[PREVIEW] Deadside

WIP: Water Wells & Update Status
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Hello, Deadsiders!

We have lots of news for you today, starting with a new feature, Water Wells!

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These wells will provide water for players to collect with their Flasks. No longer will you be limited to searching for Sodas in towns, or going home to your water collector, you can now find consistent water sources while you are out exploring the world. Using the Well doesn’t come without risk, beware of ambushes and traps set up by other players.

This feature is the first of many planned features that aim to expand and improve the survival mechanics of Deadside, giving players more options to find food and water in between their usual missions.

You can expect to see this feature released in update 0.5.0.

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As for the status of update 0.5.0, the team is still working hard on getting the boats to a complete and playable status. Most importantly, is the network performance of the boats, and the game server itself under high server load. So, optimization needs to be done to meet this goal, which takes lots of development time. Your patience during this time has been greatly appreciated, we hope to deliver you this update as soon as we can.

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And finally, the role of Deadside’s Community Manager has changed, so, if you would allow me to pull back the curtain a bit, hello everyone, this is Loaf speaking. I’ve been with the Bad Pixel team for about a year now, my previous work on the game has been mainly focused on the weapon systems. But what most people know me for, are my YouTube videos focused on Deadside, some of you may have seen my Insider Preview videos in previous posts like these. But now I have been selected for the role of Community Manager, and I’m extremely excited to begin communicating with you all.

Previously this role was filled by Lucas, and he did an excellent job, but unfortunately, his time was spread very thin between the community, and anti-cheat tasks. Now that I’m here, Lucas has a lot more time to devote towards anti-cheat and technical issues, while I can focus solely on communicating with you all. I hope that this change will help the community grow going forward, and I will try my best to make that happen.

Thank you for reading, we hope to share more news soon.
 
Passando só pra recomendar, sempre quis jogar Day Z, mas como tenho uma vida pra viver, não posso viver dentro do jogo, Deadside tem um equilíbrio bom, o gráfico quase sempre e melhor que Day Z e Tarkov, ao mesmo tempo e bem mais leve, construção e opcional. Pra quem tiver interesse começar, saiba que os bots são quase tão bons de mira quanto players, o segredo pra matar bots em grandes concentrações e manter a distancia, não tente trocar tiro com os bots, vc pode errar, eles não erram.
 
WIP: Churches, Campfires and More
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Hello Deadsiders!

We have a lot to share with you today. First off, we have created a video that covers everything in this post in great detail, and shows off some features that we can’t display through text, like the new audio features. So if you have the time, go ahead and give it a watch:





Also, Deadside is currently 35% off until March 10th, so if you are looking to grab our game before this big update, now is the time!

We have a few new features to cover, starting with new structures. As you might already know, update 0.5.0 will come with a map expansion, but the already existing areas of the map will be getting some new content as well. We have added many new buildings to the towns in the map, most notably two churches, one with a graveyard. These churches are located in the southern areas of the map, and can be found right outside of the towns they are in.

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In our last steam post we covered water wells, and we mentioned that those wells are just the start of an effort to flesh out our survival elements. Now we can begin to show you what that means, first off with these plastic water bottles. These will spawn around the map, and can be filled up at water wells, or at a base water collector.

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Not only will water become more accessible, but cooking will be as well. In update 0.5.0, we will be giving you the ability to gather sticks, by using your knives on bushes. You can then use these sticks and a lighter to create a campfire, and cook food. With this system, you no longer depend on a large axe to cook your food, taking up an entire weapon slot. Although, you can still cook with logs if you would like.

Speaking of food, both food and water will be returning to the safezone trader, but at a relatively steep price. So, the option is there for you in case you need some emergency food, but unless you plan on spending a fortune on canned fish, hunting out in the world is probably going to be your best option to keep your character alive and well. Other items will be returning to the traders as well, giving them a much wider selection of weapons and equipment to choose from. Just like the food though, you can expect the prices of higher tier items to be steep. And finally, Roaming Traders will be getting a rebalance as well. Now, these traders will always have the same selection of both weapons and armor, with their prices being more affordable than they previously were. These Roaming Traders will also start purchasing your items for more, giving you the opportunity to make even greater profits.

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When it comes to weapons, both their sound design, and recoil will be improved in this coming update. As for the recoil, these are all balance changes, it's clear that some weapons like the AR4 are simply too good, while other weapons aren’t good enough, so changes are being made to address these issues. For weapon sound design, the sounds of bullets have been greatly improved. Now you will hear bullets ricochet off some surfaces, and you can also hear the snap of a supersonic bullet flying past your head. The ambient noises of Deadside have significantly improved as well, and we highly recommend you watch the video that we linked above, to give these new sound effects a listen.

Lastly, we have the Boats. They continue to be a challenge, over these last few months, the boat system has been redesigned many times, weeding out bugs as they pop up. Despite the many challenges and delays, progress is being made. As of right now, update 0.5.0 is entering the closed testing phase, meaning that the update is beginning to be finalized. We don’t have a release date for you just yet, as there is always the chance that a major issue is found during closed testing, but it's still good news nonetheless.

Thank you for reading, we hope to bring you more good news as soon as we can.
 
WIP: Economy Changes, New River, Global Wipe
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Hello Deadsiders!

We have another update for you on the progress of version 0.5.0. If you have the time, we suggest you watch this video that we have created on the subject, it covers everything and more included in this post, in much greater detail.





In our last steam post, we said that update 0.5.0 is beginning to enter private testing. Well, we have made a lot of progress since then, and we are now focused on pushing this update out to the public test server. This public test will be important, because of how many changes have been made to the game. This means the results of this public test will dictate how soon we can release the update. You can expect this public test to begin very soon, so stay tuned for more news on that, as well as instructions on how to join the test yourself.

Because so many things have changed in this update, version 0.5.0 will be released with a global wipe of the game, meaning all progress will be reset. This needs to be done so that the update works properly on release, for both technical and balance reasons.

Now that you know the plan going forward, it’s time to reveal a few new features coming in 0.5.0:

On top of the other map changes coming in update 0.5.0 that we have talked about in previous posts, you will also see a new river in the south eastern area of the map. This connects the central lake to the eastern shore of the peninsula, allowing for easier access to the safezone via boat from that side of the map.

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Another new feature is the addition of blood decals on walls. If you shoot either a player or AI close enough to a surface, you will see their blood on that surface for a bit, until it disappears. This will make it easier to tell if you hit your target and where.

