Jump to content

CrocoKyle

Members
  • Posts

    10
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

CrocoKyle's Achievements

Refugee

Refugee (1/15)

0

Reputation

  1. Not sure if I'd call that a "major bug" but also keep your voice down...we don't want them fixing that anyway
  2. Just play in v5.0 where screamer hordes were broken and you're golden my guy 😎
  3. Just an FYI this was because we had loot % set at 75%. I assume that dropped it below a threshold when you're level/game stage 1 that the game doesn't expect and it messes up loot bags. Changed it back to 100% and no empty/disappearing loot bags.
  4. Looks like the disappearing/empty zombie-dropped loot bags are back with a vengeance. Where as it used to be about 1 in 10 loot bags would disappear/be empty, now it's closer to every other loot bag.
  5. I believe you're thinking back to when the POI Expansion Pack (PEP) was included in DF. Not sure if Khaine's eventually adding it back into DF or not, but it's not been included in the dev builds.
  6. Which version are you playing? What do you mean by "mutated" zombie? You mean the bloated ones that spit acid in a radius around them? Just loaded in and took some screenshots for you. Animal feed is the key. Check and make sure you're trying to place it in the proper place for each station.
  7. Can you still play on B27 today but B28 doesn't connect? That would point to something in B28 but if B27 also doesn't work now, I'd look at ISPs, firewalls, etc.
  8. First, thank you for your thoughtful response. And I didn't take any of that as rude or negative. We're on B27 and experiencing unbelievable frame drops and lag at morning and night, only if moving. I run a 7900 XTX and she's on a 6900 XT and I'm getting ~20fps at for the first few hours in the morning and for the first hour or so at night. If we stand still, we're back up to 100+ but if we move at all, it immediately drops to teens at times. Never noticed this before in the other Dev builds. If you're aware of this or we're doing something wrong, please disregard. If this is new to you, we can record in OBS or send a .log file or something for you. Thank you for fixing the Black Sky bug in B28 - it's been crashing our game every time she shoots it in B27
  9. @KhaineGB Thank you for making Darkness Falls. I have thousands of hours into 7D2D and many hundreds of those were in DF. The recent chicken coop, animal snare, and bee hive changes are fantastic and make them less OP - thank you for that! I do have a few suggestions, not that you asked But I do believe in offering suggested fixes instead of whiny b!tching, so there's that: Difficulty - DF is a difficult overhaul mod, that's part of its DNA. But the mid and late game truly needs rebalancing. The recent change to the way enemies spawn in the well/underground lab (not the final mission - the well, not the one with the portal) needs an easy change, imo. When playing multiplayer, the zombie 'group' spawns based on the quest-owner's location (spawn 5-7 mobs in a group on any empty block X blocks from the quest player when quest player reaches body bag), which means there are times when that group spawns surrounding other players. All the AI gets turned on at the same time, and unless you have parkour 3 or higher and can jump out, you get deleted. If the mob group can simply spawn on the body bag when the quest-owning player gets within X blocks, that would fix the problem because the other players can avoid the bag and won't get eliminated through no fault of their own. On another note, late game, I think demons have too much health. The overcharged energy cell mod/ammo addition helped, but it wasn't enough. There are times when you have a fully decked out lv80 laser carbine/shotgun/M60 and lay it down on demons, reload, empty the clip, reload, and eventually it dies. But that's one demon. Taking multiple clips to kill one enemy isn't great gameplay. Maybe there's another way to make them difficult without just throwing ludicrous amounts of health and armor at them. Make them sprint for short periods or teleport or something. Make their fireballs slow the player or make top tier demons stun the player on hit temporarily regardless of stun resistance, armor, perks, etc. It just seems like a top-tier, fully modded legendary weapon should stand up to a top-tier demon better than it currently does. (I think you're already aware that laser weapons still don't seem to calculate their damage correctly, but just adding that here too) Speaking of laser tech and late game, once you have a laser workbench, the game is essentially over. You have access to lv80 everything at that point. I know the mod is unfinished, but can a patch be placed in to extend the late game after laser benches have been achieved until we're closer to a finished DF main story? Maybe make laser weapons much more expensive to build than they are correctly so rushing lv80 gear isn't so easy? Side note, the laser m60 currently seems to be loot only. I assume that's intentional but seems...random? Anyway, late game is my least favorite part of DF. Everything leading up to it is balanced well (difficult, but fair) and is an absolute joy to play. Late game just seems less polished and thought-out. Again, I know it's unfinished, so please don't take this as criticism! Farming - I can SEE more than one blueberry but can only pick 1 from a bush, which deletes the bush. This is a dumb gripe, but the realism of farming without the Farmer class perks is difficult to digest. (Insert joke about realism in a demon/zombie video game, blah blah). Even as a person