Jump to content

User

Members
  • Posts

    92
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by User

  1. Ah, yeah, sorry. I just meant why they decided to go with that. Apologies, I figured it was something like that, but I worded it poorly lol
  2. Hi, sorry for the notification. One question: any insight as to why TFP partnered with Illogika for this project? They don't seem like a particularily experienced studio at first glace when it comes to their own releases, given they only have one game released on steam which recieved very little attention. They also have worked on/assisted in development of a fair few underbaked projects and games in the past from what I've seen on their site, such as an nft/metaverse game, mobile/vr/ar games, and fairly random indie games (most notably assisting in developing certain parts of Cuphead)- but mostly in a minor role. I'm just curious as to why this studio was chosen, as they don't seem to have experience developing solid games as the primary developer, and don't seem to have any apparent relationship to 7 days/tfp. Have a nice day!
  3. Honestly; trailer was a bit of miss for me, but I can't say until release. Graphics in the trailer looked a bit off. The UI I saw was a tad scuffed as well, but that can definitely change during development. The gunplay & a lot of the assets look identical to 7 days from what was shown, hopefully that changes somewhat. The zombie puppet master is a cool idea. If it's in super early development, I'll withhold judgement for now, but I wasn't a big fan of the trailer itself. That said, I just want to share some info. Feel free to correct me if I'm wrong about any of this since I aint got no clue what I'm doing. iLLOGIKA https://www.illogika.com/en/ https://store.steampowered.com/app/377250/Subaeria/ Here's their only steam game that they made completely themselves. Since they are fully developing Blood Moons on PC as well, I figured I would mention it. Maybe they'll blow the game out of the water, which would be great, but I'm not sure. They also assisted in the development of a NFT/Metaverse thing called "The Sandbox" which is a bit of a red flag for me. Here's their project page for it https://www.illogika.com/en/partner-games/our-projects/134/the-sandbox/service/1/items/27 Some interesting games they've worked on include "Atari Mania", "Spongebob Squarepants Krusty Cook Off", "Lara Croft/Deus EX Go" some work on Cuphead, and a hand in various mobile, and AR/VR games. Here's some other resources with info about the studio. https://mobilesyrup.com/2021/10/26/a-quiet-place-horror-game-saber-interactive-illogika/ https://unity.com/case-study/illogika https://www.illogika.com/en/partner-games/our-projects/145/7-days-blood-moons/service/11/items/27 I'd recommend checking out their website for more info on the games they have assisted in developing to draw your own conclusion. Don't really know what I'm talking about, I just did some random digging. Hopefully the game turns out great, I'm just a little concerned from what I've seen. 😃 I don't mean for this to come across rude or anything, sorry.
  4. Yeah, that makes sense. I do hope they make some skill changes at some point, though. For the containers, I just meant they still would empty, but we could still interact with them/put items in (specifically for safes, cupboards, etc), and once we put items back in, they could revert back to their unopened variant. I do agree it's a nice feature to have. Thanks for the comment!
  5. They could make wolves only attack you if you also get pretty close sort of akin to a true neutral mob, one where you can leave alone and isn't truly hostile unless disturbed or provoked. Maybe they could kill deers/other passive animals too, and eat the corpses, as an extension to this. That way, we shalln't have to murder the dog if it sees us. Would also add some new dynamics to the animals. You could even use a dead animal as a sort of lure/bait for wolves if you theoretically did want to kill them, but you'd also have to contend with zombies coming for the dead animal. That's just my random idea. I think the new dire wolf model is pretty cool too.
