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Crowd Control: PAX East & SLC Comic Con!

Sometimes we at Sandswept go outside into the big, scary world. When we do, we like to talk about it. Crowd Control is a blog series in which we announce where we’re going when we do go outside into the big, scary world.

PAX East

Hello Survivors!
We’re going to be at PAX East. Well, sorta. Jenny is going to be at PAX East in Boston! Between April 11th and 13th, our community manager, Jenny will be wandering around aimlessly handing out awesome pins to survivors! If you want to meet her and snag a sweet pin (and probably a photo) be sure to find her at the show floor! She’ll probably be wearing a TDL shirt, and she’s also the shortest person at the convention, so she should be super easy to spot. Er, wait…

Anyway, if you want to say hi to her, be sure to follow her whereabouts on twitter (@jennypina). If you find her, she’ll be sure to give you one of these bad boys!

Salt Lake City Comic Con

But that’s not all we’re doing! Some of us are also going to have a booth at Salt Lake City Comic Con! Between April 17th to the 19th some of the team will be present at Booth #911/1010 which is waaaayy over h– Oh god RIGHT NEAR THE ENTRANCE.

Ahem. Well, Richard and Geoff will be there, and possibly a few other Sandswept dudes. We’ll be pretty obvious. And not only will we be there, but a few stations you can play The Dead Linger at will also be there! We’re looking at showing off an early version of Build 14 (but it might just be 13a depending on where the build is by then), so if you happen to stop by, you may get to play it early and check out the new visuals and performance we’re working on! If you’re new to The Dead Linger, this would be a great place to meet the devs and check it out!

We will also have pins, because pins. Stop by and say hi to the creative (probably-not-zombie) brains behind The Dead Linger! You can follow us on twitter at the following:
Geoff (@geoffkeene)
Richard (@rkeene0517)

Are you going to any of these events? Let us know in the comments! We’ll be doing a big writeup (a new blog series!) about our experiences at the events when we return, so you can expect that sometime before the end of April! We’ve also submitted to Indiecade, so we’ll keep you posted on how that submission process goes!

That’s all for now. We’ll see you in the crowd.

Linger on, Survivors!

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Meet The Team: Jenny Pina

Hello Survivors!
We’d like to introduce you to a new member to the Sandswept team! If you’ve been on the official forums or the Steam forums, you might have seen her gently gliding through the posts and administering injections of love and harmony to the veins of unsuspecting survivors.

We are absolutely thrilled to have Jenny Pina on board. You may know her as “HackerGirl” on the forums. She will be taking on the role of Community Manager and part time Husky Herder.

She has some excellent experience in leading, moderating, and networking, as well as being an avid gamer and carrying a strong passion for the indie games community. When she isn’t busy hacking away at zombies, you may find her lingering on the community forums and other social media. But let’s not do all the talking! Here’s a little message from Jenny herself;

“Hello Survivors!
First of all, I’d like to take a second to say that I am incredibly excited to be a part of the team! I’ve always been a community driven person. Helping others in any way I can has always been a passion of mine. I come from a background of graphic design, video game moderating, charity marathons, and working alongside professional gamers. Did I also mention I have a slight obsession with everything horror related? Here at Sandswept I’ll be doing everything I can to make our community fun and exciting, as well as making sure your feedback, suggestions, and questions are heard. I will also try my absolute hardest to pick up where Dana, your former CM (awesome CM at that!) left off.

Be on the lookout for a few things I’ll be bringing to the community! Such as daily ‘Lingering Facts’ over on our twitter feed and surprise future builds teasers!

I very much look forward to the future of TDL and growing it’s already wonderful community!
- Jenny”

Isn’t she great? She’s great. That’s why we hired her.

If you’d like to follow Jenny on twitter, you can do that at @JennyPina and you can also comment on this blog post to give her a warm welcome! There will be some future posts detailing the new things she’s bringing to the table, including streams, spotlights, showcases, and a whole lot more!

Welcome aboard, Jenny. We’re thrilled to have you on the team.

Linger on, Survivors!

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Hotfix13a – Blue Sky and Duplication Fixes

Hello, Survivors!

