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Posts posted by madmole
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On 10/31/2020 at 3:06 PM, Tahaan said:
Is the vehicle collision system that was mentioned for A19 still a thing?
Not happening for A20. Vehicle mods are but the whole vehicle crit system has to wait because Faatal is swamped with other features.
On 10/31/2020 at 4:12 PM, BobbyLee298 said:@madmole is there a chance that road flares will come in at some point?
It would be sick to use at night with the No Power Quest
We have flashlights and gun lights and helmet lights. Do we really need more lights?
On 10/31/2020 at 6:06 PM, FranticDan said:Since there will be more loot containers that will be locked and require lockpicking to get into them, will there be or have you thought about adding a lockpicking minigame with progressively harder locks to pick depending on the loot container?
No, lockpicking is shippable as is. Sure a minigame might be better but we're a small team and we can do more quest types or redo features that are shippable already.
On 10/31/2020 at 8:48 PM, Zayah136 said:Make sure to allow dyeing vehicles when you get to vehicle mods, it's really hard to tell who's bycicle is who's sometimes. That and I would loooove a purple bike.
That is already done.
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On 10/31/2020 at 2:48 PM, Guppys Fur said:
To the entire Staff.
I dont say it for the first time, i wont say it for the last time:
Thank you. Thanks for 4068 Hours of Joy, Thrill, Anger and Fear (of Big Momma breaking through the ceiling of my Base)I had low expectations on A20 for some reason, but what i saw in the youtube recording of the Stream today left me in awe of whats to come.
Power Generator Quest, Biome Progression, Lootprogression, Quest Menu and your Intention to make someday Decoration available for Players too... If i were a Dog i would wag my tail... nevermind im wagging something else.
Another thing im really excited for is the Outfit System.
And for that i got a question.
Will we be able to alter their appearance, either by tinting, or Transmog?
For example in the current system we are able to let Steel Helmets appear like Cowboy Hats. It would give the Player more freedom and not be "forced" to look exactly like the Set he is using.
I do believe we will support tinting and it will be better then ever, i.e. using a tint mask. I doubt we will support cosmetic swapping, but we might. It hasn't been discussed and there is so much to do it feels like a can we will kick down the road at the moment.
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On 10/31/2020 at 9:13 AM, Phoenixshade35 said:
With the armour sets, are you guys thinking about tools or weapons that could go with each set for an added bonus? Like for the farmer it could be the iron shovel as a special one to find and depending on how many pieces of the outfit you have could determine how many boosts the tool gives?
So for the miner as an example we could have a legendary Iron Pickax then say you only have the helmet it gives like a 10% extra block damage, gloves gives an extra 5% swing speed and stuff like that
Oh and not going to lie I would love to have a policeman outfit in the game, simply because it would be awesome haha
No the armor will provide standalone perks and not interact with other objects, other than itself for a full set bonus.
On 10/31/2020 at 10:05 AM, Danidas said:For future versions of the game would you consider the possibility of re-adding cosmetic mods. Like the current hat mods for helmets to make them look like a cowboy hat, baseball hat, etc but for all 4 gear slots. In order to allow us to swap out the look of our gear to further diversify our characters appearance beyond the dye system. As one of the main complaints about the new gear perk system is that everyone will end up looking identical when doing a specific role.
I don't think so, but we might add alternate versions of specific sets at a store you can buy. Like if you found a miner outfit and purchased miner outfit variant, you could set the skin to the variant. I believe Rust does this too. I'm not saying we won't but it kind of doesn't make sense and in PVP might be misleading as to what you are up against seeing a soft ball cap on a guy actually wearing a steel helmet.
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On 10/31/2020 at 7:33 AM, beHypE said:
Well yeah, reading the official list of planned changes completely changed my mind on what I wrote on page 2. Alpha 20 looks amazing, moreso than A19 for my taste since A19 brought more eye candy and the loot progression was a fun killer. Hope the changes to that will be good.
Damn I'm hyped! 😍 I know no dates, ready when it's ready etc... But earlier this year there were talks of A20 being a late 2020 update, is that still a possibility or is the A20 update way more ambitious than initially planned?
We're looking at spring which always leads to more like summer. We'll see though, we're making good progress.
