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Showing content with the highest reputation since 10/28/2020 in Posts

  1. 26 points
    Welcome to the Alpha 20 Dev Diary. Here we will discuss upcoming features for Alpha 20. Alpha 20 Dev Stream Videos 1) Alpha 20 First Look with Prime and Madmole October 28th, 2020 2) Alpha 20 Developer Live Stream November 25th, 2020 Alpha 20/21 Roadmap 1) Unity Update TFP will be working with Unity devs directly 2) Random Generation Update New stamp tech that will allow artist created features such as mountains, hills, rivers, etc. to be placed in biomes. There will be a stable of different land features for the game to choose from. Additional controls in the map generation interface to give players more options for terrain generation such sliders to determine mountainous vs flat (for example). Biome selectors and city selectors to allow users to control the density of these map features. 6k, 8k, and 10k map sizes planned 3) Vehicle Mods Tinting mask will allow vehicles to have color details added to differentiate vehicle owners better 4) Shape Menu and Building Update Details Coming 5) Dynamic Imposters Changes to the world and player built forts will be represented in distant terrain 6) Micro Splat Improvements Details Coming 7) Feral Sense Game Option Set zombies to different states of awareness from dumb to feral 8.) Biome Difficulty Snow and Desert will have gamestage boost creating tougher enemies and better loot Wasteland will have a greater gamestage boost creating even tougher enemies and even better loot 9) Pipe Weapons for Primitive Tier Pipe Rifle Pipe Pistol Pipe Baton Pipe Shotgun 10) Trader to Trader progression Details Coming 11) Water Overhaul Details Coming 12) Loot Progression and Gamestaging Improvements Details Coming 13) Character Overhaul Replace UMA system with in-house custom system Thematic outfits will work like books. Wear the complete outfit and get a completion perk Current 10 armor/clothing slots reduced to 4 slots for outfits that will merge both clothing and armor values. No more clipping issues of wearing clothing under armor. Better balance on number of mod slots available to use with outfits. Foundation for Bandits 14) New POI's and Environment Art New Gas Station 15) AI and Sleeper Improvements Zombies can crawl through 1-meter holes Wandering Sleepers 16) Dynamic Music and Ambient Audio Improvements Details Coming 17) Animation Improvements Details Coming 18) Digging Quest Improvements Details Coming 19) Restore Power Quest Lights go out when rally marker is activated Find the generators and repair them 20) New Zombies/ Entities Nurse Drone Screamer Fat Cop
  2. 19 points
    Here is a copy and paste of my notes that I took during the A20 Dev Talk stream tonight. A20 Roadmap notes. Many of these will get details in later A20 Dev Talk Streams Unity Update as we expected. RWG is getting more work. Vehicle Mods Shape Menu They are working on Updating Distant POIs/Terrain. Not sure if it will make A20 Microsplat terrain is getting some performance updates Feral Sense game option. Lets you set how easily zombies see/hear you. From dumber than now up to Horde Night GPS all the time Biome Progression. Some biomes will be harder than normal. Snow/Dessert with Wasteland hardest Pipe Rifle, Pipe Pistol, Pipe MG(???) Pipe Baton. Water is being redone Loot Progression/GameStage tweaking based off data from A19 Gamesparks telemetry. Trader will be Gamestaged but probably a bonus over POI loot. Character Model Overhaul. More POIs more environment art (aka new blocks shapes for POI designers) 1 meter entrances for crawling zombies.... scary Some "sleepers" will be walking around instead of just sitting/standing Ambient Music improvements Existing Quest improvements. multiple tabs of quests so you can run lower tier than the max you unlocked. 5 quests per tier instead of 5 total to choose from. Restore Power Quest More new Zombies (New Zombie Nurse with Jiggle Physics but on her dangling Jawbone ) Doors are getting reworked. new farm block model. Character Model Overhaul details (still in progress) --- old Clothing UMA system going away replaced with code they developed. There are themed outfit sets. Each piece gives you bonuses (with QL level making them better) Full Set bonus for wearing an entire set pure Clothing often have some armor value as well Example themes include Farmer, Lumberjack, Miner, Nerd/Crafting, Nomad, Scavenger. they still have Mod Slots. At least some basic ones will be craftable. Sounds like current armor sets will become their own clothing sets. So you might have to decide between bonuses from say a Mining Shirt vs a Steel Chest Armor. Restore Power Quest first look --- Hit the rally marker and all lights in the POI go OUT. looks go spooky at night or in bigger POIs that get dark inside. go inside and find the generators and fix them. Q&A answers --- Drone work is coming along All zombie models pre-A19 are getting either redone or replaced with a different new model Bandits still in progress. The new Player Model tech is a part of making them work since they can have their own visual cloathing/armor sets that can change with GS. A20 ETA="When Its Done (tm)" Probably no more complexity to the electrical system Steam Workshop when the game goes gold not before. (basically because right now mods break with every update and folks expect Steam Workshop to just work...) No shooting from vehicles in A20 (Faatal in chat) POI localization will be coming (aka nice names to show in quests instead of GasStation_05 ) Vulkan graphics support still not working well due to Unity issues. No Dual Wielding weapons/tools FubarPrime's Twitch Integration he has been working on in his own time will probably come to Vanilla 7days eventually. still a work in progress.
