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- The sound of zombies comes from everywhere around, not directionally. The place is a factory near the water. (lvl 2)
- The sound of the melee weapon disappears, sometimes. (lvl 3)
- Flashlight near the truck shines graphic artifact at the exit of the sewer. (lvl 3)
[Issue list]
- Disappearing ceiling in a secret room in the tunnels. (lvl 3)
- "Invisible walls" in the sewer and after climbing the stairs.. (lvl 3)
- The sky is changing the color. Sometimes.
[Error list]
- Disconnection from the session after leaving the building of the saferoom to the outside. Not for everyone. (lvl 3)
- Disconnection from the session while killing a tank. (lvl 4)
[Gameplay improvement]
- A horde of zombies must be full and on time. Remove the zombies that come one by one constantly. The place is a yard with the searching of batteries. (lvl 3)
- It's necessary to reduce the waiting time for opening the gate. The finale. (lvl 4)
- Remove the horde while tank is alive. The finale. (lvl 4)
Do you know When are you crashing in the map 3 & 4? At the spawn, at a specific place?
-This campaign changes the music of all other campaigns. Shelter music, credits and I think horde music.
-I played it several times in single player mode without problem. (gamemaps and workshop version)
-I played it several times in duo without problem.
-I played it in a trio 1 time without problems and 1 time with many problems. Even after having deactivated all the other mods, the problems continued.
* The game was closed at the end of the first map.
* We all had CTD or black screen + CTD at different times on map 2,3 and 4 (most of the time on map 3)
* We all had FPS dips during the entire campaign (we had never been playing 2)
* We all had a lot of lag (even changing the local host between us) and we had no connection problems (we did connection speed tests and everything was correct).
* We all had the other mods disabled and we were using the workshop version.
Other bugs:
-CTD when hit by a TANK on map 4. It did not happen to me but to a friend it happens all the time, she does not have mods that modify the TANK (nor any special, nor weapon, nor survivors).
-CTD when caught and disabled by a smoker. It only happened to me once and it was on map 4, before I got to the elevator (I had no mods that modify specials, nor survivors, nor weapons, only a few other campaigns that now I don't remember what they were)
-Various CTD on map 3, but I would not know how to tell you at what times since many times I have finished it without problem. One of the times it was near the end, when crossing the building that leads to the part where the wheel appears.
-Close to the truck at the end of map 3, the TANK is stuck between the fences (it happened 1 time only). There are some fences at the edge of the street (I thought I made a screenshot but I didn't).
-In map 2, when you turn on the elevator generator, the bots teleport up (sometimes) and die automatically (almost always) even without trying to get down from up there.
Is there a difference between the version of the workshop and the gamemaps? At first I used the gamemaps version and my friends used the workshop version. I was able to connect several times without problem but from one day to the next the game said they were different versions and I switched to the workshop version.
I've been playing this with a friend on coop local host, no mods or anything. It always crashes on the 4th map, in the finale. We were not able to finish the map.
On the finale, right after we blow up the first barrels and put the second C4, we go up the ladder and then it crashes around that area.
We tried 2 times.
Edit: We found the following on the developer console
"S_StartSound: Failed to load sound '@#dniepr\radio_com\6-first_barricade.mp3', file probably missing from disk/repository"
(MAJOR ISSUE)
Players do not actaully enter the Escape Vehicle where they are protected from Zombies. Instead the players are still outside of the Vehicle and get hit by commons, not a problem for most casual players who play on lower difficulties (unless they are low HP), but as a Expert Realism Singleplayer Guy it was funny seeing all Survivors show up as Deceased as well as a few other Weird End Credits Stats due to this glitch.
(How to Fix)
Either put the Survivors INSIDE the Rescue Vehicle so they are safe during the Cutscene, or Teleport them to a Hidden Room Outside the map when game ends. Bretty Ez...
(MAJOR ISSUE #2)
Bots are ♥♥♥♥♥♥♥ during the Elevator Event on the 2nd map, they keep teleporting to the top and falling down getting incapped if you stand too close to the elevator, or after everything is calm the bots cant climb ladders properly and ocassionally fall to their deaths
(How to Fix)
Fix Nav Mesh, and simply prevent bots from teleporting up the ladder. (Or Circumvent the problem entirely by having a normal elevator instead of a elevator that opens up the ladder, you can pass the few wasted seconds with some lore from your custom campaign like the Helicopter Pilot Talking to you)
Balancing Issues:
- Map Three is way too long with Multiple Events and Constant Random Hordes. Its good that you are well supplied with Healthkits, Pills, and Bile Jars but you must go out searching for them, and since the Healthkits Randomly Spawn they could potentionally not spawn near the end of the Level and be pointlessly spawned too early... I would suggest to either add a Gaureenteed 2 Healhkit plus Pills Spawn at the Fence Repair Event. Or to remove Hordes Spawned by Car Alarms as you already are fighting 2 Event Hordes, plus an Event Tank, which those Hordes Weaken you just before the Hard Part...
- Finalie is Lackluster, carve through two major hordes and let your bots die then complete some tasks and run to the end. I would honestly suggest a complete rework its Horrendous. Its very short and once you manage to blow up the first barricade the difficulty spikes way down. (I.E Extreme Difficulty at Start, Pathetic Difficulty at End) I would suggest to give players Pipe Bombs at the Beginning and to make the players have to fight/dodge a Tank at the End of the Map. Though to properly fit a Tank you would need to Elongate the Map which I would suggest adding 4 Healthpacks and Molitov + Ammo Stack Where Current Finalie Ends, then have players run down the streets where a Tank is just Infront of the Rescue Vehicle while the Horde is still behind and https://www.youtube.com/watch?v=PYKpiBrcHsk Plays... It would be a much more Glorious Finalie...
There was a Tank on the Finalie? WTF? I didnt experaince any Tank I just ran down to the Garage and Got Near the Rescue Vehicle and got to the Escape Cutscene, while I was still being hit by commons and then got to the Hilarious End Credits...
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2297737478
https://i.postimg.cc/hhFPx6v4/image.png
1. Map 4 :
This keeps happen to me
After destroying 2nd Barricade, my game crashed to desktop.
But i was be able to finish the map after the game crashed to desktop.
Do you know what the caused is?
[BUG LIST]
- map 2: potentially godspot area next to the generator under the elevator and also bots have tendency to teleport directly above to the upper level or even top of the elevator if you do the hold out right under the elevator
-map 3: in the city "outskirt" some apartment terrace have missing floor texture (noticeable when picking up battery next to apartment in third person view)
[GAMEPLAY IMPROVEMENT]
- please add eastern european vehicle (both military and civillian) to further immerse the world since you already put lots of effort with the eastern european achitecture and sound design
- transition from map 2 to map 3 feels forced (although already explained with intro card text) since there's no indication that the survivors are trying to board a helicopter since map 1 and visually not seen boarding a helicopter
- on map 3 when you need to collect battery, it is already obvious what battery you'll need to collect but it is appreciate-able that you still put big ass board with instruction before entering the city, yet that big ass board is missable imo since there's no light guidance or direct placement so that survivors can see the board
- the finale holdout in front of elevator feels bland (not difficult) maybe because of the compactness of the rooftop size limiting mobility and variation of holding position while being attacked with 2 tanks and lots of zombie waves