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1 hour ago, Adam the Waster said:
Ranger in my mind makes me think of "Rangers guide to Archery"
So it makes me think that Armor will have more of a "Archer" build to it (like some buffs with it)
kinda like how Scavenger makes you better with Salvage toolsRight now he gets a bonus with all ranged weapons and knives, but that could change for balance reasons.
1 hour ago, Kalen said:Awesome, the more the better IMO.... what we've seen so far looked really cool. Will we still be able to dye the new outfits?
Hopefully.
54 minutes ago, MechanicalLens said:I've heard different, so... Oh @madmole? Care to bring upon us some final clarification here if you wouldn't mind?
Pipe shotgun will replace the blunderbuss. Ammo will be in POIs and scale in quantity, so no need for super primitive ammo.
49 minutes ago, beerfly said:Yeah. We`re gonna miss its bang early in the morning, no doubt, but for good.
Can`t wait to see the models or sketches of the new pipe weapons, and their stats, and mods if they have some.
They are incredible, but we needed to save some content for future streams.
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1 minute ago, Adam the Waster said:
Last time i checked, i don't think both of them Wore big old dusters.
does he Work better with Bow?
What do you mean?
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6 minutes ago, Demonoid74 said:
A ranger outfit that looks like the old NCR ones from Fallout New Vegas? That would be cool
Any plans for weapon specific outfits aka Sniper , Martial Artists etc? or not going THAT specialized
Also for people wanting a lawn mower...and sometimes I do myself...Why not have another use for the chemical station and make a
Defoliation bomb/grenade/spray? Would blow up a large area , BUT only effect plants and grasses? Doesn't seem like to big a stretch or
strain on available resources unlike a mower!
I imagine we'll make a new ghillie suit for the sniper since its pretty easy to model. Unless that became a mod override thing. We intend to make an outfit for about every major play style, or at least 1 per attribute but maybe two.
1 minute ago, hiemfire said:I'm thinking he meant more along the lines of NFS Park Ranger (think the guy from the Yogi bear cartoons) and not the military Ranger (which is US Army).
He's a badass in a duster, cowboy hat, boots, etc.
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5 hours ago, Jims2cents said:
Most important question I feel is, will we be seeing any better optimizations to FPS and rendering? I own a 3k pc and watch other streamers with top line rigs having FPS drops and overall bad performance. It’s demoralizing to watch it flatline. 😕
Thanks for all the hard work you guys are doing!
Did you miss the stream? I mentioned we hired Unity to help optimize and coach us on best practices. We have full source code too so if anything they did is holding us back we can change it.
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15 hours ago, Phoenixshade35 said:
In regards to the power restore quests, does this mean there could be a chance to repair generator banks and battery banks in pois that are existing for say someone wanting to live there and kinda do a repair to live type playthrough? im just curious
The generator for these won't be the same kind that you can hook power up to, so no you can't hijack free power. You can enjoy the existing lighting the POI has just like now though, but you can't tap into the power.
9 hours ago, toores said:I saw the indoors darkening effect in the stream. Any chance this gets taken out?
It really feel more like a bug than a feature. You can see clearly what's inside a store and after 2 steps your screen dims to complete black. And if the POI has some areas where you go in and out a lot or there's a hole in the roof, your bightness keeps waving up and down.
I don't believe it adds much to the game, rather takes away and feels like something is broken in the lighting tech.
Nope otherwise the outside will be too dark and the inside will be too bright. This is the only way to have semi decent lighting indoors and outdoors with a dynamic world you can fully destroy.
9 hours ago, SnowDog1942 said:I totally get what you are saying and ive never considered myself the min/maxer type. I guess if the bonuses are too good it may affect non min/maxer types as well by being too good to pass up.
There are min/maxers that will do ANYTHING to be more efficient, but on the opposite end of the spectrum there are gameplay mechanics that encourage tedius micromanagement because they are too good to pass up. Im NOT saying this is how it will play out, its just a thought on a possible downside.
If jumping in place was was boring and tedius but healed you — would you accuse people of being a min maxer when they did it?
By the way I do think the new system sounds interesting and Im looking forward to it in action.
You won't find a legendary full set until 500 hours into a game so I don't think it's going to be that big of a deal that compel people to change outfits all the time. The non legendary bonuses are good at blue but not OP.