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The Convoy event will be completely reworked in version 0.5.0. Starting with the Convoy Boss, the ghillie sniper version of the boss won’t be spawning anymore, instead there will always be a dedicated sniper in the Convoy patrol. The boss now has a different selection of weapons and armor, he can use his normal MG36, a UAG, or even a Skar. He will be using different levels of armor as well, so he will not always have the best armor in the game. This boss's AI has been weakened a little bit, so he will be insta killing players less often.

While the main boss has gotten a bit weaker, the rest of the convoy AI have gotten much stronger. Instead of your typical military AI, the convoy patrol will now have its own special type of AI, unique to this event. This type of AI is much more deadly, they have good aim, and will chase the player down. There will be lots of them too, around 15 of them in total.

The Convoy case has been improved as well, you will now get 5 items out of the case instead of just two. These items include explosive, radio detonators, respawn beacons, med-x injectors, and raw cash, on top of the scopes and muzzle devices that you would normally get. This should hopefully place more importance on the case, and encourage players to run them to safezone more often.

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Version 0.5.0 will be coming with a complete economy rework, affecting almost every part of the game and its loot. There have been many changes, so let’s talk about a few major ones.

First up, are changes to backpacks, now an Assault Bag can carry one weapon, Typhoon Bags can carry two, and Stalker Bags can carry 3. This means the Stalker Bag is no longer the only bag that can store weapons, allowing players to move and carry weapons more often. However, backpacks will generally be a little bit more rare. This is due to the fact that AI will be using them less often. This includes helmets and armor as well, the typical military AI will not be equipped with them as often, and high tier helmets and armor won’t spawn on them anymore.

Money itself will be a bit more valuable, you will earn less money from event rewards, and items will be sold and purchased for less than before. Essentially, the value of the “Deadside Dollar” has gone up. This means you will see prices that appear much lower than before, and while some items definitely have become more affordable, some have gone up in price by a lot. For example, Food and water will be 6K per can, which might not seem like very much at first, but with the value of money going up, 6k is pretty expensive for just one can of food.

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And finally, one of the largest economic changes is that high tier items will now be purchasable at the safezone traders. Nearly every weapon in the game, with the exception of the GRM-40 and a few low tier items, will be purchasable, as well as all backpacks, and all levels of armor. These high tier items will be relatively expensive, so a typical player will not be able to purchase them in large amounts. The best way to get the best gear is still going to be looting it from event rewards, however this change will level the playing field a bit, allowing easier access to higher tier items to players who don’t consistently complete the high level events.

There are many more changes to the economy that we haven’t mentioned in this steam post, like event reward rebalance, money stack limits, loot spawning changes, and more, so if you are interested in those changes, then watch the WIP video linked in the top of this post, where the economy rework is discussed in detail.

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Thank you for reading, stay tuned for news on the upcoming public test!
 
Boats, Map Expansion, Economy Rework, & More | Major Update 0.5.0
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Hello Deadsiders!

On April 18th, at 04:00PM GMT / 09:00am PDT, we will begin to release version 0.5.0!

⚠️Warning:
During the patch deployment, servers may be temporarily unavailable. Game client update is required.

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The release of version 0.5.0 to the live servers will require a wipe. All items, bases, safezone storage and player inventories will need to be reset for the update to function correctly on release.
Version 0.5.0 is one of the largest updates Deadside has seen in its lifetime, not only in sheer volume of content, but in technological complexity as well. For those who haven’t been following our WIP posts leading up to this point, let's take a look into what you will experience in this update:

Boats

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This is the largest feature of version 0.5.0, and by far the most complex. These boats will periodically spawn around the map, offering quick transport for players across the water. The boats will spawn with varying amounts of fuel, so extra fuel may be needed for long distance travel. Boats will take damage when shot, or when colliding with objects, so a blowtorch can be used to make repairs. They seat up to 5 people in total, allowing you to move your entire squad around the map at once.

Vehicles have been in demand ever since Deadside first went into Early Access, and we are very happy to finally have a working vehicle in game. We had to re-write parts of Unreal 4’s net driver, and do a bunch of optimization on both the client and server end in order to get these boats working smoothly. But that optimization doesn’t just apply to the boats, the entire game should be a lot smoother, even on a completely full server.

We are not finished working on the boats, we would like to make further improvements. Mainly to their netcode, but possibly other areas as well. In the meantime, enjoy speeding around the water!


Map Expansion

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With the addition of boats, we have added two new Islands, one to the north east of the map, and one to the north west. In the north east is a large military base, and a fuel depot. This Island can be accessed by bridge, but it is very dangerous. The island is mostly intended for base building, and completely surrounded by water, for those who wish to stay separated from the rest of the map.


Food & Water

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0.5.0 will include water wells, and water bottles. Water wells will be spread out everywhere around the map, providing players an accessible source of water. They are most often found in towns, but they can sometimes be in other locations. You can use these water bottles, or your canteen, to collect water from these wells.

This update will also include branches, a new item that you can collect from bushes by using your knife. You can craft and fuel a campfire with these branches, meaning you will no longer need an axe in your primary slot to make fire. This makes it easier to cook nearly anywhere on the map.


Economic Changes

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The last major feature of 0.5.0, is a rework of the in game economy. This includes the return of high tier items in the safezone, while also raising the value of the in game currency. This also includes a rework of every PvE event reward, the zoning and spawning of loot in the world, and the relative prices of every item in the game. With this rework, it will give less skilled players access to high tier items in the safezone, and also provide more ways for you to spend your in-game currency. If you would like more details on this economic re-work, and the reasoning behind the changes, then our recent Insider Preview video should answer your questions.


Audio

The in game audio has been greatly improved in this update, adding completely new ambient noises to give the map more variety. There have been many old sound effects for intractable items, like doors, that have been remade and improved. And finally, the sounds of bullets have been improved, adding varied impacts to different surfaces, as well as the supersonic snap of a bullet as it travels past your character.


Convoy Event

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The Convoy Event has been reworked, the Convoy patrol now has its own unique AI, with the amount of AI increased to 15 total in the patrol. One of the patrol members will be a sniper, this will be replacing the Ghillie VSD boss, which will no longer spawn. The machine gun boss has new equipment, now with varying levels of armor, and different rifles. The boss's damage and awareness has been slightly reduced, making the event a little more fair with the increased difficulty of the rest of the patrol. The Case reward has been improved, now dropping 5 items in total


Other Changes

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There have been many more improvements and fixes to the game, too much to cover one by one, but there are a few important changes which we will quickly mention here:
  • Added blood decals when hitting a player or AI near a surface. Most commonly seen when shooting a character near a wall, leaving blood on that wall to let you know your shot connected
  • AI Vision has been improved, now their vision will be obstructed by bushes more often, allowing players to use them as concealment
  • You can now store one weapon in an Assault Bag, two in a Typhoon Bag, and three in a Stalker bag
  • Fixed the infamous “item unavailable” bug when looting bodies that have rolled down a hill or fallen from buildings
  • Increased the recoil of the AR4, Fasam, MG36, BB-19, and P900, reduced recoil of Skar, RPK-mod
  • Added an “Earplugs” feature, which allows you to muffle the master audio by pressing Y
There are many more changes and fixes in the full patch notes, if you want all the details you can read those patch notes here.


