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KickStarter Dead State: Reanimated

SuicideBunny

(ノ ゜Д゜)ノ ︵ ┻━┻
Joined
May 1, 2007
Messages
8,943
Serpent in the Staglands Dead State Torment: Tides of Numenera
hm it sure would be nice if the ally list wouldn't switch to a different sorting scheme every time you assign a job... starting to be somewhat annoying once you get enough peeps to have to scroll it.
 

Iluvcheezcake

Prophet
Joined
Aug 27, 2014
Messages
1,833
Location
Le Balkans
Combat needs to be sped up, >5 zombies that are out of range that just shamble around each taking around 30 seconds to finish their turn is so damn annoying. AMONGST other things
 

Multi-headed Cow

Guest
Played some more hours. Anyone have any idea how to use
the English to Japanese dictionary? After I got Ryan and Michiru I found the library and thought MAN I BET I SHOULD LOOT THAT, MIGHT BE GOOD BOOKS IN THURR and found that and thought I was in the money. Sadly I can't for the life of me figure out how to use it. I tried rubbing it on both of them (Putting it in their inventories), I tried holding it on my PC and talking to them like with a luxury item, I tried leaving it in the base stash (Which didn't seem to impact the "Teach her english" time). Can't for the life of me figure it out.
i think having it in shelter inv just triggers the morning sequence where he says he wants to teach her, and then she progressively understands more.

sequences are still somewhat broken, though. i had mia apologize to me one morning, with me clicking "why would i be angry with you" and just then seeing how the line below it says something about her shouting at davis, which never happened.
also cleaned out the coyotes after regina showed up, but before they demand anything of you or she talks about it, and then davis talks as if all those things happened (which is funny because you can clean them out even before she shows up). i hope i haven't broken anything since i didn't take her on the mission. i think that location is meant to be a hidden story loc, like some of the others.
Oh, then yeah. Might be another broken bit because I got the morning sequence where he says he wants to teach her BEFORE I found the book. I've noticed one or two of those two too, Renee died really early in my game and just recently her mom dropped by to thank me for not taking her on my first mission, and would I mind looting a hospital so she could study more medicine. I'll put it down to the space madness and lack of deodorant.
 
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DalekFlay

Arcane
Patron
Joined
Oct 5, 2010
Messages
14,118
Location
New Vegas
Disappointed to hear about the lack of story content. I'm not a storyfag but I definitely like a good setting with good C&C and dialog in quest design.
 

SuicideBunny

(ノ ゜Д゜)ノ ︵ ┻━┻
Joined
May 1, 2007
Messages
8,943
Serpent in the Staglands Dead State Torment: Tides of Numenera
Disappointed to hear about the lack of story content. I'm not a storyfag but I definitely like a good setting with good C&C and dialog in quest design.
there actually is a lot of "story", but it's mostly people interaction in the shelter with you and each other, reactions to panic state when taken outside and panicking, reaction to shitty shelter conditions, reactions to being treated in certain ways by you and so on, not some major cinematic storyline unwinding before your eyes (though there are a few story bits like that too). a not insignificant portion of the characters have varying degrees of mental problems, which can culminate in rape or murder sprees, for example.
this is more of an oldschool grand adventure rpg, where enjoyment comes from events unfolding due to shit you did or didn't do.

which is really a shame because some randomization would go a fucking long way to make it substantially better, especially when you want to play again and already know what each character's personal problem is.
 

Iluvcheezcake

Prophet
Joined
Aug 27, 2014
Messages
1,833
Location
Le Balkans
On the other hand, so far i had a few crises (last one was about the coyotes and i dealt with it with 80% of the shelter behind me), got most of the infrastructure up (only didnt build the lab so far), got about 15 peeps in the shelter and 90% of em are happy, morale just reached over 1000, so dunno. Does the bad shit start no matter that or is it linked to morale?
 

DalekFlay

Arcane
Patron
Joined
Oct 5, 2010
Messages
14,118
Location
New Vegas
Disappointed to hear about the lack of story content. I'm not a storyfag but I definitely like a good setting with good C&C and dialog in quest design.
there actually is a lot of "story", but it's mostly people interaction in the shelter with you and each other, reactions to panic state when taken outside and panicking, reaction to shitty shelter conditions, reactions to being treated in certain ways by you and so on, not some major cinematic storyline unwinding before your eyes (though there are a few story bits like that too). a not insignificant portion of the characters have varying degrees of mental problems, which can culminate in rape or murder sprees, for example.
this is more of an oldschool grand adventure rpg, where enjoyment comes from events unfolding due to shit you did or didn't do.

which is really a shame because some randomization would go a fucking long way to make it substantially better, especially when you want to play again and already know what each character's personal problem is.