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21 hours ago, Kalen said:
@madmoleI hope the repair quests actually lead to something changing in the world. If we go through the effort of fixing up a POI, I'd hope that it would then be used for something by the trader. It would be pretty (forgive me for saying) immersion breaking to then see the POI remain abandoned. It would be pretty cool to see that we fixed it up for a reason.
Now that you clarified, I can answer. The lights you turn on by fixing the generator will stay on, but if you are expecting some kind of sim where settlers move in that is not this game. Everyone knows the game is starved for resources and farm animals, simulation stuff like settlers moving in would eat our lunch and we'd be back to 8 zombie hordes or even less to accommodate fluff that doesn't actually do anything once you walk down the road, but continues to bog down CPU.
I'm all for immersion but most of the time these requests are not wise roadmap additions.
Remember the POI needs to be reused by the next player.16 hours ago, hiemfire said:@madmole is a radiation resistant lining mod something you guys are considering?
Yes of course.
15 hours ago, MechanicalLens said:As long as some customization is allowed. Otherwise I'll dearly miss my matt black outfit of a black cowboy hat, black leather duster, black shirt, etc.
Then again, it's just for roleplaying purposes, so no biggie. Currently in A19 (A18 included) I wear my appropriate armor and clothing whenever I'm out and about, while a further 20% of the time I'm chillaxing at home wearing whatever attire that I desire at the time. For example, the outfit I described above:
(Disclaimer: I made it clear that I was going to add the image above at a later time via an edit.)
Also @madmole When the introduction of outfits replacing the old, conventional armor/clothing, what are your plans regarding the Savage Country POI's? (i.e. the clothing stores.) If they remain the same, I suspect they could become very coveted POI's that a large portion of players would save up and loot later on in the game with a higher gamestage/lootstage to acquire as many high-tier outfit pieces as possible, and it is certainly plausible that they'd always find what they're looking for. (Ex. Need some specific footwear? Shoe racks have you covered.) With this being said, do you think any drastic changes will be made to said POI's, such as many of these racks of clothing becoming non-interactable? If you say it's too early to speak, I get that, but I definitely think it's something to keep in mind.
I'm pretty sure we will support dyes. There are way less slots but no clipping, and no ugly. It will be less customizable, but look AA at a minimum instead of 95 indy quality. The perks and full set bonuses will make up for any lost fluff. Characters and animations are the biggest thing holding us back from becoming a massive success. You can mix and match pieces as you want, and there is a badass ranger outfit that looks like what you are doing there, but 100x cooler.
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17 hours ago, Survager said:
Now at 19 Alpha, you must complete 10 quests of a certain level in order to unlock the next trader.
For instance:
- to open the third trader, I have to complete 10 quests of the second level.
- to open the fourth trader, I have to complete 10 quests of the third level.
- to open the fifth trader, I have to complete 10 quests of the fourth level.In Alpha 20, I will be able to switch quest tabs and select low level quests. If the completion of these quests is counted without checking the level of the quest, then I can very quickly open all the traders by simply completing the first level quests.
Will the game require you to complete quests of a certain level in order to unlock the next trader?Not sure bud.
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5 minutes ago, kebab39 said:
What about players who bought this years ago to play in some kind of realistic zombie scenario? We could not predict that game with unique structural integrity, raw graphics and dark atmosphere will get increasingly goofier first magical food, then magical candy and then magical apparel and armor sets (or skills that make your machine gun fire faster if you put some points into it xD).
Will there be 1 option to tick to disable all stuff like "be better thief after you eat candy" or "be better miner if you wear mining hat" or "negate fall damage if you got 5000 dukes in inventory"?
If UMA is going away, are we still going to be able to create and use varied archetypes with new system? Like those:
Some of us would rather have 30+ variations of zombies than just boring moe, boe, fat momma copied and pasted everywhere. Special modeled zombies should be bosses with unique powers or something, so mixed between not-so-special looking UMA zombies they would invoke "oh @%$# a boss" reaction instead. Or at least give moes and boes etc. randomized clothes, hair and skin colors.
The game is exactly as we described it on the kickstarter 7 years ago, but your interpretation of what those features might look like and play like is different than ours. Magical food? Dude food is magic IRL. You can cure diseases with the proper food, coffee gives you buffs in real life, etc. Ours is gamey so it makes sense to players. What is candy is really drugs, or drugs packaged in candy bags. Future drugs, set in a future game. It isn't that hard to believe.
