Dead State > General Discussions > Topic Details
Caidoz 14 Feb, 2014 @ 11:41am
List of Known Issues (last updated 3/14/15)
Here is a list of the known issues in the current build. (v.1.0.0.280)

As of 03/14/2015:

AI

AI Occasionally Not Reacting to Attack
Zombies attracted to noise sometimes teleport into rooms with closed doors

Allies

Davis Shelter Dialogue Triggers During Intro Scene
Sir Charleston/Charles Harris, all inventory lost during change
Talking To anyone but Davis after waking up activates standard Shelter music

Combat

Line of sight sometimes incorrectly hides enemies
Status effects do not continue to do damage outside of combat
Enemies sometimes cannot be attacked
Infected characters don't get back up if combat ends
Switching from inventory to character panel incorrectly costs AP
Counter attacks still occur even if the pushed back and the target is 2 squares away
Counterattacks with range 1 weapons occur against range 2 weapons
Knockdown with high AP creates problems with turn order
Fire ineffective against humans
Zombies forget they were bashing a door at end of combat
Critical Chance Inherited From Active Weapon
No Feedback Given To Player When Attempting To Heal Feasted-On Party Member
No To-Hit Information Given On Bola Or Other Thrown Items
Zombies Attack Dogs
Characters occasionally auto-face incorrect direction when moving towards enemies
Panic Allows Movement Through Blocked Squares
Zombie Pathfinding Can Create Unblocked Squares
Arm Sprain status prevents zombies from attacking
Dead Bodies Clip Through Walls (Animation / Code)
"Wounded" Status Has No Icon
Knockdown Can Make Characters Invalid Targets
Burning Status Cancels Prone Status
Makeshift pike break leaves character hands in 2H position
Knockback after knockdown causes issues with zombies
Characters Sometimes Share The Same Space When Combat Starts
Combat Queue Shows Non-Participants
Fire Creates Blocked Tiles
Tiles On Fire Go Out At End Of Combat
Stun Gun Has No Miss Sound
Crossbow Does Not Alert Player On A Miss
Attacking Enemy With Stun Gun Sometimes Places Character Halfway Off Tile
Incorrect Death Animation When Feasted On By Zombies
Panicking Ally Barks Congratulations On Kill
Allies attack you for hurting yourself

Crashes and Performance

Drag & drop functionality is unreliable
Low Graphics Settings Reveal Enemy Locations
Slow Performance Causes Incorrect Targeting
Performance issues with AI and Pathfinding
Crash - Waking Computer From Sleep State With Game Open

GUI and Text

Statistics pop-up has inaccurate data
Intro tutorial text doesn't progress if previous prompt isn't dismissed
Tutorial Does Not Advance Past Goals If Window Is Closed.
Allies Using Their Last Names Show First Name Over Portraits
Pressing Escape No Longer Closes The Goals Screen
Find Parts For Fence Goal Only Completes Once Fence Is Repaired
Need Day Given And Days Since Given added to goals
Setting Game To Fullscreen Disables Perk Info In Character Screen
Tutorial - Text Box Gets In Way Of Loading Medical Satchel
Intro Tutorial screens appearing after intro
Character Creation - Hyphen appears as "a "
Statistics - Antibiotics "used" should be "stocked"
Statistics - "Food Grown" Is Incorrectly Reported
Abortion equipment still in To-Do list even if you talk Karen out of it
Name Field Allows For Names Which Overflow Other Name Fields

Inventory Screens

Shelter storage and group trade can be used to equip shield with two-handed weapons
Option Appears To Equip Special / Unique Items
Unable To Call Split Menu From Player Inventory
Cannot Unload Weapons In Shelter Inventory, Group Trade Inventory, Or Looting Interface
Category tab get locked if you exit screen with one selected
Character model on inventory screen does not update to reflect equipped weapon

Maps

Able To Trade With Melina At San Saba
Combat Ends If Police In Coleman Are Aggravated
Filmore Gate Dialogue Triggers During Combat With Filmore

Other

Gain too many skill points
HDR Gets Randomly Re-enabled
Music overlaps

Shelter

Required items for a job can be removed after job begins
Undesirable Food Penalty Listed Under Morale Bonuses
Dialogue Camera In Incorrect Location After Fence Attack
Cannot kill dogs for food
Player Can Be Trapped Behind Greenhouse Upgrade
Camera Position Incorrect For Morale Crisis If Occurring After Food Crisis
Combined Food / Morale Luxury Goods Only Add To Food Or Morale
Special Luxury Items Given Goal not always tracking
Gym/Target Practice icons hovering over characters
Dog mood reduces shelter morale
Disappearing external doors of the shelter
Selecting Molotov then selecting Machinist, then No Job shows wrong # of hours