A couple breakthroughs today with Hotfix 13a, a brand new patch for The Dead Linger! If your game does not update automatically, we recommend verifying your game cache or restarting your Steam client.

Patch Notes for Hotfix 13a – “Blue Sky and Duplication Fixes”

  • New sky system added, simple but better! Some features may be missing from old sky, but performance has improved.
  • The moon is gone for a short while with the new sky.
  • Blue sky/black screen issue likely fixed with the addition of the new sky system.
  • Graphics settings are persistent between sessions now.
  • Fixed a ton of instances where duplicate objects may spawn in the world.
  • Fixed a duplication issue where rocks were spawning twice in rocky lands.
  • Small performance increase due to less (or no) duplicate objects spawning.
  • Cylinder-shaped hay bales should no longer be flying in the air, which was caused by the duplication glitch.
  • Hunting bow position in first person hands is fixed.
  • Crossbow string showing up when zoomed in on the crossbow has been fixed.
  • J-mac position in first person hands is fixed.
  • Survivors can now see their weapons properly in multiplayer.
  • Punch and kick ranges have been fixed.
  • “Gameplay” settings menu has been added!
  • Disable Pickup Messages – This turns off the messages that display every time you pick up an object.
  • Disable Status Messages – This turns off the messages that display when you get hungry, or your weapon decreases in durability.
  • Console commands “options” and “settings” now bring up the settings menu.
  • The timerate console command is now in minutes, with 1 minute being the lowest value. For example: “timerate 1 1″ is 1 minute day, 1 minute night.
  • Resolution dropdown menu now shows the current resolution by default.
  • Door creak sound effect is now linked to the ‘Sound Effects’ slider.
  • Backpack opening sound effect is now linked to ‘Sound Effects’ slider.
  • Massive holes in the terrain should no longer be present.
  • Fixed issue where you sometimes may end up tilted when sitting on a bicycle.
  • Fixed issue where houses were disappearing in certain circumstances.
  • Fixed a substantial shader error causing very low framerates in some circumstances.
  • Fixed an issue where the ‘Refresh World’ screen might be upside down.
  • Fixed a few visual issues with the status bar icons in the inventory as well as backpack visual elements.
  • Fall damage values have been doubled. You now take twice as much damage from a fall.
  • If a survivor is on a water tower ladder and quits the game, joining a new world does not carry over their previous climbing state.
  • Horde aggro has been reduced from 85% to 70%, so they are more alert!

Please be sure to report issues encountered to the Support & Bugs forum to help us improve the experience.

We’re going to be bringing you screenshots (and maybe some awesome videos) all throughout Build 14′s development! Stay tuned to our twitter for more on that!

Linger on, Survivors!

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Build 13 – Quality of Life

Hello Survivors!
A new, mega update has been released for The Dead Linger! Build 13 features a huge slew of new stuff, and a massive helping of Quality of Life improvements across every facet of the game! We’ve added dedicated servers, shields, bikes, tons of loot changes, dozens of fixes, and loads more!

Check below for the MEGA VLOG as well as full, comprehensive patch notes! You can go download the update on Steam right now!

Patch Notes for Build 13

“Quality of Life”

Notes:
- As with most updates, you will need to create a fresh, new world when you play this update to ensure you receive all the new world changes.
- Thanks to the many reports we’ve had, we were able to fix up quite a few crash, world corruption, and framerate issues for this build. Read on!

Dedicated Servers:
- Dedicated Servers are here! If you aren’t interested in running a dedicated server, then you can probably skip this section of the patch notes and go check out all the new stuff! We’re going to be talking about some “boring technical stuff” in this section.
- The first version of dedicated servers is a bit primitive, but it’s enough to allow users to run a Windows-based TDL game server. Here are some quick steps on running a server:

1) Before you run your server, you’ll want to customize it. Navigate to your TDL game folder (example: C:/Program Files(x86)/Steam/steamapps/common/The Dead Linger/)
2) Open up “server.cfg” and fill out the information. We’ll add a lot more to this later. “scenarioName” is the name of the server and world. “seed” (optional) is the seed you want to use to generate the world. “password” (optional) is the password you want on the server. Once you’re happy with your server configuration, save server.cfg and close it.
3) Now to run your server, simply run “TDL-LaunchDedicatedServer.bat” and away you go!

