Update 1.8 Discussion Thread

C_LloydC_Lloyd Moderator Posts: 208
Its here everyone! A list of the updates coming wednesday, posted by TK! Discuss them here everybody! Looks like a great update to me! Im excited!

Update 1.8 Patch Notes


Take cover! Ranged combat just got a whole lot more tactical: Flank your enemies and shoot from cover to dominate your opponents. Update 1.8 has some significant changes to combat. Read on below to get the full lowdown on what’s coming tomorrow, 30th March:

Important note: Cycles will be delayed by a few days while we crush some bugs, our apologies for the inconvenience. We will keep you updated on the release schedule for that feature. The following features and fixes will all be released tomorrow.


Update 1.8:
New feature: Cover system
New challenge mission: Graveyard
Outpost Cycles: Finish at higher tiers for better rewards
You can now turn your survivors around in the survivor upgrade screen. Tap, hold and drag to turn

Gameplay changes & improvements:
Trade Goods no longer have a maximum capacity
Shooter range increased by 0.5 grid spaces
New loading screen for Outposts showcases both teams (see header image)
Walker Pit Council level restrictions have been lowered
It is now possible to have level 15 walkers when you have level 15 survivors
Max. walker level was previously around 2 levels lower
Bandaging requires now only one AP (Action Point). You can move to cover and then bandage
Challenges no longer have deadly missions. The challenge layout remains the same, but the separate deadly mission is now a normal mission

Economy Balance Changes:
Level 8,9 & 10 Farm Plots produce significantly more supplies per hour:
Level 8 production increases from 1400 to 1500
Level 9 production increases from 1600 to 2200
Level 10 production increases from 1750 to 3000
Building cost and upgrade duration have been adjusted and fixed
Dependency level down. Higher Walker Pit levels can be unlocked earlier
Unlocked Walker Pit upgrade level 8 on Council 15
Supply costs have decreased for all Walker Pit levels
Time costs have increased for Walker Pit level 2, 3, 4
Time costs have decreased for Walker Pit level 5 and up
Outpost Level 4 (at council level 10) - Supply costs lowered from 520,000 to 270,000
Second farm plot unlocked at council level 2 instead of 3

Cover System:

The new Cover System will be available on ALL missions where there are ranged opponents, such as Assault, Shooter & Hunter. You will only find cover in missions where there are human enemies with ranged weapons. Being in cover will cut the damage done by ranged attacks by HALF, but will not help your survivors against melee attacks.


Green shield next to name tag indicates the survivor is in cover
Red shield next to name tag indicates the survivor is in cover, but exposed (flanked)
Damage reduction by 50% when using ranged weapons against an opponent in cover
Melee attacks always ignore cover
Flanked opponents do not get the cover bonus
Target is flanked when:
A ranged class can shoot at the target form a non-cover direction
Target becomes stunned by melee attack

Combat Mechanics:
Human enemies Overwatch when they are Aggressive (aware of player), but do not attack.
In Outposts the defenders will not Overwatch when the gate is opened, but the following turn, unless they actively engage in combat.
Bandaging requires now only one AP. You can move to cover and then bandage.

Miscellaneous:
New challenge: Graveyard
First challenge with ranged enemies & cover system
Trade Goods no longer have a maximum capacity
Changed cap on amount of Trade Goods that can be stolen by raiders from your Outpost to coincide with the increase to the amount of trade goods you can now hold.


Achievements:
Get more radio phones from Council Achievements
Council level 15 Achievement added, Reward: 5 Phones.

Improvements & critical fixes
Camp: An error in camp upgrade costs is fixed ("1.7M tomatoes required = 1.07M")
Camp: radio call survivor starting level now displays correctly, based on radio tent building level
Camp: new resource icons for everything except Trade Goods (XP, Supplies, Gold, Gas)
Camp: Walker Pit graphics no longer clip at bottom of screen
Camp: Timer added to player hub button for time sensitive events & offers
Trade Goods: no longer have a max capacity. You can have as much as you like. Just be mindful of raiders stealing your stuff!
New music in camp when survivors are healing in the hospital
New music in camp when shooting walkers from the wall
New SFX for camp defense shooting
New / Improved SFX for combat recovery
FIX: Prison Challenge, Iron Railing: Fixed the collision to match the background
FIX: Compound Challenge, Background: Fixed buggy Fog of War
FIX: Guilds can add stars to their challenge totals (previous bug where stars weren't adding to total for some)
M04E07: Dialogue fix
M08E06: Balancing tweaks
Outposts: Influence math in results had errors in some cases
Outposts: changed the "Retreat" button to read "Complete" for more clarity
Outposts: changed "You ran out of time" message to read "End of raid" for more clarity
Rewards: Buying more unlocks has clearer distinction between watch button and gold price


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Comments

  • SierraSierra Member Posts: 71
    https://www.facebook.com/notes/the-walking-dead-no-mans-land/everything-new-in-update-18/798132850292176

    So I have a quick question on this.