  3. 15 points
    Hello! A19.3 b3 is coming to EXP! Please as always start a new game and or make a backup of your stable savegame. With A19.3 we bring you: Better network package security A fix for SI exploits Have a good weekend everyone! A19.3 b3 Added Network layer encryption Connection rate limit More feedback for clients on why they are not allowed to connect Message on the client when they got disconnected because the server is shutting down Changed Improved supply plane drawing Replaced static NetPackage list with runtime dynamically assigned IDs for more flexibility Wandering horde zombies are not alert, so stealth attacks work on them Wandering horde 1 second delay between spawns Fixed Floating Frames and blocks Can't target, shoot or repair through Molotov Effects Set player made door stability support to false to prevent AI exploitable building Using admin/whitelist/ban on users with special characters in their name breaks the serveradmin.xml Console command "water" hidden by console command "thirsty" DecoManager large FPS drops when saving to a slow drive DecoManager written log always having a count of 0 and added duration ZombieOldTimer has no flame particles
  4. 14 points
    If scheduling is proving so hard, why not let the community help out with the baby sitting, errand running, and cleaning? Surely there is some calendar or spreadsheet that can be released, or some projected date that we can help brainstorm around.
  5. 11 points
    Did you miss the stream? I mentioned we hired Unity to help optimize and coach us on best practices. We have full source code too so if anything they did is holding us back we can change it.
  6. 11 points
    I have made a lot of data changes and code cleanup for water, but it looks exactly the same at this point, so nothing new to show currently. I am taking a break from water and have spent the last few work days deleting old shaders (50+) and related files (old mats/images/prefabs/code) and renaming shaders into proper Game/ categories. Shaders are a big chunk of the game's build time and many of the deleted ones were being included in the build.
  7. 9 points
    Hope you don't stop at biome modifiers and add stacking town and POI modifiers, plus some extra dynamic modifiers that change with stuff like weather, time, debuffs etc. You've got a wealth of content in the game. Shake things up a bit, give us more varied playthroughs, less inclusive lootlists so that everything isn't everywhere and long-term goals like the radiation zones you are planning. And stop playing Skyrim and play some Rimworld for god's sake MM 😛
  8. 9 points
    MM replied: No, lockpicking is shippable as is. Sure a minigame might be better but we're a small team and we can do more quest types or redo features that are shippable already. SphereII and I coded and released a lockpicking minigame mod which your welcome to use as a starting point. Its tied into the perk and inventory system, and resembles the one in Skyrim. I'd love to see it added to the base game.
  9. 9 points
    Right now he gets a bonus with all ranged weapons and knives, but that could change for balance reasons. Hopefully. Pipe shotgun will replace the blunderbuss. Ammo will be in POIs and scale in quantity, so no need for super primitive ammo. They are incredible, but we needed to save some content for future streams.
  10. 9 points
    Just thought I'd show off the bridge I built. It's part a massive castle linking 2 buttes together on Navezagne.