- You can switch the window between full-screen and windowed mode by pressing ALT+ENTER (for the time being.)
- You do NOT require Steam to be running in order to run this server.
- Though not fully tested, due to the way Unity works, you are likely unable to run TDL while running a dedicated server from the same PC. You will need a second Windows PC to join your server as a survivor. (If anyone finds a temporary workaround for this, we’d be happy to hear about it, though we wouldn’t recommend running a server and a client on the same PC as the game is very CPU-intensive at this stage.)
- Have no fear! We have a TON of plans and improvements coming for dedicated servers, from easier customization, cleaner layout, multi-platform support, and headless versions that can run on a virtual private server.
- If you have ANY requests, suggestions, tips, or require assistance on running a server, please don’t hesitate to post in our Servers & Administration forum.

The Bigfoot:
- The first of many vehicles has been added to The Dead Linger! There is now a ride-able mountain bike called “The Bigfoot.”
- Bikes can be ridden by interacting with them while they are on the ground.
- This bicycle seats 1 person.
- W is forward, S is braking/slow and reverse. A and D turn Left and Right, respectively.
- Shift will cause the bicycle to “sprint” and it does use stamina.
- Certain bicycles go faster or slower on terrain vs. road/solid surfaces. The Bigfoot is slightly faster on roads.
- Fall damage is greatly reduced when on a bicycle.
- You can still be killed while on the bicycle, so don’t assume you’re safe at any given time.
- You can lock your speed on a vehicle by using “auto-run” (Numlock key)
- We have more plans for bicycles in the future, specifically related to jumping and aerial trickery.
- Bikes can be most commonly found in garages.

NPC Changes:
- Bucks have a lower tendency to float in the air when they spawn.

Zombie Changes:
- Large zombie hordes now roam the world.
- Zombies have a new and much more satisfying knockback animation, depending on which side you hit them from.
- Zombies can now be knocked back even if they are already being knocked back.
- Zombies are now slightly less omnipotent and won’t always be alerted to the survivor with their back turned. The survivor can now sneak around zombies better while crouched, as well as sneak up right behind them.
- Zombies now have a small chance to drop random loot when killed.
- Zombies now climb over low fences much more reliably, and will generally no longer get stuck on them.
- Santa Zombie “Nick” has been removed.
- Fat Zombie “Bob” has been added. This rotund zombie variant is particularly damaging to doors and barricades.
- Zombies now have a “corpse eating” animation.
- Zombies have reduced hearing and sight while eating.
- Zombies now have a few more animation variants for walking and standing around.
- Zombies are better at hitting doors.
- Zombies now always face the door when hitting it.
- Zombies tend to no longer intersect doors while hitting it.
- The sound when hitting a door is now synced better with the zombies’ animations.
- Zombie population has been lowered in non-populated areas, such as forests, grassland, and rockland.
- Zombie wandering no longer allows them to turn in the opposite direction, so zombies will tend to wander the direction they’re already facing.
- Put in some potential fixes for an issue where zombies would sometimes try to vault or climb over the tops of doorways.
- Strays have a slightly higher tendency to wander about now.
- Strays can now be knocked back and interrupted by melee attacks.
- Fixed a bug where Strays would sometimes pop into the air or float.
- Small decrease to Stray run speed.
- Lowered walk/wander speed on the Stray.
- Zombies can no longer emit noise after they’ve been killed, and if they are moaning as they are killed, the moaning will immediately cease.
- Removed a very rare circumstance where a “Fast” zombie could be encountered.
- Improved a few circumstances where zombies might phase through walls or otherwise ignore collision.
- Fixed a bug where zombies might vanish after a World Refresh.
- Fixed a bug where zombies would sometimes turn around when a survivor ran towards them due to a movement-prediction bug.
- Fixed a bug where zombies would frequently ‘float’ inside houses and on top of certain surfaces.
- Fixed a bug where zombies would animate their death twice in a row.

