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Laran Mithras

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Everything posted by Laran Mithras

  1. If the "flavor" of A21 so far has been Art Assets, does that hint/imply/suggest that we'll be possibly receiving our new player character models? O.O
  2. Feedback: The Custom Trader "Tank" by Musuka really needs a fence. Zombies can aggro and block the hatch entrance. Player has to essentially let them in and battle inside the tank. Annoying AF. Hate the tank on all my maps. Just saying. FWIW.
  3. Usually what I do. Savage Country gives ~650 paint. I use 5K+. Murky water changes are going to push paint into fantasy realm if no changes to recipe. But... I'll adapt. Just takes the paint-fun out of the game.
  4. In my current solo, I've already burned over 3K paint just on the base of the structure alone - not a drop for the walls or interior. Normally, I go through about 4K total. This playthrough is going to be ~8K A21 Murky water... Paint won't be viable until extremely late game if there are no changes to paint recipe.
  5. With the upcoming water changes, making water more scarce and murky water so valuable... Will there be any changes to the recipe for paint? Or will paint become the new ultra-luxury no one would want to afford?
  6. Zombies hiding under bunk beds. I'm tellin ya...
  7. Some environmental effects have been increased with Alpha 20 and I really enjoy that direction. The darker A20 lighting during the current storms is very welcome. In Anarchy Online, some storms could develop that were literal howling screams of ferocity. I remember a few thunder-dust storms so wild that we couldn't see, couldn't hear anything, and felt a threat to our puny mortal existences. I really hope TFP carry their changes even further.
  8. They beauty is complete: those who don't like the new changes can play on the older alpha. They have the game they want. No need to be mad about it. There are a couple things to be said for the never-ending alpha state: the devs keep their jobs/career; and the players get an MMO-style constant stream of updates and content. I was dubious reading the notes on Reddit, then found it positive, and am now enthusiastic about the upcoming changes. I would push to say, "never finish the game," but feel really sorry for console players. At some point, you guys will have to update console, no matter the "alpha state."
  9. There is an errant parentheses ) in the 1st @name, copy pasted in error. However, still not wanting to work though I get no error. Hmm Ok, monkeyed around more and found the answer myself.
  10. I have quite a bit of XML modding experience in various games. However, this is the first time I'm using XPath. To test my sublimely superb modding abilities (sarcasm), I have constructed a simple test mod. No, I don't want my Sham Chowder being super food. Just a test. To wit: <configs> <set xpath="/items/item[@name='foodShamChowder')]/effect_group/triggered_effect[@cvar='$foodAmountAdd']/@value">100</set> </configs> The loading screen shows an error "@value has an invalid token. Token? The structure was copied from several different existing mods written by others, so I must be missing something here that escapes me. Help? Thanks =)
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