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Title Update 2 Patch Notes


Hawaiian
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From UndeadLabs Forum

 

Status: Submitted to Final Certification

 

 

  • NEW: Fixed story getting blocked if you refuse Quentin's request to talk to the sheriff.
  • NEW: Fixed soldier and zombie pathing in "The Armory" mission.
  • NEW: Fixed character getting stuck in passenger seat if hit by a zombie right when you enter the vehicle.
  • NEW: Corrected displayed weapon type for Hockey Stick.
  • UPDATED: It is no longer possible to establish an Outpost or relocate your Home while on a mission.

 

 

There was one more change we slipped in right at the end there. Something to do with a sink. The sink? Heat sink? 'N Sync? Oh, right:

 

NEW: Enabled V-sync to eliminate screen tearing.

 

Original post:

 

Here are the patch notes for Title Update 2 (TU2). TU2 is in final QA and we hope to deliver to certification early next week.

 

Please note this a draft list, and we may add, remove, or change entries before certification.

 

Big changes here. We're excited to get this out!

 

Jeff

 

 

TU2 Patch Notes

 

 

 

  • Fixed rucksacks falling through floor and being unrecoverable. Rucksacks are now moved to an easily accessible location within the same building.
  • You can now manufacture homemade painkillers in the Medical Lab.
  • Stockpiles that are over the maximum storage provided by your current Facilities (the "cap") will no longer drain while you are not playing. Instead, stockpiles that exceed the cap will drain every five minutes of play at the following rate: 2 if you're 100% over, 1.5 if you're 50% over, and 1 if you're 15% over.
  • Improved awareness of stockpiles that are over the cap. The Assets page now displays both the current amount and cap for each stockpile. Stockpile amounts that are over the cap will be displayed in yellow, both in the Assets page and the Home Status panel.
  • Influence in excess of Fame no longer drains while you are not playing, and the rate of drain during play is reduced from 6 per minute to 2 per minute.
  • The rate at which stockpiles are consumed no longer factors in the number of missions played during the current day. It was causing stockpile consumption to be too high.
  • Fixed a bug that caused some characters to be given 100 ammo.
  • The "Too many infestations!" to-do item is now properly cleared if you relocate your Home to a site with fewer than two infestations within 500m.
  • Fixed several areas on the map where the player can get stuck.
  • Fixed several pockets of deep water.
  • Fixed a bug that could cause unexpectedly large numbers of zombies to spawn near the Mt. Tanner cabins.
  • Fixed a bug that caused games with large communities to fail to load.
  • Fixed a bug that allowed players to get stuck in the abandoned farm house north of Marshall.
  • Removed several sections of fencing around warehouse near fairgrounds to improve navigation for missions in the area.
  • Made it easier to navigate fairgrounds in vehicles.
  • Adjusted draw distance of dynamically generated vehicles to match pre-placed vehicles.
  • Fixed a bug that caused character to become stuck in a falling state when dropping from a ladder into a group of zombies.
  • Fixed a bug that prevented weapon durability from being reduced by certain combat moves.
  • Made it easier to execute "Double Kill" move.
  • Fixed a bug that caused a Feral zombie to react incorrectly if you dodged while he was leaping.
  • Fixed a bug that briefly displayed debug text in the main menu after selecting a storage device.
  • Made major adjustments to Facility action times to make Facilities more useful during the current play session:
    • Globally changed Want delays from 1 real-time day to 4 real-time hours.
    • Duration of Fitness Regimen, Combat Training, Big Meal, Feast, and Firearms Practice changed from 3 real-time days to 2 game-time hours (where "game time" means time playing the game, not counting time that elapses while you are paused or logged out) so you get the full benefit of the bonus while you are actually playing the game.
    • Cooldown on Big Meal and Feast changed from 22 real-time hours to 3 game-time hours. This means your community is "full" for 1 game-time hour after the effects of Big Meal and Feast wear off before the Facility actions can be used again.
    • Trade Opportunity action time changed from 1 real-time day to 90 real-time minutes.
    • Train Outsiders action time changed from 1 real-time day to 90 real-time minutes.
    • Preservation Attempt action time changed from 3 real-time days to 90 real-time minutes.
    • Create Biodiesel action time changed from 3 real-time days to 90 real-time minutes.
    • All Library research actions changed from 2 real-time days to 4 real-time hours.

     

    [*]You now receive a stockpile bonus upon claiming a new Home site. Each site comes with a specific number of stockpiles, based on the size and number of Facility sockets in the site.

    [*]Fixed a pathing bug that caused zombies to get stuck in the floor during a "Besieged" mission.

    [*]Add "Stick Sensitivity" option.

    [*]Repair saved games affected by a bug fixed in TU1 that could cause Lily to be killed by the simulation.

    [*]Characters selected for Mercy Shot mission can no longer recover from their injuries.

    [*]Mercy Shot missions can no longer select playable characters.

    [*]Moved "Horde Alerted!" banner higher on the screen and reduced size to avoid interfering with driving.

    [*]If you move your Home site when a Trade Opportunity mission opportunity is active, the mission opportunity now relocates to the new Home site.

    [*]Lily no longer reminds you to come to the final mission site. It was annoying during sandbox play after winning final mission.

    [*]Edged weapons are now effective against Feral zombies.

    [*]Fixed bug relating to Juggernaut reactions to incendiaries.

    [*]Fixed bug that allowed simulation events to affect NPCs that were not in your community.

    [*]Searching for materials with the radio is now more reliable.

