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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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Maybe they are mining below their base, that heat goes right there.

 

got to add that zombie moles bruhh

 

not able to destroy the blocks but its like if they phase throw it. and can attack you in your mine's

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The screamers in A18 seem a lot better then 17 so far. Used to be a few torches would call em but now I have 4 forges and a lot of torches and only get em periodically. A lot better imo.

 

That being said I am not at my base often. I am looting or mining or exploring, even at night so idk. I only go to drop stuff off and build there. I have a separate horde base.

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The screamers in A18 seem a lot better then 17 so far. Used to be a few torches would call em but now I have 4 forges and a lot of torches and only get em periodically. A lot better imo.

 

That being said I am not at my base often. I am looting or mining or exploring, even at night so idk. I only go to drop stuff off and build there. I have a separate horde base.

 

i think screamers should be found anywhere even when exploring.

 

but there rare to find even in POI's. there heavy sleepers but there common around schools and houses and could

 

 

(in my mind there children zombies. sense kids are loud and annoying they uses that to lure zombies)

Edited by Adam the Waster (see edit history)

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i think screamers should be found anywhere even when exploring.

 

but there rare to find even in POI's. there heavy sleepers but there common around schools and houses and could

 

 

(in my mind there children zombies and sense kids are loud and annoying they uses that to lure zombies)

 

 

I agree with that. I think more random encounters would be cool out in the world.

 

I really like the random ferals I encounter during the day while looting or exploring.

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i want my blunderbuster!

 

 

it would have 4 barrels , able to shoot the blunderbuss rounds or shotgun shells and fires all four barrels!

 

The way looting is now I think the blunderbuss needs to be rebalance in somewhere as most people have all kinds of guns before the first BM...Almost seems like the blunderbuss is a niche weapon for playthroughs where the player focuses mainly living in the wilderness....😅

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Fire is active, it produces heat and light. The fire attracts the zombies.

 

It converts others form of energy into heat and light, not producing energy. We've yet to find a useable way to produce energy. Theoreticly possible by looping a laser light around a black hole, but that is not very practical at the moment. The wind is just another form of converting energy into the activity of leaves and loose objects.

 

Besides, MM stated the heatmap was not about heat, at least not in terms of temperature nor dogs. So in my view, torches and candles should add nothing to the ingame heatmap.

 

On the topic though, i put up a base in creative mode. It have no torches, no forges, no workbench. But it do have 2 battery boxes, each hooked up to 2 switches, and 2 turrets on each switch. And even with the switches all off, that base attracts screamers. Not a lot, like 1 every 20 minute or so. Perhaps there are something going on with the heatmap which we do not yet now, or something beeing out of whack.

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I've been calling it an exploit for at least three years :-)

 

How are you not exploiting a deficiency in the game engine by only producing heat where zombies are unable to spawn?

 

I always thought the definition of an exploit was doing something that is unintended by the game. If one of the guys making the game suggests it then it's not unintended. Maybe I'm wrong though!

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I agree with that. I think more random encounters would be cool out in the world.

 

i yes but this would also be cool to find this in places wear kids would be (like schools or day cares)

 

and they would stare at you and would look up to scream and due to the scream being so loud blood flies out of her mouth. and it deatens you (like a stun) so i could be a moment with your friendsif you have any "so they could go shut that thing up". "or wow that was close"

 

- - - Updated - - -

 

Can we get a Politician Zombie? he would run up to you loot some of your money and leave a "Vote for Pedro" note.

 

sooooo the business zombie?

 

im trying not to give my ideas for zombies cuz it would be 2 pages long!

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I looked at your log. Very old GPU with drivers that look like AMD stopped updating years ago. My guess is Unity is having to do multiple passes for the terrain shader and they are z fighting. Although z fighting is normally across the triangle, not just the edges.

 

I don't think recent AMD GPUs are having that problem.

 

Thank you for taking a look faatal. <sry for delay replying, ISP was down last ~12 hours>

Yes, quite old & final driver was 2015. Was still getting 30+ fps @ 1600x900 in A17; most of the prettys off or low other than Half textures & Trees Med. Quite playable for me.

 

Certainly not Apples to Apples but I've had no issues running Empyrion which is also running Unity 2019.

EGS: Initialize engine version: 2019.1.10f1

7dtd: Initialize engine version: 2019.1.0f2

 

Been a couple years since I looked but last I did the Nvidia GPUs that would offer enough of an improvement to be worth bothering and would work in the mobo drew nearly twice the juice, so I'd likely need a new power supply as well. Not in the cards (heh) right now (shrug).

 

-- just in case the following helps

I've seen a few, possibly similar, issues reported by players with more current AMD GPUs.

 

One from a AMD radeon 5700XT here, Unholyjoe commented that it's a known issue..?

https://7daystodie.com/forums/showthread.php?128820-White-flickering-dots-on-ground-textures-and-stones

 

Posters who listed their card in this thread are all older like mine, though not everyone listed their GPU;

https://7daystodie.com/forums/showthread.php?127827-Terrain-is-showing-wireframe-Alpha-18

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The way looting is now I think the blunderbuss needs to be rebalance in somewhere as most people have all kinds of guns before the first BM...Almost seems like the blunderbuss is a niche weapon for playthroughs where the player focuses mainly living in the wilderness....��

 

yeah a update for it would be nice!

