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Weazelsun

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Everything posted by Weazelsun

  1. Seeing all that talk about the farm "nerf". It got me thinking of another controversial thought regarding RNG, why not have plants also have a 50/50 chance of being it being dead? Like how in-game corn has two models the alive green version and the dead brown version. That way instead you'll know how many plants you'll have to replant/ seeds that have been lost.
  2. How would this work if someone wanted to have specific poi's match up with each other? Like for example someone makes police building 1, police substation 1, prison building 1. Would it be editable somehow via generation to have them spawn next to each other so it's interconnected in a way?
  3. Yeah, primary is advertisement. On your last question, I have to assume as a byproduct of streamers playing and streaming the game. Bugs are more "easy" to spot since usually if a bug or oddity in general occurs. The viewers notice it.
  4. Personally for me I'd try it out.
  5. @faatal I noticed in the recent stream, there no longer looks to be random bags of trash on the streets anymore. They look like they have been replaced by card box loot containers instead?
  6. true true. As long as they decoration so we can make specific type of prefabs. Like if I want to make a true bank prefab it kinda needs an ATM decoration block.
  7. lol no, just that ive started playing around with the prefab editor. I'm hoping that there are enough decoration blocks for those of us who want to make new prefabs.
  8. Ah, I should have been more specific. Decoration blocks like those news stands, no parking sign, sale sign, etc. Those blocks are what I was wondering about and how many new ones.
  9. Hm... maybe I'm misremembering how the biome generation for A19 is now.
  10. @faatal @madmole 1) Is the map still going to have snow in the north and desert to the south as it currently is right now? 2) How many new props/ decoration blocks are there for A20?
  11. I think the command /wallet should be available by default. Other commands like the /sethome, /home, /spawn+, /revive+ commands are reserved for those that donated.
  12. Yeah. Honestly, it feels a bit weird how strength has two perks separating the clubs and sledges into their own niche. Yet, agility doesn't have that. I feel like agility should have the same thing as strength in separating the bow and crossbow into their own niche as well.
  13. Server wiped and new custom map created via Kinggen.
  14. One thing I hope that comes with the new pois are more uses of water in them. Especially since zombies can swim now.
  15. Server is all the way up to Day 4000-ish, around there.
  16. Map and server is still up for those want to try Undead Legacy.
  17. Yeah, I'm hoping with their improvements to RWG, hopefully those specific poi's will come. Hopefully.
  18. @madmole Will some Navesgane only poi's come to random world gen in the future?
  19. I wonder if quest rewards should be nerfed, specifically the xp rewards. Especially, since doing quests or a single quest rewards quite a hefty amount of xp. Possibly, tying the amount of xp rewarded at the end based on type of quest x tier level.
  20. Seeing the new RWG pic makes happy, strangely but for real. For me personally, it's starting to look like an actual real world place. @madmole Any other new props or creative items coming to the game?
  21. @madmole or @faatal Regarding critical hits, is it possible to edit something in the xml to allow a player character to do critical hits on zombies? Like being able to add in a chance for my player character to cause a broken leg on a zombie. Feels a bit unfair they can give me broken leg but I can't do the same to them.
  22. I don't know. The current encumbrance is pretty basic and barebones, that's a mixed bag. On one hand it's easy to understand and solve. Much like others that have posted above, well after playing a mod. I am more biased towards a Fallout 4/ Skyrim weight system than instead of what we have right now in vanilla. I don't like being limited to only a specific amount of backpack space. IF the pocket mods added more slots then I'd be ecstatic! In general I just want more inventory slots.
  23. @Maharin @pregnable Yup, that seems to be how it works. Rather than it be a stacking debuff like how I interpret it. It basically works like how you two said.
  24. I've decided to start testing this perk because to me it doesn't really seem to work or it maybe it does and I'm just interpreting the way the perk description in another way. So the Deep Cuts perk states: Level 1: "Blades deal 5% and can inflict up to 3 Bleeding Wounds on enemy, power attack inflicts 2. Every attack refreshes bleeding duration. Bleeding enemies run 10% slower." Level 2: " "Blades deal 10% and can inflict up to 4 Bleeding Wounds on enemy, power attack inflicts 3." Level 3: " "Blades deal 15% and can inflict up to 5 Bleeding Wounds on enemy, power attack inflicts 4. Glancing blows have 40% chance to cause 1 Bleeding Wound. Bleeding enemies run 15% slower" Level 4: " "Blades deal 20% and can inflict up to 6 Bleeding Wounds on enemy, power attack inflicts 4. Glancing blows have 70% chance to cause 1 Bleeding Wound." Level 5: "Blades deal 25% and can inflict up to 7 Bleeding Wounds on enemy, power attack inflicts 5. All glancing blows cause 1 Bleeding Wound. Bleeding enemies run 20% slower" Emphasis on Bleeding Wounds. Now I did test out the Deep Cuts perk in a modded version that shows the HP of zombies and buffs/ debuffs that have been applied to them. Each and every time I've done a power attack. Regardless, of perk level it always seems to only apply 1 Stack of bleeding and not the actual amount as described in the perk. So either the perk is not actually applying what I interpret or the perk is indeed working. It's just a limitation of the way it's implemented in-game.
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