Difficulty/Death Penalty Changes:
- HUGE: The difficulty has been increased. Items no longer respawn with survivors.
- Survivors must retrieve their items from their corpse after death.
- Corpse location is marked by a skull waypoint (for the time being.)
- We have more difficulty levels planned in the future, and the ability to allow survivors pick their desired difficulty, but for now, this is the default intended difficulty.

Survivor Gameplay Changes:
- Survivors can no longer move when kicking.
- Kicks are now quicker than they were before. (Press F to kick!)
- Kicks are now slightly further range than an unarmed punch.
- Assassination: If a survivor melee attacks an unaware zombie from behind, it will deal twice as much damage.
- Slightly lowered the height of survivor when crouching so they can fit better under certain objects and hide more easily. (90cm tall when crouching, down from 100cm)
- Crouch-rolling out a fall is now slightly easier.
- Fixed a bug where melee was sometimes dealing additional damage per hit.
- The top right compass now has properly centered text lines for a cleaner look.
- New art style for hand icons to indicate interacting with objects.
- New art style of posture icon in the bottom left to indicate standing and crouching.
- More fixes to the way items are retrieved from corpses.
- Footsteps now change based on certain materials.
- The “You are about to die of starvation.” text is now red.

Gun Changes:
- New Gun: Autumn Rifle. A scoped, single-shot bolt-action hunting rifle that fires .30-06 rounds.
- New Ammunition Type: .30-06 (white container)
- HUGE: While this change affects all mouse-look, it affects aiming guns the most. Aiming is now substantially smoother and non-linear, allowing you to line up shots on distance targets to pixel-perfect accuracy.
- HUGE: Recoil has been re-worked.
- Guns no longer auto-reset to the original position after recoil and must be manually re-adjusted after firing a shot.
- Recoil has been toned down to more realistic amounts.
- Bullets can now penetrate multiple targets depending on the caliber, allowing survivors to kill multiple zombies with a single shot.
- The words “handgun,” “rifle,” and “shotgun” have been removed from many of the firearm weapon names to avoid redundancy and make more room on tooltips. (Example: “Uinta Rifle” is now just called “Uinta”)
- Rifle scopes now appear in front of face/helmet overlays, instead of cancelling them out.
- Reloading is now properly interrupted if the survivor zooms in or aims down sights.
- Small improvements to animation when coming out of a scope.
- Bolt-action rifles can no longer be fired during the bolt-action… uh, action.
- The “Out of Ammo” message when attempting to reload without the proper ammunition can no longer show up more than once every 3 seconds.
- Sound effect ‘clicks’ on magazine refills now properly match when a round is loaded.

General Item Changes:
- New Clothing: (Riot Set) Riot Helmet, Riot Vest, Riot Shirt, Riot Pants, Riot Boots
- New Weapons: A Riot Shield and Ballistic Shield have been added and can be found in the world. They are two-handed weapons and generally intended for defensive use, though you can still bash targets with them for a small amount of damage and a high amount of knockback. The Riot Shield blocks melee attacks and reduces projectile damage, whereas the Ballistic Shield will entirely block all forms of damage but is much heavier.
- A message now displays in the chat area when you pick up an item.
- Item quality has been added to loot. Most loot will come in various tiers of quality and higher quality will increase the base stats of the item. There are currently 7 tiers, but we’ll leave it up to you to discover them.
- Lots of attributes now work properly on equipped items, including (but not limited to) Defense, Movement Speed, Infection Risk Reduction, Attack Speed, Reload Speed, and so on.
- Durability has been added to items. Items will now display a “Condition” and through use, they will slowly deteriorate. Once an item reaches 0 durability, it will be destroyed. We have a repair system coming up in a future build.
- Item quality affects how much maximum durability an item has. Lower quality items will have less maximum durability, whereas higher quality items will have higher maximum durability.
- As a weapon reaches lower durability states, a message will appear in the chat box.
- Many of the helmet and face overlays now have more transparency and glass is generally not as intense over the screen.
- The “Classic Welding Mask” has been renamed to “Professional Welding Mask.”
- Various items now have slower attack speed, such as the Sledgehammer, Fireaxe, and Pickaxe.
- The Spade shovel now has slightly increased range.
- The Spade shovel is now permanently a “Fine” quality item.
- The Pet Rock is now permanently a “Rare” quality item.
- The Freeman is now permanently a “Rare” quality item.
- A few food items are now permanently “Rare” quality items.
- Fixed a few helmet and face item positions that were sitting strangely on the survivor’s head.
- Fixed an error with the firefighter hat showing up in first person when it shouldn’t.
- Fixed an error in item quotes where symbols such as “@N” might show up in place of punctuation.
- Contaminated items now gradually increase a survivor’s infection risk when equipped.