  6. A couple dumb questions: is there going to be a beta phase planned for the game? Or is it going to go straight to gold/full release after alpha? Purely being called beta or alpha doesn't matter to me, so I don't mind, but I've seen a lot of talk of features/ideas being put toward future projects after 7dt2, which sort of makes it sound like we're getting closer to some kind of "final" version or end goal. I'm not sure how I feel about DLC honestly, I generally give this game a lot of praise for being a 1 purchase game without any kind of gameplay dlcs, since I've seen some talk about dlc I just think I'd bring it up. -There's a fair bit of qol stuff/balance changes that would be nice to implement that hasn't been yet, a couple on my wishlist is making looting big pois early more rewarding, as opposed to just giving a higher quality pipe weapon then a low tier house & making finding acid/wheels/water filters a bit less rng to find. There's also some more simply frustrating stuff, like zombies moving forward somehow after being bonked in the head and attacking me during said animation, or cupboards and appliances and safes becoming completely unsearchable after looting, meaning I can't put stuff back into a safe, or a cupboard if I loot all the items inside. As someone who isn't a builder, not having to make my own storage was pretty fun, and storing stuff into the house's storage made sense. (Not trying to be rude or anything here, sorry.) I think the suggestion made above by chaton about a settings preview would be great for accessibility, probably not a priority, but might be a nice add post-release. -Second dumb question: Is there any major changes planned for the skill tree? (a22 or beyond) I don't think its in a terrible state now, but sometimes it feels outdated, and like some skills are bloated with stat increases/perks, while some are kind of boring. Here's the pummel pete perk 1, as a sort of example: +Clubs do 10% more damage +Attacks do 40% more damage to stunned enemies +Power attacks have a 60% chance to knock enemies down +Stamina reduced by 8% +Stamina cost reduced by 15% for Power Attacks I much prefer perks like the animal tracker that provide a unique ability as opposed to perks like this. Perks with stat bonuses are good, parkour is a good example of a stat perk that I like, but some of them feel a bit too bloated or basic, and lack any kind of unique effects, which seem to be limited to the perk books. I think unique perks would be more fun then purely stats, like maybe at lockpicking 2 you can pick locked wooden doors, and at max you can pick garage doors or something. It feels a lot more thematic and fun as opposed to only be able to pick police cars and locked safes and boxes, I don't know. Just my thoughts, please don't take any of them seriously, not a game dev, but I would appreciate any insight from the devs on some of this stuff. Thank you! 😀
  7. I have some thoughts; but everything I've seen so far I've liked a lot! Barring maybe a couple of the armor sets and the set bonuses, I've liked every new feature/aspect shown of a22 thus far. I hope a22 comes out sooner rather than later, though it seems we're looking at a mid/late 2024 release. I'd also like to know what the plans are for the proposed set bonuses. Could be wrong, but I think some people didn't like the concept of the bonuses, and I didn't either, but we haven't heard much about how the new armor system works, so it'd be a nice thing to maybe air out the feature in the community to gauge reactions imo once the concept is either done, or ready to share. 👍 But; you can't rush game development, and I've seen nothing but good news thus far. 😀 Espescially with the burnt forest's return and RWG changes. I'm excited to see what the devs cook up. I do think magazines still need some tuning, and the biome difficulty hud element having a toggle would be nice, but those are small potatoes I suppose, and can always be fixed in a21 patches. Favorite aspect for me so far has definitely been the upcoming RWG changes, Laz/Faatal's progress updates are always exciting. Next on the wishlist for me personally (not necessarily what the game needs, just what I think would be cool) would be less linear poi's, and some kind of small skill rework/book reduction. Since crafting magazines were introduced in a21, it always seemed like a cool idea to merge the old magazines that provide unique passives into the skill system, or somehow change them (like urban combat, magnum enforcer, etc) given how many magazines there are already. Currently, we have the a21 magazines that dictate crafting & some recipies, the books/schematics that give other recipies, and the books that provide passive benefits. I think it'd be neat if some of those effects could be merged into the skill tree or otherwise tweaked. This might also help with the sheer amount of books/blueprints/magazines. But; these are just some dumb opinions. I'm not a game dev, don't know what I'm talking about, I hope a22 turns out great, and so far it looks like it will 👍
  8. Dumb question; since it's come to light that the burnt forest is returning, why were the burnt forest & plains biomes removed initially? I like both of them. I'm very happy that the burnt forest is returning. Sort of curious why they were removed since I think they added a lot of variety & depth to the world. I wasn't playing the game much or reading the patch notes at the time, so I don't know. Thank you!
  9. Just want to say how excited I am for the return of the burnt forest. It had fantastic atmosphere, very happy to see it return. Thank you for the updates!