Tactical Map

Trouble looting multiple bodies on same square
Doors become passable instantly when selected with lockpick
Map scroll locked if area-triggered dialogue pops up
Ally bodies disappear when revisiting an area
Zombies can open doors
Zombies take best path to noise instead of shortest
Following Characters Stop Running Once Lead Character Finishes Move
Critical Hit Damage Ignores Damage Resistance
Roof Hiding Behavior - Movement To Second Floor Hides First Floor Characters
Unable To Damage Doors Using Thrown Weapons
Loot icon hidden by outdoor awnings
Zombie-bashed doors still have full health
Door Health refreshes after reload
Line of Sight can see through Closed Doors occasionally
Doubled Footsteps SFX While Equipped With two-handed weapons

Usability and Needed Features

No facing controls
Alert Text Is Hard To Read
Item Duplication Using Stack Splitting
Status Effect Information On Hover
Ability to skip plane intro

Weapons and Equipment

AKA7 attack modes incorrect
Enemies don't use crossbow, bow, or flare gun ammo
multi attacks like flurry only roll to hit once
Riot shield damage not reported on bash attack
Shields Have Two-Handed Switching Penalty
No Sound For Jar Of Acid
Panic From Jar Of Acid Has No Effect
Fresh Food Item Description Still Has "Expires" Listed
Land Mines Not Effective When enemies pass over them out of LOS



World Map

Harvesting zones report giving zero items when inventory is full
900 Sized Map Screen Cuts Off Location Names
Fishing Areas have odd behavior
Alt-Tabbing While Playing In Full-screen Causes Incorrect Map Movement Tracking
Last edited by Caidoz; 14 Mar @ 8:15pm
Showing 1-15 of 422 comments
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PlevisVesel 14 Feb, 2014 @ 12:34pm 
One minor suggestion. Could you please post the AP costs for weapons in the inventory ?
It would be quite helpful and a time saver.
Bostaevski 14 Feb, 2014 @ 1:05pm 
Regarding Combat - would love to see something equivalent to xcom's "overwatch". From the bit I played last night I was constantly frustrated that I really couldn't let the zombie come to me, I had to go at it myself if I wanted first strike. I think it makes tactical sense that you might want to stand in place with a bat wound up and as soon as the Z is in range you tee off on its head.
Vamp 14 Feb, 2014 @ 1:47pm 
In addition to the comments above I noticed that you are not able to stack like ammo types, unload guns or unlock doors from the inside. None of these have caused major inconveniences but I think implementing them would improve the game.
Ivana Humpalot 14 Feb, 2014 @ 2:09pm 
Originally posted by Bostaevski:
Regarding Combat - would love to see something equivalent to xcom's "overwatch". From the bit I played last night I was constantly frustrated that I really couldn't let the zombie come to me, I had to go at it myself if I wanted first strike. I think it makes tactical sense that you might want to stand in place with a bat wound up and as soon as the Z is in range you tee off on its head.

Not a bad idea at all.
Maybe not just attack or shoot with overwatch but along this line;
Perhaps something like a "hold action" you save the remaining APs until an enemy gets with a certain distance of your character?
*Edit* And if no enenmy gets within the distance, the APs would NOT carry over to the next round.
This would allow you to back away, attack or whatever is best in the current situation.

Last edited by Ivana Humpalot; 14 Feb, 2014 @ 2:11pm
Bostaevski 14 Feb, 2014 @ 2:32pm 
Originally posted by Ivana Humpalot:
Originally posted by Bostaevski:
Regarding Combat - would love to see something equivalent to xcom's "overwatch". From the bit I played last night I was constantly frustrated that I really couldn't let the zombie come to me, I had to go at it myself if I wanted first strike. I think it makes tactical sense that you might want to stand in place with a bat wound up and as soon as the Z is in range you tee off on its head.

Not a bad idea at all.
Maybe not just attack or shoot with overwatch but along this line;
Perhaps something like a "hold action" you save the remaining APs until an enemy gets with a certain distance of your character?
*Edit* And if no enenmy gets within the distance, the APs would NOT carry over to the next round.
This would allow you to back away, attack or whatever is best in the current situation.

Yes - exactly what you said - hold your APs until an enemy gets within melee range giving you the option to attack. If no enemy approaches that turn you lose the APs (can't use them to heal, reload, etc).

-- and this is really more an issue for the melee weapons. I can live with how it currently works for firearms. Firearms would be hard to implement anyway since (using XCOM's model), the overwatch triggers when the enemy leaves cover and this game has no cover system. But for the melee weapons it is frustrating that a zombie can shamble up to you and attack when you're standing there waiting for it.
Romans 14 Feb, 2014 @ 3:16pm 

it is frustrating that a zombie can shamble up to you and attack when you're standing there waiting for it.


In all fairness, I'd prefer to have something that prevents gaming the game. Which is exactly what you're doing - hanging back, hoping the enemy will use all his AP to get close to you and then you can just use all you AP's to pound him.