Dragging has returned!:
- Survivors can now drag large objects by interacting with them.
- Dragging has been re-worked since it’s original implementation in Build 009.
- The survivor can not move very fast when dragging.
- While dragging, the survivor’s hands are occupied and they can not do anything else except look around.

World Changes/Additions:
- Zones now have randomly generated names based on the type of zone. This name displays on the top right compass. (Keep in mind that the information on the compass is temporary and will be replaced by actual compass items and maps in the future.)
- Rocklands now have varying sizes of boulders and rocks, and much larger rocks than they had previously.
- Forests now have more rocks in them as well.
- Large additions to ambient sounds in various zones.
- Large additions to music. More music tracks play in game, and zone-specific music will occasionally play.

Third Person Mode:
- Camera bob has been removed while in third person mode.
- Some crouching animations have been added to third person/multiplayer.
- Some upper body third person/multiplayer animations have been added, such as swinging melee weapons.

Backpack Changes/Fixes:
- The inventory has a brand new, darker color scheme and generally cleaner look.
- Items now have a background in the inventory, to show how much grid space they take up.
- The Defense and Speed status bars now properly reflect how much defense and speed the survivor has based on equipped items.
- A message now displays in the chat box when you try to pick up an item but have a full inventory.
- Items now highlight when you mouse over them in the inventory.
- The inventory auto-sort button now has text on it to indicate what it is.
- Text on the weapon set button has been changed to make a little more sense.
- There is now a helpful text string on all tooltips to indicate right-clicking will open the radial menu.
- Backpack tooltip properly shows up when hovering over an equipped backpack.
- Radial menu “Equip” option will now always equip items to the correct equipment slot.
- Fixed a bug where you could overlap items.
- Fixed a bunch of cases where inventory items might ‘squish’ or otherwise lose their correct grid-shape when picked up.
- Fixed a bug where the radial menu wouldn’t go away after pressing “Drop.”

Barricading Changes:
- Small fix to barricaded objects to ensure they stay in place when you leave and return to an area.
- Small fix to barricading to ensure you can properly nail objects to posts embedded in the ground.

General Changes/Fixes:
- There is now a setting for Fullscreen and Windowed mode in the in-game Graphics Settings menu, so you can now change this setting on the fly during gameplay.
- There is now a setting for screen resolution in the in-game Graphics Settings menu, so you can now change this setting on the fly during gameplay.
- There is now a setting for Field of View (FOV) in the in-game Graphics Settings menu, so you can now change this setting without needing to use a console command. This setting allows between 50 and 120 FOV.
- Removed the default “Unity” startup splash window.
- Fix for the “Pure Virtual Function Call” crash.
- Fixed an issue where worlds would become corrupted during world-save and would not load. (Should no longer get stuck on the loading screen. Be sure to create a fresh new world for Build 13!)
- Fixed a large framerate issue that occurred after a World Refresh.
- Fixed a bug where the survivor would sometimes teleport around after a World Refresh.
- Removed various errors that were cluttering up the console window.
- There is now an indicator if you are losing connection to a server.
- There is now a password input box when using Direct Connect to join a server.
- Fixed a bug where survivors would sometimes get stuck in a white screen when joining a server.
- Fixed a few instances where duplicate objects would spawn, such as doors, buildings, and loot.
- Fixed a bug where SFX wouldn’t always play when they should. We’re not quite done fixing this, but sounds should be more reliable in general.
- Fixed a bug where the mouse cursor would flicker on and off during gameplay while in windowed mode.
- Fixed a case where survivors might show up in duplicate on a server if they were disconnected or kicked.
- Removed a bunch of “Unity sample assets” from the project files.

