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madmole

Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!  

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  1. 1. Alpha 18 Dev Diary!!

    • A18 Stable is Out!
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@Madmole

There might be an exception to this ... Is the heat map also adding the heat from a biome? In my burning land playthrough, two forges have been able to bring a screamer in about 5 minutes going back to probably day 30.

 

If this is intended, it makes having your forges in a snow biome beneficial to reduce the chance, but burning land forge smelting will see them more often.

 

I could go either way, honestly.

 

Btw, another play started on our personal server with the wife. Still haven't seen either the snow biome or the desert now since the a18 drop, and 60 days played through now between both games.

 

Slightly smaller biomes might be worth considering, as new players could encounter the same experience.

 

Are you using a pregen map? Another person who said they were getting a ton of screamers was on pregen 3. I think thats the one Im on and getting the same thing. Wondering if theres something maybe with that map thats making them come at a higher rate then intended.

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Yeah but sometimes it's a bit over the top. I shot a coyote with a hunting rifle and it flew 20 m into the air ^-^

 

Same here, don't get me wrong, exaggerated ragdoll effects > no ragdoll at all.

But I think they should go easy on bullet power, they should drop like a sack of potatoes, not fly like balloons. lol

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+ Improvements to RWG

-better lakes and rivers

-better roads

-no repeated POI's within same city

-large regions for biomes (no patchwork)

 

I been watching alot of streams and even generated some 4k and 8k RWG maps using different seeds and I have yet to get any thing with a river. I have seen some lakes and alot of the 8k maps seem to be one giant "island" which is nice to show where the world ends. there are no "repeated" POIs in towns and roads are alot better although i see some funky roads from time to time. It is the best I have ever seen! No more poka dot Biomes! That's really good! Has anyone gotten any rivers in A18 map yet? Also what about bridges in RWG?

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@Madmole

There might be an exception to this ... Is the heat map also adding the heat from a biome? In my burning land playthrough, two forges have been able to bring a screamer in about 5 minutes going back to probably day 30.

 

If this is intended, it makes having your forges in a snow biome beneficial to reduce the chance, but burning land forge smelting will see them more often.

 

I could go either way, honestly.

 

Btw, another play started on our personal server with the wife. Still haven't seen either the snow biome or the desert now since the a18 drop, and 60 days played through now between both games.

 

Slightly smaller biomes might be worth considering, as new players could encounter the same experience.

 

i personally think "heat map" is comotione that zombies will investigate. not actual heat. but that may just be me

 

 

also i think that they should add a animation when the screamer is going to scream! like example she looks up in the air and screams and blood starts flying out! or something

 

- - - Updated - - -

 

Same here, don't get me wrong, exaggerated ragdoll effects > no ragdoll at all.

But I think they should go easy on bullet power, they should drop like a sack of potatoes, not fly like balloons. lol

 

yeah unless there's a 700 nitro or a 50 cal i dont think zombies should be launched in the air! but stuff like bombs and rocket launchers is understandable

 

but its funny as hell when that happens!

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I'm really enjoying A18 so far.

 

The only little niggles I have found so far are the wood texture for wood frames etc seems a little bit too light.I'm no sure if that is a bug or it's supposed to be like that though. Oh and the door for the trader in Navesgane, near the bear bar sometimes shows as black. Would that be worth putting in the bugs forum, or is that too small and obvious an issue?jEsddRj.jpg

 

The other one is that the laser sight pointer is really small and not bright enough IMO.

 

I recall they disabled some fog because it was getting stuck on... that looks like fog tinting without the actual fog effect.

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Cannot find a recipe for asphalt. Also removed? I need to fix all those roads in Navezgane!

 

With the new terrain shader there are limits. You can just use adaptive filler and it will look like asphalt if TFP intended it to. You just can't make a new asphalt road. You can do gravel, dirt and adaptive I think.

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I couldn't find it either. I wanted to make a path from my base to the main road.

 

gravel, dirt or blocks.

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Two observations..

 

One, with two people starting out on nomad, the difficulty difference between adventurer and it is amazingly high.

 

With under double digit kills for two players and the first clear quest, we ran into feral military guys and wights! That was day two, again under 10 kills each. Either nomad needs to be turned down a notch or two, or there needs to be another difficulty between nomad and adventurer.

 

On my sp game, I *really* miss the capability to replace ground with other biome ground. That game has been 90% in burning lands, and while I can plant trees to green it up, being able to place forest grass would really be nice.