  11. 8 points
    For those who don't want to check the 2 hour stream, these were the highlights: -The current internal version of A20 is b51. -Random Gen is going to be better than ever, with better district distribution in cities, better performance and more and more deterministic procedural landscapes. It will be similar to Nitrogen in many ways, with some new options too. - New map sizes for RWG will be : Same as Navezgane (6k X 6k), 8K and 10K. 4k will be out of the game due to it being too small. They are aiming at 1minute of generation time per square km, so a 10k map shouldn't take more than 10 minutes to create. Bigger sizes than 10k result in issues, so they are not in yet. Kinyajuu didn't discard bigger than 10k sizes for the future, he just said that they need polishing, so maybe in the future we will see bigger sizes. That's what she said. -Deterministic procedural landscapes will result in more landscape features and maybe some mountains having secret pathways, ponds, loot sites and also : -Rivers WILL make it to RWG eventually. There is a high chance of them being in a20. -More POIs (they show a couple of new ones in the video). -Burnt forest is going to be combined with the Wasteland biome into a big "art set" in a similar theme than the previous pine forest/normal forest merge, adding beefier gameplay with seamless merged burnt/radiated areas. TheFunPimp argues that the impact of this change will hopefully result in MORE variety due to the granular design approach of the RWG and also better gameplay overall (less repetition, more good stuff, better weather handling and straightforward progression). This is still a WIP. -A little talk about radiation zones and radiation suits. Basically the same mechanic as in Fallout 3,4 and NV, with poisoning, dedicated medicine and danger zones. -Pipe weapons will be revealed when they are gameplay worthy. They are WIP at the moment. -Biomes, Pois, items, gamestage, effects and the survival aspect of the game will get many improvements, like biome progression improvementes (for example higher gamestage in POIs for Snow biome, highest for Wasteland POIs). -A little talk about quests. Quests are as per the OP (quest listing so you can pick any of the 5 tiers when you unlock them and also the new Generator quest). They are still ironing out some stuff like "quest bonuses for doing it at night". Nothing is set in stone for that last one. -VEHICLE MODS. Paint is in. There are currently 10 mods for vehicles in a20. No talks about what they do yet. They are also WIP at the moment. -Characters and Armor Sets are also currently a WIP. That's mostly it. A big hug to everyone.
  12. 8 points
    Sorry. Don't know. I have never looked at our rumble code. We could, but probably better to wait for world events to get developed and have options for that. Cool. Thanks for the feedback! It could go either way. Probably depends if we find any major issues.
  13. 8 points
    I did a test speed up. I think it made the official list. It is nowhere near x2 speed. The speeds are limited due to worst case chunk load speeds, else vehicles freeze while chunks load.
  14. 7 points
    ABOUT Overhauled User Interface Improved Journal User Interface with thematic topic header images Vehicles have custom UI, showing speedometer, encumbrance and more Map window now supports 40 custom POI icons to choose from Advanced Sorting and Searching feature in inventory and storage Optional Undead Legacy UI parameters in Options -> Video -> User Interface -> Undead Legacy Overhauled Encumbrance system where all items and blocks have certain weight, inventory limited by carry weight, slot limit 300 Overhauled attributes and perks Perks no longer unlock new schematics, nor they level up crafting tiers Introduction of Action Skills, that level based on what you do Introduction of Research System Overhauled crafting system and crafting progression Overhauled material progression Hundreds of new items, blocks, recipes, vehicles etc Fully scrapping vehicles or various boulder resources will make them respawn based on new block respawn timer setting Player crafted electrical lights support for full RGB customization More immersive world interaction, water sources require jars to interact, fuel barrels and pumps require fuel cans Pick up all wild plants and player crafted ones with action key A lot of slightly damaged vehicles found in the world can now be fully repaired And more features for You to discover Adventurer! TERMS OF USE https://community.7daystodie.com/topic/4085-subquakes-undead-legacy/?do=findComment&comment=54613 LINKS DOWNLOAD (FOR A19.2) (EasyAntiCheat must be turned off) or from ModLauncher by sphereii Official website - Official Undead Legacy website/wiki Discord - Undead Legacy Discord Community Patch Notes - An archive of all the current and previous patch notes Install Guide - A quick guide how to manually install the mod. SERVER Server files are included in the archive It needs the following folders: 7DaysToDieServer_Data Mods FEEDBACK & SUPPORT Please consider supporting Undead Legacy development through PayPal or Patreon. Thank You for all the support, your donations means the world to me!