  10. I (think) that spears specifically have a perk that does that, I could be wrong though.
  11. Hi, a bit of a disclaimer, this is just what I think, so feel free to tell me how wrong I am, because I probably am. The current implementation of enemy dismemberment is sort of weird. It almost never happens early on in a playthrough in melee combat. There's been many times where I've encountered a tough zombie, such as a soldier or biker relatively early. I usually try to kite around these harder enemies instead of using heavies like I would to quickly finish weaker zombies, instead sneaking some light hits in, usually made difficult but enjoyable inside close quarters pois, since at this early stage my melee weapons do minimal damage, my brain goes straight to crippling the threat, often leading to showdowns where I hit them, they might hit me, causing potential status, but my opponent's legs don't give out, despite me hitting a leg numerous times. It just feels sort of frustrating, at least to me. I have no problem with player status effects, but it'd be nice if enemies could react more to attacks, and the crippling system seems like a good fit. The bikers and soldiers have head armor, but I believe headshots are still the fastest way to kill them despite this. It feels like spamming headshots is really the only way to play for melee combat, which feels a bit like a missed opprotunity to me. Some testing led to these findings: (All weapons are T1 Quality with no perks or bonuses on adventurer difficulty) Wooden Club (Vs Bikers) Headshot - 29 Damage Bodyshot - 14 Damage Legshot - 14 Damage Baseball Bat: Headshot - 48 Damage Bodyshot - 24 Damage Legshot - 24 Damage Steel Club: Headshot - 77 Damage Bodyshot - 38 Damage Legshot - 38 Damage I'm sure this 2x is intended, and I'm probably dumb for not knowing the number beforehand, but given how rarely dismemberment occurs without extensive skill point investment, this makes going for leg shots almost completely redundant until you spend a lot in skill points to significantly increase dismemberment chance. Trying this again with a melee weapon with maxed out perks leads to much better results, but still shows a bit of a weird situation. With a tier 6 steel club with maxed out strength as well as pummel pete, I was dismembering enemies very often. crippling limbs with almost every hit. However; by the point these chances are resonably high, I felt like it didn't have much use, espescially since headshot damage is increased further with said higher strength investment, making dismemberment a bit less useful in my eyes, when I could quickly eliminate these enemies with some strong attacks to the head. Regardless, it's still a nice part of the gameplay loop, I just think it'd be cool if it was accessible earlier on. My suggestion is making dismemberment more accessible to general melee combat. Maybe dismemberment chance could be baked into sucessive melee hits instead of onto strength and other skill categories, and it could increase exponentially the more you attacked one body part. I think melee can be a bit frustrating in its current state, with zombies occasionally stumbling forward and attacking during stun animations, or speeding up/entering rage mode super frequently on higher difficulties. I think it would add a lot of depth, espescially since many poi's now have lots of ambushes, taking the risk to cripple a threatening enemy is a fun risk/reward in my mind, and would give some purpose to attacking enemy legs in the lower levels. I think it also works well with the door changes made in A21. What do you think of this suggestion? Is it terrible? Either way, I hope melee gets a little bit of polish in future updates.
  12. Yeah, I had a feeling it was intentional, they are usually made of fiberglass/plastics. I think it was more the sound then anything that felt wrong. Sorry!
  13. Summary: The various car bumper props that can be found throughout several pois act as cloth when hit, when they appear to be made of metal, and also cannot be salvaged with a wrench as one may believe, due to the props having metal components. They also exclusively drop polymers when destroyed. Game Version: (A21.2 b30) OS/Version: Windows CPU Model: AMD Ryzen 5 2600 Six-Core Processor System Memory: 16 GB GPU Model and VRAM: NVIDIA GeForce RTX 4060 Screen Resolution: 1920x1080 Video Settings: High Game mode: SP Did you wipe old saves? (No) Did you start a new game? (No) Did you validate your files? (No) Are you using any mods? (No) EAC on or off? (Off) Status: NEW Bug Description: Detailed steps to reproduce the bug: 1) Open the creative menu 2) Search "bumper" 3) Select any of the four car bumper props 4) Place the prop down 5) Attack the prop, and observe that it cannot be salvaged, and acts as cloth when it should have the vfx and sfx of metal. Actual result: (description of what is occurring) Car bumper behaves as cloth, and has said SFX and particles Expected result: (what you expect to occur): Car bumper to behave as metal, with accompanying SFX/VFX