Last edited by Romans; 14 Feb, 2014 @ 3:17pm
Bostaevski 14 Feb, 2014 @ 4:04pm 
Originally posted by Romans:

it is frustrating that a zombie can shamble up to you and attack when you're standing there waiting for it.


In all fairness, I'd prefer to have something that prevents gaming the game. Which is exactly what you're doing - hanging back, hoping the enemy will use all his AP to get close to you and then you can just use all you AP's to pound him.

but that's pretty much how I'd do it in real life when the zombie apocalypse happens. One zombie coming my way? I may choose to wait for it. The dynamic changes (real life and game life) when there is a large group coming at you.

Do you have the impression you're "gaming the game" in Xcom when you put someone in overwatch?
Ivana Humpalot 14 Feb, 2014 @ 4:34pm 
Originally posted by Bostaevski:
Originally posted by Romans:


In all fairness, I'd prefer to have something that prevents gaming the game. Which is exactly what you're doing - hanging back, hoping the enemy will use all his AP to get close to you and then you can just use all you AP's to pound him.

but that's pretty much how I'd do it in real life when the zombie apocalypse happens. One zombie coming my way? I may choose to wait for it. The dynamic changes (real life and game life) when there is a large group coming at you.

Do you have the impression you're "gaming the game" in Xcom when you put someone in overwatch?

It might also be of value to remember that some form of overwatch and held actions are a rather common feature in turnbased games.
One might even argue that with a combatsystem based on actionpoints and with high leathality for player characters and NPC alike, the more control the players has the better.
It is not a feature that per se makes a game less hard, it does however grant more tactical options for the player and in my opinion would add only more realism.

To be stuck at the end of a round with enemies closing in, still have AP´s left and have to "throw" those APs away without being able to do anything could lead to frustration and a sense of unfairness.

I do however understand where Bostaevsk is comming from, even if we might not agree in this particular case.
Metagaming and powergaming has never been my cup of tea.
Last edited by Ivana Humpalot; 14 Feb, 2014 @ 4:34pm
unframed_obituary 14 Feb, 2014 @ 6:40pm 
Poor performance here:
Intel Core i7 4700 (quad core 3.3GHz)
24GB RAM
Nvidia GTX765M
120GB SSD
1TB SSHD

Can't select 765 as GPU, only has GFX Null which defaults to onboard Intel.
Pwneror 14 Feb, 2014 @ 8:27pm 
So right now character creation is slated for the full game and not before? A bit disappointing, I would've liked to try it out sooner. But oh well.
Morotstomten 15 Feb, 2014 @ 8:28am 
lack of autosave, should autosave as you leave/enter a location.

what i consider an issue, extremely low range and quite high ap cost for using joels shotgun and snub nose, havent played much so havent found any other ranged weapons yet.

ive attacked joel 3 times trying to select him with left mouse button, me and i assume atleast 95% of every other gamer are used to using left button to select stuff and right mouse button to perform actions in these kind of games, if its not possible to change that then atleast put in a confirmation window to make sure you really do want to stab your pals in the back for no good reason
Bliff 15 Feb, 2014 @ 10:00am 
"Night Penalty – Night will diminish your FOV, making it a lot harder to spot enemies. It currently does not."

i hope this works out that if theres a street and a light at the end on a building or something. you can see the light and things in its light, but half way down the street where theres no light its "fog of war" and cant see any thing if that makes any sence. and not like age of empires where anything over X meters away is hidden regardless if theres a street light in veiw and some one standing under it.
Last edited by Bliff; 15 Feb, 2014 @ 10:03am
PlevisVesel 15 Feb, 2014 @ 10:44am 
Originally posted by Morotstomten:
lack of autosave, should autosave as you leave/enter a location.

what i consider an issue, extremely low range and quite high ap cost for using joels shotgun and snub nose, havent played much so havent found any other ranged weapons yet.

ive attacked joel 3 times trying to select him with left mouse button, me and i assume atleast 95% of every other gamer are used to using left button to select stuff and right mouse button to perform actions in these kind of games, if its not possible to change that then atleast put in a confirmation window to make sure you really do want to stab your pals in the back for no good reason

Oh God yes. I kept attacking my team mates like hell in the first minutes before I got the hang of it.
Also the game needs to have some way to select different corpses that are in the same square.
anonynamja 15 Feb, 2014 @ 2:57pm 
Game is stuck in battle in hardware store. After killing Dead Man in the back room, the cursor is a watch and game stops responding.
DarkBlade 15 Feb, 2014 @ 3:13pm 
I definatly agree with most of the curently posted sugestions, I would love to see a wait and strike feature (maybe with an acuracy penalty?), autosave as you leave/arive or start the next day, and the ability to unload extra guns/unlock doors from the inside. I would also like to see a lot more informations about the weapons in the invintory screen like AP cost, speciale attacks and maybe bonuses/penaltys against zombies.
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