    [*]Fixed bug causing stimulants to have permanent effect. Stimulants such as coffee and energy drinks now properly wear off over time.

    [*]It is no longer possible to establish an Outpost or relocate your Home while on a mission.

    [*]Improvements to audio volume mixing.

    [*]Improvements to music track selection.

Title Update 1 is available since today:

http://undeadlabs.com/2013/06/news/title-update-1-rolling-out/

Edited by Hawaiian
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Looks like there's a problem with TU1:

 

http://forums.undeadlabs.com/showthread.php?23684-Ripping-Off-the-Bandaid-Title-Update-1-Not-Working

 

Hi fellow survivors. Here's the deal:

 

Almost as soon as the update went live on Friday night, we started seeing reports the infestation bug ("Too many infestations!", even if the infestations were on the other side of the world), at least, was not fixed. DJ (our QA director) and Sanya immediately started gathering reports, and the entire Undead Labs team started investigating.

 

The issue was somewhat confused by many people reporting improvements to the infestation issue. However, reports started coming in that other bugs we had verified internally as fixed were apparently not fixed on the live version of the game. It began to look as though the people reporting improvements simply had good luck, not a fixed game.

 

I called Sanya at 2:30 PM PDT (5:30 PM EDT/10:30 PM GMT) on Sunday to let her know we had determined beyond a doubt the update was being downloaded, but not applied.

 

First, I want to apologize. This is not acceptable, and you deserve better than this.

 

Second, we're on the phone with our publisher right now getting everyone mobilized. There's nothing we can do at UL to fix this problem. Once the update has been handed off, the process of getting it to you is something only the Xbox people can handle. So, we're calling in the troops to get going on solving this problem immediately.

 

Third, although we can't directly fix the problem, you are OUR players, and we'd like you to know we're exploring ways to express our appreciation for your patience.

 

In the meantime, see "first."

 

I wanted to let you know what was going on as soon as we had it nailed down. We don't have an ETA on a solution (see "second"). Stay tuned for more information as we get it.

 

Thanks to all of you who've been reporting issues and working with us in various threads this weekend. The information you provided was invaluable as we worked to track this down.

 

Jeff

 

They confirmed that this won't affect TU2 though

No. The worst case here is we simply roll the TU1 fixes into TU2.

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this goddamned bug has prevented me from playing the game since the first weekend it launched.

 

looking at the length of both title updates, they let way too much shit slip past QA. this game is a fucking mess.

 

Come on now, you can't seriously expect AAA quality from a team of ~20ish people. Curious though, how many people do you have that prevents the loading?

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Come on now, you can't seriously expect AAA quality from a team of ~20ish people. Curious though, how many people do you have that prevents the loading?

 

Just over thirty. I had just moved my camp to the fairgrounds. I imagine the "simulation" has killed them all by now, though. I'm holding off on starting a new game just to see how terribly they've been ravaged by the game. Should at least be good for a laugh.

 

Side Note: Not expecting perfection. Just competence. XBLA are not triple A titles. But as far as problems go, this has a great deal more than your average XBLA game. The only reason they're shitting out patches as quickly as they are is because the game is a run away hit.

Edited by ThePumpkinKing
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"Fixed a bug that could cause unexpectedly large numbers of zombies to spawn near the Mt. Tanner cabins."

 

Has anyone had this happen? I think it would actually be kind of funny.

 

These are a lot of zombies :D

 

[ame=http://www.youtube.com/watch?v=6fbFvLvyOiE]State Of Decay - The Cabin of Infinite Zombies? (Glitch maybe?) - YouTube[/ame]

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Holy... Shit...

 

That's insane. It'd be stupid fun just to see if you could kill them all. If nothing, it'd be a great way to max out all of your survivors.

 

I would think you can escape just fine.

 

Yeah. They weren't even paying attention him until he literally ran right in front of their faces.

Edited by ThePumpkinKing
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anybody have an idea when the new patch will be released? I can't progress in my game anymore after helping the army rescue some civilians and would really like to know if this patch would fix the problem as I really don't want to start a new game just to get the last 3 achievements that I need

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There is no such thing as a bug free game, and I'd buy it. I've not experienced anything majorly bad myself, well there was a glitch with the final mission but a save and quit fixed that.

 

Well said. I've played games where I've experienced nary any noticeable bugs wheras someone else will get every negative bug, screen tear, glitch etc. It really is based on the player, their system, disc, etc. Many factors play a part. It's never JUST the game itself.

I honestly have experienced only a literal few, maybe 4 Screen tears since being on the 360 in 2007. It's just not something you can pin an absolute to. Games are going to be buggy. Such is life.

 

The only ones I've experienced are possibly and achievment glitch (NOTHING new), a few zombies "in the floor" but easily dispatched by a gun and sometimes, my Prybar will "disappear" in my hand but it's still there. Nothing "game breaking".

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Ok, I thought the game was unbearable because of the problems. I don't mind a little hick-up now and then, but if there are show stoppers, I'll rather wait.

 

Also have been browsing on the Undead Labs forums a bit, and it seems the game has some problems, even a faulty patch. No issue, just waiting for the nr2 patch so I can start freshly with most bugs fixed. Will get the game anyway.

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I hope they will fix the "Too many infestations " glitch

Made warehouse my main base + 8 outposts around so safe zone is huge.

Scouted all nearby buildings no infestations yet game still alerts that there are lot's of them around....

Lost like 2 characters yesterday including Maya which had max skills :(

Edited by Kreagon
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