zero1362 escribió:Llegan mas correciones al TU 2
Title Update 2 Patch Notes
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.
Find Missing Survivor mission opportunity timeouts increased from 30 to 60 minutes.
All mission opportunity timeouts pause while not playing.
Fixed Leaderboard crashing for profiles with a large number of friends on the SoD Leaderboards.
Fixed incorrect camera angle in final mission.
Reduced frequency of "I brought you a pony..." line.
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. Influence in excess of Fame drains for 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.
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.
Added a "Stick Sensitivity" option.
The game will now repair saves 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 a bug that notified you of simulation events affecting NPCs that are not in your community.
Searching for Stockpiles 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.
Improved music track selection logic.
Lleva desde el jueves en la fase de "comprobacion" de microsoft, que es basicamente una pantomima, porque el primero tambien lo "comprobaron" y luego resultaba que ni siquiera se aplicaba
....y nosotros aqui esperando el 2o por eso, un paripé de microsoft que no se ni para que se hace.
A destacar, pues tecnicamente la desaparicion del tearing, que es de agradecer, y jugablemente, sobretodo, a parte de corregir bugs como los de las plagas, la radio y crasheos varios, pues el tema de la reduccion de los tiempos necesarios para realizar acciones de la radio, adiestramientos, construcciones etc, que se agradecerá mucho.
Loren1983 escribió:Hola a todos!
Me encanta el género zombie. Estoy dándole al The Last of Us y leyendome el comic de The Walking Dead. No conocía este juego y leyendoos me estan entrando muchisimas ganas de pillarlo. Seguramente esta semana caiga. Tengo que ver antes donde pillar puntos MS baratos.
Unas dudas. Me he leido bastante hojas y supongo que estaran resueltas antes pero no lo encuentro.
- El mapa es muy grande??
- Los recursos que recolectas, he leido que son finitos. Que pasa cuando se acaban? se acaba el juego?
- Una vez acabas la historia principal... te dejan seguir??
- La historia principal está bien? porque por lo que leo la chicha del juego está ne el manejo de la base, de los supervivientes etc no?
- Se puede manejar a cualquier superviviente del grupo o sólo a algunos?
Gracias! un saludo!
La trama mas que un hilo argumental en si, se tiene que entender como un conjunto de historias/situaciones bien resueltas en un contexto de apocalipsis zombi, unas van sobre la nueva autoridad, otras sobre la falta de moralidad del hombre etc etc, y en ese contexto estan bien, enganchan lo suficiente para querer hacerlas, sinque sea ese su punto fuerte. Y sobre seguir y el tema de los suministros, piensa que estan ya desarrollando un modo de juego nuevo, al que llamarán modo sandbox, que es el mismo juego, pero sin historias ni submisiones ni nada, solo sobrevivir, y en el harán cambios para que la superviviencia pueda ser practicamente infinita, por lo que imagino que meterán resapwn del loot cada X tiempo para poder mantener la base de ese modo concreto.
Cyborg_Ninja escribió:Co-op is absolutely the thing we want to do first, should we be invited by our publisher to begin work on DLC. We've made no secret of that. But we cannot start working on it without the invitation, and as such, we have written no code. You know how much I hate talking about things that haven't been grounded in written, tested code!
Cuando se dijo esto, Zack?, porque yo lo ultimo que lei al respecto, del propio Phil Spencer, es esto:
Juraria que lo primero lo dijeron antes. Ahora, vistas las ventas (500.000 unidades para un juego de XBLA es una burrada, y mas TAN rapido, se dice que es la nueva IP mejor vendida en XBLA), yo creo que MS les da el visto bueno para cualquier cosa.
Puse una serie de informacion sacada de los foros de undead labs, de manos de uno del team hace unas paginas, y creo que puse el enlace al hilo xD lo digo porque esque ahora no sabria decirtelo de memoria, mira a ver si lo puse y sino pues luego lo busco y lo enlazo.