KNOWN ISSUES:
[These are not necessarily issues we plan to fix next, but they are issues that we don't need reported in duplicate, so if you encounter something on this list, just know that we know about it!]
- Corpse waypoint doesn’t always disappear when you retrieve your items after death.
- Arrows can not be retrieved yet, and will not stick into targets — yet.
- Sometimes the World Refresh screen is upside down. ohgodwhatshappening
- Many animations are currently missing from third person view.
- The third person camera currently does not collide with walls.
- Some items will look a bit strange indoors as we phase in our new lighting system. These issues should be fixed over time.
- Ammo in boxes and guns do not keep correct ammo count when trading between survivors in multiplayer.
- Animations will sometimes loop or get ‘stuck’ from time to time.
- Some survivors experience black screen with hands and nothing else. We have added a fix for this, but if you still experience this issue, run in Fullscreen instead of Windowed Mode. You can also try moving the window frame, which may correct the issue as well. We will be looking at a more permanent fix for this issue.
- Sometimes the Settings menus get overlapped or otherwise crazy. Just press the ESC key or “Done” button to get the screen back to normal.
- There is a bug where you will sometimes plummet to the ground very quickly when dropping from a ledge. Holding Left CTRL right before impact will mitigate some fall damage. Watch your step!
- The game and framerate will sometimes stutter for a short duration, especially when coming up on a town or new area. Your PC is most likely fine. It’s not you, it’s us.
- Sometimes buildings will forget to spawn. Sometimes loot inside buildings will forget to spawn. The buildings want you to know they’re sorry. If you experience this issue, curse loudly at the aformentioned buildings and continue on to a new area where buildings do what they’re told.
- Lots of other very obvious issues that we’re going to be working on. (Welcome to Alpha!)

As usual, please report bugs on our Support & Bug Reporting forum.

Our plans for Build 14 are currently a massive graphics overhaul. We’ll elaborate on that as we progress, and we detail that some in the MEGAVLOG. Stay tuned to our twitter for more information on that!

Linger on, Survivors!

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Build 12 – Going To The Dogs!

Hello Survivors!
Welcome to a bright 2014, and an even brighter future for The Dead Linger. Build 12 is here and it’s Going To The Dogs! As you can imagine by the name, there might be dogs in this build, among some great improvements to framerate performance, doors, and more!

A dev vlog for Build 12 will come out in about a week, after Geoff is back from Steam Dev Days. In the meantime, here’s the patch notes, and you can go download the update on Steam right now!

Patch Notes for Build 12

“Going To The Dogs”

Notes:
- As with most updates, you will need to create a fresh, new world when you play this update to ensure you receive all the new world changes.
- This update features some great optimization, meaning higher framerate! Read on!

NPC Changes:
- There is now a new zombie-type enemy — The Stray. It’s viscious; fairly fast and bites hard. As the rule with all zombies, aim for the head to make them dead.
- Complete re-design to hit detection and how we check for headshots, melee hits, and so on. These things should be more intuitive and consistent.
- The Buck is now 40% larger in size.
- Fixed a bug where the Buck could sometimes not be killed by arrows.

Zombie Changes:
- Zombie movement code has been re-written. Zombies were one of the main reasons framerate and performance were low, and now should be much better. There may be some side effects (read: bugs) as we tidy up this rewrite, but your framerate should be substantially better for it.
- We took some time to clean up the zombie AI code and removed some bugs from it, so you should see slightly more agressive zombies as well.
- Zombies now hit a bit quicker and will deal damage much sooner when swinging, grabbing, and biting at a survivor.
- Zombies are now quicker to turn towards survivors when they’re trying to attack them.
- Fixed an issue where some distant zombies would appear to float above the ground. Zombies no longer have magical levitation powers.
- Fixed an issue where zombies were not properly repopulating an area over time.
- Fixed a bug where slow zombies could not be killed by arrows.
- There is a new bite indicator when bitten by a Stray.
- Zombies no longer emit long moans after being killed.
- Fixed a bug where zombies were super sensitive to sprinting sounds and some other noises emitted by the survivor.

