beerfly Posted August 8, 2022 Share Posted August 8, 2022 (edited) 8 hours ago, Victor.19 said: @RolandWhen are we going to get any news from the A21? All of what we have and know about A21 is in the first post in this thread. As in every next alpha version, when a new thing comes out, it is added there by Mister R. Edited August 8, 2022 by beerfly (see edit history) Link to comment Share on other sites More sharing options...
Cinnel Posted August 8, 2022 Share Posted August 8, 2022 After the game is out of alpha, will you continue to release updates? Link to comment Share on other sites More sharing options...
Roland Posted August 8, 2022 Author Share Posted August 8, 2022 4 minutes ago, Cinnel said: After the game is out of alpha, will you continue to release updates? 9 Link to comment Share on other sites More sharing options...
Arma Rex Posted August 8, 2022 Share Posted August 8, 2022 It's been almost five months since the thread first opened up and we've seen a lot of progress being made by the Devs. Can we expect to see a stream soon, or is it too early for that? 2 Link to comment Share on other sites More sharing options...
Blake_ Posted August 9, 2022 Share Posted August 9, 2022 3 hours ago, Arma Rex said: It's been almost five months since the thread first opened up and we've seen a lot of progress being made by the Devs. Can we expect to see a stream soon, or is it too early for that? You will get no answer from the devs about that, but we know 2 things : 1.They do love Halloween and Christmas and 2.They usually take 8 to 10 months from dev diary opening to exp release, since a17. Expect something between late November 2022 all the way to January 2023 for experimental, barring no strong features are squeezed in, like a prominent nose or a splitted chin. 4 Link to comment Share on other sites More sharing options...
beerfly Posted August 9, 2022 Share Posted August 9, 2022 (edited) 5 hours ago, Blake_ said: You will get no answer from the devs about that, but we know 2 things : 1.They do love Halloween and Christmas and 2.They usually take 8 to 10 months from dev diary opening to exp release, since a17. Expect something between late November 2022 all the way to January 2023 for experimental, barring no strong features are squeezed in, like a prominent nose or a splitted chin. They also invented screamers ingame, for when we even have a blink of a thought about next alpha release date. P.S. Heat map is just an illusion, put as much torches and stuff as you want. Edited August 9, 2022 by beerfly missed a letter (see edit history) 2 Link to comment Share on other sites More sharing options...
maxousara Posted August 9, 2022 Share Posted August 9, 2022 Alpha 21 release between halloween and christmas i'm 100% sure. Link to comment Share on other sites More sharing options...
Alpacko Posted August 9, 2022 Share Posted August 9, 2022 On 7/26/2022 at 3:41 AM, Roland said: So half classic half progressive. and full 💩 On 7/25/2022 at 6:43 PM, schwanz9000 said: The dew collector is not the only way to get jars of water. Do you guys not quest or loot POI's? Spoiler 1 Link to comment Share on other sites More sharing options...
Melange Posted August 9, 2022 Share Posted August 9, 2022 (edited) 6 hours ago, maxousara said: Alpha 21 release between halloween and christmas i'm 100% sure. World Zombie Day is October 17th. Close enough to Halloween. I have marked my calendar. 🧟♂️🧟♀️ 🐌.... Edited August 9, 2022 by Melange (see edit history) Link to comment Share on other sites More sharing options...
Alpacko Posted August 9, 2022 Share Posted August 9, 2022 On 8/2/2022 at 6:42 PM, Roland said: Perks are being rebalanced. No need to apply A20 perks to A21 mechanics. 3 Link to comment Share on other sites More sharing options...
BadPlayer Posted August 9, 2022 Share Posted August 9, 2022 On 8/7/2022 at 10:30 AM, Jost Amman said: I was talking about the sliders... do you see any slider named "cities"? No, that's my point. In the xml's, there is a whole section for city. But no slider for it. 1 Link to comment Share on other sites More sharing options...
RipClaw Posted August 9, 2022 Share Posted August 9, 2022 35 minutes ago, BadPlayer said: No, that's my point. In the xml's, there is a whole section for city. But no slider for it. As far as I know, the Towns slider also affects this section. Apparently you want a slider that only affects this section. Link to comment Share on other sites More sharing options...
