OVERKILL's The Walking Dead

OVERKILL's The Walking Dead BETA - Part 3 - New Missions and Patch Notes

Version
BETA - Part 3 - New Missions and Patch Notes
Version Date
Oct. 19, 2018
Links

Patch Notes

BETA - Part 3 - New Missions and Patch Notes



Hello survivors!

Hope you had a great week, now it’s time to jump back onto the streets of Washington DC with the third and final part of the closed PC BETA. If you didn’t check out our latest developer update, make sure you do, because we have a Community challenge for you over the weekend!

https://youtu.be/_Pcz-ufgMDw

New Content



Progression Updates
Happy Beta 3 to all! We have a tons of progression updates for you, including character and level centric content. We are increasing the maximum character level cap to 10 and setting the stage for the new levels.
  • Increasing maximum character level 5 > 10 during the beta
  • West End Area route is available from the start of the game.
  • West End Area route scrap and equipment cost reduced to 0 for players with an existing save file.
New Levels
We’re cramming in two more missions for this weekend as well. “Worse Than Walkers” will pit you against The Family who are looking to steal your camp supplies. Meanwhile, “Listening In” will have you sneaking through moonlit streets of the West End Underpass, infiltrating an outpost belonging to the same faction. We also have three new Expeditions, centering around Samson Bros. shipping. All the quests associated with these new missions will be unlocked as well.
  • “Worse Than Walkers” mission added and unlocked from the start during the beta.
  • “Listening In” mission added and unlocked from the start during the beta.
  • “Samson Bros” expeditions can be unlocked during the beta.
  • Adding two new bounties for “Listening In” on normal difficulty and hard difficulty.
  • “Hard” difficulty unlocked from the start for “The First Shot”, “Hell or High Water”, “Worse Than Walkers”, and “Listening In” during the beta

Hard Difficulty Unlocked
And finally, for those thinking normal is becoming too easy, we’re unlocking “Hard” difficulty for all story missions, as well as keeping normal difficulty opened.

Balancing



Bandage
Bandage cost was reduced to give non-Maya teams a fighting chance out in the wild. While you won’t have an amazing revive speed, this reduction in cost will enable medic-less teams to fight on longer.
  • Bandage crafting cost reduced 3/3/3/3 > 2/2/2/2

Mechanical Tool Kit
The mechanical tool kit cost was shifted to make it not overlap with the same design space as the Power tool kit. This means certain characters now have a more efficient tool option with regards to cost distribution on their loadout.
  • Mechanical tool kit crafting cost changed from 1 Cloth/1 Gadget > 1 Metal/1 Gadget

Weapon Spread
This most strongly applies to sniper rifles, as we have noticed many people missing shots that should have landed. This means overall players will be more accurate with all weapons, especially while aiming down sights.
  • Spread for many weapons has been tightened dramatically.

Heavy Bandit
While the heavy was quite a menacing enemy, we saw that fighting against him did not happen as we intended. To address this, we reduced his overall health and armor resistance. We increased his reactiveness and aggressivity. So now he’s even more of a threat at close range.
  • Lowered Bandit Heavy health, shield and armor values, increased chance to stun or stagger, decreased aiming time, and increased his damage output.

First Shot
Slightly lowered the number of zombies on First Shot Normal difficulty

Hordeometer
We’ve made improvements to the Hordemeter system that should lead to more tension when a new level of Hordemeter is reached and give more time to recover after the noise dies down
  • Improved how quickly the horde responds when a new horde level is reached. Increased the down time between waves of enemies in the horde.

Explosive Barrel
We at Overkill believe that there is nothing better than crispy fried walkers in the morning, noon, and night, so we’re giving you a second barrel for those extra crispy lovers out there.
  • Increasing explosive barrel amount during camp defense 1 > 2

Survivor Missions
Players were using high level survivor missions less as a way to get high level rewards, and more as a "trial by fire" for their poor level 1 survivors. We have adjusted the failure XP for mid and high level survivor missions as a result.
  • Survivor Mission Tweaks

Fixes


  • XP on failure modifier for survivor missions at level 4, 5, and 6 reduced 50% > 25% of the success value.
  • XP on failure modifier for survivor missions at level 7, 8, 9, and 10 reduced 50% > 10% of the success value.
  • Adjustment on Survivor Mission threat levels
  • Fixing common weapon reward icon to use "?" instead of assault rifle picture

Part 3 is now Live. Have fun!

OVERKILL_Saul