Item and Weapon Changes:
- HUGE: Melee has been drastically enhanced. You can now hit multiple targets with a single swing, and hitting zombies in the head/neck area is much more reliable than ever before. We have even greater plans with this system as we progress, and this is the first step towards visceral, bloody close-quarters combat.
- There are 2 new firearms to be found in the world — The Mastodon Revolver and the C-Def Sandstone Rifle.
- There is a new ammo type for the revolver — .357 ammo.
- Head and Face items you are wearing now show up on your survivor in multiplayer.
- Head and Face items that obscure your vision will show up in first person. For example, when wearing a motorcycle helmet, you will see the rim and glass of the helmet.
- The Backpack you are wearing (if any) now shows up on your survivor in multiplayer.
- Your currently equipped weapon now shows up in your survivor’s hands in multiplayer.
- Removed the messed up ironsights mode from recurve bow. (For now.) Still accurate when fired from the hip.
- Motorcycle Helmet defense changed to 3, down from 4.
- Motorcycle Helmet now reduces movement speed by 2 when worn.
- The collision boxes of some loot items have been improved, so they sit on the ground better and don’t fall through the ground or float above it.
- Fixed a bug where items dropped from the inventory would return to their original spawn point instead of dropping in front of the survivor.
- Arrows now visually stick into their targets. (They still can not be picked up yet, but we will be adding that feature in the future.)
- Matchboxes can be seen from a bit further away.
- Crossbow properly plays a fire sound when firing it while zoomed in.
- Crossbow and Bow reloading is no longer interrupted by clicking.
- Crossbow and Bow now fire faster and further than they did previously.
- Small tweaks to the bow and crossbow spawn locations/spawn rates to make them slightly less common.
- Scopes have had a visual change, and you now have peripheral vision while using scopes. We have some more plans for scope effects coming up in the near future.

New Recipes / Recipe Changes:
- Putting together 4 2x4s in the crafting area now make a small size plywood sheet.
- Putting together 8 2x4s in the crafting area now make a medium size plywood sheet.

World Changes/Additions:
- HUGE additions to the LeLand’s grocery store, from loading docks, back hallways, office rooms, employee rooms, restrooms, and more!
- Office Buildings are temporarily much more rare while we work out some performance issues with it.
- Lit campfires now emit sound effects.
- Breaking a window with unarmed attacks (punching, kicking) will now deal some minor damage to the survivor.
- Added a new damage icon to indicate damage from breaking glass.
- Roads fit the terrain a bit better. We have very large plans for roads, but this should be a good temporary fix for items falling into roads and being hard to see. (Some very small still do, but most items now sit on the roads instead of falling through.)
- Footsteps now change when you are in a building as opposed to outdoors.
- Fixed an issue where round haybales would look very low detail at a very short distance.

Third Person Mode:
- For debug reasons, we’ve added a very basic third person view, toggled by the F5 key. You can re-bind this in the Key Bindings menu.
- This feature is NOT complete and is NOT currently intended for gameplay use. You can use it if you’d like, but it will make gameplay very difficult until we improve it further. Things like the crosshair currently do not line up on targets or items properly. They will in the future as we tweak and progress with this feature over time.
- There will be a server-side option to disable this feature in the future, especially when we get to PvP modes and other situations where some survivors would feel it creates an unfair advantage.

Backpack Changes/Fixes:
- There is now an auto-sort button in the backpack. You can press this button to re-organize your gear. We’ll improve the sorting algorithm as time goes on.
- Fixed a bug where available backpack inventory space didn’t change immediately when removing a backpack.
- Fixed a bug where items could not be properly placed on the bottom rows of the backpack.

