Hello Deadsiders!
Today we have a few new and exciting features that we would like to talk about with you today, as work continues on our next major update. Though before we begin, we want to thank you for all the feedback you have been sending on each WIP post. Your feedback and input is very valuable during this development process, as it helps us make the best possible game for our community. So, let’s jump into the new content!
You may have seen a teaser clip earlier this week on Wednesday, showing off Foraging! Now you will be able to find and gather your own food out in the forests of Deadside. You can find mushrooms growing around the bases of trees, bushes with nice berries, apples dropped from apple trees, and even leaves that you can craft into special tinctures!
The foraging system also comes with a new base item; the Drying Rack!
In this drying rack, you can dry out leaves, and berries. With these dried items, you can combine ten of them with a couple medicaments, and some vodka, to create special tinctures that will provide special buffs to your character. With mushrooms, you can roast them in a campfire for a tasty snack. In fact, many foods in our next update will each provide different buffs, and varying amounts of nutrition and hydration, adding even more variety to our selection of consumables.
This new foraging system also allows us to reduce the amount of roe deer that spawn in the forests, making their meat more valuable, and uncommon. We have also heard your feedback when it comes to wolf spawns as well. They will be more rare in general, most often found in groups lingering around abandoned campsites.
Next up, let’s talk about Bleeding! Unlike other games in the open world survival genre, our bleeding system will be relatively forgiving. The goal of bleeds is to add a bit more depth onto the existing combat gameplay, and healing system, without radically changing the Deadside gameplay that you all know and love. For example, the standard Bandit/Cannibal AI that you will find patrolling towns, will not cause your character to bleed when shot. Low tier weapons will not cause you to bleed either, like the IZH-70 pistol for example.
What this new bleed system will do, is slightly slow down the healing process, and encourage you to deal with critical wounds sooner. Bleeds take away a percentage of your current health per second, with each level of bleed causing more health to be lost each second. This means you will take the most bleed damage at maximum health, but not much damage if your health is already critically low.
Both normal and sterilized rags can be used to heal one level of bleeding, while bandages can quickly heal two at once. There are three levels of bleeding total, with each level multiplying the amount of health lost per second. All rags and bandages will be applied much faster in this version, to help quickly deal with bleeds. Additionally, it makes the new craftable barbed wire more consequential, as it will always cause your character to bleed on contact.
For those who really want all of the details on this system, here is a list of damage sources that have a percent chance to cause a bleed. Please keep in mind that this is a WIP chart, anything listed here is completely subject to change in the future. So let us know what you think!
Damage Source - % Chance to cause a bleed when damage is received
Tier 1 Weapons (Excluding Snipers) - 0%
Tier 2 Weapons (Excluding Snipers) - 5%
Tier 3 Weapons (Excluding Snipers) - 10%
Grenades & VG-25s - 25%
Wolves - 25%
Improvised Knife & Axe - 50%
Sniper Rifles - 50%
Regular Knife & Axe - 100%
M99 - 100%
Craftable Barbed Wire - 100%
Bandit/Cannibal AI - 0%
Military AI - 5%
Convoy Guard AI - 5%
Heli Crash Guard AI - 10%
Convoy Boss - 15%
Thank you for reading, and stay tuned for even more new features coming soon!
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