Work has begun on the next update, we will show some previews when the time is right. Enjoy 0.5.0!
 
WIP: Smoke Grenades, Inflatable Boats, New Weapons and More
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Hello Deadsiders!

After the release of our last major update, work has not slowed down one bit. The team has been working on many different new features behind the scenes, some of which are ready enough to be shown to you today. So, let's not waste any time and take a look:

First up, Smoke Grenades!

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PvP in Deadside places a heavy importance on good positioning, so when you find yourself stuck in a difficult situation, it can sometimes be hard to escape depending on where you are on the map. So, with the introduction of smoke grenades, you will have a tool at your disposal to quickly reposition, using the smoke as concealment. The utility of the smoke grenade isn’t limited to just PvP, the vision of AI will also be affected, making it a valuable PvE tool when going up against some of our more challenging events, like a Convoy or Helicopter Crash.

We are also working on a second type of boat to add to the world, Inflatable Boats! These are similar to the already existing Swamp Boats in game, however with a few differences. The Inflatable Boats are more maneuverable, they are smaller, and easier to hide. However, they only seat up to two players, and they aren’t as durable as the metal Swamp Boats. These will be much more useful to players who aren’t running in a big team, who don’t want the attention that a huge metal Swamp Boat draws.

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Speaking of boats, we plan to improve the already existing Swamp Boats in a few ways:

First, is a storage compartment, which can carry items for you. This will allow you to carry more loot in and out of an area, extremely useful for missions, or even raiding. Both boats will contain this feature, with the larger boat offering more storage size

Second, is a Vehicle Lock. This can be used to prevent your boat from being stolen from unauthorized players. You can either buy this lock at the trader, or craft it yourself. It's important to note that this lock is a new item, and not the code lock used to secure bases. It also doesn’t prevent your boat from exploding, so be sure to keep an eye on your investment

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And of course, fishing is going to be added to the game very soon. You all have known this for a very long time now, so let's keep it brief. In order to fish, all you will need is a Fishing Rod, and you are good to start pulling fish out of the water. Of course, you will still need a knife and a lighter to cook and prepare the fish

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Next up, we have re-designed the base Tower:

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This new tower will be much more useful for defending your base from raiders. The last tower didn’t provide nearly as much cover, and it could be difficult to shoot from at times. This tower will have much more utility, so during your next raiding party, keep your eyes out for someone using one of these

Last, but definitely not least, we have some new weapons!

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First up, the PP-3000, a compact submachine gun with excellent handling and modularity. Its short barrel and low recoil makes it ideal for close quarters combat, not to mention that it can mount weapon optics, like a red dot, for increased accuracy. However, it does have its limits, its rate of fire is 600, nice and easy to control, but slow enough to get outpaced by higher tier weapons. Its magazine is also limited to 20 rounds by default, however this can be mitigated by finding an extended magazine, giving you 40 rounds in total. Despite its drawbacks, this is sure to be a very powerful weapon in the right hands, or for a new player looking for an easy to use platform.

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Next, we have the NK417, a very powerful DMR, chambered in 308 (7.62x51). The only other DMR we have in game currently is the VSD, so in order to explain how it will perform, let's compare the VSD and NK417 directly. The NK417 will shoot faster, and have less vertical recoil. It will also have a 20 round magazine, compared to the VSDs 10 round mag.

It's looking like the NK417 is going to be the clear choice over the VSD, however, the NK417 will do just slightly less damage than the VSD, but enough that it may require one more shot to kill depending on your target, and shot placement. This is mainly due to ammo availability in the world of Deadside, where 7.62x51 is rare, and the ammo you can find is low quality, probably re-loaded with questionable power charges.

So, the VSD will be a better choice for longer ranged combat against armored targets, while the NK417 will be more useful in mid range combat against softer targets.

These new weapons will also come with some new skins! You can find these skinned versions in all of the same places that you find other skinned weapons, inside of locked military crates. Here are a few images of just some (not all) of the new skins:

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With the new features finished up, the question you are sure to be asking is, “When?” Well, sooner than you would expect. We are currently testing a lot of these features, which will be compiled into the upcoming version 0.6.0. Not all of these features are guaranteed to make it into this version, but it's safe to say that the majority of them will. A lot of the features we talked about today are nearly finished, so we don’t expect to keep you waiting for long.

Thank you for reading, more news coming soon.

Bad Pixel
 
Deadside 2023 Roadmap
Hello Deadsiders!

We are happy to present our 2023 roadmap!

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We have a lot to talk about here, so let's break this roadmap down into a few different sections. These sections are not ordered by their appearance in game, instead they are organized to make everything easier to understand. We tried to take into account all of your wishes - we collected the most important of them, as well as those that coincide with our vision for the game’s development. With all that in mind, let's talk about these features:

A World of Animals:

First up, we have new animals! This is a highly requested feature on all of our social media platforms, especially over on our Nolt[deadside.nolt.io]. We are thinking of adding not only animals to hunt for food, but hostile creatures as well. We feel that this addition will do a lot for the immersiveness of Deadside, while also creating interesting situations in more remote natural areas that were previously empty. We have been talking about expanding our food and water mechanics for a long time now, and this is another step in that direction. This process also includes Fishing, which will be a very useful mechanic for players who live in areas far away from any duck habitat, or canned food spawns. For them, this will be a very important source of nutrition. But, fishing will not be an inexhaustible resource, it is possible to overfish an area, in which case you will need to wait until more fish return to the location.

Expanding Your Tactical Capabilities:

Prone Position is another highly requested feature, and we are happy to finally confirm it for you all. The purpose of this feature is not to increase the number of campers or snipers, but actually to create more counter-play against them. The prone position allows you to hide behind small objects you previously couldn’t, or to hide in tall grass in a tough situation. With this feature, it will create more diverse tactical situations, and generally make the game more realistic. We have actually been experimenting with the prone position for a while, as there are a lot of technical challenges, mainly player collision. This can cause issues with odd animations, or player models poking through solid objects. Not only that, but there are many game balance aspects to consider as well. But, with our preliminary testing complete, we are confident enough to say that we plan to release it this year, if all goes well.

