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Everything posted by schwanz9000
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Version 1.0 (Alpha 22) Dev Diary
schwanz9000 replied to Crater Creator's topic in News & Announcements
Ah dang it! I curse you "self diagnosed mild dyslexia combined with a lack of spelling and typing skills"! Rogue vs Rouge gets me every time! -
Version 1.0 (Alpha 22) Dev Diary
schwanz9000 replied to Crater Creator's topic in News & Announcements
Since you guys have seen/guessed most of them, here is the current list of Armors for A22. As always, this list is still WIP and/or subject to change. Armors previously shown that are NOT listed below, may or may not be used in a future update. Primitive Outfit - Replacement for legacy plant fiber clothing. Adds some protection, but no buffs or bonuses. Light Armors - No movement penalties like legacy padded armor Lumberjack Preacher Rogue Athletic Enforcer Medium Armors - Replacements for legacy "Light Armor" such as leather and military Farmer Biker Scavenger Ranger Commando Assassin Heavy Armors - Replacements for legacy "Heavy Armor" such as scrap, iron, and steel Miner Nomad Nerd Raider- 908 replies
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Version 1.0 (Alpha 22) Dev Diary
schwanz9000 replied to Crater Creator's topic in News & Announcements
No. Clothing mods will not show. I know this sounds like a huge reduction in customization, but you'll just have to trust us that we have a plan and will reveal that plan once it's ready. We fully understand your concerns. I, Allan, understand your concerns as I'm a player too. I'm on your side. Trust the process.- 908 replies
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Version 1.0 (Alpha 22) Dev Diary
schwanz9000 replied to Crater Creator's topic in News & Announcements
They are just mods that install into headgear. Most of these replace the old glasses or goggles that no longer have an equipment slot. -
Version 1.0 (Alpha 22) Dev Diary
schwanz9000 replied to Crater Creator's topic in News & Announcements
Correct. My bad. I mix those up all the time AND it's been a long time since I've played/worked on A21. Guess I'll take the Strength out of the cigar now that we have the dedicated Strength mod. IDK. We'll see. 😛 -
Version 1.0 (Alpha 22) Dev Diary
schwanz9000 replied to Crater Creator's topic in News & Announcements
Tough Guy Glasses -
Version 1.0 (Alpha 22) Dev Diary
schwanz9000 replied to Crater Creator's topic in News & Announcements
I haven't added any restrictions to the Cigar + Attribute Mods...yet. We'll see how testing goes. Attribute Mods can only be installed into headgear, so no stacking issues there with other armor pieces. You cannot have more than one Attribute Mod installed on a headgear at the same time. -
Version 1.0 (Alpha 22) Dev Diary
schwanz9000 replied to Crater Creator's topic in News & Announcements
Correct me if I'm wrong, but I think you're the gentleman that was accompanied by a Party Girl on Sunday? I also remember the "thing" you found too. Something pink perhaps? Let the folks here stew on it a while and see if anyone can guess what it was. 😛 -
Serious error of vending machines - unlimited amounts of materials for their owner
schwanz9000 commented on Gabriel_G's record in Fixed
Ah yes! We have a fix for this in A22. Might be able to back port it to A21, but I'm not sure. Depends on the depth of the code changes required to fix it. -
Minor grammar issue with POI names that end in periods for quest prompts
schwanz9000 commented on NekoPawtato's record in Fixed
All POI names that ended in Co. have been renamed to avoid the double period. Thanks for the report! -
Bell Lake fetch/clear quest prompt has a period start on a new line
schwanz9000 commented on NekoPawtato's record in Not a Bug
This is a dynamic localization string where the POI names are added to it at runtime. Bell Lake just so happens to have the letter spacing to cause this to happen. -
Issue painting sides of window trim blocks
schwanz9000 commented on NekoPawtato's record in Not a Bug
Colliders can't overlap the main voxel space. There are several shapes that have this issue, but have been deemed shippable due to their decorative use cases. You can change the paint mode to Paint All Sides or you may even be able to aim for the side's collider by pointing into the center of the shape from the side. -
Most of the issues you're talking about need to take PVP and/or general multiplayer scenarios into consideration since we don't have a true single player game mode (setting Max Players to 1 is the only way). 1. Backpack left in the world: PVP Permadeath (as brutal as that sounds) would be a lot less rewarding if players couldn't loot their kills. 2. LCB and bases in general: I think we can do something about the LCB, but we are not nuking the whole base for those multiplayer folks that are sharing bases. It would really suck if Bob got eaten by a zombie only to leave Frank standing in a crater where the base used to be if Bob owned the LCB that was placed. 3. Vehicles left in the world: Nuking the vehicles on death has the same issue as bases in multiplayer. Bob gets mauled by a Dire Wolf and all of Frank's loot left in Bob's 4x4 goes poof. As of now, we have no plans for "fixer upper" vehicles. 4. Spawn point: This sounds like a bug or a RWG map that only gave you one spawn point for some reason. If RWG, you could check spawnpoints.xml in the following location to see if that is the case. C:\Users\<YOUR_PC_NAME>\AppData\Roaming\7DaysToDie\GeneratedWorlds\<YOUR_MAP_NAME> We'll work to get this polished up a little bit more as we reach for Gold. Thanks for the feedback!
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Does the "find acid" perk book actually do anything?
schwanz9000 replied to Feycat's topic in General Discussion
As the description of Wasteland Treasures Vol 3 states... "Adds a chance to harvest acid from cars, medical equipment, and acid barrels." "Medical equipment" is pretty vague though I will admit. Medical Cabinets, med piles, and chem piles are all working for me in A22. The probabilities may be a bit too low on the piles. Also, in reference to what RipClaw was saying, players shouldn't have to fiddle around that much to get the loot AND the harvest. I'll make a note to see about reworking this for A22. Thanks for the insight! -
Perk boost for magazines is unexpectedly huge
schwanz9000 commented on meganoth's record in Not a Bug
The perk boost and values in xml are working as intended. If the values were smaller, you wouldn't even notice a difference. Think of it this way. There are 23 magazines in a loot list with no probabilities set which means each one is 1. Without perks, I have a 1/23 chance for any magazine. If I perk into Boomstick, that adds a 2, so the shotgun magazine has a 3/23 chance to land. 2 points in Boomstick adds a 4, so it would be a 5/23 chance to land. If you put points into Pummel Pete at the same time as Boomstick, then you're spreading the chances out even thinner. -
Infection sometimes goes down when being hit
schwanz9000 commented on NekoPawtato's record in Confirmed
Confirmed and reported. Thanks for the report! -
This is intended. Perks increase the chances of crafting skill magazines, perk books, weapons/tools/parts and ammo. The perk books "may" be hitting more since they are listed at the top of some of the loot lists. Once you have 7/7 of the perk books, the probability increase for the books is removed and should make way for the crafting magazines more often.
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We have some upcoming fixes for the drone that should correct this issue.
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The new version is still a work in progress being implemented by Alloc himself.
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POI didn't fully reset after beginning a quest
schwanz9000 commented on sturmer's record in Work in Progress
Actively testing a solution for A21.2. Thanks for the report! -
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Perpetual loading at the moment "Creating a Player"
schwanz9000 commented on Niktar's record in Incomplete Reports
English is preferred here on the forums. Please find the following instructions for filling out bug reports.