Dead State

Dead State

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ZombieBisque Feb 14, 2014 @ 11:41am
List of Known Issues (last updated 5/13/15)
Here is a list of the known issues in the current build. (Dead State: Reanimated)

As of 05/13/2015:

AI

-No known issues.

Allies

-No known issues.

Combat

-Status effects do not continue to do damage outside of combat

-No To-Hit Information Given On Bola Or Other Thrown Items

-Characters occasionally auto-face incorrect direction when moving towards enemies

-Burning Status Cancels Prone Status

-Stun Gun Has No Miss Sound

-Panicking Ally Barks Congratulations On Kill

Crashes and Performance

-Low Graphics Settings Reveal Enemy Locations

GUI and Text

-Pressing Escape No Longer Closes The Goals Screen

Inventory Screens

-Unable To Call Split Menu From Player Inventory

-Character model on inventory screen does not update to reflect equipped weapon

Maps

-No known issues.

Other

-No known issues.

Shelter

-Dog mood reduces shelter morale

Tactical Map

-Ally bodies disappear when revisiting an area

-Doubled Footsteps SFX While Equipped With two-handed weapons

Usability and Needed Features

-No facing controls

-Status Effect Information On Hover

-Ability to skip plane intro

Weapons and Equipment

-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

World Map

-Alt-Tabbing While Playing In Full-screen Causes Incorrect Map Movement Tracking
Last edited by ZombieBisque; May 13, 2015 @ 1:48pm
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Showing 1-15 of 427 comments
PlevisVesel Feb 14, 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 Feb 14, 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 Feb 14, 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 Feb 14, 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; Feb 14, 2014 @ 2:11pm
Bostaevski Feb 14, 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 Feb 14, 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; Feb 14, 2014 @ 3:17pm
Bostaevski Feb 14, 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 Feb 14, 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; Feb 14, 2014 @ 4:34pm
lunchbox Feb 14, 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 Feb 14, 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 Feb 15, 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 Feb 15, 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; Feb 15, 2014 @ 10:03am
PlevisVesel Feb 15, 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 Feb 15, 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 Feb 15, 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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