  15. 7 points
    We have an updated A19.3 version for you guys! Have a fun weekend everyone! A19.3 b5 contains: Fixed Challenge notes can now be read from slot 9 & 10 Using admin/whitelist/ban on users with special characters in their name breaks the serveradmin.xml Weighted Head can no longer go into Machete/Knife/Bone Knife
  16. 7 points
    This is not an exact science, since Unity does a lot of things in the background that we don't have control over. 1 Depends on the asset, but everything uses some CPU and many assets use system RAM or VRAM or both. Unloading also tends to be delayed because many resources are not specifically tracked by the game and flushed by Unity by UnloadUnusedAssets, which is slow, so not called very often. 2 Only the gfx driver and Windows really know how much VRAM is in use and VRAM use is often padded to a higher amount that what it actually needs. Microsoft is working on tech to report more info back, but then Unity has to support it to, so maybe in a few years. 3 Not sure. There are various pools of memory in use, which grow and shrink. 4 Using the mem console command does call UnloadUnusedAssets, but it won't clear memory being used by resources, since many resources are loaded once and they would never come back. Also the Mono mem heap can never shrink, short of restarting the game. 5 We have the Unity Profiler. For you, FPS is a good indicator of CPU use. Use console command "gfx g fps 200" to graph it. Our micro stutter is generally from CPU use spiking on a single frame. I've been working to find spikes and spread work across frames. Some of those changes have already been done for A20, but more can still be done. We are moving to Unity LTS releases, so A20 should be on 2019.4. We won't try 2020 LTS until after A20.x in second half of next year.
  17. 7 points
    Tonight at 9pm Central is the next installment of the Developer Stream series. Please tune in to see members of our development team talk about Alpha 20 for the first time and establish some of the projects that will be involved with it. https://www.twitch.tv/fubar_prime For those who can't make the event live tonight there will be a link to the youtube video posted right here in this thread once the recording has been uploaded. See you tonight in the chat! Here is the recorded stream!
  18. 7 points
    Binary solutions won't help much one way or another. What I would do is to not clear all debuffs on death but cap them back to their non-lethal stages.
  19. 7 points
    We're looking at spring which always leads to more like summer. We'll see though, we're making good progress.
  20. 7 points
    Yeah... This is another one of those "shoot myself in the foot and sue the government because the hospital is too far away" threads. I understand some people enjoy extreme challenge, but why come complain about it after you've chosen it? You have to know at this point that RNG is part of the game and RNG will always be RNG...sometimes it giveth and sometimes it's a @%$#ing @%$#. You are free to tinker with the percentages in the xml, but you're never going to find the perfect numbers that magically give you just the right amount of everything in every game. It's a completely unrealistic expectation. In fact, RNG variations are just about the only thing that give the game replayability at this point. Even if you found those magic numbers, I can't imagine that anyone would want to use them as it would render every game UTTERLY the same, just with some POIs moved around...if you play Navezgane then it's literally just a rerun. Also, as stated already, duct tape and cooking pots are already EXTREMELY plentiful, you just have to go where they are found. I'm sorry you are not enjoying the game the way you set it up. The good news is, you can change it at any time, either through settings, xml edits, or the creative menu. Help yourself - the tools of your salvation are directly at hand.
  21. 7 points
    I have another question. If you are talking about the stethoscope, why are you pointing the green arrows at her boobs?
  22. 7 points
    Now that you clarified, I can answer. The lights you turn on by fixing the generator will stay on, but if you are expecting some kind of sim where settlers move in that is not this game. Everyone knows the game is starved for resources and farm animals, simulation stuff like settlers moving in would eat our lunch and we'd be back to 8 zombie hordes or even less to accommodate fluff that doesn't actually do anything once you walk down the road, but continues to bog down CPU. I'm all for immersion but most of the time these requests are not wise roadmap additions. Remember the POI needs to be reused by the next player. Yes of course. I'm pretty sure we will support dyes. There are way less slots but no clipping, and no ugly. It will be less customizable, but look AA at a minimum instead of 95 indy quality. The perks and full set bonuses will make up for any lost fluff. Characters and animations are the biggest thing holding us back from becoming a massive success. You can mix and match pieces as you want, and there is a badass ranger outfit that looks like what you are doing there, but 100x cooler.
  23. 7 points
    don't leave me with the baby.
  24. 7 points
    No, that would be like getting the book set bonus for not actually collecting the whole series. You will have to wear the entire outfit to get the full set bonus. What repair quest? That isn't in the roadmap. It is never coming. Requires starting over completely and we're basically 95% done with weapons.
  25. 7 points
    No we don't really look at mods, we have a huge list of stuff we want to do and don't need ideas nor care what 1% of the player base might be doing to their game. I hope that doesn't sound arrogant, but reflects the fact that we have a clear roadmap and list of features we need to focus on. A larger inventory is something we would like to see though. The distant POI tech is coming from a modder though. So if something brilliant comes up usually we hear about it even though we aren't looking for things if that makes sense. I did mention new AI like zeds crawling through 1 meter egress and windows, which will make horde nights a lot more challenging. Feral sense options. Game play is constantly evolving but will always be similar to A18. Progression is getting a complete rewrite from scratch. OMG LOL.