 

maybe it could uses like glass for bleed damage! , oil for fire , and more cuz the blunderbuss its purpose was if there was junk on the ground like glass , rocks or metal. you put it in then gunpowder , push it down, then fire

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I know exactly what you wrote. But people in this forum exaggerate, forget about stuff they did (config options etc.) or are not aware of stuff (your friend might have given himself some XP in creative menue). There might be a bug that increases your gamestage. There might be other bugs. You might have visited a poi that is supposed to have ferals and wights.

 

Nobody knows and because you left out quantifiable data you get an answer like the one madmole gave you. Did that help you in any way in explaining your observation?

 

Sorry if I "singled you out with it", it is a general problem and half the people here tend to forget that the less info they give the less help is available. It bugs me because I am in a similar situation, receiving lots of bug reports in my work, half of them unusable. And the worst part, sometimes I forget and make the same mistake when I report a bug.

 

Being in a party jacks up the game stage.

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The off-site forge thing still feels like an exploit.

 

Could you perhaps simulate a zombie attack while the player was away, only spawning the relevant zombies if the player interrupts half-way through? As long as it's done in memory there should be no need to spawn the chunks or zombies and I can't see it chewing _that_ much extra memory, none that wouldn't soon be released again.

 

It would be in very poor taste to have a player come home to find his base completely wrecked because he left a forge running.

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Ah, let me clarify. Say you do an Int build and have no points in either heavy armor or light armor. Wearing either will be a drag. Sure you could wear light armor and just accept the new normal stamina drain. If you want to put the pocket mods you find on armor slot items you're stuck wearing the armor. If you eschew the armor and thus its pocket mods all you get are the 3 +1 mods for clothing items. A pure build wouldn't have pack mule, either, so no inv slots from that.

 

That said, my current build is Int, Str and Fort decreasing in that order and I'm thinking that as much as I'm enjoying stunning everything all the time I shouldn't have put the points in Int. At least not for another 20+ levels.

 

There is a book that unlocks +2 clothing pockets, so you would be at 6. Cloth armor has zero movement or stamina penalties so you can load up armor pockets into that and have 0 encumbrance with full inventory.

 

EDIT: You can put in the mods that remove movement penalties from light armor as well, and get rid of a ton of the penalty, and offset with a special jacket that boost run speed to negate the penalty.

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I hope one day there will be a water update!

 

there would be old loot in the water

 

fish to catch like bass , trout , catfish , sturgeon etc and you can either sell them or "scrap them" for meat and bones.

 

gators in the water that hunt zombies , other animals or you

 

cattails

 

updated water

 

etc!

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There is a book that unlocks +2 clothing pockets, so you would be at 6. Cloth armor has zero movement or stamina penalties so you can load up armor pockets into that and have 0 encumbrance with full inventory.

 

EDIT: You can put in the mods that remove movement penalties from light armor as well, and get rid of a ton of the penalty, and offset with a special jacket that boost run speed to negate the penalty.

 

I'm just curious, does a special sound play when you've read all the books in a set?

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Ah, let me clarify. Say you do an Int build and have no points in either heavy armor or light armor. Wearing either will be a drag. Sure you could wear light armor and just accept the new normal stamina drain. If you want to put the pocket mods you find on armor slot items you're stuck wearing the armor. If you eschew the armor and thus its pocket mods all you get are the 3 +1 mods for clothing items. A pure build wouldn't have pack mule, either, so no inv slots from that.

 

That said, my current build is Int, Str and Fort decreasing in that order and I'm thinking that as much as I'm enjoying stunning everything all the time I shouldn't have put the points in Int. At least not for another 20+ levels.

 

Actually, padded armor doesn't have any drain. I use that and the pockets I have found and really help as they have quality so can handle more mods.

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My wife was playing right next to me in the same room, so no one was spawning any xp or anything in at all.

The quest was in a large yellow trailer you access from the roof, and I really don't think TFP want new players with 4-8 total kills each running into wights and military ferals on day 2.

 

Since I didn't have the extra data for a proper bug report, I posted it here as an a18 observation and feedback, not as an actual bug report.

 

We used to always play nomad because adventurer was too easy. In my sp game adventurer is also feeling too easy, so we started our mp game in nomad, which was crazy hard for day 2. If we were playing nightmare mode, that would make sense, but not nomad mode.

 

Maybe there is a bug with the combined game stages, but I doubt it. Can you post a picture of the POI?

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The boar seems a bit overpowering.

I thought I was shooting at a deer but was a boar. I hit it with my rifle twice but it kept coming.

 

The next time I found one, I wanted to see what it took to kill it. I hit it with the rifle again and then switched to my double barrel shotgun.

I ended up dropping it after four more shots. Meanwhile I felt like that thing was hitting me like a machine gun.

 

You might want to work on your aim, I one shot them on Nomad if I crouch and hit the head with a crappy rifle.

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I have not been to desert yet. Does the ground in the desert have a reflective/shiny surface as it does in snow biom?

 

I don't play with reflections on as I need the FPS and reflections and shadows take a toll.

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rafwg then. Rotated And Flipped Word Generation. :)

So no reason a candle or torch should add to the heatmap at all then? They may release/convert energy, but so does the wind.

 

The terrain/roads/towns are random every seed. Biomes are generally the same but you don't know which way it is for sure until you memorize it and explore some.

 

Candles add low heat, electricity is no heat.

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