Prone will not be your only counterplay against snipers though, in update 0.6.0, you will see the addition of smoke grenades, which will be another useful tactical tool. Version 0.6.0 will also contain two new weapons, the NK417, and PP-3000. Both weapons are currently being tested on the Closed Test Server, along with the smoke grenades. For those who have been following development for a while, you know that this means update 0.6.0 will be on the Public Test Server very soon, with a full release following after.

Speaking of weapons, we plan to redesign some old weapon models going forward, as some of the older weapon models that were added early in Deadside’s development are quite simple, and don’t hold up to the same quality we are able to produce now. This will also lay the framework for improvements to the weapon system in the future, that we were unable to do in the past due to some technical nuances. Over the past year our team has expanded a lot, and this includes new weapon artists who are able to make these redesigns, you have already seen their work on the PP-3000 and NK417 models.

We are also working on a tutorial system. This should help players who are new to the game or genre get their bearings quickly, without requiring them to find a guide elsewhere. This will also help explain things that may not be clear to brand new players - like the difficulty of some events, and explain some more complicated features, like our raid system for example. This feature should hopefully alleviate some of the headaches new players may experience, while also making the game more approachable overall.

Improvements to Bases:

Expanding the functionality of bases is one of the most important features in this list. Many gameplay features of Deadside depend on player made bases, Raiding for example. But, in order for these features to function correctly, we need to make it worthwhile for players to invest in their base. Currently, bases only provide a handful of features. The main use being storage, we also have the water collector, respawn markers, and the workbench to apply skins to items. Most of these features you can already have without making a base at all, you get free storage in the safezone, you can collect water at wells, and craft a respawn beacon for dynamic respawns. So, we plan to add features that are unique to the base itself, making them more valuable, and more detailed than before.

We also plan to fix some problems and exploits affecting our current base building system. You will begin to see some of these fixes in update 0.6.0, where we have prevented the creation of floating bases. There are other fixes that are right around the corner as well, fixing other bugs and exploits, but they require more testing. In any case, we are aware of the problems with base building, and it is a priority for us to fix them as soon as we are able.

Land and Sea Vehicles:

Vehicles are a very important part of Deadside, its an area we will continue to focus on and improve, which you will be seeing immediately in version 0.6.0, with the addition of the new Inflatable Boat type. This new boat is much quieter, smaller, and quicker than our Swamp Boats, however, they are much weaker, contain less storage space, and only seat up to 2 players. With the addition of this boat, it will create more diverse playstyles and gameplay opportunities that were previously not possible, due to how loud and bulky the Swamp Boats are.

Expanding boat functionality is an important part of our roadmap, that will create systems used in both the boats, and wheeled vehicles in the future. We have already created a vehicle lock, and an inventory system for the boats in update 0.6.0, and we plan to continue improving the boats in the future. This includes everything from general optimization, and improvements to functionality in other areas.

We have already begun full development of wheeled vehicles, but we aren’t exactly sure when this feature will be finished, so we didn’t want to include it in the final roadmap. Even still, we hear how badly you all want cars, and your comments don’t go unnoticed. There is still lots of work to be done, and many technical challenges to overcome, but it's something we are prepared to take on this year.

New Locations & Gameplay

You all asked for a new big city, and so we will give it to you! Located in the south west of the map, this will be the largest city added into the game yet, putting our humble Beregovoy to shame. It will have many unique locations, with long building lined streets, all along a big river. This city isn’t just another new location, or pretty visual, it will create a different type of gameplay - the location will have many enclosed spaces, right next to places for sniper duels. The city will be part of a larger map expansion in the south west, which will include a few towns, and other unique points of interest. We plan to continue working on this map expansion over multiple updates, expanding the area, improving the suburbs, and the city itself.

And finally, our last feature for today, new missions. PvE events are a big part of Deadside, and expanding the variety of events for players to complete will add more depth to the gameplay, and provide more challenges for players to overcome. We also plan to continue improving already existing PvE events this year, as well as the AI themselves. PvE and AI improvements are a constant and complex process, as they are very server resource intensive. So it is something we will continue working on this year, and into 2024.


That's our roadmap! It took a while for us to get to this point, a lot of our time this year was spent on the Swamp Boat implementation, and until that was completed, it wasn’t possible for us to put out a roadmap that we could be confident in. We believe this roadmap is a realistic list of goals for the rest of 2023, but when it comes to game development, plans sometimes need to change, and that includes the planning in this roadmap. Even though plans may change, we still have a bit more in store for you. We have more plans for 2023 that weren't listed in this roadmap, as we really just wanted to cover the main points today, so, be sure to stay tuned for more news in the future :)

Thank you for reading, good luck out there!

Bad Pixel
 
Update 0.6.0 is live on the Public Test Server!
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Hello Deadsiders!

Now that version 0.6.0 has completed its closed testing, now we open the testing process up to you all! If you would like to play the update early, or provide your feedback on the update now is the time. There is lots to test in this update, from weapon balance to base changes, so your help while testing this update will be very valuable to us.

Version 0.6.0 will include:
  • The NK417 and PP-3000, two new weapons
  • Smoke Grenades
  • Inflatable Boats, a new boat type
  • Storage space in both boats
  • Vehicle Locks
  • Fishing
  • Redesigned base towers
  • Fixed floating bases
  • Removed the ability to place small crates inside of base claims, as they are intended to be hidden caches in the world, not extra base storage
  • Increased the maximum amount of big storage crates in a single base from 6 to 8
  • And many more various bug fixes and balance changes
For the detailed patch notes, scroll down to the bottom of this post for the full list of changes
Feedback:
Share your impressions and thoughts in the #feedback-pts channel on the Official Deadside Discord Server[discord.gg]

Survey:
Please complete this Survey[forms.gle] after testing: it helps us improve the game. You can edit your answers at any moment.

Warning!
The release of the 0.6.0 update on the live servers will be accompanied by a base wipe. This will delete all player made structures on every server. Items inside of your safezone, and on your character, will remain. This needs to be done in order for the base exploit fixes to take effect.

