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Roland

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Everything posted by Roland

  1. I was only half joking. Madmole really is designing a new feature that I think will polarize the players. Should be a storm of opinions around here once he reveals it. I don't know whether you will like it or not.
  2. impossible. Possible but not probable. I did a joke second account a few years back and could only bear the inconvenience of maintaining it for a very short time. It sucked big time. I know for sure that Madmole does not care enough about criticisms to do something like this and he is extremely busy right now creating the newest feature that you will hate to be on here downvoting and upvoting all the posts that Kuosimodo does. I agree that it is probably a second account but that is just because I personally could not be as active and limit myself to emotes...lol.
  3. Bugfixes and optimizations and changes are all done for A21. Of those, the ones that are determined to be safe enough for Alpha 20 are updated to whatever the current experimental branch is.
  4. Septimus dies est tempus mori dulcissimum.
  5. Just so everyone knows, faatal always finds a beaker... LOL
  6. I can take it. Very soon additional talk about what should or should not be included in the first post will get shifted to the overflow thread anyway. 😁
  7. haha..yeah, I didn't want to leave any room for false hope about what those models were for.
  8. maybe... Thing is that those items very probably WILL be done in A21. But that doesn't mean I'm going to add them right now in the first 24 hrs of starting the thread that will stretch out for months to come. This time maybe just show PATIENCE instead of presuming a specific outcome? (just because I haven't listed them....yet.)
  9. And the reward for displaying humor of that magnitude is to attain the vaunted position of being the first post removed from dev diary ushering in the ever popular overflow thread. Bask in the prestige!
  10. Don't feel persecuted. Anything that is off-topic to Alpha 21 development is going to get moved here. LBD is definitely NOT going to be an aspect of Alpha 21 (or any future alpha) for this game. I think we have been extremely open about that with the community. Most people get it but there are a few who turn a blind eye to the many statements that LBD is gone for good and keep bringing it up as if there is a chance of changing someone's mind who can do anything about it. There are LBD mods so that is your option. To be clear, you are welcome to keep bringing it up here in general discussions but the Alpha 21 thread is a focused thread for A21 features, of which, LBD is not one. I felt I was really open and clear that off-topic subjects would be moved to this thread. I'm really not sure how much more open with the community I can be in this regard. Nobody said you had to agree with TFP in order to post. Feel free to post away your undying love for LBD as long as it isn't in the Alpha 21 Dev Diary thread. LBD is off topic there. Period.
  11. Not until it is actually confirmed as clinched for A21 by a developer. If it ends up getting punted again then I'd rather not add it at all. Patience. The features of A21 will be added when the developers reveal them. Until then, nothing is being transfered from the old list to the new list and if it hurts to read the old list because it says something got pushed to A21 and it isn't showing up here....well.....the solution is to stop reading the old list. The Fun Pimps are headquartered in Texas. It's a reference to them.
  12. The big chief MM Joel approved this thread the way it is currently worded before I unhid it. I'm positive bandits will be added to the list before too long but not yet. They released video and screenshots of the drone before A18 and then delayed it to A19 so regardless of the twitter post I'm going to wait.
  13. Anything is possible regarding punting features to a future alpha so those particular items that got punted from A20 won't get a listing until a developer comes on and says they are definitely in. Given that we already have three bandit models shown we can feel pretty confident about that but I'm not going to add it until a dev comments and confirms. I don't want to edit the first page of the A20 dev diary because if I do make it a more nebulous statement and remove the statement that they were pushed to A21, a whole bunch of people will read into that a whole bunch of meaning I'm not intending to convey. It is true that those features did get delayed to A21 and if they get finished in time they will be in A21 but if they don't then it will be A22. So we will leave that A20 list as it is and only add those items once a dev confirms that they are finished to a point that their inclusion in A21 is assured.
  14. This thread is primarily a place for me to periodically move extraneous content from the A21 dev diary in order to keep it focused but feel free to engage in discussion and respond to anything that gets moved here.