 

Blocks are blocks so there shouldn't be any significant performance impact, and maybe a ground helper can be made for the different ground types? Its just a quality of life thing to improve the diversity of the look of our bases.

 

Nomad is the same as it always was aside from rage mechanic.

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IMHO you are just wasting your breath if you don't specify gamestage, options different to vanilla and the poi you visited in your quest (quest even tells you the internal name of the poi).

 

Here is what you replied to:

 

"One, with two people starting out on nomad, the difficulty difference between adventurer and it is amazingly high.

 

With under double digit kills for two players and the first clear quest, we ran into feral military guys and wights! That was day two, again under 10 kills each. Either nomad needs to be turned down a notch or two, or there needs to be another difficulty between nomad and adventurer."

 

Now on day two, with only 6-8 kills each doing our first tier 1 trader quest, with that information I quoted above, what do you logically think our gamestage was?

 

It was virtually a new game with almost no kills at all to raise gamestage. ;)

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My comment regarding the screamers

 

-They attack me the same with only one forge and a single torch, on day 4 I was already attacked by a screamer, fortify my walls and the skewers do their job, then install another 2 more forges and one more torch, in total I had 3 forges and two torches, I was attacked by 2 screamers on day 5 they appear twice in a game day, they don't bother me at all, they are already pleasing me! (zombies = + exp)

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I want to delete the cheerleader and football player, they are mostly immersion breaking and use that precious vram space for some more generic ones or these special blood moon zombies. Faatal was talking about some ways to add many more zombies too so these guys could help fill out those ranks. Kind of like the latest seasons of the walking dead they are more skeletal and hard to distinguish we could make a few variants and have a whole horde of these and it would look fine.

 

@madmole question about this?

 

so if this is going to be added in. will the civilian zombies get removed? or all of them cuz some fit well in some areas like the solder , worker and hazmat

 

or a select few?

Edited by Adam the Waster (see edit history)

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I'm really enjoying A18 so far.

 

The only little niggles I have found so far are the wood texture for wood frames etc seems a little bit too light.I'm no sure if that is a bug or it's supposed to be like that though. Oh and the door for the trader in Navesgane, near the bear bar sometimes shows as black. Would that be worth putting in the bugs forum, or is that too small and obvious an issue?jEsddRj.jpg

 

The other one is that the laser sight pointer is really small and not bright enough IMO.

 

That screenshot doesn't anything like my game. Are reflections and shadows off or something?

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regarding the farm plot changing. Is that just the farm plot already exist in the world not going to drop when you dig them or the one you make too?

I tend to upgrade my base and move them around if needed. It cost a hell lot of resource to make and it would be suck if you destroy them instead of getting them back.

 

Nope, Madmole confirmed you cannot move them, period, even with a lcb.

 

(Im guessing thats to prevent people cheesing obtaining them by placing a lcb in pois using them for deco.)

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The suggestion was not to make model/parts, just random name. So instead of saying Pistol in title bar it can say, "Gazz's Pistol", or "Mole in Hole

pistol"..since they are not stacked item it can save extra few string attach to each such item. And yes, it is useless fun thing. Makes no difference in game play. But it denote the Randomize characteristics better.

 

Legendary weapons will have a name.

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Hey thanks man! I normally turn on "take me home country road" Pandora station as it all fits the game very well :D

 

- - - Updated - - -

 

 

 

1. Use paint to color them (limited)

2. Make wood signs 1x1 and place them on and or above the box.

 

Those are the top 2 IMO to label

 

Another way would be (if you got time/mats), to make rooms. I have a kitchen, chem lab etc and use decor blocks to store it. Need place for meds? Make a med cabinet in furniture :)

 

I like the paint option, didn't think about that.

 

Regarding the 1x1 signs, are there symbols like the red cross, ammo picture, etc., available?

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Legendary weapons will have a name.

 

Can one be called “Snowdogs love gun”

 

 

It would be a sawed off pistol.......

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There's an interesting topic in "General Discussion", I want to link it here for visibility. Looting vs Crafting

 

Cliffs :

- the game has shifted from crafting everything to actually crafting nothing (in terms of tools & weapons)

- main problems are not being able to "keep up" with the pace of looting (especially in stuff you don't specialize in), and even if you keep up with the pace (in terms of crafting quality vs looting quality), you'll probably lack parts and find the desired quality before you get enough parts to craft it

- this makes a whole segment of the game (tool & weapon crafting) basically useless even though it has a lot of potential, and most stuff you find isn't even worth to scrap for parts given you'll have no use for them

 

This is kind of what I was talking about the other day. On day 53 in my sp game, I haven't considered crafting a weapon at all. I KNOW I can only find the best ones while looting, so why bother?

