State of Decay
Only thing that might make me sad is the few mods i've installed that stopped me of gaining score. Might be the one that does not send heroes and skilled guys on missions. Just hate to have to help them out when i'm trying to scavenge things. If not they have chance to die or they get bad mood if i don't help.
Here is whats new
5 June - Undead Sanya
Allow refugees to recycle in lifeline after a full cycle of refugees - once you've met everyone and either rescued them or...otherwise, the game will start from the top of the list so that the game can continue.
Important persons should no longer become 'Away From Home' and will stay at the base.
Removed a problematic issue preventing Cho from acknowledging successes once she was at your base.
Fix for 'fainting' before the first siege. Fainting should now be impossible until after that siege is over. Death is death.
Removed access to an area in the port we didn't intend to be playable area. (There was an area in the port in the NW area of the map, where you could climb over a wall next to the crane and run around in a small zone and eventually hit some invisible walls. Borrrrrrrrring.)
Vehicles should now be repaired by advanced Workshops post siege.
Eldridge's post-rescue scene (on the radio with Highroad) should no longer turn driving players into car-centaurs.
Removed teleports from VIP "Found" scenes, to prevent ugliness in cases where the intended building is not cast.
Made Sasquatch pacifistic and unkillable during Bloater and Screamer Hunting missions, to prevent him from screwing up the Bloater all the time.
Fixed bad reference to the most advanced versions of the Infirmary that was preventing sick people from getting better.
Fixed a case where Greyhound 2 soldiers were invulnerable when they became playable.
Baroque church near international district should no longer appear blown out with black squares atop each steeple.
Display score between breakdown levels
Grenade launchers and mines now count towards Grenadier
Fix to a rucks-in-trucks crash. (From ChrisP: There was an issue where rucks in trucks were being saved in a particular order, and if one of the rucks was removed, the order was not being re-saved, so if a player then went to pull a second ruck, it would cause the game to crash.)
Fix painkiller and snack resets in Supply Locker after next day. One per population decrement +/- morale/sickness of population
Characters no longer consume the snacks and painkillers that they carry in their inventory on end of day.
I can't understand how this game can be played without a trainer? With only 10 people there EVERYONE was dead in 10 minutes :-(
Sooo, after 1200 hours of those 3 episodes I can now rest till the next trainer comes out lol
I get the patching problem, since they basically released a sequel here, but they could have done a little more testing before releasing it.
A patch to fix the patch, to fix the patch that fixes the initial release? Just wow.
They fixed some glitches found within the new DLC, mostly, along with a couple of other bugs in the other parts of the game that were likely caused in some manner by the new DLC.
[Edited by StumbleSojourn, 6/6/2014 11:20:31 AM]
[Edited by StumbleSojourn, 6/6/2014 11:21:21 AM]
firewall and other security software.
on trainer and game.
version and distribution.