  15. Welcome to the Alpha 21 Developer Diary where members of The Fun Pimp staff will occasionally answer questions, post updates of what they are working on, and give us sneak peaks into the future of 7 Days to Die. This is a focused thread meaning that any off-topic chatter or side conversations not involving a TFP staff member will be moved to an overflow thread in general discussions. In addition, only Alpha 21 features that have been confirmed will show up in the list below. No longer will planned and hoped-for features be posted until they are actually a reality. This means that even though a developer might talk about their wishes for A21 in the body of the thread, those features will not be listed as official A21 features here until they are confirmed as already implemented. A21 Release Target Date: June 12 2023 CONFIRMED A21 FEATURES Places of Interest 100+ New places to explore additional environmental storytelling in POIs 100s of classic POIs updated to current standards Many new T5 and T4 POIs All POI's have a proper name All trader compounds updated and enhanced Huge tunnel in Navezgane Art Cars, Minivans, Police Cars, trucks, tractors, Fire Engines, Semis, Heavy Machinery, Forklifts Improved glass shaders Light emissive color matching Improved reflections Many new props for indoor and outdoor A large variety of Posters and Pictures on walls New forge model showing upgrades as they are slotted in New workbench model shows visible indicator that crafting is happening New signs for trader compounds Lots of flavor art revealing backstories for the traders Lots of small pipe variations for decorative purposes Additional Advanced World Generation Options Biome Percent Sliders (included in Alpha 20.6) Option to hide map during advanced generation Learn By Reading System 23 new skills to govern crafting (photo in gallery below) 23 new magazines added to loot Perks no longer unlock recipes or govern crafting at all The only schematics that still unlock recipes are mod attachments. Crafting skill is increased by finding and reading magazines Skill increases unlock recipes at certain points as well as increase quality of crafting for items with quality Each tech level has a separate range in the skill spectrum so that you have to work up through primitive tech and then iron tech and then steel tech and being able to craft a blue stone axe no long means you automatically can also craft a blue iron axe. Some skills have 100 levels but others have less depending on how many unlocks there are for recipes and quality tiers. A new skill page showing your progress has been added to the player interface (photo in gallery below) Skill magazines can be found, bought, and/or received as quest rewards. The topic of the magazine matches the location you would expect to find it in the world. Perks slightly affect the probability of finding like-themed magazines and parts for those recipes. Perk into shotguns and you will notice more shotgun magazines and shotgun parts appearing in the world. It isn't a significant bonus but it does prevent the player from being screwed over. When you max out a skill, that slight probability bonus granted by perks for finding the corresponding magazine for that skill drops off. The magazine will still show up randomly in loot but no longer have a boost. The probability boost for finding matching parts will remain. Interactive Environmental Hazards https://www.youtube.com/watch?v=G0mgZ9zB9m4 Flaming broken gas pipes blocking the way. A valve to turn off the gas flow is located elsewhere. Doors Double Doors Partially damaged doors with large holes can be shot/meleed through to damage enemies on the other side hundreds of door variations Water Simulation All new water coding--water is no longer a block but a water voxel Water voxels flow into neighboring voxels that are marked to allow it. Water can be in the same space as a block Water does not flow or fall continuously like a river or a waterfall Player movement in water has been enhanced Armor -Pushed to A22 with bandits and character models Drinking Water Rebalance Murky water is the only water found in loot and water sources. Empty Glass bottles removed from game to match all the rest of the containers in the game Dew collector work station added Players can drink murky water directly from water sources with empty hand by pressing "e". Drinking murky water causes 5 hp of damage and has a chance to give dysentery Pot is now required to boil murky water into boiled water Glue crafting taken into consideration Spears Spear damage increased Spear power attack is a thrust instead of a throw Throw attack for spears removed Chunk Reset Option Default is disabled Options for days all the way up to 70 days Chunk resets to its pregenerated state if no player has entered the chunk after the number of days selected. An active LCB or bedroll will prevent a chunk from resetting. Trader Changes New Trader compounds Trader inventories rebalanced with the new crafting progression Removal of Secret Stash Further specialization of traders and what they carry Electricity Changes Wires only visible when holding wire cutting tool Player HUD changes Danger Meter added to show danger level of biomes and POIs Crafting Recipe Tracker can be toggled to show on the HUD to help players as they gather materials needed for crafting When crafting, the player can select on the hud the quality level they would like to craft as long as it is equal to or less than what they've learned. An armor state indicator to warn when your armor durability is low. F7 now supports interacting with objects so the entire HUD can be removed for cinematic play. Perk Rebalancing Sexual T-Rex removed. Stamina improvement now incorporated into the separate perks for each relevant weapon Each attribute will get its own version of Flurry of Blows as an additional perk for the melee weapons within that attribute Grease Monkey now increases the amount of health that repair kits restore to vehicles. (One repair kit no longer restores a vehicle back to max health) The cooking perk speeds up cooking times Vehicle Changes Repair kits restore a fixed amount of health and each level of Grease Monkey adds 10% of the vehicle's total health to the amount restored. Increased vehicle damage to blocks, terrain, and entities by various amounts. Increased vehicle damage received from collisions by various amounts Improved vehicle block collision calculations Greatly increased damage given and received to and from block collision. Increased bicycle, gyro, and 4x4 health Vehicle spark effects on bigger self damage hits Vehicle blood splatter effects on high damage collisions with entities Entity Activity Throttling System Zombie pathing updates less frequently (server-side) based on distance from player Jiggle components disabled (client-side) based on distance from player Each player can always have some fully simulated zombies Helps with large numbers of zombies from Blood Moon & sleeper volumes New Terrain Tool Sphere-shaped brush with adjustable size Grows terrain in all directions instead of just upwards Can fill space with any block (including non-terrain) Undo function Graphics Improvements Shadows re-enabled on grass, based on quality settings Quests New quest type: Infested Clear Infested quests increase the Tier level of the quest by one level and greatly increase the number of zombies. T5 infestation quests are therefore considered T6. ROADMAP TO GOLD AND BEYOND Bandits Armor Weather Factions & Story Steam Workshop Support After Gold a small team will continue to support and update 7 Days to Die going forward. Bandits unlikely to be ready for A21 but should be good for A22.
  16. Today is Pi day: 3/14 Get in the game and make some blueberry pies and then make sure to eat some actual pie in rl today. My favorite is a slice of raspberry pie warmed up in the microwave with a scoop of vanilla ice cream melting against it. Heaven. Let's hear yours.
  17. That's almost as scary as that Hill House on Netflix...
  18. meh...the debuff that a vitamin cures is the mildest and rare to get (at least for me) It's barely an inconvenience. Two vitamins should last you a long time.
  19. You should report this in the bug forum with the coordinates of your treasure marker and your map seed. These are the kinds of edge cases they want to hear about so they can guard against them in the future. Deep crevasses are relatively new so it makes sense that a deep crevasse plus buried treasure could possibly equal problems.
  20. Blake has the interpretation he wants and he isn't letting go...
  21. The infection in the game is not the zombie..er..bacteria. It is just plain regular infection.
  22. No. He didn't. It never did. Bad translation?
  23. There be monsters worse than zombies in the world.
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