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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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Level design realizes this and have been making some adjustments. We have ammo piles now that help compensate for ammo loss during the mission.

 

:/ Hopefully we can remove this.

Id really wouldn't like to know, that I can count on having a stash of ammo waiting for me in every poi, and that I might need to go out of my way sometimes to restock my supply.

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Yes expect at least a 20% reduction in zeds in POIs and loot rewritten from scratch. There is a lot of new micro loot too so hopefully its worth it.

 

When you say loot rewritten from scratch, do you mean like via the placement of containers, or in xml?

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Should work fine, I make new shapes constantly and they are paintable.

 

Sadly it does not work that way at the moment, there are at least two problems that prevent us from doing this.

 

- We cannot add meshes like you and other devs can, we can add models exported with Unity but those come with their own texture and are model blocks or model entities and thus do not work along with the painting system. I tried importing just a mesh from the mods folder but no luck so far.

- No access to block textures so we cannot add anything or change anything there, not even by supplying it as external assets in the mods folder.

 

It probably is not a priority of A18 or even A19 but it would be nice if this would be opened up for modders just like importing unity assets and xpath was opened up in A17.

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Sadly it does not work that way at the moment, there are at least two problems that prevent us from doing this.

 

- We cannot add meshes like you and other devs can, we can add models exported with Unity but those come with their own texture and are model blocks or model entities and thus do not work along with the painting system. I tried importing just a mesh from the mods folder but no luck so far.

- No access to block textures so we cannot add anything or change anything there, not even by supplying it as external assets in the mods folder.

 

It probably is not a priority of A18 or even A19 but it would be nice if this would be opened up for modders just like importing unity assets and xpath was opened up in A17.

 

giphy.gif

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My bad. I thought the max health just increased each day. I thought that is what you originally stated when you changed it from being tied to Fortitude.

 

But in any case you could base gamestage on days since initial spawn and then it would be customized to each player and disconnected from their level.

 

(Days since initial spawn + Days since last death) x modifier

 

No you get 1 hp and 1 stam every time you level in A18.

 

I don't see that as offering anything better. Some players who level fast would out grow it and be bored and say its too easy, and players who level slower would get hosed.

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Are you referring to the fact that a lower gamestage means fewer 'strong' zombies that carry the better loot bags? Or something else?

 

I am saying that a quest that reduces gamestage does not give the impression that you are winning back territory from zombie infection since the number of zombies stays the same.

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People should like this one:

 

Added changing the held item during weapon reload cancels reload (anim speed x30, no ammo change).

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No you get 1 hp and 1 stam every time you level in A18.

 

I don't see that as offering anything better. Some players who level fast would out grow it and be bored and say its too easy, and players who level slower would get hosed.

 

It probably is true that there are only a relatively few players who sense that the world progression is tied to what they do and are bothered by it. The advantage is having a world that operates independently of the player which feels more alive and less controllable. As for bored players, they would choose a higher difficulty which has a higher multiplier which ramps the gamestage up faster. With six levels of difficulty it wouldn't be hard to pick a good multiplier for players of various skill and efficiency to find a challenge that is doable for them. Changing the gamestage multiplier is pretty much what the levels of difficulty do as it is.

 

But...it also makes for a good mod for variety of experience. :)

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Animals got some attention this week:

 

Changed: Improved boss Grace (AI aggressive to players, destroy area, territorial. Slightly smaller. Moves slower. Longer range and more damage)

Changed: Decreased wolf attack delay, range and damage

Changed: Increased dire wolf attack delay, range and damage

Changed: Decreased bear attack range/sphere values

Changed: Reduced bear, boar, canine and vulture hit check delays

Fixed: Mountain Lion ragdoll NRE

Fixed: Mountain Lion neck snap from death anim or ragdoll

Added: Animal leap ability

Changed: Improved Mountain Lion (moves faster, leaps, 3 part jump anim, shorter zombie aggro range)

Changed: Improved AI RunawayFromEntity

Fixed: AI RunawayWhenHurt never triggering with default values

Changed: Timid animals run from hostile animals

Changed: Improved Coyote (attacks chickens and rabbits, short chase times, mostly retreats when taking moderate damage)

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I am saying that a quest that reduces gamestage does not give the impression that you are winning back territory from zombie infection since the number of zombies stays the same.

 

I was thinking about this and what I thought of was a quest that sends you to a random POI and starts a timer leading up to a massive attack wave of zombies-- like a bloodmoon horde. You have the initial time to prepare and barricade the POI as best you can. Then you have to stay in the area and kill a specific number of zombies and survive until you do. If you complete the quest then the heat map reduces to zero everywhere and remains at zero for a day or two before building up again.

 

Reducing the heat map doesn't affect gamestages but would give a sense of reducing local zombie presence.

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People should like this one:

 

Added changing the held item during weapon reload cancels reload (anim speed x30, no ammo change).

 

You the man!

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People should like this one:

 

Added changing the held item during weapon reload cancels reload (anim speed x30, no ammo change).

 

Updated OP

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I was thinking about this and what I thought of was a quest that sends you to a random POI and starts a timer leading up to a massive attack wave of zombies-- like a bloodmoon horde. You have the initial time to prepare and barricade the POI as best you can. Then you have to stay in the area and kill a specific number of zombies and survive until you do. If you complete the quest then the heat map reduces to zero everywhere and remains at zero for a day or two before building up again.

 

Reducing the heat map doesn't affect gamestages but would give a sense of reducing local zombie presence.

 

I really like this idea. It sounds super fun!

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People should like this one:

 

Added changing the held item during weapon reload cancels reload (anim speed x30, no ammo change).

