meganoth Posted September 6, 2019 Share Posted September 6, 2019 Just noticed my title!!!! thank you!!! or whoever did it! That's short for Navezgane's pervectionist ? It must be. I first thought something else, but nah. Link to comment Share on other sites More sharing options...
MajorMunchy Posted September 6, 2019 Share Posted September 6, 2019 This is now in A18: Added: SDTD-10798 Flag players that died during blood moon as invalid GPS Added: AI Director blood moon 1.5 sec update delay for targeting Fixed: SDTD-5339 Newly created character joins during Blood Moon Event has no safety Attacking an Entity or being see or heard by a hostile AI will remove you BM death target protection. SWEET Link to comment Share on other sites More sharing options...
Guppycur Posted September 6, 2019 Share Posted September 6, 2019 The code for him literally reads: "stompspikes true" Better XML would be: <Property name="stompblock" value ="true" parameter="blockname1, blockname2, blockname3" /> Link to comment Share on other sites More sharing options...
Guppycur Posted September 6, 2019 Share Posted September 6, 2019 if (stompsSpikes && block.HasTag(BlockTags.Spike)) Oh that'll work. Link to comment Share on other sites More sharing options...
faatal Posted September 6, 2019 Share Posted September 6, 2019 Better XML would be: <Property name="stompblock" value ="true" parameter="blockname1, blockname2, blockname3" /> Well, a short lived consultant actually added it. I would of gone with a numeric value like damage or percent of health. Link to comment Share on other sites More sharing options...
Haidrgna Posted September 6, 2019 Share Posted September 6, 2019 Well, a short lived consultant actually added it. I would of gone with a numeric value like damage or percent of health. The BlockTags enumerator seems to be in the code for a while, is it updated to work with the event system now? Link to comment Share on other sites More sharing options...
Survager Posted September 6, 2019 Share Posted September 6, 2019 Well, a short lived consultant actually added it. I would of gone with a numeric value like damage or percent of health. How will the Demolisher react to the Blade Trap? Will he run through it? Or will such a trap be able to stop it or slow it down? Link to comment Share on other sites More sharing options...
Callum123456789 Posted September 6, 2019 Share Posted September 6, 2019 Oh. Well its currently removed then. wait 16k maps getting removed in a18 will they make a return? because I liked the endless exploring I mean since im that 1% guy I dunno but im just curious Link to comment Share on other sites More sharing options...
The Gronk Posted September 6, 2019 Share Posted September 6, 2019 wait 16k maps getting removed in a18 will they make a return? because I liked the endless exploring I mean since im that 1% guy I dunno but im just curious I'm not entirely sure MadMole is aware of the little hack to get 16k maps... don't tell him :-) Link to comment Share on other sites More sharing options...
Callum123456789 Posted September 6, 2019 Share Posted September 6, 2019 I'm not entirely sure MadMole is aware of the little hack to get 16k maps... don't tell him :-) he is ): I hope they make it... Link to comment Share on other sites More sharing options...
Laz Man Posted September 6, 2019 Share Posted September 6, 2019 Probably too inferior for my GS. Dogs are nothing, about like a snake. I am thinking of buffing them (the z dogs) so they are feared again. Yesssss!!!! Link to comment Share on other sites More sharing options...
ecv Posted September 6, 2019 Share Posted September 6, 2019 No they need to GPS to you until you die the first time, so that fear is always a thing. MAYBE a top tier stealth perk. I'll take that MAYBE! An option to live a hermits life in moderate safety, after the appropriate training it took to get the required perks of course. I'd love to be able to opt out of a bloodmoon on occasion. Our games usually are a 1000 days long though, it's probably not all that common a desire on shorter lived worlds Link to comment Share on other sites More sharing options...
Survager Posted September 6, 2019 Share Posted September 6, 2019 Madmole, give us video 91 day horde! We are waiting! Link to comment Share on other sites More sharing options...
madmole Posted September 6, 2019 Author Share Posted September 6, 2019 Every player I know is afraid of dogs in the early and middle game. Most of them panic and make mistakes when a dog chases them. Especially the dog hordes are feared. I'm not sure why they are so easy to kill, probably its fear from old glitchy dogs that spun a lot and were janky to hit for years. Link to comment Share on other sites More sharing options...
madmole Posted September 6, 2019 Author Share Posted September 6, 2019 Couldn't you have just implemented a crane with a wrecking ball into the game? Then it would be clear what the purpose is. Zombie crane driver confirmed! Link to comment Share on other sites More sharing options...