Well like I said, not a storyfag, I own like 300 movies for that shit. So if it does well at character interaction and choices then I'll probably be happy.
 

SuicideBunny

(ノ ゜Д゜)ノ ︵ ┻━┻
Joined
May 1, 2007
Messages
8,943
Serpent in the Staglands Dead State Torment: Tides of Numenera
Well like I said, not a storyfag, I own like 300 movies for that shit. So if it does well at character interaction and choices then I'll probably be happy.
... for certain values of "well"... read my previous posts in this very thread on the matter. though now that final is out, i am having more fun with it, because those little situations as more days pass make stuff seem more alive, and its sometimes pleasing to reload previous saves after something really fucking shitty happened, and letting the offender lead an unarmed and unarmored charge against some looters or zeds for the glory of codexia splendid before it repeats.


anyhoo, time to hunt bugs
Elhoim

some general nitpicking: would it be possible to move the lootable container icons to their own layer on top of everything and position them on the actual objects rather than above, or alternatively make all the roofs fade out when you're under them, including the walkways in motels and pump roofs at stations? some stuff takes loads of fiddling with the camera to see.
would also be nice if the car trunk came with "select all on the left" icon like shelter storage, instead of using the normal container interface.

-apocalypse armor allows and displays normal helmets, which causes fugly clipping issues with some of them (like combat helmet)
-gillian's shelter dialogue has a lot of dev comments visible, like (if gillian likes the player) or (if requests open)

COMBullseye2
-
the survivors turn hostile and trigger combat if you stand in front of the locked doors, not even doing anything. slaughtering them all afterwards doesn't even give a "killed neutral" morale penalty and makes the sermon by the suicider inside look kinda stupid.

COMRestStop2
- the long shelf in the gas station cannot be looted because "can't move to target"

UNQHospital
upper floor
- one of the rooms next to the desks has a passable closed door:
hosp1.jpg
- same problem with the nursery and gym/rehab/whatever next to the toilets, one of which is additionally locked:
hosp2.jpg
- parking garage entrance has some issues with blending the roof in when you are near, and blending the walkway roof out:
hosp6.jpg
when you stand on any of these tiles (they also blend in the roof on the ground floor):
hosp7.jpg
- the ramp in the parking garage is unusable (you can go up from the ground floor, but you can't go down to it)

ground floor
- the lootable filing cabinets in the files room are called desk
hosp3.jpg
- door to the women's toilets next to parking house exit doesn't unblock, stalls inside don't display, though that might be because of blocking
hosp4.jpg
- both lootable pharmacy shelves in the pharmacy cannot be looted because "can't move to target"
- both bidirectional stairways just say stairs, both on the up and down stairs, meaning you don't know which ones you are clicking from most camera angles

basement (cosmetic issues only)
- door to the comp room part of the mrt room leads into desk. no biggy, since they are passable, but it looks bad:
hosp5.jpg
- some bloodstains above the mrt room don't blend out properly and just seemingly hover over the room from most camera angles.
- there's also a seemingly random impassable tile in the middle of the trash room.

COMGasAndGulp
- checkout_rack in gas station (works fine, but underscore in name)
- lootable motorcycle in front of the manatee is displaced from its obstruction tiles
- lootable green car near it has two loot container icons
gas1.jpg

RESBlock
- house on the diagonally opposite to the entry point end of the map, garage does not block when closed:
houses.jpg

COMStripMall3
- the long lootable pharmacy shelf next to windows cannot be looted because "can't move to target"

RESSerpentStreet
- blocked front door on this house because of randomly blocked tile in front:
serp.jpg
well, that was fun... when i pressed m to leave serp street it crashed, and then the report submitter startet sending but just killed itself while the bar was halfway filled

UNQShelter3
- the two shower containers with a wrecked car rammed into them do not display the combat grid inside, while the other shower containers do.
lamps.jpg
 
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Forest Dweller

Smoking Dicks
Joined
Oct 29, 2008
Messages
12,373
Disappointed to hear about the lack of story content. I'm not a storyfag but I definitely like a good setting with good C&C and dialog in quest design.
there actually is a lot of "story", but it's mostly people interaction in the shelter with you and each other, reactions to panic state when taken outside and panicking, reaction to shitty shelter conditions, reactions to being treated in certain ways by you and so on, not some major cinematic storyline unwinding before your eyes (though there are a few story bits like that too). a not insignificant portion of the characters have varying degrees of mental problems, which can culminate in rape or murder sprees, for example.
this is more of an oldschool grand adventure rpg, where enjoyment comes from events unfolding due to shit you did or didn't do.
What about some kind of end game? I'd rather not play a Walking Dead game adaptation.
 

fastjack

Augur
Joined
Mar 31, 2004
Messages
347
Location
the south bay
I just wanted to throw out that I have been pleasantly surprised by how fun the game has been. After hearing some pretty dire previews from early access folks I thought maybe I had made a mistake looking forward to this game for so long but really it is in some ways even better than I had hoped (and certainly better than the early access thread made me think it would be).

