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MechanicalLens

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Everything posted by MechanicalLens

  1. Has anyone encountered a supposed glitch where the game will randomly switch to another item on your toolbelt when your fingers were nowhere near the numpad or the mouse wheel? I swear this just can't be me.
  2. Sage's Trader's Gambit Playthrough - POI / Horde Base List Day 1: Gas Station Day 2: Farmhouse. Day 3: Gas Station
  3. Sounds fair. Also, to avoid repetition, you can make a habit to write down the label each POI has so you don't end up doing the same place twice. (i.e. if the trader sends you to another house_old_gambriel_05 in the same town, then you'd know.) Note: If you happen to get all buried supplies or what have you, remember that you can log out of the game and come back in, and the trader will offer you an entirely different selection of quests. I don't see this being an issue past the first tier of quests though. That's another great feature in A20: being able to select previous tiers of quests.
  4. Okay, how about this. If you want to use the same place twice (if the trader happens to send you there again), that's totally up to you. But the rule is you must activate the quest marker before the horde, otherwise you'll be using previously constructed defenses.
  5. To add to this, while you can add traps in and around the POI, double thick walls if you want, add bars around the outside or inside, whatever, you can't just build a tower next to the POI or have a wall surrounding it and face the horde from there. That would defeat the whole purpose of the challenge, at least for that particular night.
  6. I'll be starting up this challenge as well. To anyone who will be participating in your own games, feel free to share stats (such as when you died if you play this as permadeath), what POI's the trader sends you too, etc. I'll definitely be doing the latter, but I'll be placing the screenshots on here in a spoiler tag.
  7. All that matters is the essence of the challenge remains intact and that you have fun. Go for it! Edit: I'll probably go without the storage part of the Nomad challenge as well, come to think of it. This sounds pretty cool. It'll also be a double edged sword since activating the quest in the morning means you either have to complete it (and get double loot and XP... heh-heh) but it eats into your day time you could be spending fortifying your next base, or you cancel the quest and not get anything out of it, trader reward wise. From T1 to even T3 POI's this wouldn't be much of an issue (time sink wise), but once you get to T4 and especially T5's...
  8. Just another challenge idea I thought I'd share. This challenge combines two previously existing ones - the Nomad challenge and horde night every night - and puts a spin on it. You don't get to decide where you hold down the horde - the traders do. Every day, assuming you survived the previous blood moon, you must return to your trader, select a quest (not buried supplies or restore power for obvious reasons), and whichever POI the trader sends you to (provided you haven't been there before), that is where you must hold down the horde. You are allowed to loot other POI's before the blood moon rises, but because this is Nomad, inventory management is key. How long can you survive? EDITS 1) If the trader sends you to the same place twice, you can choose to either cancel the quest and choose something new, or you can choose to use it again. However, you must activate the quest marker if the previous defenses and destruction are present. It would be cheap to reuse the same modified base. 2) The "inventory" side of the Nomad challenge is optional. 3) Optionally, but recommended, this is a permadeath challenge. 4) As mentioned by Roland, it could be considered cheap to just knock out all the staircases and cower away for the night. If you want an extra challenge, you can bar yourself from doing this. 5) However, what is non-negotiable is you cannot build a structure around the POI that isn't supposed by its structural integrity, and you especially cannot defend from that location. (Ex. A wall, a steel cube, a tower, etc.) Otherwise that would defeat the entire purpose of holding down said POI.