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The community provides significant support in the development of the game when taking active part in testing updates as it helps us to make the game better. Join us.
Public Test Server is available to all players who have the game in their Steam library.
How to connect to the Public Test Server (PTS):
  • Right-click Deadside in your Steam library; click on Properties…;
  • Choose BETAS, then select the “public_test_server - PTS” branch from the drop-down menu;
  • Wait for the update to download and launch the game;
  • Connect to one of the available official PTS servers, which depends on your location.
How to switch back to the live version of the game:
  • Right-click Deadside in your Steam library, then click on Properties…;
  • Choose BETAS, then select the “None” branch from the drop-down menu;
  • Wait for an update to download and launch the game;
  • Connect to one of the available official live servers depending on your location.
Thank you for reading, stay tuned for news on the release of 0.6.0!



Update 0.6.0 Patch Notes:

Fishing:
  • Added a new item - a fishing rod
  • Fish have been added to the water bodies, which can be caught, butchered and cooked over a fire
  • Equip the fishing rod in the hands of the character, go to the water and follow the hint, as soon as the float starts to twitch, hook the fish
  • Fish is an exhaustible resource and regenerates in the location over time
Boats:
  • An inflatable boat has been added to the game world, it is more maneuverable and faster, more compact and quieter than a swamp boat. Accommodates two people
  • A new tape item has been added, designed to repair a rubber boat
  • The maneuverability characteristics of the swamp boat have been changed
  • Added a vehicle code lock for transport. It can be purchased from a trader or created in the crafting menu
  • Added the ability to store items for both boats
  • Increased the damage received by the boat dragged across the ground
Smoke grenades:
  • Smoke grenades with different smoke color have been added
  • Added the ability to create tripwires with smoke grenades
New weapons:
  • Added a new DMR NK417
  • Added .308/7.62x51 round
  • Kills in 2-3 shots depending on armor, only 1 shots to the head
  • Added PP-3000
  • Added an extended mag for PP-3000
  • Added new skins to both weapons
Base building:
  • Redesigned base element - tower
  • Fixed known methods of constructing a floating base
  • Fixed bug causing invulnerability of the back side of the base fence gate
  • Destroying a floor supporting a Water Collector or a Respawn Marker will cause the items to be destroyed as well
  • You can no longer build small crates inside of a base claim. Base claims cannot be placed where a small crate already exists
  • Increased the limit of large storage boxes from 6 to 8 per base
SFX:
  • Increased the volume of ambient sounds
  • Returned the delay of the shot propagation depending on the distance to the shooter
  • Added, improved and corrected various sound effects in the game
Admin panel:
  • Added new variable to adjust the maximum number of boats on the server
  • Optimized the interface structure of item spawning
  • Added new icons
Other changes:
  • Added new item: cell phone
  • Changed recipe for crafting explosives, now using a cell phone instead of a walkie-talkie.
  • Reduced the maximum possible distance for the placement of explosives. The maximum available height is equal to the height of a single base story
  • Reduced the amount of water and food in the crates in the world
  • Decreased the effectiveness of cooked duck to 25 pts
  • Fixed localizations for different languages
Fixes:
  • Fixed weapon raising (as when interacting with an obstacle) if the character is sitting with his back close to the obstacle
  • Fixed a bug of tripwire not reacting on a hit by a boat
  • Multiple bug fixes for graphic content and level design

Bad Pixel
 
Update 0.6.0: Inflatable Boats, New Weapons, Fishing, & More
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Hello Deadsiders!

On June 21st, at 11:00AM GMT / 4:00AM PDT, we will begin the release of version 0.6.0!

⚠️Warning:
During the patch deployment, servers may be temporarily unavailable. Game client update is required.

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The release of version 0.6.0 to the live servers will require a base wipe. All bases, will need to be deleted for the update to function correctly on release.
Version 0.6.0 will come with many features that will improve and expand our gunplay, and survival elements. This version will also improve our boats, by adding more functionality, and a new boat type.

For those who haven’t been keeping up with our {LINK REMOVIDO}, here is what you can expect from this update:


Inflatable Boats and Boat Improvements:

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Version 0.6.0 will include new Inflatable Boats, compared to our already existing Swamp Boats, these are smaller, more maneuverable, slightly faster, and much quieter. But, they only seat up to two players, they are much more susceptible to damage, and they have a smaller storage compartment. This boat should compliment solo/duo players, who prefer to stay fast, and quiet.

This update will also include two big improvements to the boats, first is a vehicle lock. This will allow you to place a code lock on your boat, so that it cannot be stolen by other players. Second, is boat storage, both boats will now allow you to store items inside of them, the Swamp Boats offering a larger storage compartment than the Inflatable ones.

New Weapons and Smoke Grenades:

Version 0.6.0 will include two new weapons, the PP-3000, and the NK417:

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The PP-3000 is a small and compact SMG, with a relatively slow rate of fire, and low magazine capacity, but excellent recoil control, and good modularity. It will be a decently affordable, and interesting addition to our line of SMGs.

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The NK417 is a new DMR that can be extremely good in the right hands. This weapon demands accuracy from the user in order to quickly drop enemies from medium to long range. It allows for quick follow up shots, using its decent rate of fire, and 20 round magazine.

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Smoke Grenades will offer interesting counterplay against both players, and our AI. This item will allow you to conceal yourself in any situation, allowing you to loot safely, reposition, or even escape. There are 5 different colors of Smoke Grenade, each can be combined with a tripwire to create color coded traps.

Fishing:

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Another big feature coming in this update is the addition of fishing! Players can now find a fishing rod out in the world, and use it to catch themselves some food. This will be a very useful feature for those living far away from any sources of canned food, or duck habitat.

Base Improvements:

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And finally, the last major feature in version 0.6.0, is improvements to our bases. The tower object has been redesigned to be more useful while defending your base. This version of the tower features stairs, instead of a slow ladder, and offers better protection overall. It will make installing towers in your base much easier, and much safer.

This version also includes changes to base storage, and base fixes. Small Crates can no longer be placed inside of bases, but, you can now build up to 8 Big Storage Crates instead of 6. As for base fixes, we have fixed an exploit that allowed players to construct unraidable floating bases. We aren’t fixed with base improvements yet though, we plan to continue fixing problems associated with them, while also improving their functionality overall.


We have only covered the major additions included in this update, if you would like to see the full patch notes, you can find them here. Also, if you haven’t seen our {LINK REMOVIDO} for the year, have a look!

Thanks for reading, enjoy update 0.6.0!

Bad Pixel
 
WIP: New City, AI & Breath Hold Improvements
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Hello Deadsiders!