  26. 6 points
    I was about to post this reply in a thread... But since it applies to so many threads in the forum, I thought I'd make a new one... So... I keep reading complaints about the game in the forum... How it's going down hill and all. To be honest, I joined pretty late, like 2 weeks before A18, so lets pretend I don't know anything that happened before that. The way I see things is... This game is trying to do too many things at once. It's trying to be a Survival/Tower defense(ish)/looter-Shooter/RPG. And if we are being honest, as a : - Survival, it sucks. - Tower Defense, it sucks - Looter-Shooter, it sucks - RPG, it sucks. The mix, however, is... dare I say, decent, or at the very least, on a decent path (After all, I have close to 500 hours of gameplay). But then comes all the drama in the forum. Survivalist complaining it's not survival enough, Tower Defensist(?) that complains it's not Tower Defensish(?) enough , the Looter-shooter that complains it's not looter-shootist enough, and the RPGer that complains it's not RPGish enough. And we also have the random Call of Duty player that've got lost, ended up here and complains it's not just a plain shooter. Honestly, if I want to play a traditional zombies survival experience, I don't play 7D2D, I go play something like Project Zomboid. In 7D2D, you could replace zombies by "Possessed", and the game still works for the most part. You can get infected all you want and still survive. Personally, I like survival game. And I like survival to be harsh. But would a harsh survival experience be all that beneficial for 7D2D? I don't think so, for 1 reason : Blood moons. In most "harsher" survival game, getting very bad injury/debuff means you need to lay low for a few days/weeks. Most of the time in those games, the only thing you need to care about during this time is water/food (Since debuff prevent to do much of anything else), you can spend days/weeks healing your wounds, depending on the pace of the game­. That time is usually spent doing inventory management and "downtime stuff". But in 7D2D, you can't afford those extended downtime because of blood moons. And having insane debufs on a blood moon would potentially mean certain death. So, in my view, the very existence of blood moons more or less prevents having harsher survival mechanics. I would LOVE to have harsher penalty for death. But from a design stand point, I don't see it working. I mean, I LOVED the mechanic of drawing your own blood to make medkits. But then I read that people just drew a lot of blood and just suicided to get rid of the debuff (**insert mandatory "That's why we can't have nice thing meme" here**) And that's not to mention people complaining A19 loot is @%$#ty... A19 just got "Diablo Style" loot. And Diablo games have been around for nearly 24 years now. You don't like the formula? It doesn't suck, you do! (err... I mean, this game might not be for you!). Ok, granted, the map doesn't reset every time you log in like a Diablo game. So I guess there might be 1 or 2 things that might need to be adjusted. But this game is still is "rating" itself as being "Alpha" after all. Still, I understand the direction they are aiming for for the loot "philosophy". (Somewhat similar to Borderland as well, just not as wildly tiered). So... at this point, I feel like I lost myself into a rant. What was the point of this post again? Oh yeah... So many forum post complaining about 7D2D sound the same to me as if I was on the Civilization forum reading complaints because it's not a First Person Shooter. Thing is... it never was meant to be one in the first place! But I guess it's the curse of this whole "early access" thing... Loud people fighting to make a game what it was never meant to be in the first place...
  27. 6 points
    I built the house myself ...
  28. 6 points
    I'm pretty sure I can speak for a lot of us that some inside corner filler stairs would be grand. Perhaps someday? Also, no more day 2 dog hordes would be great.
  29. 6 points
    Well, was off last two days on a trip to Michigan. Been working on event system optimizations. 19.3 exp is getting close.
  30. 6 points
    Only way to speed up load times is to install the copy of the mod on an SSD Also here's a treat for ya all:
  31. 6 points
    Not yet. That would require some kind of concept of what is inside and what is out. Hard to do in a fully destroyable game. Goggles occupy the entire head slot. You are always wrong bro.