UMA will be gone and no UMA code will work. If you want to add new zombies you model and texture them just like we do.
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27 minutes ago, Adam the Waster said:
@madmole
Are we getting any Class for intellect range weapons?
If someone says junk turret ill eat you!Turrets are ranged weapons. Hold and shoot.
20 minutes ago, Demonoid74 said:@madmoleA quest chain from traders that involves turning back on power plants , water plants and other utilities and farms/factories...leading to the eventual build up of traders , their goods , their forts etc. Like a slight upgrade to available items etc as you progress in "restoring civilization"
That would be a nice addition , that would at least give the illusion that you are working to making it better for the other survivors
That is just role playing. The actual mechanics of the quest are what matters. Our game isn't going to be a heavy RPG, it is how it is with expanded variety of quests we can get a lot of miles out of. As much as I'd like to do one off quests with flavor, special items, etc I don't think we have the manpower or the code ready to fly on something that ambitious, but completing 7 days would be a good step to get more ambitious on the next game when we have time and budget to tackle more immersive stuff. But since it is a MP game, and resources are tight, we can't just spawn NPC survivors at a POI doing chores just for immersion sake. Once you leave the area it might get reset for another player to do the same quest, so I don't think we can do what you are asking without compromising the experience for everyone in MP.
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3 hours ago, hiemfire said:
I think they're asking about the possibility of additional "set bonuses" for combining different pieces from across sets according to their taste. As in a piece from scavenger, a piece from the farmer and a couple pieces from other sets put together to get a different "set bonus" from what you would get if you wore all of one set.
No, that would be like getting the book set bonus for not actually collecting the whole series. You will have to wear the entire outfit to get the full set bonus.
2 hours ago, Kalen said:@madmoleI hope the repair quests actually lead to something changing in the world. If we go through the effort of fixing up a POI, I'd hope that it would then be used for something by the trader. It would be pretty (forgive me for saying) immersion breaking to then see the POI remain abandoned. It would be pretty cool to see that we fixed it up for a reason.
What repair quest? That isn't in the roadmap.
1 hour ago, Mattjo6294 said:Hoping to see dual wielding in a future alpha, dual revolvers would look cool, also a few variations of revolvers too like a mosin nagant or something to that effect
It is never coming. Requires starting over completely and we're basically 95% done with weapons.
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1 hour ago, Survager said:
You wrote that you plan to add at least 10 sets of clothes.
Question: can some items of clothing participate in several sets at once?I don't know what you mean, but you can wear anything you find.
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19 minutes ago, Survager said:
Will these new armor sets replace the old rags, leather, scrap and steel armor sets, or will the new armor sets be additional armor sets to what is already in the game?
Everything is getting deleted and there will be new outfits you can find and craft. The lineup isn't complete so I cannot confirm what might resemble old content, but a lot of the nostalgic things are sticking around in some way or another. Like I mentioned the skull cap is now lumberjack cap.
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4 hours ago, MechanicalLens said:
While conventional clothing (dusters, boots, bandanas, shirts, pants, etc.) will be removed and the current armor sets we know will be gone, I'm nonetheless interested to see where these outfits will take us. I just hope there's enough variety among them so that we don't find entire sets, even if some are of poor quality levels, relatively early on. (Also, I assume that clothing mods will be removed, such as the skullcap mod and the cowboy hat mod? Just curious.)
Edit: Unless I misunderstood what Joel meant, in which case, feel free to correct me.
Well think if everything has quality, and there's at least 10 sets of outfits how long it might take to actually find a full set. There is a cowboy hat, but it is part of a specific outfit. The skull cap is the lumberjack hat. A lot of the stuff we have now will sort of be there in some fashion, but everything has meaning to it now instead of everything useless except for steel or military armor. There might be a fair amount of choice deciding what outfit best works for your build, or strong desire to collect a full legendary miner outfit.
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8 hours ago, hotpoon said:
Hello devs. Have you looked at what mods people are using (assuming telemetry data shows this)? And if, so would you consider making changes based on that? For example, if a lot of people are using bigger backpack / bigger stack size mods, is that something you would consider tweaking?
No we don't really look at mods, we have a huge list of stuff we want to do and don't need ideas nor care what 1% of the player base might be doing to their game. I hope that doesn't sound arrogant, but reflects the fact that we have a clear roadmap and list of features we need to focus on. A larger inventory is something we would like to see though. The distant POI tech is coming from a modder though. So if something brilliant comes up usually we hear about it even though we aren't looking for things if that makes sense.