We have been working on many features behind the scenes, and today we will talk about some features coming in update 0.7.0, and other features even further in the future. Some of you may have already seen the teasers we have been putting out on our social platforms, but in case you missed them, let's briefly talk about them here;

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Development on the prone position has begun, and this is quite a complicated process, not only do we have many new unique situations with player collision to consider, but we have lots of animation work to do before this feature is complete. While the prone position does have many advantages, movement is very slow, and transitioning from laying to standing takes a lot of time.

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Here is the first of many weapons to get a complete redesign, this version of the VSD is much more detailed than the one we had previously. If this is your first time hearing about our weapon redesigns, and want more details, check out our roadmap.

So, let's get into the new stuff! I’ve asked some of the core members of the team to write directly to you guys, the Art Director, the Lead Programmer, and a couple integral game designers have all been working together to write the following section of this post. I think you guys have heard enough from me, the Lead CM, so I’ll let the team take over

Cancellation of fatigue and simplification of aiming

Throughout the existence of Deadside, we had a system that affected the amplitude of the weapon barrel sway depending on the "fatigue" of the character, which increased after sprinting, running, and damage to the character. This was restored only when the character was walking, or when the character was stationary. This system was not transparent to the player as much as possible, the level of fatigue was not displayed, and since the main way players move in the world of Deadside is by sprinting, players constantly saw the maximum amplitude of the sway, which affected the overall gunplay in not the best way.

According to the results of numerous internal tests, we realized that the slight tactical moment that it gives (I don't run and shoot more accurately) is overlapped by a constant negative (Why is the barrel so shaky!). Therefore, in the first iteration in version 0.7.0, we completely remove fatigue, so that the amplitude of the barrel sway will be constant. This does not mean that it will be possible to shoot on the run as accurately as standing, just shooting after running will become more comfortable than before.

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Changes to the economy and trader selection

We see that the players have requested to divide the assortment of traders' goods between the Green Zones and wastelands. In update 0.7.0, we partially revised the distribution of items sold in stores. Now some rare or special items can only be purchased from Roaming Traders.

We are also closely monitoring the state of the game economy, and in this update we continued to balance prices in order to improve the overall situation. Now some items will be purchased and sold at a fairer price, based on their prevalence in the game world.

Expansion of fishing mechanics

With the 0.7.0 update, fishing will undergo some changes that will bring new detailed elements to its mechanics, such as

2 new kinds of fish (perch and burbot), which can be sold to a trader, or cut up to get more pieces of meat than the standard omul.

New craftable fishing rod, with which it will be possible to catch only omul.

Earthworms need to be dug out with a shovel, which will be consumed to catch a fish

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Tutorial system

The tutorial system has already been completed and is being final tested, which will allow our newcomers to better understand the basic mechanics and design of the world from the first steps in the game.

The system is quite flexible and will allow you to complete any training task in any order, and at any time with a separate window with a list of tasks. In fact, it will be an interactive Wiki in which we will collect all the training that will acquaint players with both basic and more complex aspects of the game, that can be buried deep in the bowels of game mechanics.

The first time you launch the game, the system will instantly offer you to complete the first training task and will continue to drop them to the player as you progress. Training can be disabled at any time in the training interface.

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New hidden spawn points of weapons

It's no secret that on the world map of Deadside, our designers have carefully spread out weapon spawners in non-obvious places. Now there are more such places. Crossing another inconspicuous industrial zone or camp, do not be lazy to look into the most unremarkable corners. Maybe something interesting is waiting for you somewhere out there!

The problem of breath-holding with Shift.

We removed the breath-holding function from the Shift key and moved it to Ctrl. As a result, the following functions will be assigned to the keys:

Shift - Sprint
Ctrl - hold breath/walk

We understand that this is not exactly what the players would ideally like to see. But this decision was made as a temporary measure until we find a more elegant solution that does not break the system of the character's animation architecture.

Coordinate Grid

Another useful features of update 0.7.0 will be a coordinate grid on the world map, which will display the names of all sectors. We hope that this system will make it possible to more accurately coordinate team actions.

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Working on the AI

PvE in the world of Deadside is often a serious challenge for players. Sometimes even too serious. In update 0.7.0, we are working on fixing issues that create an "unfair" gaming experience. The changes will affect accuracy, reaction time, turns, hiding behind bushes and other parameters that directly affect the gaming experience. No more instant shoots through the bushes as soon as you are spotted.

We have also improved the stealth component of the game. Plan approaches to missions using natural cover, hide in dense bushes if you are noticed, move slower and quieter, attack from the flanks - all this will help you avoid damage and hide your position. But be cautious if you are spotted, as the tactical skills of the enemy are evolving.

The New City

We are already working on a large new city that will be located southwest of the main part of the world map. The creation of the city is one of the priorities of the artists department, and this process has been going on for several months. Now we can say with confidence that the main part of the modeling work is almost finished, and we have started the process of assembling streets. Such large objects as all residential buildings, a school, a kindergarten, shops, and a railway station have already been completed. At the moment, the city is still in a disassembled state and we cannot show it in its entirety yet, but we will try to show some details in the screenshots.

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The release of the update, which will include the new city and its adjacent territories, will take place in an update closer to the end of 2023.

We will hopefully have more teasers for you soon, all leading up to the release of update 0.7.0!

Also, we do want to clarify that version 0.7.0 is not 3 updates away from version 1.0, unfortunately we are not that close to coming out of open beta just yet, even though the version naming convention might make it seem that way

Stay tuned to our socials so that you don’t miss the upcoming teasers!

Bad Pixel
 
PTS: 0.7.0 - AI, Fishing, and QoL Improvements
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Hello Deadsiders!

Today we are beginning the public test of version 0.7.0! This update includes many technical and quality of life changes, as well as improvements to existing features, like AI and Fishing. Because of the many technical changes in this update, your help while testing is very valuable.

Version 0.7.0 Will Include:
  • Damage direction indicator
  • Tutorial system
  • Server queue system
  • AI behavior improvements
  • Player fatigue removal
  • Moved breath hold key to left [Ctrl]
  • Added community server safezone options
  • New main menu music
  • Fishing improvements
  • Added tooltips to the main menu
  • Added a coordinate grid to the map
  • Added a tooltip for using a knife on a bush to gather sticks
  • Many bug fixes
Escrito originalmente por author:
More details on these features, and the complete patch notes, are at the bottom of this post
Feedback:
Share your impressions and thoughts in the #feedback-pts channel on the Official Deadside Discord[discord.gg] server

Survey:
Please complete this Survey[forms.gle] after testing: it helps us improve the game. You can edit your answers at any moment.