  32. 6 points
    I'm curious why you believe that. Do you guys want to be like EA? Release games that are visually pretty, but fundamentally garbage? If so please reconsider because almost nothing that AAA publishers @%$# out is worth the time, let alone money, to play. This is just like, my opinion man, but the things that are holding you back are: The lack of variety as well as the hard tiering of weapons and armor. For example the sniper rifle is strictly better than the marksman rifle, and there are only 3 rifles total. Bugs, especially the gamebreaking ones like vehicle duping, item loss in vehicles, vehicle loss, crippling FPS hitching during weapon fire, zombies' attacks clipping through walls, jerky zombie movement (the micro rubberbanding not the pathing that attempts to juke the player, that's cool), the game deciding that you don't have a bedroll or that your bedroll is actually someone else's, etc. Things that perhaps aren't bugs, but are super irritating like the almost random autosort order, inconsistent reload and draw with bows, camera position not staying the same when exiting a vehicle so you are always disoriented, inability to consistently pick up a thrown spear, respawning "near your bed" can place you on the roof of a nearby POI (like a Shamway), the cancerous amount of I-beam debris in the wasteland making the 4x4 unusable there, gaining zero exp from cooking food or from zombies dying to traps/bleeding/fire. Lack of special zombies. Only the demo, and to a lesser extent the vultures, present a threat. Everything else is a bullet sponge to one degree or another. Game progression, especially loot not being better in harder POIs and harder biomes. I understand you're working on this one, so this may not be valid for long. Low worth/Worthless game content like stealth, gillie suits, knives, spears, batons, buried treasure perks, etc. Terrible FPS, especially during BMs, even with the graphics turned way down. My PC isn't a potato, but I never saw my frames break 30 on a BM after night 14. Lack of features common in other FPS games such as different mouse sensitivity settings for different zoom levels, autorun, configs stored in a universal and portable .ini/.cfg file instead of the damn windows registry (really guys?), and changeable crosshairs. Not enough "knobs and dials" to customize the game without mods. For example you can't turn off the death penalty, nor can you remove the noobie weather protection. There are a LOT of settings that should be configurable when creating a new world that aren't there. These are the things keeping you from greatness, not how pretty your models are.
  33. 6 points
    Yeah it's pretty terrible how the game shoehorns you into specific playstyles of having to search for items, surviving, moving etc.
  34. 6 points
    There is your problem. You don´t enter Poi´s because you choose a diificulty that is obivously too hard for you to play the game properly. Lootin POI`s is a crucial part of the game. See trader quests. It´s intended that POI`s get looted. Also you will find a beaker way earlier then. Your problem is selfmade.
  35. 6 points
    Do you need a beaker for duct tape? I think you can make glue using bones and water in an iron pot in a fireplace and then combine glue with cloth for duct tape. A beaker and chemistry station are more efficient but there shouldn't be a reason to wait for better efficiency and go without at all for 7 hours. Confirmed: I went into the game just to make sure I wasn't misremembering and glue is a basic campfire recipe and duct tape is a basic backpack recipe. No beaker required for duct tape. You should be able to have stacks of it in no time if you focus on it.
  36. 6 points
    That's a minmaxer creating problems for himself. Most players don't need to reach 100% in every conceivable stat in order to play the game. Of course... once radiation is part of the gameplay. We're not going to remove bedrock which is the vast majority of indestructible blocks in the game. Traders make up less than 0.5% of the map.
  37. 6 points
    The game is exactly as we described it on the kickstarter 7 years ago, but your interpretation of what those features might look like and play like is different than ours. Magical food? Dude food is magic IRL. You can cure diseases with the proper food, coffee gives you buffs in real life, etc. Ours is gamey so it makes sense to players. What is candy is really drugs, or drugs packaged in candy bags. Future drugs, set in a future game. It isn't that hard to believe. UMA will be gone and no UMA code will work. If you want to add new zombies you model and texture them just like we do.