5 hours ago, beHypE said:Haven't been able to watch the stream yet but from the list above (thank you by the way) , I don't see any big changes regarding gameplay ? Vehicle mods are a nice addition and the 3 pipe guns will make early days more convenient for everyone, but there seems to be nothing drastically gamechanging or adding/renewing the challenge.
Has there been more detailed information regarding the very linear progression system of A19 that A20 was supposed to improve ?
I did mention new AI like zeds crawling through 1 meter egress and windows, which will make horde nights a lot more challenging. Feral sense options. Game play is constantly evolving but will always be similar to A18. Progression is getting a complete rewrite from scratch.
5 hours ago, JasonX said:If bandits are proving so hard, why not let the community help out with the modelling, animations and coding? Surely there is some assets or source code that can be released, or some problem statement that we can help brainstorm around.
OMG LOL.
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8 hours ago, Noctoras said:
Are there also more "basic" zombies to come or will new zombie models only be special ones?
The first step is to replace everything, and get new HD player outfits working, which also opens the door to bandit models. If everything is running good yet there may be room for additional basic zombies.
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11 hours ago, TPrice321 said:
MadMole, can you share any rough percentages you are seeing from A19 gamesparks telemetry on single player, vs hosted Co-op vs Dedicated Server multiplayer?
Can you tell PvE vs PvP?
I'm not working on balance so I'm not looking at that data.
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Alpha 20 Art Gallery
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- Popular Post
- Popular Post
Welcome to the Alpha 20 Dev Diary. Here we will discuss upcoming features for Alpha 20.
Official Release Date: Monday December 6, 2021
Alpha 20 Dev Stream Videos
1) Alpha 20 First Look with Prime and Madmole October 28th, 2020
2) Alpha 20 Developer Live Stream November 25th, 2020
3) Alpha 20 Developer Live Stream September 8, 2021
4) Alpha 20 Developer Live Stream September 15, 2021
5) Alpha 20 Developer Live Stream September 22, 2021
6) Alpha 20 Developer Live Stream September 29, 2021
7) Alpha 20 Developer Live Stream October 6, 2021
😎 Alpha 20 Developer Live Stream October 13, 2021
Alpha 20/21 Roadmap
1) Unity Update
- TFP will be working with Unity devs directly
2) Random Generation Update
- New stamp tech that will allow artist created features such as mountains, hills, rivers, etc. to be placed in biomes. There will be a stable of different land features for the game to choose from.
- Additional controls in the map generation interface to give players more options for terrain generation such sliders to determine mountainous vs flat (for example).
- Biome selectors and city selectors to allow users to control the density of these map features.
- 6k, 8k, and 10k map sizes implemented
- City tile system randomly places city buildings into tiles so that they are aligned well with each other and city streets. Multilayered for sewer systems below groundlevel buildings and the ability for ends of one tile to match up with those of an adjacent tile so that everything generates looking consistent and aligned.
3) Vehicle Mods
- Tinting mask will allow vehicles to have color details added to differentiate vehicle owners better
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Fuel Saver
- Off Road Headlights
- Super Charger
- Expanded Seat allows 1 passenger on Minibike and Motorcycle and 2 extra passengers for 4x4
- Reserve Fuel Tank
4) Shape Menu and Building Update
- Shapes are shown as shaded drawings of blocks
- Blocks from the shape menu are placed as particle board blocks that function the same as frame blocks
- Simplified upgrade path: Frame/Particle Board -> Wood -> Stone -> Concrete -> Steel
- Blocks destroy to air. They do not downgrade.