  14. Summary: Zombies who have their legs crippled appear to behave as if they weren't crippled at all. Game Version: (A21.2 b30) OS/Version: Windows CPU Model: AMD Ryzen 5 2600 Six-Core Processor System Memory: 16 GB GPU Model and VRAM: NVIDIA GeForce GTX 1650 SUPER Screen Resolution: 1920x1080 Video Settings: Low Game mode: SP Did you wipe old saves? (No) Did you start a new game? (No) Did you validate your files? (No) Are you using any mods? (No) EAC on or off? (Off) Status: NEW Bug Description: Detailed steps to reproduce the bug: 1) Spawn in a zombie [I used primarily feral bikers] 2) Shoot the zombie's leg with a shotgun until it becomes a crawler (This may take a while. It seems like crippling is fairly rare) 3) Observe the zombie running full speed/sprinting as normal, and seemingly randomly switching back to crawling. They also appear to randomly sprint/stop sprinting at times, and sometimes return to crawling to attack the player. I could not get this to be reproduced consistently. I am unsure of the root cause. This has happened on both flat surfaces and inclines. It may have to do with the shotgun, as I found it wouldn't work with a couple other weapon types I tried, though I could be wrong. Actual result: Crippled zombies run as normal Expected result: Crippled zombies to remain as crawlers / Not return to walking normally Link to Pastebin Output Log: https://pastebin.com/AqSP729i Image Examples: https://ibb.co/YTzpb3T https://ibb.co/WptzHbL https://ibb.co/hZ5Mt71 https://ibb.co/6Bs0WBS
  15. Hello, I would like to make a suggestion regarding the current state of lockable inventory slots. I also have some other misc. suggestions and thoughts about the game. I probably don't know what I'm talking about, just throwing out my perspective. I'm glad this feature was implemented, and it is certainly better then it was before. However; it is a little bit awkward when compared to other implementations of the system. Furthermore, there is no visual indication as to what slots are locked. Additionally, you have to organize your items from the top left. This is fine, and not a major issue, but many players likely prefer putting there items in various locations in the inventory. I'm not sure if it would be difficult to implement since I don't know how it works from the coding/programming side. I know there's many challenges developing voxel based games, so I hope it's possible. I would like to suggest making the system more traditional. As opposed to selecting an amount starting from the top left, lockable inventory slots would be a toggle through a lock icon or button, either on the item images in the inventory, or under the same area as the repair and modify ui. When an item is locked, have a simple lock graphic appear in the corner of the item in your inventory. This could be copied from the lockpicking symbol/icon in the skill tree. --Other suggestions -I personally would prefer if the blood splatters and newspaper clippings were removed altogether from roads. On my settings, they look very low-res compared to the very nice looking animal corpse piles. I know its a long process, updating textures and such, but with how often we look at roads, it's my (personal) first pick for an update or complete removal of (the decals). I also think the clean(er) look of roads without the decals would really match the overall polish of many of the A21 poi's and locations. -I believe the water drinking (from lakes & other sources) should have a journal entry dedicated to it (instead of being built into the water entry). The current entry mentions that you can drink, but does not tell you that you have to remain still and looking at the water for a few seconds. Since you have to be staring at it for a few seconds barehanded before the prompt appears, when A21 EXP first released, I genuinely thought it wasn't working/bugged out for weeks, since I expected the prompt to appear instantly when barehanded while hovering over water. I had to watch some youtube videos to find out how to actually do it! (I'm probably just an idiot, but eh) -Locked (open) doors are kind of strange to me. I know why they exist as they are, but I think it would be both more fun, and immersive, for after you get the key rack, the door simply becomes unlocked. It is kind of weird that they magically open, and then you can no longer interact with them, at least to me. Overall, I don't think any potential balance they create is offset by how I feel sort of confused whenever I see one. I'd also like switches for garage doors to be toggleable. Would be really neat, since if I take over a poi, I might like to close the garage door. -I'd like it if destroyed dew collectors remain after looting, It'd be neat if they were sort of like appliances in the way that you can salvage them for a chance at a purifier, and its weird seeing such a large thing disappear after looting. (I think that in a patch note they mentioned giving dew collectors a chance to yield water filters when destroyed, which is great!) Though I wish it also applied to the destroyed ones when salvaged w/ a wrench. I've played a lot of A21, and I'm not sure if I'm just unlucky, but I've never found a water purifier in a destroyed collector, so salvaging them with a wrench for a second chance would be really cool, and give a nice option to spec into salvage operations for a better chance at a water purifier to help with earlygame thirst. (I think that's pretty cool). I've never really found myself needing a dew collector too much, so having this option to try to get the components more easily might encourage me to try it -You know the loud noise that you hear when hitting an object in a trader area? I'd personally prefer if it was quieter/silent. I understand why it's ingame, to communicate to the