who's never farmed in his life, I could pick more than one berry from a bush or pick more than four or five apples from a tree, and do so without knocking the entire tree down. (I get the OP nature of having wild trees regrow constantly, so make them take 5-7 days to regrow, but don't delete on harvest). To rebalance farmed crops though, could it be possible to have the game track the Farmer class/perks status of the player who planted the crop, instead of the player who harvests it? The realism shift here is based on player skill of planting/maintaining instead of harvesting. I think I could harvest a similar number of potatoes from a grown, mature potato plant as a skilled farmer IRL, but if you gave myself and a farmer one potato seed, we'd end up with very different end results after planting and growing that seed. So, have the plant 'remember' the Farmer perks of the player who planted it at the time of planting and yield an appropriate number of crops when it's harvested. For example: A player with zero Farmer class perks plants a corn seed. That seed takes 5 days to mature and yields 1 crop by hand, regardless of perks of the player who harvests it. A player with zero Farmer class perks plants a corn seed. That seed takes 5 days to mature and yields 2-3 crops when a scrap hoe is used (if the player has X Living Off The Land perks. A player with some Farmer class perks plants a corn seed. That seed takes 3 days to mature and yields 3-4 crops when a scrap hoe is used and 5-7 crops if an iron hoe is used. This scales farming with Farmer class perks, but provides some options for early farming without being the Farmer class. Crafting Speed (Bug)? - I'm going to get some flack from other folks if this is indeed a bug, but sue me. When you've maxed out crafting speed with Science Crafting, Nerdy Glasses, Quicker Crafting, etc. the game seems to think you can craft many important items almost instantly. Namely, forged iron/steel/titanium and ammo ingredients. But not other items like doors, furniture, workstations, etc. Since this affects some items but not others, I wonder if it's intentional. It doesn't follow the math of the perks and Nerdy Glasses though because suddenly you go from taking several minutes to craft to taking less than a minute, with the addition of one last perk or the glasses. It's a bit jarring to go from 500 iron ingots taking 8 minutes to instead taking 1 minute 30 seconds since I put on my Nerdy Glasses. Are the glasses accidentally 5x crafting speed boost instead of a 5% boost? Idk. Can provide a video of this if it'd help. If this is intentional, can it be extended to electrical parts and scrap polymer for coil ammo? Every other ammo crafts almost instantly besides those two ingredients. Misc: Zombie Steve seems to be able to hit the player without an animation if he's staggered/stunned or getting up. (Might be a FP thing, not a Khaine thing) Will record the next few hours of gameplay and try to capture this. For the love of the Gods can you please change the bee hive sound effect to anything else, or at least quiet it down a bit? Jesus that's frightening and I never get used to it lol Suggestion to swap the unlock order of the M60 and the M4A1 in Automatic Gun Crafting. The M60 with its mag size seems way stronger than the M4. Because of this, I never use the M4 even if it's more dmg/round than the M60. The M4 is a great addition, but belongs before the M60 in the unlock order. Just my experience. Double barrel shotgun always seems to fire both barrels at once in DF on one trigger pull. I don't notice this in vanilla. Coconut trees seem to be a bit buggy now. They don't seem to regrow as fast as the other tree types after harvest. (B27) Removing the morning and night chimes unless you have a watch mod equipped? You sadistic b@astard I love it. Should raincatchers be rethought due to the water changes in A21? Is this even possible with the new water physics? Speaking of water, I will never, ever use dew collectors in DF. Take 125 empty glass jars to a working player sink and you instantly have 125 clean water. This mechanic makes dew collectors completely redundant, imo. You've made one hell of an overhaul mod and I hope the Gods bless you for it. Genuinely, thank you for volunteering so much time to provide us such a cool gaming experience. I hope both sides of your pillow are cool every night and you make all the green lights when driving.
  10. Summary: Opened our save and I couldn't jump or place blocks. Until I could place a block, then I could jump once but not pick up the block I just placed, until I could. Weirdest bug I've ever seen. Can't pick up or interact with my robotic turret though it responds and activates when I'm near. Player moves like it's on ice (keeps moving for a second after letting off the movement key). See video in spoiler. We haven't updated to A21 b12 or b15. We're on A21 b6. Game Version: A21 b324 OS/Version: Windows 11 CPU Model: Intel i7 13700K System Memory: 32GB DDR5 GPU Model and VRAM: 7900 XTX 24GB Screen Resolution: 1440 Video Settings: Ultra+ Game mode: MP host w/ server ran on my PC Did you wipe old saves? No Did you start a new game? Yes, could not replicate Did you validate your files? Yes, after video and output log, but yes. Problem persists. Are you using any mods? No EAC on or off? On, I think? Whatever the Steam launcher defaults to. Status: NEW Bug Description: See Summary Detailed steps to reproduce the bug: 1) Play the stable version of the game with no mods normally for 49 hours Link to Pastebin Output Log: https://pastebin.com/VvnWCszY
×
×
  • Create New...