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Posts posted by BFT2020
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3 hours ago, Riamus said:
It is funny that the opposite opinion has been being posted everywhere lately. You think they're catering to the builders and the builders think they're catering to the looters/questers. Everyone thinks TFP is against the community with a fixation on "the community" being those who play just like them.
Actually they are just against you, did you not see that when you were getting all those crits? 😉
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If it bothers you so much, mod back in Sex Rex. Personally, I like the fact I don't have to spec in Strength anymore to max out stamina reduction for knives or batons. I also like that I can now speed up any weapon without having to spec into agility.
TBD is dead, devs have stated countless times it is not coming back.
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yeah, as an agility player, I don't have to spec into strength now to max out stamina reduction for knives.
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49 minutes ago, meganoth said:
and me ... 🤣
Jury is still out on that 😉
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1 hour ago, Exxodous said:
I imagine since the baton is to top tier weapon in intellect, your game stage is low enough to keep them rarer maybe?
No, baton parts are located in the melee weapon parts group. So if you are finding any melee weapon parts, you can find those as well. However, weapon parts won't show up until loot stage 42 based on their probability scale. Range parts (robotic parts in OPs case) share the same probability as melee parts
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you can remove storms (not the BM though) via a modlet.
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22 minutes ago, tdevine said:
I was kinda joking.
I find that hard to believe after seeing your comment in the Consoles section trashing consoles.
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I think they are in the same group as all weapon parts so should be same chance.
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3 hours ago, meganoth said:
Rumor has it there is a "General Support" section in this forum. Just saying ... 😎
And it even has players that try to help
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I’m on day 5 right now and I had one bleed and one infection only….from a dog….and it was my fault because I forgot to load my pipe mg when I swapped out a Q2 with a Q3. Not sure what you guys are doing to get crit so much.
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1 hour ago, Kosmic Kerman said:
The biggest problem I’ve seen so far is what looks like a nerf to honey from stumps. I got infected from a vulture day one and no honey dropped after hitting 10 stumps. In the xml, the stumps have a .2 chance of dropping honey. Clearly, I got unlucky but given the overall reduction of trees and the increased likelihood of getting infected, the honey drop rate may need to be turned up a bit. BUT I’m still early days and so maybe it’s fine.
I was about to say no nerf, but there was a slight one (and probably well deserved). All stumps now have a 20% chance of harvesting honey; previously POI stumps were set at 40%.
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If you don't like the new crafting system, mod it out. Just takes a bit of effort and not really hard to do. Heck, you just need to go back to A20 progression file and look at how they tied recipe unlocks to perks.
Schematics are still in the game so you can use the current items file as a reference.
Personally, I am loving the new crafting system.
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I been cooking and boiling water / making drinks. Other than that, not much as I am currently out in the forest on Day 4 and haven't found a town / city yet. I also got feral sense on so I try to be as quite as possible not to draw in zombies.
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Thank you very much
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It looks like it does stack, per_add
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probably was using an alpha20 generated map?
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Day 2 and not a single bleed or debuff yet
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Stop being a punching bag!!!! 😏
In buff.xml
<!-- *** buffCumChanceCH --> <!-- TRIGGERED_BY: Entity Class = playerMale --> <!-- Cumulative handler for each hit taken by an entity that lowers BuffResistance --> <buff name="buffCumChanceCH" name_key="Cumulative Crit %" icon="ui_game_symbol_percent" icon_color="255,255,0" icon_blink="false" hidden="true"> <damage_type value="disease"/> <duration value="15"/> <display_value_key value=" CC {0:0.0}%"/> <display_value value=".cumResistChanceCHDisplay"/> <effect_group> <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$cumResistChanceCH" operation="set" value="0"/> <triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar="$cumResistChanceCH" operation="set" value="0"/> <!-- bonus hit on the first one --> <triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$cumResistChanceCH" operation="add" value=".12"> <requirement name="CVarCompare" cvar="$cumResistChanceCH" operation="Equals" value="0"/> </triggered_effect> <!-- every successive hit will beat down the value this much --> <triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$cumResistChanceCH" operation="add" value=".19"/> <triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$cumResistChanceCH" operation="set" value="1.1"> <requirement name="CVarCompare" cvar="$cumResistChanceCH" operation="GT" value="1.1"/> </triggered_effect> <!-- chance decays back to normal every second by this value --> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$cumResistChanceCH" operation="add" value="-.003"/> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$cumResistChanceCH" operation="set" value="0"> <requirement name="CVarCompare" cvar="$cumResistChanceCH" operation="LT" value="0"/> </triggered_effect> <passive_effect name="BuffResistance" operation="base_subtract" value="@$cumResistChanceCH" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffLaceration,buffInfectionCatch,buffAbrasionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/> <!-- remember to update buffDrugHealthBar with the 50% resist --> </effect_group> <effect_group name="display"> <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="set" value="0"/> <triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="set" value="0"/> <triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="set" value="@$cumResistChanceCH"/> <triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="multiply" value="100"/> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="set" value="@$cumResistChanceCH"/> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="multiply" value="100"/> <triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="add" value="-50"> <requirement name="HasBuff" buff="buffDrugHealthBar"/> </triggered_effect> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="add" value="-50"> <requirement name="HasBuff" buff="buffDrugHealthBar"/> </triggered_effect> </effect_group> </buff>
After that, you see the various injury buffs
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any block that has a shape menu has the white icon in the upper left corner
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That is because I have the wrong operation
base_add should be base_set
base_add is used on ranged weapons since the damage is based on the ammo while melee weapons don't have ammo so they would set the damage. Sorry about that, I missed that difference (and since I was at work, I couldn't check it live)
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1 hour ago, jdzane said:
Anyone else having issues with randomly generated worlds not having traders? I've tried 2 different worlds, and both say "no trader" when I get to the end of the tutorial level.
Try quitting the game and restarting it. Sometimes RWG won't release memory when you make maps (known bug).
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Assuming that the map has traders on it (still at work so I can't experience A21 goodness yet)
<objective type="Goto" id="trader" value="5" phase="1"> <property name="biome_filter_type" value="OnlyBiome" /> <property name="biome_filter" value="pine_forest" /> <!-- <property name="biome_filter_type" value="ExcludeBiome" /> --> <!-- <property name="biome_filter" value="wasteland" /> --> <property name="nav_object" value="go_to_trader" /> </objective>
In A20, the issue that caused this was in the White River citizen quest. Note how it states only for pine_forest biomes. If you comment out the first two lines in Objective phase 1, then it will point the player to traders in all regions (removing the comments in the 3rd and 4th line will direct the player to a trader in all biomes except wastelands).
I thought they fixed this in 20.6, but maybe it was reverted back again to pine forests only? Or maybe the map doesn't have any traders on it (possible).
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6 minutes ago, jillv46 said:
Surprisingly when I opened the bundle it didn’t give handlebars. It only gave 1 engine the chassis and 2 wheels
That is expected.
The bundles are guaranteed to give two wheels and then two parts from the following list: Engine, Battery, Chassis, Handlebars
Edit: Number is wheels is dependent on how many you need to craft the vehicle (so 4x4 has 4 and gyro has 3)
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I believe Khaine has a brass catcher mod in his Darkness Falls mod.
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Alpha 21 Discussion Overflow
in General Discussion
Posted
You can track my progress for the first 5 days 😆 🤔
I canceled the starter quests, if you are wondering what is going on here. My breakthrough came when I went for the air drop on Day 3.