madmole Posted September 6, 2019 Author Share Posted September 6, 2019 i'd offer you some 7.62s but i lost mine last night in my day 42 horde where i underestimated them... live and learn i hope.. and yes i lived but barely. Yeah I crafted 90% HP ammo for this horde, I hope it pays off. Its just more lead, no problem there so I think its worth it but I can't bulk craft them so I am losing the 20% discount I'd get with regular 7.62. Link to comment Share on other sites More sharing options...
madmole Posted September 6, 2019 Author Share Posted September 6, 2019 Please do... but I think the problem with dogs isn’t how strong they once were or the damage they dealt... it was that a whole pack of them sneak up on you without a sound. I would love if you could hear them coming in the distance... but you better start running because they will catch up. Even better if they made a formation with a couple running behind and a couple to the sides. Offset the pathing by a few meters until they get close enough. Ah yeah dog hordes, I haven't really seen much of that, its usually a single dog in the wasteland. Link to comment Share on other sites More sharing options...
madmole Posted September 6, 2019 Author Share Posted September 6, 2019 I still feel like those MF's can't be all THAT bad if you can get all the way to day 91... I only play SP, I would bet a lot of MP bugs. Link to comment Share on other sites More sharing options...
madmole Posted September 6, 2019 Author Share Posted September 6, 2019 Madmole, the forum said that the Demolisher will ignore the spikes. You could not clarify, it will completely destroy the spikes when it passes over them, or they will take as much damage as from other zombies. It would be very disappointing to lose 15+ iron spikes in 2 seconds. I'm pretty sure you can plan on disappointment, its going to steam roll that stuff like a1 corn. Link to comment Share on other sites More sharing options...
madmole Posted September 6, 2019 Author Share Posted September 6, 2019 His name is the Demolisher. He doesn't ignore the spikes. He goes through them like they are twigs and they get....demolished. The code for him literally reads: "stompspikes true" Remember that this is a late game enemy. Your spikes will be useful for a large portion of the game. The point of the demolishers is to prioritize them and take them out while they are still distant. If you let them get close then your defenses and your base will take damage as he moves through and then even more damage if he explodes. Interestingly, there is no code for stomping barbedwire.... Probably a blanket code to smash any of those. Link to comment Share on other sites More sharing options...
DaVegaNL Posted September 6, 2019 Share Posted September 6, 2019 What I had in mind was waaaay worse than a stripper. Hold on to that thought, you havent seen the stripper I booked.. You okay with three nipples? Link to comment Share on other sites More sharing options...
madmole Posted September 6, 2019 Author Share Posted September 6, 2019 That's the thing though, this is going to be released to experimental, right? I really don't mind bugs, and plenty of others are willing to take the frustration. So theoretically, if you want to have a big stable release to the public while also pleasing those who really don't mind MFs, you could silently release it on the experimental branch and just announce it on the forums here. Then when you're ready for the big stable build you release and announce normally. Idk I'm not a PR manager, there might be holes here Nope, no matter what people assume experimental is stable and complain accordingly. Plus we have one chance to make a first impression, a painful one doesn't do anyone any good. We have bugs we have identified, it would be stupid to release it with a bunch of known issues that are easily fixed. Its better to wait than to rush it. Link to comment Share on other sites More sharing options...
madmole Posted September 6, 2019 Author Share Posted September 6, 2019 With caution, I wonder if that would be good. Ultimately, this is THE zed we really want to slow down. However, if this is late game, perhaps, this should just be considered part of the natural progression to move into electric fences. 4 thick walls perhaps? Link to comment Share on other sites More sharing options...
madmole Posted September 6, 2019 Author Share Posted September 6, 2019 Plenty of Lawyers and Mothers in your horde though, aren't they low gamestage? Is anything else low gamestage limited? I guess non-spitting vultures at some point swap to spitting only? If you buff them, does that mean that up to a certain GS they have say 100 health, and after they would have 200? ZDogs find that one block opening sometimes and make things interesting. Its probably just random. Watch me not see any demolishers at all tonight. Link to comment Share on other sites More sharing options...
madmole Posted September 6, 2019 Author Share Posted September 6, 2019 ha ha , i forgot about mods, that is yet another layer of complexity i didn't even mention in my post. happy to hear the non intuitive compare UI from a17 is a bit better now. hope by the time you add legendary weapons you will also make the compare reflect calculated dps from basic stats (not just base dmg but a combination of dmg and firerate), and a separate actual dps with mods/perks/books taken into account. the more you add the more frustrating it will get to figure what weapon is better. learn from d3, if ppl need a 3rd party tool to play your game u are missing at least one crucial QoL feature. for tools/armor it is less of an issue since there are less stats variety available for them. their stats are pretty independent and straightforward so the current compare is fine for them. It would be nice to see dps and reflect perks calculated in too. Link to comment Share on other sites More sharing options...
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