 

 

Animals got some attention this week:

 

Changed: Improved boss Grace (AI aggressive to players, destroy area, territorial. Slightly smaller. Moves slower. Longer range and more damage)

Changed: Decreased wolf attack delay, range and damage

Changed: Increased dire wolf attack delay, range and damage

Changed: Decreased bear attack range/sphere values

Changed: Reduced bear, boar, canine and vulture hit check delays

Fixed: Mountain Lion ragdoll NRE

Fixed: Mountain Lion neck snap from death anim or ragdoll

Added: Animal leap ability

Changed: Improved Mountain Lion (moves faster, leaps, 3 part jump anim, shorter zombie aggro range)

Changed: Improved AI RunawayFromEntity

Fixed: AI RunawayWhenHurt never triggering with default values

Changed: Timid animals run from hostile animals

Changed: Improved Coyote (attacks chickens and rabbits, short chase times, mostly retreats when taking moderate damage)

 

 

Hell yeah!

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Animals got some attention this week:

 

Changed: Improved boss Grace (AI aggressive to players, destroy area, territorial. Slightly smaller. Moves slower. Longer range and more damage)

Changed: Decreased wolf attack delay, range and damage

Changed: Increased dire wolf attack delay, range and damage

Changed: Decreased bear attack range/sphere values

Changed: Reduced bear, boar, canine and vulture hit check delays

Fixed: Mountain Lion ragdoll NRE

Fixed: Mountain Lion neck snap from death anim or ragdoll

Added: Animal leap ability

Changed: Improved Mountain Lion (moves faster, leaps, 3 part jump anim, shorter zombie aggro range)

Changed: Improved AI RunawayFromEntity

Fixed: AI RunawayWhenHurt never triggering with default values

Changed: Timid animals run from hostile animals

Changed: Improved Coyote (attacks chickens and rabbits, short chase times, mostly retreats when taking moderate damage)

 

Now you need packs (and only when in a pack) of wolves/dire wolves to go after deer.

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I've written A* from scratch before. I'm currently using a layered variation to path over an utterly ridiculous amount of kilometres. I know its strengths and weaknesses intimately. With a general understanding of how the algorithm works it shouldn't be too hard to work out that there _will_ be issues under the current system. :-)

 

In pure A* the weight is just a single floating point variable which indicates the difficulty of traversing between block A and block B. Why anyone would change the fundamental principle of how the algorithm works to something as esoteric as block health is beyond me. By all means adjust the basic system with whatever variables and modifiers you want but changing how the algorithm works on a fundamental level and expecting it to "just work" is somewhat optimistic.

 

Why anyone would use a 2D pathing algorithm in a dynamic 3D voxel world also causes me much discombobulation.

 

faatal can correct me if I'm wrong, but I don't believe there is any fundamental change to the algorithm, nor was one proposed. It just happens that the edge costs are defined entirely by the block hit points (except for special cases like doors). If you want to say that doesn't count as block HP forming the basis of path weighting then fine, whatever, semantics.

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faatal can correct me if I'm wrong, but I don't believe there is any fundamental change to the algorithm, nor was one proposed. It just happens that the edge costs are defined entirely by the block hit points (except for special cases like doors). If you want to say that doesn't count as block HP forming the basis of path weighting then fine, whatever, semantics.

 

I'm saying that basing the path weight on block HP _is_ the problem. It leads to far too many edge cases and oddities when you're trying to use shapes other than a cube. Compound that with the difficulties of using a 2d algorithm in a 3d voxel environment and I'm quite surprised it works at all.

 

It's clunky and slow but it's good enough for the job... as long as you're satisfied with only good enough.

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I was thinking about this and what I thought of was a quest that sends you to a random POI and starts a timer leading up to a massive attack wave of zombies-- like a bloodmoon horde. You have the initial time to prepare and barricade the POI as best you can. Then you have to stay in the area and kill a specific number of zombies and survive until you do. If you complete the quest then the heat map reduces to zero everywhere and remains at zero for a day or two before building up again.

 

Reducing the heat map doesn't affect gamestages but would give a sense of reducing local zombie presence.

 

Another option would be that by doing some sort of hard quest like this, you could prevent the next Blood Moon horde from spawning (just one). Compared to paying off the trader for the same benefit, this would be a more proactive and action-oriented alternative to the Blood Moon horde.

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Its an ongoing effort to remove loopholes. Gas has been nerfed significantly but I need to get a vehicle on a long term save and see how it feels.

 

Gasoline nerfed? In what way?

 

How much you can find/make or how fast you burn though it?

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I'm saying that basing the path weight on block HP _is_ the problem. It leads to far too many edge cases and oddities when you're trying to use shapes other than a cube. Compound that with the difficulties of using a 2d algorithm in a 3d voxel environment and I'm quite surprised it works at all.

 

It's clunky and slow but it's good enough for the job... as long as you're satisfied with only good enough.

 

The heuristic function has to be something. I hear you that you don't like A* for this in the first place, but I can think of no better heuristic than block HP.

Edited by Crater Creator
clarifying (see edit history)

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Guest Rust Buddy

Some good ideas being written here Madmole. Also look at Rust for good ideas or peoples mods like that guy just posted. Can’t wait for a18. Haven’t been playing but plan to soon as a18 hits the streets. Bye Madmole.

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Remember this was back in the 70's when farting, swirlies, wedgies, hurtz donuts, charlie horses, wet willies, dunking and kill the man were politically correct behaviour.

 

I had better tell my kids to grow up then....

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@Devs

 

Was the "Glancing Blow" system implemented at the time of the streams? If not can you showcase it in your next video?

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