player that the structure is indestructable, but I really hate the noise (once again, that's just me though). -I'd like it if wood yield was slightly increased from trees. I find it kind of weird that wood spikes take 20 wood to make as well, both given how fast they break, and how much other structures (like doors), cost half as much. (Also the wood stacks give way more wood than trees. That's probably realistic, but it still feels a bit weird imo) -A quality selector for creative mode items/weapons/armor would be really nice. I know I could just unlock all crafting books via the dev item, then give myself what I need to craft said item, but since the selection feature is already ingame, I'd really like it if it was added to the creative menu. -Biome edge blending would be something I'd really like. This is a bit of a more big and long term suggestion, but right now the boundaries between biomes are a sort of straight line, and I think that could be greatly improved, and it would really look nice if it did. It'd be really neat if they re added the plains biome to function as a biome border? Maybe? -Wasteland trees need some love. They look kind of outdated to me, espescially at longer distances where they don't fully render. The super cool new A21 art assets make the older textures stand out a lot more to me during gameplay. (espescially some of the 2-D looking blocks, like some of the barbed wire/fencing that turns invisible at certain angles.) -This is purely personal preference, so it's not even a suggestion but I preferred the model of the old spider zombie. We have this predator looking thing now, and while it looks cool graphically, I prefer the old one imo. Old model kind of reminded me of some of the enemies from the game Cry of Fear & some Silent Hill vibes for some reason, I thought it was really fitting. -It'd be nice if you could track more then one item/have the tracker open while I have a quest open. Very happy a tracker was implemented though! It helps a lot. I assume its like that since its built off of the quest system? I don't know, I'm probably wrong. --Since it seems like all I'm doing is complaining, I'm also going to mention my favorite things from A21/A22 previews -The new windows are great. I love them. It can be hard to hit the glass bits in the corners at times, but they look so much cleaner. They were also optimized to improve FPS, which is great. Along with entity throttling, I'm glad we're getting these features & systems rolled out! -The animal animations appear to have been polished? I remember the bear running animations being super janky in particular in previous alphas, but now all of the animals have pretty solid animations that look very nice. -So many of the new poi's looks super great visually. The collapsed tower poi really threw me for a loop, I couldn't even find my way through it since it was knocked over and upside down! Very cool! -New water traversal and flow is definitely a lot better. It's not perfect, (see the a21 dev streams, when they demonstrated it, lol), but its a voxel game, and I'm decently happy with where it is right now, and any improvements would make it even better. -Running over zombies is a lot smoother now -The new art assets are really nice looking -The new doors man, the doors, they look great! -I really like the new main menu background -The death penalty settings were a really great addition! I like new features and major changes like that being added into A21.X updates. -Those ui concepts looked so good! If that makes it into a22, I'd be super happy. (though we haven't heard anything about it so I'm not getting my hopes too high) I think a new ui would really refresh the game, and make it so much cleaner and immersive. -Zombies eating animal corpses is great. It's very cool to see. Makes me focus more on immediately harvesting the animal, or risking the loss of materials/food. It can even be used sort of tactically to lure zombies away from you. -The new albedo zombie variants will definitely help with variety. -I'm very happy that traders no longer teleport you away. I vididly remember killing a wolf near a trader at night, and the game kept teleporting me randomly away, and I was so confused, and couldn't harvest the resources since the corpse was too close to the trader -Weak/critical armor indicators are really helpful. -- Looking forward to A22, (a little scared about them actually wanting to implement the nerd armor though lmao) Honestly, a lack of bandits doesn't bother me, I just hope we get communication & transparency. I think things like characters, UI, and QOL, are much more in need of revision when compared to a wholly new feature like that. I have hope that the A21.x updates themselves have some good medium/small changes, because alphas are so far apart. They've been good so far, so that seems likely the 21.x updates will continue to be good. I sort of hope if bandits do get added, they don't have the sort of tribal theme. Lots of people probably like it, but it looks a bit off to me. (Just my opinion, it's probably a wrong one) Anyway, those are my thoughts/feedback, thanks for reading! I don't mean to come across rude or anything here, so if anything sounds like that, I'm sorry.
  16. Yeah, I figured that was why. Sorry. Just seemed a bit strange to me. Thank you!
  17. User

    Semi trucks text issue

    Oh okay. Seemed like a bit of a strange name to me is all.
