#0.4.0 Public Beta Test

1 messages · Page 1 of 1 (latest)

quiet dew
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DISCLAIMER!

Before jumping straight in, please understand, that this version of the game might be unstable, create issues when switching between old & new builds of the game, and may generally be less stable, more buggy, and in an overall imperfect state. We will do our best to help you with any issues, but please understand the risks associated with beta testing.

HOW TO JOIN THE PUBLIC BETA?

If you understand the potential problems and are willing to take the risk, here's how you can get in:

  • Open your Steam client, find Yet Another Zombie Survivors on your games list, right-click its name and select the "Properties..." option.
  • Enter the "Betas" tab, click the "None" drop-down menu on the right, and select the "public-beta" option. You can always return to the default version of the game by selecting "None" again.

WHAT ARE WE TESTING?

For the list of changes, please refer to:

News post on Steam: https://store.steampowered.com/news/app/2163330/view/3752118407976032391
"In Beta Testing" column in our Roadmap: https://trello.com/b/Ipc33X20/yet-another-zombie-survivors-roadmap

ONE MORE THING!

Please keep all the discussion around the beta version here, DON'T post bugs & suggestions related to it in #1072466220634361896 and #1029379853151109170. Thank you!

smoky elk
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If you had points in recycle, you don't start with points in lockdown (despite showing you being team lv 90). When I did put points into lockdown i ended up with 93 team level. (Resetting my points then putting it into everything resulted in me haveing 90 team level again.)

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Liberating survivors for some reason causes lockdown to be yellow. (as if it would increase lockdown.)

smoky elk
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One Hit first Impressions: You have no incentive to use multiple characters. You get a smaller hitbox when playing as only leader and you can't even max out everything as only leader (as seen in the image below).

Not sure if you guys have an issue with it, but one fix could be if you had to start with 3 characters. (if you did start with 3 characters you would need to make one hit harder somehow.)

If you don't want to fix it, I think a funny achievement you could add would be surviving one hit with a full squad (since it is technically harder to win that way.)

quiet dew
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Thank you for your reports so far! We don't mind having this mode to be easier as a solo Survivor. You can get more for additional firepower and/or survival-focused abilities (e.g. traps), as a risk VS reward. Your achievement idea sounds good, we might implement it later ✌️

smoky elk
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For some reason some items are also pretending they increase Lockdown. (Some Examples: Health Potion and Pickup pick.)

blazing apex
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Shotgun fire rate went up like a LOT then down to normal. It's like shooting with a Mini Gun but have a spread shot. Not sure what cause it and it kept doing it here and there. Shotgun wasn't upgraded yet. Still, even after I upgraded it, it shoot like a minigun sometime.

smoky elk
proud yoke
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yup, sounds like both of those active simultaneously

also - we've just pushed a hotfix containing some changes:

  • lockdown fixes
  • engineers laser has a knockback feature and a small dmg buff
  • rocket launcher also was buffed a bit
  • enemies boss rush & one hit modes are a bit faster
quiet dew
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@prime leaf I'm going to answer your feedback on the new modes here to keep the beta discussion in one place - hope you don't mind! First of all, thanks for sharing, we'll see what we can do in the future! Please keep in mind that if you are an experienced player with maxed out skills, these modes may not prove difficult to complete quickly, at least on the first two maps.

We've actually discussed adding a scoring system to these two to give an extra incentive to go for a high score, but we're yet to implement one (time constraints 🥲). One of the other ideas we have is to unlock the time limit on both of these, keeping the 10 & 5 minute marks as victory states, but letting you survive further, similar to Endless mode (most likely with the fatigue debuff in Boss Rush enabled after the time limit mark).

cobalt niche
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played only one game so far, it feels like a definitive improvement

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one question though: what's the operating principle of the Lockdown?

quiet dew
prime leaf
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Once I understood how the lockdown function worked, I really liked it. Sometimes you have 2 tough choices, so making sure one carries over is a great idea.

quiet dew
smoky elk
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The ghosts attack's seems to still be the same for the tier 2 and both tier 3s.

Am I somehow misunderstanding what you were trying to change?

prime leaf
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But honestly, I think the biggest improvement for these 2 modes, and maybe the easiest, is to just get rid of that timer. Trying to figure out the best combo for 1 hit kill would be really fun to figure out.

prime leaf
quiet dew
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Like always, we'll also continue to tweak the hitboxes and balancing out the abilities and weapons, but we'll most likely focus on these from after an upcoming stats rework

cobalt niche
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that one hit challenge is definitely a challenge

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failed it about ten times in a row, it's now just on the verge of becoming a chore

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I'm enjoying it 🙂

cobalt niche
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more than 30 games in 😐

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no luck so far

smoky elk
# cobalt niche no luck so far

are you using one character or multiple?
You have a smaller hitbox with one character, and can't even max them out within 5 minutes.

