Odetta 253 Posted February 27, 2020 Share Posted February 27, 2020 In what way? We used them on a gamestage 400+ against a ton of demolishers and it was fun as hell. See video below. World: Navesgane Difficulty: Adventurer Clock: 90 Minute Days Horde Base: Custom Players: 6 Blood Moon Horde: 8 max alive per player Party Game Stage: ~472 When I used it I didn't know that you could shoot the demolisher and kill him without setting his bomb off Link to post Share on other sites
beerfly 276 Posted February 27, 2020 Share Posted February 27, 2020 Madmole, Some feedback for turrets. What do you think of a "target flyers only" in the interface? Hmmm Link to post Share on other sites
Haidrgna 184 Posted February 27, 2020 Share Posted February 27, 2020 They dont have to be able to tranverse blocks the same way players do. Maybe for bandits when they come in but not all entities. Keeps things more interesting/varied imo. Zombies getting stuck is not interesting nor varied. If they cannot scale a block for some reason they should try and rage against it instead or find a different path. No shape of block should result in them gettings completely stuck in some loop, never being able to hit or get past it. But it seems Faatal is already working on this. 1 Link to post Share on other sites
Onarr 110 Posted February 27, 2020 Share Posted February 27, 2020 (edited) We don't have any plans for that, but it would be good to have more reasons to travel to other biomes. This. I would really like having more reasons to travel into other biomes aside from forest and rarely desert. There is currently no proper risk vs reward for other biomes Like for example wasteland has the best weapons, technologies etc. because bombs were targeted at strategic locations - factories, munition warehouses, research centres etc. Snow biome could have seed vaults (https://en.wikipedia.org/wiki/Svalba...bal_Seed_Vault), secret bases, oil pumps (imagine siberian oil rigs). Desert biome would have scyscrapers, military bases etc. But in order for it to work, loot tables would have to be tied to location, not container (or have specific containers only at specific locations) Edited February 27, 2020 by Onarr (see edit history) 3 Link to post Share on other sites
wolfbain5 198 Posted February 27, 2020 Share Posted February 27, 2020 This. I would really like having more reasons to travel into other biomes aside from forest and rarely desert. There is currently no proper risk vs reward for other biomes Like for example wasteland has the best weapons, technologies etc. because bombs were targeted at strategic locations - factories, munition warehouses, research centres etc. Snow biome could have seed vaults (https://en.wikipedia.org/wiki/Svalba...bal_Seed_Vault), secret bases, oil pumps (imagine siberian oil rigs). Desert biome would have scyscrapers, military bases etc. But in order for it to work, loot tables would have to be tied to location, not container (or have specific containers only at specific locations) hmmm, location based boss boxes would be a welcomed change, and they can be levelled quite easily. mostly just xml edits Link to post Share on other sites
Ayrton 10 Posted February 27, 2020 Share Posted February 27, 2020 Madmole or Faatal, do we have any news of the bandits? The last time we knew something was in A15 in a Madmole video, is it something discarded for A19? Link to post Share on other sites
Damocles 256 Posted February 27, 2020 Share Posted February 27, 2020 Madmole or Faatal, do we have any news of the bandits? The last time we knew something was in A15 in a Madmole video, is it something discarded for A19? I think they could add some kind of basic bandits relatively quickly. (using the zombie AI, and giving some them guns, other models and sounds). But that might be not exciting enough - and rather take longer to have more a sophisticated bandit implementation. 1 Link to post Share on other sites
Menace312 24 Posted February 27, 2020 Share Posted February 27, 2020 I remember reading a post awhile back, where mm said that NPCs were after A18. But that could be any alpha after that I guess. Link to post Share on other sites
Laz Man 1,335 Posted February 27, 2020 Share Posted February 27, 2020 Zombies getting stuck is not interesting nor varied. If they cannot scale a block for some reason they should try and rage against it instead or find a different path. No shape of block should result in them gettings completely stuck in some loop, never being able to hit or get past it. But it seems Faatal is already working on this. Agreed, I also think they shouldnt just get stuck infinitely. Link to post Share on other sites
HungryZombie 45 Posted February 27, 2020 Share Posted February 27, 2020 Indeed it does snow in the desert. But the snow biome is like snow-capped mountains, alpine lands or some kind of tundra right? There is no sand underneath the thick layer of snow either. If there actually were a snow covered desert biome or at least a blend biome where the two biomes would meet sure. But otherwise you will keep getting this comments over and over. I am hoping some kind of biome blends are on the roadmap, so that there can always be a nice transition between two biomes where there is a biome that shares traits with both biomes (like snow covered desert between snow and desert, plains between desert and forest etc). I live in Arizona amid the cactus. About 90 minutes north is flagstaff. Mountainous terrain that gets snow covered in winter. After a nuclear winter it would be much worse I'd imagine. Link to post Share on other sites
