CrypticCat
Shared on Sat, 06/15/2013 - 02:19-NEW: Playable characters can no longer be killed by the simulation
-Workshop now repairs weapons and vehicles at game dawn rather than the next real-world day.
-Reduced cooldown times of commands in the Radio Menu, notably Words of Encouragement, Words of Inspiration, and Medical Advice.
-NPCs no longer get stuck behind the counter or on the stairs at the gun shop in Spencer's Mill.
-The "Too many infestations!" event will now only occur when there are too many infestations within 500m of your Home, rather than anywhere in the world.
-The "Too many infestations" to-do item is now cleared when there are fewer than three infestations within 500m of your Home, rather than anywhere in the world.
-You must now be close to the ranger station for the Memento mission scene to play. Previously you would be teleported to the station if you left before the end of the mission.
-Community members will properly interact with Facilities in your home. Previously they would stop after a period of time.
-Feral zombie now properly dodges vehicles approaching at an angle.
-NPCs will now reliably reach warehouse between Mt. Tanner and Spencer's Mill when called to gather supplies.
-You can now punch out through the windshield of a vehicle if both doors are blocked.
-Zombies and NPCs no longer get stuck behind the grocery store in Marshall.
-NPCs now properly move to the proper location during cinematic scenes.
-Zombies no longer fall through floor in the Marshall courthouse.
-Zombies can no longer get under porch or floor at the Wilkerson's farmhouse.
-Fixed a few rare crash bugs.
-Fixed various translations bugs.
In effect, the patch does not really address the problems that Undead Labs has with the 'persistent world'. The idea behind the 'persistent world' is that the world keeps evolving while you're not around. The mechanics for it are however flawed.
For instance, the PW heavily penalizes a player for logging off who makes sure that the community is sitting pretty. Inversely, if a player leaves the community out to dry, the PW rewards the player. The RNG-engine that is the heart of SoD is seriously flawed and the patch does not address that.
In fact it even introduces a new penalty by moving some real-time costs to be game-day costs, forcing the player to arbritarily focus on scavenging more than absolutely needed. Why this decision was made is unclear, I have not had an answer to my questions.
The one thing that was needed in the current patch, the 'too many infestations' event no longer covers the entire map, does not work as intended. Since the infestations weigh down heavily on the morale of the survivors, a statistic that is used to procc other events, reducing the radius of it more managable size was direly needed. Yet, it seems to be hit or miss.
Patch 2 is being worked on...
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Comments
Submitted by YEM on Sat, 06/15/2013 - 07:32
I mentioned it in one of your other blogs, but I don't have the issue with my resources being depleted when I log off. When I log back in, my resources are pretty much where they were when I logged off
Submitted by CrypticCat on Sat, 06/15/2013 - 13:25
Yep, you're one of the lucky few really. The RNG can be manipulated though, so the penalty isn't so severe. For most people, the RNG sodomizes them without using lube.
Submitted by YEM on Sat, 06/15/2013 - 15:34
Guess I'm doing something right, lol
Submitted by CrypticCat on Sat, 06/15/2013 - 16:29
Chances are that the RNG will behave totally differently next time you start a new game. It's almost as if SoD takes the time and date on which you start a new game to arrive at a seed-number, just as in the old Basic-days, lol.