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Christina
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« Reply #75 on: April 19, 2013, 01:39:27 pm »

Hi there!  Welcome back! 

Since this has basically become an addendum to our FAQ and I imagine a lot of people are checking here for info, can you update this to reflect the new Steam-related info, i.e.:

Yes, Dead State will be available through Steam.

No, you are not required to have Steam to play Dead State; you will have other options.

A lot of people seem concerned that we're going Steam-only, and that is not the case, so I want to get the info in some more visible places.


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DrunkZombie
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« Reply #76 on: April 19, 2013, 04:58:06 pm »

No problem.  I will also update answers related to "Party Control"
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DrunkZombie
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« Reply #77 on: April 19, 2013, 05:14:00 pm »

Updates

Misc
Will Dead State be on Steam?
The game has been Green Lit and will be available on Steam.  However you are not required to have Steam to play Dead State.  You can still get a DRM-free copy if you want.

Combat
Can you control your group in combat (like Fallout Tactics) or they act on their own (Fallout2) ?
(Updated April 19,2013)  You now have full control of your allies, unless they have panicked.

Removed a bunch of questions and answers regarding ally orders.



« Last Edit: April 23, 2013, 10:57:33 am by DrunkZombie » Logged

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Christina
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« Reply #78 on: April 19, 2013, 05:42:51 pm »

Thanks Grin Really appreciate the help, as always!
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DrunkZombie
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« Reply #79 on: May 14, 2013, 03:58:16 pm »

Updates

The first two are similar to previous questions and answer already in this thread, but worded a little differently.

Area Map
Will we be visiting the same "maps" for resources or will we be forced to venture onto farther locations for more supplies?
As you exhaust supplies in areas near the shelter, you will have no choice but to find supplies elsewhere, which means you will have to go farther and find faster ways to travel.

Gameplay
Does the story contained in the game have a traditional ending like for example finding a cure or understanding what created the apocalypse, etc? or its just more of a sandbox game with the solo goal of surviving for XXXX days until you run out of quests to do ?
In case it hasn’t been made clear in the past, our game has definite endings. It is not just about surviving for as long as you can. Depending on which allies are left in your shelter, your skills, and what decisions you have made, you can end the game in multiple ways. I don’t think any of the endings are going to involve everyone living happily ever after or killing the head zombie to reverse zombie-ism worldwide.

NPCs (Allies)
Will it be possible to end the game with all potential survivors alive?
(click to show/hide)



« Last Edit: May 14, 2013, 04:02:22 pm by DrunkZombie » Logged

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« Reply #80 on: May 19, 2013, 03:03:46 am »

If you are solo-ing it, you only have to keep one alive.

All the beans... All the beans are mine!
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Thasic
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« Reply #81 on: May 19, 2013, 03:04:24 pm »

I'm not absolutely sure, but I don't think you can "solo it". I believe, from what I've read, that you will need companions to have any hope of survival at all. Please, anyone in the know correct me if I'm wrong.
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« Reply #82 on: May 19, 2013, 06:34:24 pm »

I'm not absolutely sure, but I don't think you can "solo it". I believe, from what I've read, that you will need companions to have any hope of survival at all. Please, anyone in the know correct me if I'm wrong.

Brian said that there is no requirement to have allies but it will be really hard to survive on your own.  He is eager to see how long people can survive solo.

Thank you for trying to help the original poster.  If anyone has any more questions please create a new thread.  Comments in this thread should only be regarding corrections or additions to the Dev Answer Compilation
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« Reply #83 on: July 03, 2013, 11:56:25 pm »

Hmm....beta testing. Ill do it for free Grin been keeping up with the game since last year. I just want to participate.
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DrunkZombie
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« Reply #84 on: July 19, 2013, 05:59:02 pm »

Update

Gameplay

Will you be able to name your save games?
You will be able to name saves. We didn't look into ironman saves yet.
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« Reply #85 on: August 23, 2013, 07:58:45 pm »

Update

from KS post #31

Gameplay

How long will the game be?
We estimate at least 30+ hours, but that’s a very modest estimate. If the demo of the first two days takes about 30 minutes without the intro and the game takes place over A LOT more time than that, you can do the math. It’s a pretty big game.

