported that isn't on this list!

(Note:  suggestions should be posted separately in the DS:F7D subforum rather than in this thread, this thread is intended to discuss known issues).
« Last Edit: March 18, 2014, 04:38:31 PM by Christina » Logged
agris
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« Reply #9 on: March 26, 2014, 04:13:53 PM »

Hovering the mouse over status effects (either on NPCs or Brian/Scavengers) to see their effect would be really helpful.
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DrunkZombie
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« Reply #10 on: March 26, 2014, 04:18:43 PM »

Hovering the mouse over status effects (either on NPCs or Brian/Scavengers) to see their effect would be really helpful.

Tooltips are a polish item that will be added at the very end.
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OhRiley99
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« Reply #11 on: April 16, 2014, 03:40:04 PM »



also at the shelter the door to the Garden (i suppose) Upstairs witch is seen outside is missing.
there aint no door watching it from the outside but inside there is an door and openable.
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goatyhead
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« Reply #12 on: May 14, 2014, 02:17:58 PM »

you cannot unbundle groups of things (ie if you have 3 hammers on you and want to give one away).

combat in doorways, for some reason you cannot attack on one side if the zombie is in a door way (if party members are on both sides of the door and the zombie is in the middle

a few combat situations, i was able to attack something for really far away with a crowbar.
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Caidoz
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« Reply #13 on: May 14, 2014, 02:40:25 PM »

you cannot unbundle groups of things (ie if you have 3 hammers on you and want to give one away).

combat in doorways, for some reason you cannot attack on one side if the zombie is in a door way (if party members are on both sides of the door and the zombie is in the middle

a few combat situations, i was able to attack something for really far away with a crowbar.

You should be able to split stacks with ctrl + click now.
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Nick
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« Reply #14 on: May 14, 2014, 02:49:03 PM »

Quote
Dialogue Slider
- If an NPC has more than five responses, these will be cut off right now. That is being fixed.

Removed this one. It shouldn't be the case anymore.
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