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Thaledwyn

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Posts posted by Thaledwyn

  1. There could be a bug with POI "Johnson's Warehouses" (the one with the flaming ramp):

     

    I cleaned and looted the POI and switched off the fires at the ramp.

     

    But when I came back some days later to get the remaining clay / cubblestone blocks etc. the flames where active again but I couldn't use the valve another time.

     

    image.thumb.png.23e4823bb745ddb7dc6d360e1ea79c45.png

     

    image.thumb.png.8a5b1ba07d31ce6601312386d666b92b.png

     

    Btw. loot respawn / junk reset is disabled.

  2. 5 hours ago, faatal said:

    21.1 will have a variety of fixes. We put our changes in trunk which is the next version of the game (A22) and then branch some changes to the A21 project for building and testing.

     

    Cross your fingers, that 21.1 includes the double barrel fix, too. 🙂

  3. On 7/6/2023 at 11:07 PM, Exxodous said:

    The fix wont come until A22?? kinda figured we would see an A21.1 or something. The wife is going to be @%$#ed if I keep throwing her around the room for another year and a half lol.

     

    Exact same situation here....

     

    Please provide a small hotfix for saving our mariage 🙂

  4. 12 minutes ago, Khissi said:

    Thank you!  I really try not to use DM or console when testing so I appreciate the work you did.  Helps my poor brain understand a bit better.  Other than the decided dearth of magazines in this build, I can work with this.  They're getting more and more scarce... wonder why that decision was made. 😛

     

    Glad I could help. 🙂

     

    I was just so curious about the mod slot changes that I had to do a... ahem..."quick view"...

     

  5. Did some CM test with axes last night to get an overview of mod slots and block dmg improvement:

     

    Stone axe (Tier 1):
    Level 1-3: 1 mod slot
    Level 4-5: 2 mod slots
    Level 6: 3 mod slots

    Iron axe (Tier 2):
    Level 1-3: 2 mod slots
    Level 4-5: 3 mod slots
    Level 6: 4 mod slots

    Steel axe (Tier 3):
    Level 1-3: 3 mod slots
    Level 4-5: 4 mod slots
    Level 6: 4 mod slots

     

    Block DMG per Mod:

    Stone axe 2: 1 Mod slot +2,2 dmg per mod
    Stone axe 5: 2 Mod slots +2,2 dmg per mod (+4,4dmg total)

     

    Iron axe 2: 2 Mod slots +4,7 dmg per mod (+9,4 dmg total)
    Iron axe 5: 3 Mod slots +4,7 dmg per mod (+14,1 dmg total)

     

    Steel axe 2: 3 Mod slots +8,9 dmg per mod (+26,7 dmg total)
    Steel axe 5: 4 Mod slots +8,9 dmg per mod (+35,6 dmg total)

     

  6. Showing a red warning border when leaving an unfinished quest POI is a great idea!

     

    But please, could you let it appear 2-3 blocks earlier (and also a warning sound)? Even when only running away and you instantly stop if you recognize this border, it is too late and the quest got aborted anyway.

  7. 12 minutes ago, spacepiggio said:

    Water early game is a struggle if you're not close to a river or lake so I think we should put water back in the toilets. Not for harvesting like we used to but when you're ready to die of thirst you should be able to bob for turds in the toilet. If it's die or drink @%$#-water would I might just want to die, but it is a survival game.

     

    Do you have a trader nearby? Just do a single quest and you have enough money to buy some drinks/food from the vending machine.

     

     

  8. 10 minutes ago, Strengthinside said:

    GUYS, is stealth working in this alpha? I maxed out stealth perks, using padded armor for no noise penalty, and it's weird, zombies just spawn when I am near them, immediately waking up and smacking my *ss to oblivion 🤣 Does steal require some additional knowledge on how to use it?  Not every zombie is like that, mostly during an infestation quest, or near the POI loot room.

     

    I have the feeling that stealth does even work better now. I opened a cabinet where a zombie was still sleeping inside (even with my helmet light on).

     

    But lots of POIs have "trigger points" where zombies awake anyway when you walk over them.

     

  9. Regarding loot stage:

     

    - Before the 317 patch we could buy a crucible from a non quested Bob for 15k on day 13 (both players at about char lvl27 on insane, normal loot settings).

    - After the 317 patch we found a crucible in a final loot chest of a random tier 4 building (no quest).

     

    Both in the forest biome.

     

    Regarding magazines:

     

    My wife put 3-4 points in sledge hammer

    Me had 3 points in spears

     

    - Before the 317 patch she rarely found "Get hammered" magazines but I could already craft tier 5 iron spears due to the insane amount of "Sharp sticks" we both found

    - After the 317 patch she found 9 (!) "Get hammered" magazines in half an hour while I did not find any single spear book since then.

     

    Fells strange 🙂

     

    But the nerf in finding magazines seems to be OK. It felt quite fast before. Let's see how this plays out now.

     

  10. Oh and I found out what (at least for me) fixed the 5-6 minutes freezing on "Smoothing street tiles":

     

    Had some undeleted compo pack prefabs sub-folders in my "7daysToDie / Data / Prefabs" folder.

    After deleting them, creation of an 8k map went down from over 10 minutes to about 3-4 minutes and no waiting at all on "Smoothing street tiles".

     

    Just to let you know in case somebody else finds this info helpful.

  11. Quick question about glue (maybe it was already answered elsewhere):

     

    Why is glue requiring clean water instead of murky water now? (I don't want to eat my duct tape 😉 )

    At the moment we have a separate "glue camp fire" due to cooking times and we have to decide if we use our rare water for food or glue on the first days. That's a nice survival aspect!

     

    It seems glue is the new acid 🙂

     

  12. Regarding trader quest reward balancing:

    I got a level 3 iron spear as reward while I could only craft a level 4 stone (0 points spent in daring adventurer).

     

    So it still feels like crafting is behind (like in A20 where you got all of your level 5/6 steel armor as quest reward/loot before being able to craft even one)

    But could be also just good RNG 🙂

     

    We will see.

  13. Some questions about magazine / container looting in multiplayer:

     

    Does it depend who opens which container in a POI? What I mean:

    - Is the chance of getting cooking magazines higher if a player who spent points in cooking loots the kitchen of a house instead of other players?

    - Or can anybody loot the kitchen and still finds the cooking books (due to the cooking skill in the party) to give them to the "cooking" player?

  14. 47 minutes ago, Roland said:

    It’s never released before noon so you can take a nap for about 4 hours before checking. 

     

    As long as it does not get delayed for another week everythin is OK 🙂

    (because this would nullify my week of instant holidays I took after reading the release date 😉 )

  15. 35 minutes ago, schwanz9000 said:


    Not exactly, but we do have some changes coming that will not only try to keep duplicate POI's to a minimum in RWG, but the quest system will track them internally and not offer ones you've already done for that trader. The internal tracking will reset though if you do not quest within 7 game days.
    We've also added the Infestation Quest that will add to the mix of quest offerings as well as elevate the experience for POI's you may have already completed previously.

     

    Thanks a lot for your quick answer.

     

    Btw. as a German I am curious about the origin of your... ehm... nick name...

  16. Would it be possible to add a small "POI already done" marker on quest selection dialog?

     

    At the moment I use my brain notepad for this or scrolling down the quest log for already done POIs.

     

    Condition for already done: Player received at least 1 quest reward from trader for this POI

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