Is this just another zombie game?
If you can think of any other real world RPGs with branching narratives and an emphasis on long-term survival and the psychology of survivors, while the zombies (which are never referred to with the “Z” word in-game) are just kind of a background issue, then yes.

Is it a for-real RPG?
Yes, barring any silly debates of what an RPG is, the full game has got character creation, equipment, loot (yes, even on bodies), stats, non-linear levels, and most importantly, thousands of lines of reactive dialogue with choices that actually matter.

There’s so much stuff in the game that it physically hurts my brain to think of every system and character at once… The last time I did, I blacked out and woke up in the Ozarks, so please, let’s not cause any additional fugue states for the project lead.
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« Reply #86 on: September 19, 2013, 04:01:03 pm »

Update

Combat
Can you attack diagonally? And if not why not?
We are adding that functionality to 2-handed weapons. Polearms could already attack diagonally and from 2 squares away. 1-handed weapons will still be limited to front/back/side attacks.

Regarding single weapons not being able to attack diagonal, why was this decision made?  It seems odd that enemies can be next to you but be unattackable.
It's a balance issue. 2-handed weapons didn't feel like they were worth the penalties, even if they did more damage. Now they have a tactical advantage that 1-handed weapons don't. Guns can still be used diagonally.

Are the Cowardly Looter/Hostile Survivor enemy tags just placeholders?
Kind of. Some of them have those tags to tell us what AI they are supposed to be using. "Hostile Survivor" was called that because I didn't want people to think they had a chance to initiate dialogue with him. (Also, some people playing the demo figured out that from his point of view, you broke into his house and were a direct threat to him. I mean, he wrote warnings all over his house and everything.)

Will facing matter?
(From PAX Demo changes) Facing bonuses (being added)

Dialogue
Are you planning any changes to dialogue interactions (like visually flagging who is speaking)?
It's very low on our priorities right now. Could be a Beta polish thing, although to be fair you rarely have dialogues with so many people that you will get confused. For allies, they all have distinct models so you should always know who is who once you learn their names. Not saying this won't be in, just that it won't be in for a long time if it gets worked on.

Equipment
Regarding trading between units, have you considered either a party inventory, or an interface showing all four inventories at once?
We've got a party inventory mockup and some work done on it, it just didn't make it into the demo. Many things that are done or partially done did not get used in the demo because we needed a solid, tested build and did not want to risk anything that was not 100% functional.

Other survivors/groups
Will there be some way to keep track of the various factions/survivor groups you meet over the course of the game and your group's relationship with them?
Not really - you'll probably know when they're angry at you, but otherwise the best they will do is ignore you or not shoot on sight. If you really piss one off, you'll know or have killed them off. Factions isn't even a really good way to describe them - that implies influence in the world and power in influencing others in the world. These are organized to semi-organized groups that are in the same situation you're in. That said, there are multiple ways of dealing with most of them, and that includes just letting them be.
« Last Edit: September 19, 2013, 04:06:28 pm by DrunkZombie » Logged

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Looting Rogue
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« Reply #87 on: November 10, 2013, 08:14:29 am »

That sounds excellent.
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DrunkZombie
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« Reply #88 on: November 15, 2013, 02:05:25 am »

Update

Misc
Is DoubleBear considering Steam early access?
Yes. We'll need to figure out details in the next few months. The demo is definitely going up on Steam, and you will need to have pre-ordered/backed it to get access to it.
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DrunkZombie
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« Reply #89 on: February 08, 2014, 06:50:29 pm »

Updated:

Misc

Do I have to use Steam?  I thought the game was going to be drm free.
Steam is only required for the early access demo.  If you would prefer a non-steam version of the game, send a message to the devs in Kickstarter ASAP.  That way they will not set you up with a Steam version and you will get a drm free version when the game is released.

So I can't play the early access demo if I don't want to use Steam?
Correct.  A demo was originally not planned for during the Kickstarter project and a drm free version was never promised.  It is just a bonus gift from Double Bear.  Using Steam for the demo simplifies logistics and saves money.
« Last Edit: February 08, 2014, 06:53:39 pm by DrunkZombie » Logged

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