 

Now if we could use parts to randomly increase existing weapon stats, that might be interesting to make looking at weapon crafting. (Honestly I don't even know what parts or perks I'd need to even make a pistol now.)

 

The same problem extends to tools... day 53, and I haven't found anywhere near enough parts to craft a steel tool, chainsaw or auger. I got a level 5 chainsaw in a quest reward, but all my weapons and tools are strictly looted now, and crafting has been mostly duct tape, orged iron, cobblestone and concrete for repair kits and base building.

 

Somehow we lost a huge portion of required crafting gameplay.

 

I'm just getting the hang of cooking properly now, so maybe hand holding in game is needed for cooking quality foods?

 

@Madmole:

 

I'm thinking we need some helper quests in early/mid game to teach proper cooking quality foods, weapon/tool crafting, the more complex balanced things.

 

If I don't see them by day 50, odds are new players might never see them. I only know about them from forum chatter.

 

Maybe for gold under the notebook there should be a source glossary, so you could look up say, forged steel, and see all the potential ways to obtain it? Without the reading the patch notes, people would never know you could harvest steel from telephone poles and safes.

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There's an interesting topic in "General Discussion", I want to link it here for visibility. Looting vs Crafting

 

Cliffs :

- the game has shifted from crafting everything to actually crafting nothing (in terms of tools & weapons)

- main problems are not being able to "keep up" with the pace of looting (especially in stuff you don't specialize in), and even if you keep up with the pace (in terms of crafting quality vs looting quality), you'll probably lack parts and find the desired quality before you get enough parts to craft it

- this makes a whole segment of the game (tool & weapon crafting) basically useless even though it has a lot of potential, and most stuff you find isn't even worth to scrap for parts given you'll have no use for them

 

Some ideas:

- buff the quality bonus by 1 for all the ranks, i.e. instead of crafting Q1 items with the first point, actually craft Q2 (rank 5 should still not enable Q6 crafting). Right now you need 3 points to craft level 2 stuff, it's simply not sustainable and worth it unless you plan on specializing in the item

- find more stacks of parts (3-6) and a bit less complete items

- make crafted gear have randomized stats, in the 25%-75% range, effectively making a crafting item "never a bad roll but never top gear either"

- maybe adding book series that effectively increase your crafting quality by 1 for a specific item type could alleviate the uselessness of parts for items you don't plan to specialize in

 

We're talking about something close to this.

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So I just looked and it appears there are my symbols for the signs. But there is the "Old Beer" sign. I wonder is there can be ammo, red cross, etc., made like the Old Beer sign so it can be selected as well.

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Yeah my dynamic music was off for some reason. I had to enable.

 

IMHO, that should be turned on by default.

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I like the paint option, didn't think about that.

 

Regarding the 1x1 signs, are there symbols like the red cross, ammo picture, etc., available?

 

no but maybe pain the sign a color and just type the symbol>?

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Anyone else have this problem on their rented server? I set the drop on death to 2...backpack only.. in the xml. However when someone dies, you drop your toolbelt. Any explanation or fix..

 

 

I think RAT has the same issue..maybe they are using it? drop the setting down by one numeric value is the setting fix, I think.

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Nope. If you die on a slope the backpack can dissapear forever and not even god mode can find it. Not ever. I reported this bug along with possible reproduce steps back in b139 and received no answer nor confirmation.

Maybe has something to do with the backpack dissapearing when rolling down a sloped surface like stags did back in the day.

 

Please fix.

Reproduce steps:Go to the big nordic skyrim-like POI with a big triangular highly angular roof that covers it . Die on top of the roof/ in a side of it/ close to the border.

Maybe you can die a few times and can still retrieve the backpack, but if it is not stuck to the roof and the backpack falls there's a good chance you will never find it due to

1- the backpack icon doesn't take into account the rolling and signals the first known position of said backpack upon death.

2- the backpack is nowhere to be found because we don't know the projected rolling trajectory. But I did search for it the 3 times that happened and cleared every grass and block and god mode and still didn't find it.

 

Conclusion: backpack dissapears when rolling down a slope long enough is the only logical explanation.

 

Hey Blake, we could repro this, thanks for the info!

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