Something you can try is banning 2 abilities so that your weapon always shows up, then max it out as fast as possible. You'll reach max out abilities at about 4:30 if you liberate with SOS, but losing only the last 30 seconds of levels isn't a big deal. (Tank is probably best for this as rocket launcher is great AOE and gets better with fury unleashed. I think bladesaw drone is best as your final ability as it deals consistent damage.)

cobalt niche
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tried with both strategies, sole character and full party

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best result was 4:12, with full party

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didn't try Tank so far, only SWAT, Ghost (the most difficult by far), Huntress and Engineer

prime leaf
cobalt niche
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I'm a definitive noob 👌

ashen carbon
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id love a survive 10 minutes in endless one-hit achievement 😂

prime leaf
ashen carbon
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I did put a suggestion for these to be run modifiers instead of full gamemodes but they either didn't like that idea or it got missed, that'd give a similar result of choosing endless and then adding a one-hit modifier

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adding score would still work with that too

prime leaf
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Ya, modifiers give you more points etc etc. “Arcade Mode” or something like that.

mild slate
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I'm really enjoying these 2 new game modes

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I haven't noticed any major issues except two things

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  1. Hulks still get stuck at the edges of the map and they keep moonwalking and won't target the player unless you walk up to them
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As for the lockdown feature, I assume it's not working as intended for item chests

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  1. Pick up item chest.
  2. Lockdown any choice.
  3. Banish any other remaining choices.
  4. Click reroll.
    Current: only 2 choices appear (the lockdown item and something new)
    Expected: 3 choices should appear - at least that's what happens if I reproduce the same steps for level up choices
lament ginkgo
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Am I the only one who feels that the "One Hit" game mode is a bad fit for this game?

Honestly, I vote for this mode to be removed entirely.

One Hit does nothing to serve the feeling of being powerful which the game is all about.

In fact, it takes away that very edge you can enjoy about being and becoming ever more powerful. Now it's all about running around as far away from enemies as possible, with no real control over when or how you get that one hit that ends your run.

Powerups seem pretty pointless because they marginally improve your chances of luck. There is practically no skill involved in playing this mode since it's really more about trying to avoid "bad luck", the odd zombie or projectile that "accidentally" hits you. One has no real control over this, and since mobs spawn all around you, it pretty much boils down to a game of chance after one or two minutes of play.

It's also no fun exactly because the games end so quickly, forcing you to play the routine part of the game all over again. To what end? Where's the fun in this? I survived 2 seconds longer than last time?

And how does Dodge chance come into play in this mode? I mean that'll be your number one life-saver ability so there's really only one lead character you'd want to play this mode on.

prime leaf
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I like the idea of a one hit mode, but it desperately needs to be modified. It can’t play like the normal game, with chests and what not. Chest need to be reworked for the game mode.

Have the chest only contain items that will help with surviving.

humble nimbus
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took me around 50 games to do 1 hit , i tried a few sneaky runs with ghost just runnin round the outside , would work very well but always around the 3:18 mark or the 4:20 mark a mob would rush in from the side and kill me ..... Best one is rush with the engineer , you can get max shield and electrouction in a very short time ( banish emp ) then use huntress and max the dcoy

mild slate
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I think people might have mixed opinions about 1 hit mode but I think one should keep in mind that in future updates we will most likely be much, much stronger

mild slate
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Took a while but I can confirm all new achievements unlock properly

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1 hit desert was the toughest one

cobalt niche
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Way too tough for me

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I'm well above 100 games played for this and no success

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I'm quitting for now, waiting for a softening of conditions in a future patch

quiet dew
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Hey @everyone! We've pushed another update to the beta build (0.4.0_BETA3) with improvements upon your feedback & fixes to reported issues. If you'd like to check it out, here's a short list of most changes:

  • Boss Rush can now be played endlessly + has Fatigue added from after the 10'th minute + limit of number of bosses on screen at once lifted.
  • One Hit can now be played endlessly + has much bigger XP gain.
  • Endless has had the enemy HP and speed stats growth tuned down.
  • Red XP gems buffed to give 35x the value of a yellow one (from 15x).
  • Enemies were tweaked to be easier to target by AI (scarabs) and their projectiles to be slower (Spitters).
  • New hold-down "Skip" button added, which lets player forfeit the level-up/chest/SOS selection.
  • "Reroll" function now ensures that the rerolled options will be different than the current ones (when possible).
  • "Indicators position" option added, allowing to customize on how are the arrows, magnet & health drop indicators displayed.
  • Weapons and abilities now have icons on the level-up screen to help differentiate between the two types of upgrades.
  • Small freeze-frame added when the selection interfaces are being closed, to better see the gameplay area before unpausing.
  • If the game detects a possibility of the save file being corrupted, it will show a message in main menu on how to restore a backup.
  • Achievement tracking added to challenges that require reaching a certain number across multiple playthroughs.
  • Achievement "It's Dangerous To Go Alone" can now be completed while taking multiple stacks of the same one item.
  • Ghosts weapons attack limit tweaked to be a bit lower, Windcutter's attack speed buffed.
  • Stats now have popup descriptions on mouse-over on multiple different interface screens.
smoky elk
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game is bugged somehow, not taking damage despite standing inside a horde of enemies. Also not dealing any damage. (no damage numbers shows up, and enemies don't die) When the bug first occurred the game a few times said I was dodging but It it eventually stopped saying that.

I believe the issue is caused by boss rush having messed up scaling after the 10 minute mark. As you can see in the second image, enemies have 0% damage and negative health.

(will need to do more playtesting to see if the mistake is always or just this one time, and if it also affects one hit mode.)

proud yoke
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Ooouch, how have I missed that, sorry! Hotfix coming tomorrow! 🚀 If it's the case for boss rush probably the same will occur in one-hit though.

smoky elk
quiet dew
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Hello again @here! We've just pushed a hotfix for the public beta branch:

  • Horde stats scaling fixed in Boss Rush mode
  • "Kill Characters" pause menu option added to Boss Rush mode
  • Medic: "Field Surgery" and "Transplantology" abilities removed from One Hit mode.
cobalt niche
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wait, did anyone played Medic in One Hit?