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madmole

Alpha 19 Dev Diary

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2 hours ago, faatal said:

I've not seen that bug or heard anything about it. If testers can repro, they will make a ticket.

You should visit General Discussion more...a new thread pops up every few days on it... 

 

 

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3 hours ago, faatal said:

I've not seen that bug or heard anything about it. If testers can repro, they will make a ticket.

There's also a quite long thread in the support subforum regarding this issue.

 

 

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6 hours ago, faatal said:

I've not seen that bug or heard anything about it. If testers can repro, they will make a ticket.

I've reported this bug myself with repro steps, hell, I think I've figured out what's causing it.  It's been hanging around for a few years now.

 

Dig a trench or hole wherever, the bigger the better.  Travel to the other side of the map without teleporting and then all of the way back again.  Quite often when you get back to your hole you'll see the low detail terrain mesh just below the level of the detailed terrain. 

 

<Guess>  It seems some of the distant terrain meshes aren't properly processed when the world origin is moved.  </Guess>

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Playing my new alpha19 game and so far really enjoying it

Fortitude , fists punching everything to death and having no problems whatsoever staying alive while doing it...

First horde night I took a few hits but punched them all to death , all good

Day 11 , finally found a forge plan , so got that up and running! Day 12 found a chemistry station plan...still no workbench!

Food is very tight , have eaten old sandwich's for the first time ever lol...no seed recipes and no farming ability yet....debating on spending a point or 3 in living off the land...

 

Getting ready for my day 14 horde with much better gear and a Purple Leather First wrap with a few mods on it , have 2 skull crusher candies on hand and 3 Mega Crush! Should be a fun night ;)

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@madmole Can we get more .prefabs to be attachable to entities like pipes? Can hardly build tanks and stuff with available ones (and you can't use the same prefab twice for some reason, so can't slap wheels on those things). Scale option could be really cool too (yeah this is all vanilla).

 

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@madmole yes, this is a criticism... Who is the guy who design the zombies? Why is it that all we have are mostly white zombies, strong males, weak and/or sexualized females.. There are a lot of zombies but only the screamer is "correct" and theres's one asian and the hungry female.. I mean, come on, I know its a game but let do this in a good way....

Edited by Roland (see edit history)
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@madmoleLove the new zombies, except the construction worker reskin of the janitor - that one seems lazy, unless you're testing clothing options. Also starting to notice a visible difference in art styles - one has matte textures, and the other is very shiny. Will there be another pass to help standardize them, or add little details like gnashing teeth animations or better punch animations? Still great work, just wondering!

Edited by Roland (see edit history)

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@faatal

 

Has anyone else been having an issue with the z's seeming like they don't know when to stop moving when attacking you anymore? 

 

Like literally, sometimes (maybe most of the time) they try to walk into me and push me around instead of stopping and attacking like they used to. Seems to happen the most with the ones with more average sizes (cheerleader, business man, etc.), but that might be due to the fact that I rarely let the larger ones get close.

 

Also just remembered that I have seen it at least once with with a biker.

 

Is this an intended change?

Edited by Reckis
grammar nazi'ing myself (see edit history)

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@madmole I've been playing a lot with the Stun Baton as of late and it's amazing how over looked it is. As it's boarder line OP, especially with Tech Junkie Volume 6 to get a 25% chance to charge it on each hit and 50% on power attacks. Which makes it trivial to stun lock your target and even keep multiple targets stun locked as you beat them to death. As for damage and time to kill it is actually really good despite its low stated damage due to the shock dps.

 

However it is plainly obvious why it is so over looked as its listed damage is so low and the games electric shock special effect is way over the top to a boarder line annoying level. Which both effectively drive people away from the weapon to more comfortable options with bigger numbers like the Club or even Axe. 

 

It would be awesome if the electric effect was toned down a bit and even better if the electric dps was listed in the weapon description to show it's true damage.

Edited by Roland (see edit history)
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I recently passed the 2000 hour mark and celebrated by writing a steam review.

Needless to say it was a huge thumbs up

I crafted my first axe in Nov 2016 in A15 and have not strayed far from this game ever since.

I go play something else for short periods but this game, much like the Mafia, keeps dragging me back. (Godfather reference)

 

The only annoyance I have with this game right now is the fact that a shotgun is a POI destroyer!  I've lost count of the times that I've shotgun blasted a zombie through the floor. I know that it only happens to wood blocks but going through a wood POI is an exercise in building demolition.

 

Geez I love this game :)

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3 hours ago, Gobarg said:

The only annoyance I have with this game right now is the fact that a shotgun is a POI destroyer!  I've lost count of the times that I've shotgun blasted a zombie through the floor. I know that it only happens to wood blocks but going through a wood POI is an exercise in building demolition.

A shotgun vs American drywall? That's absolutely what happens...

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@madmole u there? Staph designing and throw us a bone. We are gonna develop a real Zombie virus from the wait !.

 

We need a special infected Roland Zd that instead of moaning throws puns at the players along with Math books.

 

Jokes aside, a talking Zombie would be amazing. Big "nope" moments guaranteed.

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Damn... I so very very hate how this game uses the stats for tools and weapons...

 

Got a lvl 4 steel shovel and with mods it does 249 dmg... so yes that's 1 short for the top soil, so I have to use 2 swings at it...

I want to redo the garden around my base and I don't want to double the work (swings), I put it off until I find a better shovel or can make one.

 

Finally... on day 53 I find the steel tools schematics... I can make lvl 5 steels tools...

(btw... got 8 traders that I see regulary... not their inventory or the quest rewards ever gave me this or the better shovel)

 

I make one... and... great... It has lower stats then the lvl 4 one... even with the added mod slot... now I do 248 dmg... even less...

 

WTF?

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It's kinda impossible to balance.

We have a lot of small boni affecting block damage but the end result is rounded down massively to "number of swings".

 

There will always be situations where bonus XYZ "does nothing" when looking at a specific block type.

 

Long ago I had suggested that the "wasted damage" would carry over to the next swing. That way even 5% more block damage would be guaranteed to  "do something".

Never got any traction, though.

Edited by Gazz (see edit history)

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Any chance we could get more sleeper volume triggers? Maybe an "Alert" one that spawns them in wandering around right off the bat? Would be a nice option. :)

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Predators often get bugged and freeze in place for longer than they should. In my opinion, animals should maintain a coherent distance from the block they are punching/pathing , and not stick their heads or arms into it because their arms or bodies are longer than the block or glitch in place because of things as small as a pole or tiny bars (maybe certain fences, bars or small things they should just instantaneously destroy ).

 

Not many games solve that by properly handling multiblock pathing . None that I remember actually. Hear my crying words , oh, @faatal .

Edited by Roland (see edit history)

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I've always wished arrows caused some bleed, at least with non infected animals.  :) 

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9 minutes ago, Ezed said:

I've always wished arrows caused some bleed, at least with non infected animals.  :) 

once upon an alpha... they used to.. shoot the deer and followed him until he dropped from bleeding to death.... that was a long time ago in a galaxy far far away :)

 

would be nice to see a return or perk proc for it.

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Completely off topic but I'm sure @madmole would find this at least somewhat interesting (if he was still around on this dev diary 😛), but Microsoft has just purchased Bethesda for 7.5 billion dollars. An interesting development...

Edited by Roland (see edit history)

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Did something break with the last update, now when a zombie dies from bleeding damage, i no longer get exp, kinda sucks with a knife build, also as odd as it seems when i shoot a wolf during the day with a pistol sometimes they run away, its really weird.

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