    What is a cage level?

    Also, I will assume that we don't get a council level upgrade option as it isn't mentioned here. Feedback would be welcome!
  • OneLessTitanOneLessTitan Member Posts: 1,273
    I was wondering the same thing about the Cage Level...

    I will be happy if there's no council upgrade; I still have some upgrading to do on some of my other buildings, and would really like to get close to being maxed out on all my buildings.
  • SierraSierra Member Posts: 71
    I'm saving radios assuming there is an upgrade. If there is a council upgrade there may be a chance to get higher capped survivors (20+). This update is really encouraging, especially after the challenges we have had with some of the bugs.
    _bunneh_
  • Conan1976Conan1976 Member Posts: 758
    No change in the lack of XP in the economy???
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  • HeisenbergHeisenberg Member Posts: 180
    I was wondering the same thing @Sierra . I am very encouraged with this update, but I agree @Conan1976 the economy upgrades are great, but I don't know why they didn't address the entire economy. Lack of XP needs to change!!
  • jesterjester Member Posts: 2,741
    I think, Cage Level, means Walker Pit Level. Maybe.
  • SierraSierra Member Posts: 71
    @C_Lloyd you may want to merge this in with your post.
  • SierraSierra Member Posts: 71
    Can you explain what a Cage Level / Increase is? Also, should we expect a council level increase to be available?
  • Shut_UpShut_Up Member Posts: 2,295
    Yeah is the cage the walker pit?

    First reaction is the change in farm output and building cost is a great first step in changing late game economics and I'm pleasantly surprised to see it addressed with this update. I also like changes to the combat of outposts in trying to make melee survivors more relevant in outposts defense and attack.
    SenoiaSurvivorraida1021
  • C_LloydC_Lloyd Moderator Posts: 208
    The Cage is the Walker Pit, yes! A cage to hold the walkers. Just a miss type. Sorry folks! :)

    @Sierra @Shut_Up
  • masmith93masmith93 Member Posts: 3,512
    A few questions:
    If we are already on council level 16, do we get 5 phones?
    What is a cage level?
    Why were deadly missions removed from the challenges?
    Guilds can add stars to their challenges totals? Huh?
    Thanks for the increase in farm production.
    Please add additional achievements for number of walkers killed, etc. Give us something to work towards.
    Assume that if we don't have an outpost that we are eligible for no max on trade goods?
    Proud member of the Empty Memorial Club.
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  • SlickRickSlickRick Posts: 2,731
    @C_Lloyd

    Do you have any idea on if there is a council update?

    Thanks for the help!
    You better check yo self before you wreck yo self...cuz I'm bad for your health, I come real stealth
  • C_LloydC_Lloyd Moderator Posts: 208
    EVERYTHING that is happening in the update is listed here. :)
    @SlickRick
  • SlickRickSlickRick Posts: 2,731
    @C_Lloyd

    Ok thanks man! I read it 3 times to be sure I didn't miss it lol...just wanted to make sure I wasn't crazy before I told my guild mates that there wasn't one!!
    You better check yo self before you wreck yo self...cuz I'm bad for your health, I come real stealth
  • AysatyoPetAysatyoPet Member Posts: 1,168
    Thanks for clarifying the cage is the walker pit.. a lot of good stuffs in this update especially the increase in production.. but the change in radio tent is still not included here.. hope it comes soon..

  • C_LloydC_Lloyd Moderator Posts: 208
    @masmith93 some questions I regrettably do not have the answers for at this time as I only know what you guys know or what I can work out on my own but heres the answers I can give to your questions...
    1. Most likely it will show as a completed achievement and we will be able to collect the radio's still.
    2. Cage level is meant to mean Walker Pit.
    3. That one I am not sure of.
    4. That is a bug fix, some guilds stars weren't registering to their total so that has been fixed.
  • drinkydrinky Member Posts: 414
    great that ketchup economics been looked at a bit, however surprised / disappointed that nothing done with xp as that the biggest problem right now that i see, or at least the biggets problem for those that dont use auto click farming on certain levels to get lots xp, which doesn't look like it's been addressed from the fix list. also a little suprised the deadly no longer deadly assume it's to stop glitches killing survivors, however it is always that test how far you wanna try to push things ;)
    Lev 58. Rick Rollers Elder
    AdamantiumLamsir
  • zosonzoson Member Posts: 2,216
    Good changes all around.
    Interrupt is now relevant to outposts. Combined with the cover system, diversity is now a lot more important both for attacking and defending.