madmole 3,578 Posted February 27, 2020 Author Share Posted February 27, 2020 Madmole, Some feedback for turrets. What do you think of a "target flyers only" in the interface? Might be useful so you could conserve ammo for flyers, but I would think you could probably pull that off by making them mounted in an opaque box at roof level. 1 Link to post Share on other sites
madmole 3,578 Posted February 27, 2020 Author Share Posted February 27, 2020 Madmole or Faatal, do we have any news of the bandits? The last time we knew something was in A15 in a Madmole video, is it something discarded for A19? Was never on the 19 roadmap, so it was never discarded. Take a look at the first post to see what we're planning for A19. Art has done some work on bandits, but right now we're putting guys on the zombie art like the new hd boe I showed. Bandits will come in A20 or 21, etc. We've hired two new programmers, and the art staff is about 7 now, counting two sub contractors so I think we're poised now to get them in. 2 Link to post Share on other sites
madmole 3,578 Posted February 27, 2020 Author Share Posted February 27, 2020 I think they could add some kind of basic bandits relatively quickly. (using the zombie AI, and giving some them guns, other models and sounds). But that might be not exciting enough - and rather take longer to have more a sophisticated bandit implementation. We're only adding shippable content now, no temp or wip stuff. So when bandits arrive they will be awesome, aside from final tuning and balance. 3 Link to post Share on other sites
Adam the Waster 715 Posted February 27, 2020 Share Posted February 27, 2020 Was never on the 19 roadmap, so it was never discarded. Take a look at the first post to see what we're planning for A19. Art has done some work on bandits, but right now we're putting guys on the zombie art like the new hd boe I showed. Bandits will come in A20 or 21, etc. We've hired two new programmers, and the art staff is about 7 now, counting two sub contractors so I think we're poised now to get them in. sweet but i thought the "infected survivor" was Joe Too many Oe's Moe, joe , joel , boe i need grog now Link to post Share on other sites
Ayrton 10 Posted February 27, 2020 Share Posted February 27, 2020 Was never on the 19 roadmap, so it was never discarded. Take a look at the first post to see what we're planning for A19. Art has done some work on bandits, but right now we're putting guys on the zombie art like the new hd boe I showed. Bandits will come in A20 or 21, etc. We've hired two new programmers, and the art staff is about 7 now, counting two sub contractors so I think we're poised now to get them in. Thank you very much for the clarification, I can't wait to see the new bandits, I love that they have more new people, the family stops and we like that, keep up the good work guys Link to post Share on other sites
Ranzera 116 Posted February 27, 2020 Share Posted February 27, 2020 What are the other 2 tiers of the stun baton going to be? The first post says all weapons will have 3 tiers in A19 but I haven't heard anything about the baton yet. Link to post Share on other sites
SickWolf 2 Posted February 27, 2020 Share Posted February 27, 2020 What are the other 2 tiers of the stun baton going to be? The first post says all weapons will have 3 tiers in A19 but I haven't heard anything about the baton yet. Taser gun as tier 1 12V battery with 2 wires for tier 3 XD 1 Link to post Share on other sites
meganoth 1,002 Posted February 27, 2020 Share Posted February 27, 2020 What are the other 2 tiers of the stun baton going to be? The first post says all weapons will have 3 tiers in A19 but I haven't heard anything about the baton yet. caress baton -> stun baton -> wooden club Link to post Share on other sites
bdubyah 131 Posted February 27, 2020 Share Posted February 27, 2020 (edited) Stun baton is INT, right? That means it's stun baton, junk sledge, junk turret. Wait, no. Forgot about the drone. Hmm. Not sure then. Lol. Edited February 27, 2020 by bdubyah (see edit history) Link to post Share on other sites
beerfly 276 Posted February 27, 2020 Share Posted February 27, 2020 12V battery with 2 wires for tier 3 XD Poke the demolisher in the eyes with that and you get instant defuse. But only on horde nights. 1 Link to post Share on other sites
Trankitas 96 Posted February 27, 2020 Share Posted February 27, 2020 Hand tazer > Stun baton > Tazer gun? Link to post Share on other sites
Roland 3,030 Posted February 27, 2020 Share Posted February 27, 2020 Stun Baton < Cattle Prod < Goa'uld Pain Stick 1 Link to post Share on other sites
SnowDog1942 519 Posted February 27, 2020 Share Posted February 27, 2020 Stun Baton < Cattle Prod < Goa'uld Pain Stick We need a new Stargate Link to post Share on other sites
beerfly 276 Posted February 27, 2020 Share Posted February 27, 2020 We need a new Stargate But by Kubrick and Tarantino. Link to post Share on other sites
Laz Man 1,335 Posted February 27, 2020 Share Posted February 27, 2020 Stun Baton < Cattle Prod < Goa'uld Pain Stick For Int Melee: sharp stick (reintroduced lol) > Blunderbuss (redesigned for max range of 2) > Stun Baton For Int Range: Junk Sledge > Junk Turret > Junk Drone Link to post Share on other sites
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