The community provides significant support in the development of the game when taking active part in testing updates as it helps us to make the game better. Join us.
Public Test Server is available to all players who have the game in their Steam library.
How to connect to the Public Test Server (PTS):
  • Right-click Deadside in your Steam library; click on Properties…;
  • Choose BETAS, then select the “public_test_server - PTS” branch from the drop-down menu;
  • Wait for the update to download and launch the game;
  • Connect to one of the available official PTS servers, which depends on your location.
How to switch back to the live version of the game:
  • Right-click Deadside in your Steam library, then click on Properties…;
  • Choose BETAS, then select the “None” branch from the drop-down menu;
  • Wait for an update to download and launch the game;
  • Connect to one of the available official live servers depending on your location.
Thank you for reading, stay tuned for news on the release of 0.7.0!



Damage Direction Indicator:

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This feature will visually inform the player which direction they are taking damage from, representing the pain that your character feels. We were very careful to not make the damage indicators too distracting or intrusive, while remaining functional. This feature will be very useful when taking fire from multiple direction, at a hard mission for example

Tutorial:

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We have added an in game tutorial system to help new players on their first days in Deadside, avoiding any frustration or confusion that may happen when learning a new game. Located on the top right of the screen, the tutorial will give the players tips and instructions to progress

Trader Changes:

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The assortment of items sold at the safezone traders has changed, they will no longer sell high tier weapons, but they will now sell some new items, like red dot sights, and vodka for sterile rags. The prices of items have been adjusted as well, to better balance the game economy.

Server Queue:

Version 0.7.0 will give you the ability to queue into a full server, gone are the days of hitting resume or join over and over again.

AI Behavior Improvement:

The hostile AI now has a few extra abilities, like suppressive fire, while their reaction time has been made a bit more fair. The logic behind their detection of players has been changed, making stealth a more viable option at missions. And finally, the speed at which the AI can physically turn their bodies has been reduced, making flanking much more valuable. Getting an instant 180 headshot by an AI using a Mosin is not the experience we are aiming to deliver, and we hope these changes will eliminate that problem

Player Fatigue & Breath Hold:

The key for holding your breath to stabilize a shot has been moved from [Shift], to left [Ctrl]. This will fix the issue of your character going into a sprint, and un-scoping, when you wish to hold your breath. This is a temporary measure, we will find a better solution that works within our character animation architecture.

Player fatigue has been removed in version 0.7.0, effectively giving players a much longer breath hold duration. The audio for holding your breath has been made much more clear as well, making it clear what your character is doing.

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Community Server Safezone Options:

Community run servers now have two new options, the ability to disable the safezone, and safezone storage. This option is only for the community server admin panel, official servers will not have access to these options, and they will remain the same. We have left it up to the community to use these options, and to choose to play on this type of server if they like. There are many possibilities that open up with these settings, and we are interested to see what is done with them.

New Main Menu Music:

We have created new music for the main menu of the game, to fill the silence there. This will hopefully give the game more atmosphere, and set the tone for new players who are loading up the game for the first time.

Fishing Improvements:

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In version 0.7.0, fishing has been changed a lot. You will now need to collect worms, but, you can now craft your own fishing rod, and catch two new types of fish; Perch and Burbot. These new fish types can be sold for a small profit, and one even gives provides more food value

Other Additions:
  • Added tooltips to the main menu
  • Added a coordinate grid to the map
  • Added a tooltip when using a Knife or Axe on a bush to gather sticks
  • Added a tooltip for using an Axe on trees to gather logs

Bug Fixes:
  • Fixed a bug that caused AI to not see players right next to them in a smoke grenade cloud
  • Fixed a bug that allowed players to sprint and walk at the same time to reduce audio signature
  • Fixed a bug that caused interactions with boats while overboard to become difficult
  • Fixed a bug that allowed players to damage far away passengers on a boat with melee weapons
  • Fixed a bug that caused players to die while standing on the front of an inflatable boat
  • Fixed a bug that caused corpses in water to constantly produce splashing noises
  • Fixed a bug that broke the fishing animations when spamming crouch
  • Fixed a bug that caused the “enter” text to disappear on beached Swamp Boats in specific areas
  • Fixed bullet collisions on the north radar base chain link fence
  • Adjusted bot spawns in some POIs to reduce excessive spawning, creating large groups
  • Corpses can now be looted inside of a bush with a knife equipped
  • Removed the convoy spawn right next to the south safezone

Bad Pixel
 
WIP: Wolves, Weapon Re-Designs, & Halloween Skins
Hello Deadsiders!

Halloween is getting closer, and as many of you in the community already guessed, that means a Halloween update is getting closer as well! This isn’t just a seasonal update though, we do have some new features that we will take a look at in this post. After that, we will talk about some of the other things we have been working on in the background, as there are some huge features that we have been investing a lot of time in, that are getting closer to completion. So let's get it started;

Wolves:

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Update 0.8.0 will be the introduction of Wolves, a hostile animal that will roam the forests and abandoned towns of Deadside. Wolves will attack players on sight, so be vigilant! Being attacked by a pack of Wolves will force a player to use their firearm to defend themselves, creating a lot of noise that other players can use to their advantage. You can also skin a wolf using a knife, and sell their pelt to the trader, for a little bit of extra cash.

This is the first large animal to be added into Deadside, but it is certainly not the last, as you will see later in this post, but for now, let’s move on to the next feature:

Re-Designed Weapons:

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Update 0.8.0 will have new weapon models for the AK-mod, AK-SM, AK-SU, VSD, and Skar. This is part of an ongoing process of remodeling almost every weapon currently in Deadside, in order to make improvements to the overall weapon system that we were unable to do with the old models. These new textures and models are being made by dedicated artists, who have recently joined the team, so that the rest of the developers can continue working on other features.

Halloween Skins:

Of course, this wouldn’t be a Halloween update without our Halloween skins! This means AI will now be spawning with unique masks and helmets, and it is now possible to find rare Halloween weapon skins once again. Some of these weapon skins are quite unique, and they were very sought after during our last Halloween update, so, get them while you can!

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Base Building & Wooden Box Changes:

Version 0.8.0 has a decent amount of bug fixes, and changes regarding Base Building, and small Wooden Boxes. The bug fixes include:
  • Fixed a bug that prevented some items from being constructed;
  • Fixed a bug that allowed players to build wooden boxes in other players bases;
  • Fixed other minor bugs with item interactions.
As for changes to the building system, we have made significant changes to the construction costs, changing the amount of wood and nails required to build base structures, drastically reducing the amount of items needed in total. This means you will spend a lot less time swinging an axe at a tree, and more time actually building, or exploring other parts of the game.