- 14 categories and over 1000 shapes
5) Dynamic Imposters
- Changes to the world and player built forts are represented in distant terrain
6) Terrain Improvements
- Better terrain blending
- Quality setting effects basemap distance and mesh density
- Basemap renders faster and terrain size is in smaller chunks for quicker updates
7) Feral Sense Game Option
- When turned on Zombies can sense the player from much farther away and stay focused on the optimal path to where the player is
- Stealth still works but zombie senses are heightened so stealth play is much more challenging
- Settings are: Off, Day, Night, All
8.) Biome Difficulty
- Snow and Desert will have gamestage boost creating tougher enemies and better loot
- Wasteland will have a greater gamestage boost creating even tougher enemies and even better loot
9) Weapons
- Pipe Rifle
- Pipe Pistol
- Pipe Baton
- Pipe Shotgun
- Pipe Machine Gun
- Pipe weapons craftable from backpack without need for schematic
- Lever Action Rifle Tier between Bolt and Sniper
- Many weapons reskinned to apocalyptic art style
10) Trader Progression
- Trader goods offered tweaked to better match gamestage progression
- Trader prices re-balanced
- Improvements made to quest progression. Lower tier quests will remain available
- Improvements to quest tier completion reward and trader to trader quest
11) Loot Progression and Gamestaging Improvements
- Biome gamestage modifiers added for loot and enemies
12) New POI's
- New Gas Station (shown to reveal Restore Power Quest
- Over 145 new POI's and many new props and environmental decorations
- New Tier 3, Tier 4, and Tier 5 locations
- Many legacy POIs updated
13) Dynamic Music and Ambient Audio Improvements
- More tracks and better segment mixing for wider variety
- New bloodmoon track
14) Environment
- Weather changes more often and has more variety
- Wind dynamically affects leaves and plants and wind will gust
- Improved textures for environment art
- Temporal Anti Aliasing option with a separate sharpening option
- New mesh generation, shaders and lighting for plants and grass and optimized colliders
- Bedrolls can be recolored during placement
- Fuse Boxes updated and made into triggers
15) Quest Improvements
- Digging Quest improvements
- Tier 3 Digging Quest added
- Tutorial Quest uses the beacons to point out nests and rocks
16) Restore Power Quest
- Lights go out when rally marker is activated
- Find the generators and repair them
- A block trigger system added with multiple triggers, like switches, and can be on a layer. Blocks, like doors, can respond to them by doing something such as opening or closing.
17) New Zombies/ Entities
- Trader Hugh
- Nurse
- Drone
- Screamer
- Fat Cop
- Burnt Zombie (cold, hot, flaming)
- Hoodie Dude
- Lumberjack
- Radiated Zombie with AOE acid bursts
- All legacy zombies have been converted to new HD standard
- All traders have been converted to new HD standard
- Bandit models have been started for A21
18) Twitch Integration
- Streamers and Audience can interact through the game
- Chat commands to help or harm streamer
19) AI and Sleeper Improvements
- Zombies can duck and crawl through areas that are less than 2-meters but more than 1-meter
- Zombies include 1-meter holes in their paths and can crawl through them - pushed to A21
- Wandering Sleepers - pushed to A21
20) Character Overhaul - Pushed to A21
- Replace UMA system with in-house custom system
- Thematic outfits will work like books. Wear the complete outfit and get a completion perk
- Current 10 armor/clothing slots reduced to 4 slots for outfits that will merge both clothing and armor values. No more clipping issues of wearing clothing under armor. Better balance on number of mod slots available to use with outfits.
- Outfits are another feature that will help build the foundation for the future implementation of bandits
- Alot of this has been started already by those who have finished work for A20 and have moved on to A21 work
21) Water Overhaul - Pushed to A21
- Details Coming
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39 minutes ago, Laz Man said:
Maybe the heavy stuff reduces the critical hits better. Will have to compare.
I'm pretty sure it does. Obviously you can't hit the armor cap in padded.
I will tell you a little secret. Heavy armor is the best, if you get all the perks, install the advanced fittings to reduce maximum movement and stamina penalties, then wear an athletic jacket you will be just as fast as a naked, possibly faster. It takes some time and investment but you will have 85% damage reduction with the best armor and pretty much no movement penalty. At that armor rating who cares about being quiet?
But if you insist on stealth yeah padded is great, leather is better but takes work and perks to get to the quiet level of padded.
Another nice thing is purple padded spawns quite early in the game.1 -
2 minutes ago, Wyatt said:
So we might not get updates on console at all
It is impossible to update that version they won't allow broken saves. Best we can hope for is after we go gold on PC we can get it ported to the new consoles.
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Alpha 20 Dev Diary
in News & Announcements
Posted
Not yet.
That would require some kind of concept of what is inside and what is out. Hard to do in a fully destroyable game.
Goggles occupy the entire head slot.
You are always wrong bro.