  38. 6 points
    Ok, DF V3.2A is up. Changes as follows. - Coilshotgun can no longer be sold (same as other coilguns) - Fixed the Quicker Crafting book not actually levelling Quicker Crafting. - Fixed Mining Action skill not actually letting rare ores drop at 91+. - Fixed display on Nerdy Glasses regarding craft time. - Fixed a bug with tame wolf attacking AI. - Slightly lowered cement craft time as it was higher than intended. - Slightly lowered forged iron craft time as it was higher than intended. - Slightly lowered iron dart craft time as it was higher than intended. - Slightly lowered bullet tip craft time as it was higher than intended. - Slightly lowered both arrowhead craft times as they were higher than intended. - Increased iron bar craft time as it was lower than intended. - Fixed a bug with the prefab editor toolbelt (though it may not be useable). - May have possibly fixed a bug with the baseball bat and wooden club damage. - Added new menu music. - POTENTIAL fix for the "free bellows in forges" added. - Added a failsafe to properly remove Anemia 4 on player death. NO RESTART NEEDED! Client (GDrive): https://drive.google.com/file/d/1sLA6AxPxUS2oJGGntUeTcJ5xNCZgSyrI/view?usp=sharing Server (GDrive): https://drive.google.com/file/d/1jFkK8gcr9wq85Wt690pDhfFp7BDa-0MA/view?usp=sharing Client (Git/Launcher): https://gitlab.com/KhaineGB/darknessfallsa19client/-/archive/master/darknessfallsa19client-master.zip Server (Git/Launcher): https://gitlab.com/KhaineGB/darknessfallsa19server/-/archive/master/darknessfallsa19server-master.zip
  39. 6 points
    The first step is to replace everything, and get new HD player outfits working, which also opens the door to bandit models. If everything is running good yet there may be room for additional basic zombies.
  40. 5 points
    -Description- Vanilla Expanded is a new series of modules, each one independently focusing on a particular point of gameplay. You will mostly see additions to vanilla content, making systems deeper or more varied. Some modules will change the vanilla gameplay more than others, but they are also designed to be mostly modular, so you can choose what you want and avoid what you don't. -Released Modules- -Coming Soon- -Donations- If you like my mods, feel free to show your appreciation via a donation. ------------------------------------- -Description- Vanilla Expanded: Storage is a module in the Vanilla Expanded series that adds 50+ player storage options, easily crafted via the Furniture Variant Helpers in game. This allows for immersive storage areas, or just decoration choices! -Compatibility- (19.3 b3) This mod should be compatible with all other mods, with the exception that there could be visual duplicates if other mods use the same vanilla models and icons. If you see something, please say something. I'll do my best to keep up with the latest stable game releases, but barring any block name changes, there shouldn't be any problems. -Latest Changes- 1.0.4 Added: • Block, icon, and localization for cntPlayerGarmentBag • Block, icon, and localization for cntPlayerClosetRod • Block, icon, and localization for cntPlayerToolBoxClosed • Block, icon, and localization for cntPlayerRollingToolBoxClosed 1.0.3 1.0.2 • Fixed: Furniture Variant using wrong Luggage blocks 1.0.1 • Updated custom loot list sounds 1.0 -Installation- Extract the "Vanilla Expanded - Storage" folder from the linked file below into your 7 Days to Die/Mods directory. (Mod launcher release coming soon!) -Download Link- Vanilla Expanded: Storage -Support- Having problems with the mod? Reach out in this thread, and check out my hosted channel on Guppy's Unofficial Modding Discord. -Credit and Thanks- The hardest part of being involved with this great community is trying to figure out who specifically to thank, there have been so many people who have done so much to make this community great. Thanks to each and every one of you in the community for helping me, and so many others. I look forward to seeing what the future brings for us all!
  41. 5 points
    The pathing distance limit is horizontal. They can only path about 40m out. Farther and they just go in a straight line to the edge of the path grid. I dug to bedrock in Navezgane and BM day 7 spawns came above me and started digging down. They do a lot of moving and stumbling in addition to digging, so it can take them a while if you don't have a ton of zombies. That is code, so would be me, but doubt it will change anytime soon. I tend to forget that is even a feature.
  42. 5 points
    It doesn't devalue it for me. I STILL avoid falling whenever possible. The injury system doesn't shape those kinds of behaviors in me at all. It shapes me into looking for honey in every stump I see and picking herbal antibiotics as a quest reward. It shapes me into crafting a few splints and saving aside a few sewing kits as an early game priority. It shapes me into putting on armor. In other words, knowing the threat I take precautions and prepare. If you are going to view threats as reasons to not play the game (ie melee and exlore) then why even play with zombies enabled? Turn them off or reduce the difficulty down. I very much enjoy the fact that the injury system results in...injuries. This is a survival game. You are supposed to experience setbacks to your wellbeing that you then adapt to and overcome. When fighting a vulture and not remaining unscathed if I end up with a broken leg I chalk it up to wrenching it during the fight and not that the bird broke it. I then look at finding the remedy as a quest-- a side quest that very much derails me from my primary objective but must absolutely be done. The only criticism I have of the injury system is that death erases it completely. Debuffs should persist through your respawn and you should be forced to deal with it. I hate it if I die while working to get a splint together and then suddenly I'm fine. Feels like a cheat even though I didn't do it purposely. I know this isn't supposed to be a simulation but that is way too much of an arcadey situation in a survival game where death is losing-- not a problem solver.