So, that is update 0.8.0, not a huge update by any means, but it will still contain some good features and changes that we hope you all enjoy.

Post 0.8.0:

We understand that both update 0.7 and 0.8 don’t have as much new content as our typical updates, and this is because most of the Bad Pixel team is completely preoccupied with some very large and complex features. Some of which we have talked about in previous WIP posts, others we will be talking about for the first time today. Because of the scale of these features, they require a decent time investment in order to develop them correctly. For example, a lot of the animators and designers are working on Proning. This is because Proning has a lot of complex collision interactions for the designers to work through. As for the animators, they need to make new proning animations for every weapon in the game, and re-make the weapon animation tree so that the animations don’t break during gameplay.

With all that in mind, let's take a look at some of these major features that are being worked on in the background:

Roe Deer:

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Unlike the Wolves, these deer are prey animals, which can be hunted for food. At the current moment, their AI and animations are not complete, so this animal did not make it into version 0.8.0 to join the Wolves. In any case, the Roe Deer will breathe just a bit more life into the world of Deadside, while also giving players another way to gather food for themselves.

New City:

For those unfamiliar, we have been working on a large new city in the south western corner of the map. This city will be the largest and most complex location in Deadside so far, featuring unique buildings, opening up new gameplay opportunities. Because of the scale of this new city, the art team has been very busy creating new models and textures to populate it. Here is an example of a broken down vehicle recently created by the art team:

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Completing our Roadmap:

As we get closer to the end of the year, we are getting closer and closer to completing our 2023 Roadmap. There are only a few features left that we haven’t touched on yet, and those features are the Prone Position, New Events, and Expanding the Base Functionality. All of these features are currently being worked on in the background, and we aim to finish them as soon as we realistically can.

As we get closer to 2024, we would like to remind you that we read all of your feedback when putting together Roadmaps, so if you have any ideas or suggestions for the game, please leave them in our Nolt, the feedback channels on our discord, or even the comments section of this post, we read those too.

Thank you for reading! Stay tuned for the PTS coming soon!

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Join other survivors:

 
Update 0.8.0: Wolves, Seasonal Items, & Improved Weapon Models
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Hello Deadsiders!

On October 25th, at 9:00AM GMT / 2:00AM PDT, we will begin the release of version 0.8.0!

Update 0.8.0 brings back the seasonal content for Halloween, as well as some new features and changes. New features include Wolves, our first large animal in Deadside, and redesigned weapon models. We have also made some adjustments and improvements to other areas of the game, base building for example, is much cheaper than before.

For those unfamiliar with update 0.8.0, here are the full patch notes;

Wolves:
One of the main features of update 0.8.0, is the introduction of Wolves. These hostile animals patrol the map to ambush unsuspecting survivors. Anyone who is not prepared will be seriously injured, or worse. These Wolves will do a lot to make Deadside feel more dynamic and alive, with combat situations possible throughout more of the map.

One of the things that makes Deadside unique compared to other survival games, is how often players are forced to fire their weapons, usually to defend themselves from AI bandits. This makes PvP much more common compared to other games in the genre, because it's easier to track other players. With the introduction of wolves, this aspect of the game will be spread out to previously unpopulated areas of the map, where it wouldn’t make sense to have bandits wandering the area.

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Redesigned Weapon Models:
Not too long ago, we were able to hire an artist who specializes in weapon model design, and this has given us the ability to begin remodeling some of our older weapon models, without hindering any other aspect of development. In update 0.8.0, you will begin to see some of their work, with redesigned models of the AK-mod, AK-SU, AK-SM, VSD, and Skar. These new models are much higher fidelity than our old ones, and they enable the team to make more visual changes to the models than we previously could. Here is the new AK-mod model in game;

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Seasonal Halloween Items:
Version 0.8.0 will see the return of our seasonal Halloween items, this includes skull masks with glowing eyes, jack-o-lantern masks, bloody hockey masks that may coincidentally remind you of a certain Halloween movie, and lots of unique weapon skins with seasonal themes. Collect these items while you can though, they only come around once a year!

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Other Design Changes:
This update comes with many changes to game design that will change the gameplay in some big ways. For example, base building is now much cheaper than before. Depending on what you are trying to construct, the requirements could be 2-3.5X cheaper! Meaning much less of your time is spent holding left click on a tree to collect logs.

Another big design change is the increased accuracy of Sniper Rifles. In Deadside, weapons are not perfectly accurate, like real rifles, they have an average zone of impact. This zone is a circle that gets wider as distance increases, and smaller as distance decreases. We feel that Sniper Rifles up to this point have been a bit unrealistically inaccurate, leading to confusion among players as to why their bullets are not hitting the target. So, we have doubled the accuracy of all Sniper Rifles, which in practice, cuts that average impact zone in half. This will allow players to become much more consistent with their Snipers, allowing for a higher skill ceiling than before.

Other changes include;
  • The number of keys in the convoy case has been increased to 3-4.
  • Now the character's dead body location marker disappears after interacting with it
  • Increased the SFX of float triggering during fishing
  • Adjusted ambient sounds
Note about localization:
We have heard the complaints about the state of localization after update 0.7.0, and while these issues will still persist into update 0.8.0, we plan to fix them in the next version. Until then, if you have any problems with localization, please submit them to our #feedback-pts channel on the Official Deadside Discord[discord.gg] server

Admin panel:
Disabled the feature/option to restrict access to the server for players with a VAC ban on the account.

Fixes:
  • Fixed a bug that was causing issues when interacting with the base's elements/placeholders.
  • An unauthorised player can no longer place a small crate on someone else's base.
  • Fixed a bug causing the walkie-talkie to react to a bot's dead body
  • Fixed a bug with bots not reacting to the sound of grenade explosion, C4 and smoke grenade sound.
  • Fixed behavior of Helicrash event bots failing to return to the crash site in some cases.
  • Fixed a bug that resulted in the breakage of an input when equipping a weapon and interacting with an obstacle (F) simultaneously
  • Fixed incorrect highlighting of rifles in active slots when interacting with a weapon in inventory
Enjoy Version 0.8.0!

Bad Pixel
 
Vi por acaso que saiu atualização 0.12, adicionou a opção de deitar e equilíbrio de armas/miras.
Nunca joguei mas pelo que vi me interessei, não tenho tempo e nem curto o gráfico e os bugs do dayz.
Alguém aqui ainda joga, tem servidor BR, jogo roda de forma satisfatória?
Está saindo por R$26,99 na promoção do FPS.
 

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