General Changes/Fixes:
- You can now set a server password when hosting a server.
- Hunger decays slightly slower, at a rate of 1.5x the rate when sprinting, down from 3x the rate.
- Doors have had a big overhaul. They’re now much smoother, easier, and more intuitive to open. We will be improving doors even further in the future, as well as adding some additional gameplay options for interacting with them.
- The diameter of the flashlight has been decreased by about 20%.
- The camera near-clipping distance has been fixed, from 0.1 meters to 0.05 meters. This means your camera will no longer clip through walls when you walk up close to them.
- You can now start to sprint from the crouched position.
- The HUD and scope views no longer fade out for a moment after crouching/uncrouching.
- Free Look (Left ALT key) can now look down about 20% further than before.
- The survivor is now the proper height (taller.) You will no longer have zombies towering over you, and are more or less eye level with your foes.
- Added a bunch of new gameplay tips to the loading screen.
- Fixed a small bug where the menu audio sliders sometimes didn’t work properly.
- Fixed a bug where the first person arms would sometimes freeze in the middle of a swing.
- Fixed an issue where ambient environment sounds (i.e. wind) were not tied to a volume slider. They are now tied to the Ambient Volume slider in the Audio Settings menu.
- Fixed a bug with sound. Zombies now properly swarm towards gunshots and other loud noises. Be careful out there!

Roadmap Changes:
- List of roadmap changes coming soon!

KNOWN ISSUES:
- Arrows can not be retrieved yet, and will not stick into targets — yet.
- Some gear may not always sit in the correct position, or may clip the survivor’s body at times.
- Many animations are currently missing from third person view.
- The third person camera currently does not collide with walls.
- Some textures are missing from the helmets and face items that appear in first person mode.
- Some items will look a bit strange indoors as we phase in our new lighting system. These issues should be fixed over time.
- Survivors can no longer hurt one another. (This feature will return in the future once we plan it out a bit better. We are currently focused on the Coop Survival game mode.)
- Ammo in boxes and guns do not keep correct ammo count when trading between survivors in multiplayer.
- Animations will sometimes loop or get ‘stuck’ from time to time.
- Creating and joining worlds without closing TDL.exe can cause things to get a little crazy. We currently recommend rebooting the game between sessions.
- Dragging doesn’t work just yet. We will add this feature soon.
- Host survivors may experience some mild framerate stuttering when new survivors are joining their game. We will be improving this as we progress.
- Some survivors experience black screen with hands and nothing else. We have added a fix for this, but if you still experience this issue, run in Fullscreen instead of Windowed Mode. You can also try moving the window frame, which may correct the issue as well. We will be looking at a more permanent fix for this issue.
- Zombies are sometimes still appear in different positions for different survivors in multiplayer games. We will be improving this.
- Sometimes the Settings menus get overlapped or otherwise crazy. Just press the ESC key or “Done” button to get the screen back to normal.
- There is a bug where you will sometimes plummet to the ground very quickly when dropping from a ledge. Holding Left CTRL right before impact will mitigate some fall damage. Watch your step!
- You can sometimes have a phantom weapon or duplicate weapon in your hands when joining or rejoining a world.
- The game and framerate will sometimes stutter for a short duration, especially when coming up on a town or new area. Your PC is most likely fine. It’s not you, it’s us.
- Sometimes buildings will forget to spawn. Sometimes loot inside buildings will forget to spawn. The buildings want you to know they’re sorry. If you experience this issue, curse loudly at the aformentioned buildings and continue on to a new area where buildings do what they’re told.
- The Anniversary achievement is basically the running joke at this point, and for that we apologize. We swear you’ll get it! Hang in there while we find some time to figure out a fix once and for all. (Once we get done with a few more important things.)
- Lots of other very obvious issues that we’re going to be working on. (Welcome to Alpha!)

As usual, please report bugs on our Support & Bug Reporting forum.

Our hopes for Build 13 are currently a new zombie NPC, more buildings, dedicated servers, the start of transportation, additional survivor animations, shields, additional optimization, roaming hordes, improved zombie AI, and more! Stay tuned to our twitter for more information on that!

Linger on, Survivors!

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