  43. 5 points
    Specifically, I've been profiling the game and our MinEvent system, which has to do with processing all the rules in our xml files, like progression.xml, continues to take a good amount of CPU. A good example is every 2 seconds an action tries to remove fire particles off the player, which was slow and made some garbage because it checked all the player transforms (200+). Now entities have a list of active particle effects, so basically takes zero time. The transform find function is also faster now and makes no garbage. A19.3 has some optimizations, but these changes are for a20.
  44. 5 points
    Since we have are going to have biome difficulties now, maybe bring back the plains biome? This could be a good 2nd tier difficulty after the forest biome. Plus more variety....just saying.
  45. 5 points
    I really should not bother responding to a post that complains about RNG in a sample size of 20+ loot bags, but I guess I am dumb enough to take the bait. Go play a theme park game with pre-determined loot and gameplay path if you can't overcome the difficulties that RNG brings using the multiple methods that already exist in-game. Maybe sandbox RNG based games are not for you? Personally, I like the RNG nature as it forces me to adapt and overcome when I can't find the thing I need.
  46. 5 points
    Hi, may i ask your audio guy in your developer team if you plan to insert spatialized audio / sound to Alpha 20 or a later version? Ok it is only a thing when you play with headphones but it should be an option to activate. It will create much better immersion because you know exactly where to look if you hear a noise. Above / under , left or right, behind or in front of you - you can say where they are (zombies, animals), ... with closed eyes. I installed Unity just to play with that and it is very easy. I tried: Unity´s spatializer, Resonance Audio, Oculus Spatializer Plugin Steam Audio Spatializer. You don´t need soundreflections or ambisonics or things like that, just the spatializer. And then to make it "perfekt" bind the footsteps to the foots, the "Grrrrrrrr" to the head, the "swooshes and "swings" to the arm or hand and the "gibs" or hits to the collision coordinates - done. 😀 And a second thing i recognized is that u use "Linear Rolloff" instead of "Logarithmic Rolloff" in most of your "3D Sound Settings" for the creature sounds. That cause the unnatural sense of distance to the sound source. Please use "Logarithmic Rolloff" wether you go spatialized or not. How do you as community and as developer think about these? Regards Yoghira
  47. 5 points
    Your chicken and egg story doesn't apply because a cooking pot is an extremely common find. You do not need a forge to make tape which is required for the forge. Duct tape is craftable using commonly found and craftable items. It also is commonly sold at the traders as is glue. 7 hours of no duct tape is just poor play. period. We don't need duct tape to be dropping from every loot bag and mail box in additon to how easily craftable it is just because you are scared to go into a kitchen with your chosen difficulty. For 90% of players, searching a few kitchens for an iron pot is a great balance for bad luck in looting. I get it. You are playing dead is dead on insane difficulty and nightmare speed. Going into a POI could be a death sentence. Now grow a pair and get in there. Isn't that the thrill you're seeking by playing with those self-imposed settings? Scavenging in buildings is part of the whole zombie apocalypse vibe. Channel Glen.
  48. 5 points
    why are you questioning/judging? i would have thought it was obvious he was looking at/for all the jiggle spots. hmmmm
  49. 5 points
    There's no significant gameplay issues in switching clothes on the spot, specially as it generates inventory management problems by having more than one set on the backpack. No cooldown and letting it be just as it is (sets with no penalties on changing) might be the best design solution. Simple, direct and fun. The implementation of some temporary penalty is interesting and logical, but not really fun in reality, nor in paper. You will understand what I'm saying when vehicle criticals are online and they backlash deeply in the fun factor, and in the short term they will also make running with a buff more efficient than with any vehicle. Sometimes focusing on the micromanaging side of things is worse. Good thing Madmole plays like an tired rabbit and will immediately notice the flaws of any system just by playing and getting frustrated. That's one of the things that make him a good designer.
  50. 5 points
    I'm not a minmaxer, but I definitely will be keeping sets of armor. At least one for mining and one for looting. I can't imagine it being that difficult to manage. What would be cool though is a wardrobe container that holds one of each item. Go in, click on a single button and it swaps everything with your current set.
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