  18. User

    Semi trucks text issue

    Oh okay. I was a bit confused at why it included the modular front portion, as it sounded more like a term for building/prefab, and didn't make sense to have random trucks in the world be called "modular front" (to me), when every other vehicle doesn't have that. My bad!
  19. User

    Semi trucks text issue

    Edit: Game version is a21.2 exp.
  20. Summary: Some semi trucks have the name of "semi truck modular front" as opposed to just "(orange/any colour semi truck)" when looting. This issue persists after looting. Game Version: OS/Version: Windows 10 CPU Model: AMD Ryzen 5 2600 Six-Core Processor System Memory: 16GB GPU Model and VRAM: NVIDIA GeForce 1650 SUPER Screen Resolution: 1920x1080 Video Settings: Medium/Low Game mode: Single Player Did you wipe old saves? No Did you start a new game? No Did you validate your files? No Are you using any mods? No EAC on or off? Off Status: NEW(?) Bug Description: Semi trucks have a localization issue where they show their model name instead of just "orange semi truck", unlike all other vehicle types. Detailed steps to reproduce the bug: 1) Find a poi with a truck outside of it (In my case, the ransacked Shotgun Messiash store) 2) Approach and hover your mouse over the truck 3) Observe the bug Expected Result: Semi trucks to follow naming conventions set by all other vehicles Actual Result: Semi trucks are referred to as "(colour) semi truck modular front" as opposed to "(colour) semi truck" Image example: https://imgur.com/SKNhpCc
  21. Summary: The item description of snowballs appear to have an extra space. Game Version: A21 21.2 EXP OS/Version: Windows 10 CPU Model: AMD Ryzen 5 2600 Six-Core Processor System Memory: 16GB GPU Model and VRAM: NVIDIA GeForce 1650 SUPER Screen Resolution: 1920x1080 Video Settings: Medium/Low Game mode: Single Player Did you wipe old saves? No Did you start a new game? No Did you validate your files? No Are you using any mods? No EAC on or off? Off Status: NEW(?) Bug Description: Detailed steps to reproduce the bug: 1) Load into a world 2) Using debugmenu, click on and observe the description of snowballs 3) There appears to be an extra space between "can", and "be" Expected Result: Snowball item description not having an extra space Actual Result: The item description appears to have an extra space Image example: https://imgur.com/xVjz2rE
  22. Edit: Bug Description: Wooden and Iron spikes have a small hitbox that allows for attacks to go directly through them, making them hard to hit Summary: Wooden and iron spikes have a misaligned hitbox/collider [?]
  23. Summary: Wooden spikes have a much smaller hitbox then what they appear to Game Version: A21.2 b14 OS/Version: Windows 10 CPU Model: AMD Ryzen 5 2600 Six-Core Processor System Memory: 16GB GPU Model and VRAM: NVIDIA GeForce 1650 SUPER Screen Resolution: 1920x1080 Video Settings: Medium Game mode: Single Player Did you wipe old saves? No Did you start a new game? No Did you validate your files? No Are you using any mods? No EAC on or off? Off Status: NEW(?) Bug Description: Wooden spikes have a smaller hitbox Detailed steps to reproduce the bug: 1) Spawn in or craft wooden spikes 2) Try to attack said spikes with an axe/weapon, specifically at any point on the spikes sticking out from the top 3) Attacking the spikes on any of the sticks above main bar will instead damage the block behind the spikes, going through it. This includes metal spikes Expected Result: Spikes are damagable at any point on the model Actual Result: Only attacks hitting the spikes at or below the middle take any damage from player attacks I could consistently hit through spikes at around this point or slightly lower while missing the spikes: https://ibb.co/pP1jFvh
  24. Alright, thank you. I was sort of expecting that given the overhaul in a22. I find the weapons also don't align with the thirdperson crosshair, which is another issue. Not sure if a potential ui update would remedy that, but here's hoping. I have a more major issue I've noticed in a21 which as far as I've seen hasn't been mentioned anywhere which I've made a bug report about. The vehicles tend to randomly spawn half sunk. I'm not sure if the devs are aware of it, but its been happening consistently since a21 exp for me. I'm hoping this gets looked into as I'm completely unsure if its a model, rwg, or alignment issue. I've also noticed that the bug I reported with mutated zombies also happens with cop zombies and their explosion attack. Thank you!
×
×
  • Create New...