Change the course of AMC’s The Walking Dead history. Fight walkers, relive iconic moments, and change the destiny of The Walking Dead Universe as your choices separate heroes from villains, and the living from the dead. Will you make the same choices as Rick, or will you forge your own path?
[b]Patch Notes[/b]
[olist]
We are happy and proud to release version 1.3.0.2 !
We ‘ve read all the feedback provided by you, and took the constructive ones to heart. We’ve been working tirelessly in these past weeks to improve the game experience as a whole and make the game become as good as it can be.
[b]Heads up: this update may be surprising at first if you play the game the same way you used to! You will likely be grabbed more often. We strongly recommend taking some time to learn the timing of the vulnerability frame windows in each weapon's adjusted melee attacks.[/b]
For now, we’ve got some nice improvements that we hope you will all like. Please find below a list of the changes made in this update:
- Global Game Balance: skill points awarded are rebalanced and more coherent;
- Global Game Balance: Taps required to escape grabs nerfed on all difficulties (more so on hard)
- Global Game Balance: Adrenaline won’t be pumpin’ so often 😅 (adrenaline meter takes more time to build up)
- Global Game Balance: Reduced Broken status duration
- Global Game Balance: Player starts more levels with the pistol as their default ranged weapon
- Global AI adjustment for enemies to better close in the player
- Global AI adjustment to mitigate AIs getting stuck around the levels
- Global AI adjustment: increased ranged enemies' fire rate
- Global AI adjustment: adjusted ranged enemies' damage per shot
- Global AI adjustment: Human enemies detect the player instantly if too close
- Global AI adjustment: Walkers detect the player more quickly if too close
- Global AI adjustment: Human enemies detect the player more quickly
- Bug Fix: Fixed certain conditions that were bugging human AI detection
- Global AI adjustment: Human enemies' now take damage and are hit-stunned when jumping to the side
- Global combat balance: Adjusted input buffer on heavy attacks;
- Global combat balance: Player now may take damage when attacking depending on the animation frames that they are hit on by enemies
- Global combat balance: Player now may be grabbed by idle walkers if the player misses an attack (Whiff). Example: There are 03 walkers close to player, player swings an attack and hits 02 of them; the 3rd one might grab them.
- Global combat balance: Helmets’ health are drastically reduced
- Global combat balance: Vests’ health are drastically reduced
- Global combat balance: Rebalanced the pistol and the sniper rifle according to feedback provided by players;
- Global combat balance: Heavy attacks damage is buffed
- Global combat balance: Sledgehammer is buffed (Faster animations, more damage)
- Global combat balance: Increased Machete’s thrust attack reach
- Global combat balance: Improved Fire Axe attacks’ animations
- Global Combat Balance: Added a limit to the ammo the player can carry;
- Global Combat Balance: Reduced amount of ammo added with every ammo pick up.
- Hard Mode Balance: Enemies health heavily nerfed
- Hard Mode Balance: general detection time increased
- Hard Mode Balance: Fixed a bug that messed up skill points awarded
- Skill Balance: Nerfed Beth’s Shadow skill (50% to 15%)
- Skill Balance: Nerfed Beth’s Ghost skill (50% to 10%)
- Skill Balance: changed Carl’s skill tree order
- Skill Balance: Nerfed Shane’s Dustmaker skill (12 to 8)
- Skill Balance: Nerfed Rick’s Scavenger skill (3 to 1)
- Skill Balance: Nerfed T-Dog’s Steamroller 1 skill (from 85% to 33%)
- Skill Balance: Nerfed T-Dog’s Steamroller 3 skill (from 70% to 40%)
- Skill Balance: Buffed Merle’s Stubborn skill (60% to 90%)
- Skill Balance: Nerfed Dale’s Rifleman 2 skill (Auto Rifle clip size increases to to 48)
- Bug Fix: Fixed a bug that awarded too many skill points
- Bug Fix: Skill isn't unlocked under certain conditions
- Bug Fix: Fixed the bug that caused SFX and VOs to disappear after adjusting any options;
- Level 06: What Lies Ahead - Fixed Point of Interest to show walkers dropping from the highway
- Level 07: Bloodletting - Fixed Heavy Walker losing track of player
- Level 07: Bloodletting - Fixed Heavy Walker getting stuck on a table
- Level 07: Bloodletting - Removed objects from the gymnasium area
- Level 07: Bloodletting - Added Walkers in the Heavy Walker section
- Level 8: Haunted - Human AI Enemies behavioral improvements
- Level 8: Haunted - Swapped the sniper rifle for a shotgun after reaching Rick's room
- Level 8: Haunted - Improved the experience by fixing AI bugs
- Level 8: Haunted - Removed the gurneys after visiting Rick’s room
- Level 16 - Changed enemies positioning in one area
- Fixed bug: game now allows the player to partially reload the weapon during the Level 10: Better Angels boss fight;
- Fixed the wall of fire that prevented the player from seeing enemies from the watchtower in level 23;
- Bug fix: Fixed a bug that heavily impacted aim sensitivity
- Bug Fix: Walkers occasionally spawning onscreen after the level started;
- Gameplay Improvement: Aim Snap is activated only the first time the player aims;
- Gameplay Improvement: Added a visual feedback to the detection moment to better convey the message that the player is being detected.
- Gameplay Improvement: Adjusted environment colliders in Rick VS Shane boss fight to provide better cover;
- Gameplay Improvement: Added stronger feedback to show when the player gets shot;
- Gameplay Improvement: Standard aim assist is now set to low.
- Bug Fix: Fixed Morgan acting weird on top of the roof in level 21;
- Bug Fix: Fixed Rick and Shane boss fight AI losing track of the player;
- Bug fix: Fixed wrong lines being said in the tutorial
That is it for now! But we are not done yet - you can expect more improvements coming soon!
Thank you for your support and feedback
[/olist]