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Alpha 18 Dev Diary!!


madmole

Alpha 18 Dev Diary!!  

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  1. 1. Alpha 18 Dev Diary!!

    • A18 Stable is Out!
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    • :)
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HOW do you reload a flashlight lol.

 

WHAT ammo does it take.

 

DO zombies die from beams of light now :-(

It had to be fixed because DC would not give up the license on hard light doing noticeable damage.

 

And we really didn't want players rhyming to recharge it.

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Jax was right about the Pig/Magic corn POI. For A18, the amount of glue you end up making ends any worries for awhile, you can also get between 8-10 farm plots as well. If you clear it before you do a quest for it, its almost game breaking.

 

The meat and the magic corn is nice but to make seeds you need the farming perk level 5 which is 9 more points from perk 4. With pumpkins, who needs magic corn anyways. :)

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Hope somebody can explain something for me. In the Intelect build under advanced engineerings level 3 you start getting the cost of crafting steel being reduced, with level 4 and 5 even more. How is that possible as crafting steel is only available at level 5 ?

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Hope somebody can explain something for me. In the Intelect build under advanced engineerings level 3 you start getting the cost of crafting steel being reduced, with level 4 and 5 even more. How is that possible as crafting steel is only available at level 5 ?

 

Start checking the traders around game-stage 40+ for the crucible.

I bought one around that GS and some time later later found another one.

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I'm sorry if this has been brought up before, but can we talk about the Steel Pickaxe? The swing animation looks funky. Not James Brown funky either, like Rick James on yo couch funky.

 

I get that the speed of swings for basically everything was buffed (and that's been fantastic for prison shank harvesting animal carcasses), but it seems unnatural to have a normal buildup, and then a momentary-buff-from-the-speedforce downswing.

 

Otherwise, I'm loving everything. Just found a compound bow and Hoo-boy!

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@madmole Hello dear Joel, I have been playing since 2013 exactly since version 4.1 7d2d. I've experienced everything from ever-increasing blood clumps to huge holes in the world. I've always loved having the opportunity to shape the world. Now after 6 years as a loyal player you come round the corner and say to me let the fingers out of the CM ? Somehow you lost a par sympathy point. Are the players who want to take advantage of the fantastic possibilities of building no longer important from now on? If so, you have discarded a nice part of the game.

Greeting Oldman

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Maybe a suggestion for BM's. Any chance you could slow down the respawn of zombies or add a pause based on how many people are in? That way we can get 10-20 second lull's in the horde.

 

This may sound weird, but with two of us fighting in a base, we never had a chance to even really breathe, let alone repair anything. Cause of that, our bunker (concrete and steel) got completely destroyed, and the same with our fallback position (concrete again). We just never had a moment to do anything other than shoot, reload, and repair weapons. The entire time I had a M60 just wrecking heads and I couldn't keep up.

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That is great luck! it's the second best thing to get, IMO. :)

 

I got a Auger early one time and it changed EVERYTHING!

 

then later that game (around day 23 or so) I found 2 in a workstiffs shop! i tried to sell them but they didn't sell for anything :(

 

- - - Updated - - -

 

We've done everything under KS, so we're done with it. Might update the graphics.

Damn there goes my dreams of a bison breaking through my base like the kool aid Man!

 

if i had money i would do it do it. but i'm poor.

 

but hopefully ill get a job soon!

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Did the change to the torch heat map on the update last night make things go tits up for screamers? Guy on Discord:

 

"we are getting stupid amounts of screamer spawns

like im not doing anything and had like 4 at my base"

 

Anybody else seeing this?

 

He said he has two torches and is basically non stop fighting hordes now :D

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Did the change to the torch heat map on the update last night make things go tits up for screamers? Guy on Discord:

 

"we are getting stupid amounts of screamer spawns

like im not doing anything and had like 4 at my base"

 

Anybody else seeing this?

 

He said he has two torches and is basically non stop fighting hordes now :D

 

I dont even have torches and this is a problem with a single forge and campfire in the desert

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Maybe a suggestion for BM's. Any chance you could slow down the respawn of zombies or add a pause based on how many people are in? That way we can get 10-20 second lull's in the horde.

 

This may sound weird, but with two of us fighting in a base, we never had a chance to even really breathe, let alone repair anything. Cause of that, our bunker (concrete and steel) got completely destroyed, and the same with our fallback position (concrete again). We just never had a moment to do anything other than shoot, reload, and repair weapons. The entire time I had a M60 just wrecking heads and I couldn't keep up.

I imagine the horde that would stop every five minutes. The zombies would sit, light a cigarette, take out a deck of cards. Maybe a biker would start playing guitar, some spiders would start to dance. Then a screamer come to see you: "it's good for you? We're ready there ..." ;)

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Maybe a suggestion for BM's. Any chance you could slow down the respawn of zombies or add a pause based on how many people are in? That way we can get 10-20 second lull's in the horde.

