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BFT2020

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Posts posted by BFT2020

  1. 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?  😉

  2. 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

  3. 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.

  4. 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%.

  5. 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

  6. 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).

  7. 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).

  8. 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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