It looks like it is pretty buggy, and even though I haven't encountered too many bugs in my first ten or so in game days I did set it aside until it is patched up a bit.

Overall it had been great fun so far and I look forward to playing through it, I just want to congratulate all of the guys and gals who worked on it on actually realizing its release (even it isn't the smoothest release in the world). Personally I think when it is all patched up it'll be a hit, heck I'm already thinking about how my next character and play-through will be different.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
some general nitpicking: would it be possible to move the lootable container icons to their own layer on top of everything and position them on the actual objects rather than above, or alternatively make all the roofs fade out when you're under them, including the walkways in motels and pump roofs at stations? some stuff takes loads of fiddling with the camera to see.

No, won't be possible, would require renderer changes and it's an area of the code that we mostly left untouched. But we want to implement a more elegant solution at some point.

would also be nice if the car trunk came with "select all on the left" icon like shelter storage, instead of using the normal container interface.

We will be adding more buttons and extra information to the different loot/trading screens :)

I mean does the story evolve at some point towards something beyond mere "survival." Some sense of closure.

Yep, it does.
 

SuicideBunny

(ノ ゜Д゜)ノ ︵ ┻━┻
Joined
May 1, 2007
Messages
8,943
Serpent in the Staglands Dead State Torment: Tides of Numenera
Elhoim

UNQShelter3
- grid doesn't display on the stone tiles at the school entrance
lamps2.jpg

MICLibrary
- some tiles in the middle of the library don't display the movement grid either, for whatever reason
lib.jpg

COMTheShops
- door to storage room next to the backdoor of the bargain owl is set too low, wall next to it is passable
barg.jpg

(and that's will be all for a while. kinda burned out, plus very nearly all the locations i could find checked out)
 

kain30

Cipher
Joined
Aug 7, 2014
Messages
545
Location
spain
anybody finished the game yet?? i´m curious to know how many days you have to survive to reach one of the game´s endings. i´m at day 14 on the game
 

SuicideBunny

(ノ ゜Д゜)ノ ︵ ┻━┻
Joined
May 1, 2007
Messages
8,943
Serpent in the Staglands Dead State Torment: Tides of Numenera
last one, i swear
Code:
    </Aspect>
    <Aspect ID="Trait_Bud_Crit" Type="Trait">
        <Effects>
            <Effect Type="CriticalChanceMod" Value="" />
        </Effects>
        <Prerequisites>
            <Prerequisite Type="WeaponRangedAll" Value="" />
        </Prerequisites>
    </Aspect>
note the missing value for crit chance bonus.
 

DarKPenguiN

Arcane
Joined
Oct 6, 2012
Messages
1,323
Location
Inside the Hollow Earth
-Anyone else have piss poor performance with this game? The in game cursor (and the gameitself) seems to lag at least a second behind what I am actually doing. Its maddening. I am playing this via steam (er...trying to play it) and its too frustrating based on the way its running.

I have more than enough computer to handle this game- In fact, it should run flawlessly. I have an i7 intel with 16 gb of ram and an Nvidia 850 gpu on an alienware lappy and there isnt much I cannot run in ultra/high setting.

TBH I dont really have time to play this anyhow atm and have a massive list of games to get through so I'm hoping this issue is fixed assuming this isnt just me getting it. But when checking the game out OI had to shut it down at the first area with the plane since it was lagging like fuck.

-Thanks.
 

Branm

Learned
Joined
Apr 27, 2013
Messages
472
Location
Ottawa
-Anyone else have piss poor performance with this game? The in game cursor (and the gameitself) seems to lag at least a second behind what I am actually doing. Its maddening. I am playing this via steam (er...trying to play it) and its too frustrating based on the way its running.

I have more than enough computer to handle this game- In fact, it should run flawlessly. I have an i7 intel with 16 gb of ram and an Nvidia 850 gpu on an alienware lappy and there isnt much I cannot run in ultra/high setting.

TBH I dont really have time to play this anyhow atm and have a massive list of games to get through so I'm hoping this issue is fixed assuming this isnt just me getting it. But when checking the game out OI had to shut it down at the first area with the plane since it was lagging like fuck.

-Thanks.

Sounds like its using your onboard card rather than the 850...laptop so I assume it has Optimus crap. Try forcing the game to use your main gfx in nvidia conrol panel
 

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