    Seems like shooters got a lot stronger. Previously you could end up in a situation with a zombie on a direct diagonal that could hit your shooter. Now you'll always be able to stay out of range even with a no range extension weapon.

    @drinky We can farm xp, we can't farm tomatoes. While I do agree that xp needs to be reworked, it was more pressing to fix farms and tomatoes.
    drinky
  • drinkydrinky Member Posts: 414
    @zoson well technically you can farm for tomatoes as well from exploration missions, i use word technically as guess issue is difficult to do any farming at all with current challenge schedule. however agree farms move good realisation of one main issues, but just would been good to see xp addressed, like doing similar with tents and more of them, or kept the scrapping levels of last event which made things "fairer" especially given xp costs these days!!!
    Lev 58. Rick Rollers Elder
  • LadyAquilaLadyAquila Member Posts: 625
    • The new cover/combat system looks like a nice addition, thanks. And a new challenge level too. :)
    • The farm production change will be helpful, and since there doesn't seem to be a Council upgrade with this release, we should all have tomatoes available to upgrade some of our farms.
    • Wondering what "Building cost and upgrade duration have been adjusted and fixed" means? Have costs and times been lowered? Is there any further information on this?
    • Also, "Changed cap on amount of Trade Goods that can be stolen by raiders from your Outpost" How so? Raised? Lowered? Can you elaborate?
    • Seems like a lot of updates aimed at increasing Outpost play. I don't think that will happen without decreasing the cost to raid. Kind of disappointing that wasn't addressed.
  • Sipher07Sipher07 Member Posts: 591
    XP Tent BOOST PLEASE ! I have 54 items that I cant afford to upgrade from level 15-19 that would cost 30M XP to upgrade to get access to traits. A big part of legendary weapons are the traits not necessarily the level
    zeez
  • ReeconnReeconn Member Posts: 360
    edited March 2016
    No more deadly missions , so what happens to the achievement 500 gold for 500 deadly missions. ( Risk & Reward III )
    Zysmom
  • AmigaAmiga Member Posts: 3,770
    I like supplies production boost but HOW YOU CAN AVOID XP TENT IMPROVEMENT??? Still we have big problem with XP balance
    <img src="http://i.imgur.com/d6070rs.jpg"alt="" />
  • C_LloydC_Lloyd Moderator Posts: 208
    @Reeconn Deadly missions are still available in the story mode exploration area. They were only removed from the guild challenges.
  • No mention of the autozoom/switch characters/ move you into the herd and not away from it problem?
    I'm not sure on the numbers but it seems like less than half play outposts, so why is it constantly being crammed down our throats?
    Also will gas stay ridiculously high per mission/challenge?
    Will there be any full supplies that we should prepare for?
    Overall I'm not seeing a lot of the complaints addressed except for some reduced cost for new people not anyone that already spent upgrade money on outposts, tents, etc.
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  • woodstockwoodstock Member Posts: 200
    "Changed cap on amount of Trade Goods that can be stolen by raiders from your Outpost"

    This information is just useless. Even if someday you would give us specific numbers, it does not mean anything until you fix the shield.
  • drinkydrinky Member Posts: 414
    @Overwatcher cool sounds good, sooner the better ;-)
    Lev 58. Rick Rollers Elder
  • SlickRickSlickRick Posts: 2,731
    @bgbelden

    They can't address all the complaints because we wouldn't ever have a game with all of the people who come on here and find something to complain about...and I'm not talking about you specifically fyi.

    We have a lot of glass half-empty people on here...I'm the opposite fortunately so I tend to appreciate ANY work or updates they do.
    You better check yo self before you wreck yo self...cuz I'm bad for your health, I come real stealth
    [Deleted User]Cherokee_RoseHeisenberg
  • thatdamngoodcire777thatdamngoodcire777 Member Posts: 85
    edited March 2016
    Great updates all around! I noticed the shooter got a slight boost in range which makes him/her even more crazy strong. But wheres the love for the scout? They don't seem to have a place on my team imo. The shooter is just as powerful as the scout but why risk dying/getting hurt on most attacks. Shooters also have a garunteed double attack while scouts...you just have to get lucky. They need a worthy upgrade, which I know has been mentioned a lot on here. Brain Stab then evade only would help, plus possible Swift Attack would make them a worthy addition to a team.

    Also, I personally like the xp balance. Gives us more to work for. Now to run from the angry mob!
    OvidmikelNomadsland
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