 

This may sound weird, but with two of us fighting in a base, we never had a chance to even really breathe, let alone repair anything. Cause of that, our bunker (concrete and steel) got completely destroyed, and the same with our fallback position (concrete again). We just never had a moment to do anything other than shoot, reload, and repair weapons. The entire time I had a M60 just wrecking heads and I couldn't keep up.

 

Explosives are your 100% friend on horde night. I do them with another person and he creates those lulls when he throws a few grenades and blows the hordes to bits as they bang on the front door :D

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MM

 

I have a general play question.

 

Will there ever be a chunk reset delay option?

 

This mainly pertains to Nomadic scavenger thematic play.

I don't mean set to infinite, but it takes a great deal more

than five days to clear a sector. This is including mining,

scavenging, building, trading, fighting, and hunting. If enabled

*It could be limited to Pois within a set parameter of +Y height

-Y depth and lot footprint. Added parameters that would need to be met

100% or lower looty yield, No loot respawn, No air drop, 100% or less

player block damage, XP mult 100% or less, ai block damage 100% or greater,

difficulty level default of higher.* Written as a regulator Class so if

all prerequisites are met it is on if not then it is off.

 

 

This would allow more flexibility with temp outposts and bases.

It would also regulate not taking over buildings pre-fortified

prefab bunkers, or specialized prefabs.

 

 

This is because more than once you have posted to think broad stroke/based,

outside the box, and how it will with a single incorporation not take

away from game play but potentially enhance it.

 

 

Broad stroke: NPCs positve, negative, and neutral AI. Random events

being added will require eventually helping to build and maintain

civilian outposts. This leads into the trading aspect of goods and services.

Protecting and fighting NPCs. Which ties into the Quest system. Initial quest

Providing specified materials in quantity to a Trader, upon completion a pre

designated lot is set to a Civilian outpost. Trader sets a Poi, using the fetch

kill option already in game. Quest 2 is finding and escorting the NPCs to the

outpost. Quest 3 is establishing the outpost.

 

 

This comes back to the quest system, this time Npc enabled, they will need

periodic help to survive Food hunted for a quest becomes a fetch package this

ties into random event, materials promote mining and resource gathering.

Electricity, the creation of gas, water purification, the ability for various

fortifications are already enabled. This combined with vehicular travel allow

for traversing the map to remote events and activities. This promotes using more

of the map. So each ties into the other opening Nomadic style vs sedentary presently.

 

 

Sedentary play could be develpment of a faction outpost or city, The horde and

bandits seek to destroy the main base and the outpost "random event". Nomadic

the same over a larger area. PVP = Faction vs Faction and invasion. Coop is

civilization rebuild. Single play is same but more of a "Chuck Norris, Road

Warrior, Outlander" character. The outpost fortificatons can be expanded upon.

 

 

The two are not directly related, the Nomadic and the NPC inclusion, but they are

related by how a player or players would choose to play. Travelling potentially 8k

1 way, to complete a single quest is expensive time wise. Quest: reparing, homes,

buildings for the incorp of new NPCs. Building perimeter armorments. Supplied by

scavenging initally and pepetually by Trader/NPC quests.

 

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I have seen a major increase in the number of screamers in the current experimental (b4). I have not started a new game. I am on 60 minute days. There are no torches but about 6-8 candles in the chunk. I have three forges and a chem station. I also have a generator running and two shotgun turrets as a screamer/wandering horde early warning system.

 

I haven’t had a chance to test it but it seems like the workstations are now increasing chunk heat much more they used to. With all four workstations running (3 forges and chem lab) it takes less than 5 minutes to spawn a screamer. Once I kill the screamer from my roof another will spawn in less than 5 minutes as the heat continues to tick up as I’m locating and killing the initial screamer spawn. Clearly I am generating a lot of heat and I fully expect to have a bunch of screamers but this seems a little excessive. Maybe this is an unintended effect of changing how heat is handled based on day length.

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I have seen a major increase in the number of screamers in the current experimental (b4). I have not started a new game. I am on 60 minute days. There are no torches but about 6-8 candles in the chunk. I have three forges and a chem station. I also have a generator running and two shotgun turrets as a screamer/wandering horde early warning system.

 

I haven’t had a chance to test it but it seems like the workstations are now increasing chunk heat much more they used to. With all four workstations running (3 forges and chem lab) it takes less than 5 minutes to spawn a screamer. Once I kill the screamer from my roof another will spawn in less than 5 minutes as the heat continues to tick up as I’m locating and killing the initial screamer spawn. Clearly I am generating a lot of heat and I fully expect to have a bunch of screamers but this seems a little excessive. Maybe this is an unintended effect of changing how heat is handled based on day length.

 

Yeah it is almost unplayable now at our bases because of too many screamers. By the time ive killed the first one and its horde 3 more have spawned. 1 Workstation and 2 forges are the only things running...

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Yeah it is almost unplayable now at our bases because of too many screamers. By the time ive killed the first one and its horde 3 more have spawned. 1 Workstation and 2 forges are the only things running...

Using portable turrets if you have not had time to put spikes might be helpful.

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