  9. For anyone who is looking for a challenge or gimmick run in 7D2D, I've got one for ya. The premise is pretty simple: You are one of the last human beings on Earth and you refuse to leave your childhood neighborhood. You are restricted to fighting hordes within a suburban neighborhood. You can choose to put most of your effort into fortifying one house, but the spirit of the challenge lies in tactfully spreading your resources across many houses. If one house falls to a horde, you must retreat to another. Alternatively, you could also choose to fight a little on the streets if you're brave and prepared enough. You can lay traps down, both primitive and electrical, create artificial chokepoints and death zones, whatever your sick twisted imagination can conjure. Expand and survive. Immerse yourself into the mind and experience of this survivor. Additional stipulation: Horde every night / every 3-5 nights. Optional, but it would certainly amp up the intensity of the playthrough. If you have any questions, feel free to inquire! Image reference provided below. Imagine the streets lined with traps. Chokepoints lined with electric fence posts, conglomerations of spikes and barbed wire, hand built fences roughly control the flow of the horde, blade traps, turrets, you name it.
  10. Game Version: A20.2 Stable Platform: Steam OBS/Version: (Windows CPU Model: Intel i7 9700k System Memory: 32 GB GPU Model and VRAM: nVidia RTX 2080 Screen Resolution: 2560 x 1440 Video Settings: Custom (mostly High/Ultra/Ultra+) Game Mode: SP Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? No EAC on or off? Off Status: NEW Bug Description: Firing the hunting rifle or magnum, pressing "R" to reload the firearm, and then switching to an adjacent toolbelt slot automatically reloads the gun, shown when you switch back to it. Detailed steps to reproduce the bug: 1) Spawn in a magnum and hunting rifle alongside some appropriate ammo. Note: Tests for each gun must be performed separately. 2) Fire the gun. Press "R" to reload the firearm. 3) Before the reload animation is complete, switch to the adjacent toolbelt slot. (Ex. If the gun is on toolbelt slot 2, switch to slots 1 or 3. Switching to a toolbelt slot that is not adjacent to the firearm will result in this bug not being replicated.) 4) Switch back to your firearm. If you followed the steps correctly, the gun should be reloaded. Actual result: Firearm is reloading itself even though you've switch to another item on your toolbelt. Expected result: Switching to another item on your toolbelt should cancel the reload animation should cancel the reloading process entirely. Note: I've only tested this on the magnum, hunting rifle, M60 and the lever action rifle. The latter two guns are subject to this glitch, while the former two are. As such, further testing will be needed.
  11. I second this. I've been living in the Canadian biome for a while and I'm not seeing any igloos, caribou, polar bears, or evidence of any maple syrup business conglomerates. #ImmersionBroken At least TFP got the representation right with the lumberjacks.
  12. Because the stun baton is good enough on its own. It doesn't need additional types of damage added to it.
  13. Wouldn't this just rush players to kill as many zombies as possible as quickly as possible? Two sides, same coin.
  14. *Looks at 3 Dishong Towers. 12 seconds later...*
  15. Then place particle board frames first, get the layout of your base in place, and replace them with the solid blocks.
  16. Alternatively, you could build out of the tougher shape menu blocks themselves (cobble, concrete, steel, etc.) and you won't get a single pinch of XP.
  17. Weaklings may eat corn, chads may swear by potatoes, but kings live off of meat stews.
  18. Mining metal, which includes iron and lead, generates significantly more heat than mining stone related blocks, such as stone, nitrate, coal, or oil shale. Just an fyi. Also, in case you don't know this trick, crouch while mining. You generate 50% less heat that way.
  19. Currently the mutated zombie feels... slightly weak? To help rectify this I offer these two suggestions: 1. Buff its health a bit, perhaps similar to a feral cop, for instance. 2. Perhaps it should explode upon dying, dealing massive entity damage. Just one player's feedback.
  20. Have any of you ever played for 10 hours straight, to the point where you were too exhausted to continue and had to log off to retain your sanity? Oh look, a Mo Power Electronics Store is across the street. Maybe just one sneak peak inside...
  21. Agreed 100%. Plus you're not limited to these settings, with some small XML tweaking you can add in custom daylengths. I'm currently playing on 75 minute days and I find it to be the healthy middle ground I've been looking for between the non-stop chaos of 60 minute days while also offering the opportunity for the player to smell the roses every once in a while like in 90 minute days, with the latter I've been playing for almost 5k hours but have since dropped permanently.
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