BadPlayer Posted August 9, 2022 Share Posted August 9, 2022 1 hour ago, RipClaw said: As far as I know, the Towns slider also affects this section. Apparently you want a slider that only affects this section. How do you know this? Link to comment Share on other sites More sharing options...
Jost Amman Posted August 9, 2022 Share Posted August 9, 2022 (edited) 1 hour ago, BadPlayer said: No, that's my point. In the xml's, there is a whole section for city. But no slider for it. No, the towns/cities sliders are one, it's just a naming conundrum. Until they add a separate slider... Edit: the only one who can confirm 100% this however is @Kinyajuu! Edited August 9, 2022 by Jost Amman (see edit history) Link to comment Share on other sites More sharing options...
Guppycur Posted August 9, 2022 Share Posted August 9, 2022 Yo @faatal ...with the new A21 player character, will we be seeing a change in hold types? I've been noticing a large discrepancy in object orientation between 1st and 3rd person hold types of the same object, i.e. Z may be facing outwards in 1st person but facing upwards in 3rd person, and wanted to know if the new player character would "fix" this. Thanks! The ranged weapon hold types are pretty uniform, it's those dastardly melee ones I'm interested in. 3 Link to comment Share on other sites More sharing options...
RipClaw Posted August 10, 2022 Share Posted August 10, 2022 (edited) 9 hours ago, BadPlayer said: How do you know this? In the rwgmixer.xml there is the following section <property class="city"> <property name="few" value="1"/> <property name="default" value="2"/> <property name="many" value="3"/> <property name="mintiles" value="14"/> <property name="maxtiles" value="18"/> </property> The labels few, default, many correspond to the choices you have under the Towns slider. You can just give it a try. Create a map with different Towns settings and check in the result if there are more or less cities on the map. Edited August 10, 2022 by RipClaw (see edit history) 1 Link to comment Share on other sites More sharing options...
NukemDed Posted August 10, 2022 Share Posted August 10, 2022 that extra line break really bugs me 4 Link to comment Share on other sites More sharing options...
Zombiepoptard Posted August 10, 2022 Share Posted August 10, 2022 (edited) How they handle skill trees is why I think the fun pimps have cognitive dissonance. How can you screw up a skill tree so goood. It's one of those overlooked problems with the game. The limitations that they put on players by roping in weapons with life skills leaves me scratching my head saying what's the point. Is it to over powered to have a sniper be a farmer or are you just limiting us from playing how we want to play because skill trees sounded good.🤪 There's no rime or reason why the skill trees should work this way. Attributes contribute a lot to the problem making it very hard to mix and match skills from other skill trees. Attribute themselves only effect headshot damage and don't do much else. Could be 10x better if they would just sketch out a coherent vision. Edited August 10, 2022 by Zombiepoptard (see edit history) Link to comment Share on other sites More sharing options...
unholyjoe Posted August 10, 2022 Share Posted August 10, 2022 9 hours ago, NukemDed said: that extra line break really bugs me ah, then the intent works. 2 Link to comment Share on other sites More sharing options...
meganoth Posted August 10, 2022 Share Posted August 10, 2022 (edited) 2 hours ago, Zombiepoptard said: How they handle skill trees is why I think the fun pimps have cognitive dissonance. How can you screw up a skill tree so goood. It's one of those overlooked problems with the game. The limitations that they put on players by roping in weapons with life skills leaves me scratching my head saying what's the point. Is it to over powered to have a sniper be a farmer or are you just limiting us from playing how we want to play because skill trees sounded good.🤪 There's no rime or reason why the skill trees should work this way. Attributes contribute a lot to the problem making it very hard to mix and match skills from other skill trees. Attribute themselves only effect headshot damage and don't do much else. Could be 10x better if they would just sketch out a coherent vision. The attributes look exactly like classes in RPGs to me. Why is a cleric in Pathfinder never able to ride a horse as well as a fighter? Why is the druid easily better at sense motive, even though he might be less intelligent than the fighter? A few reasons to do this come to mind: It offers the player structure he can follow, models so to speak. It makes it easier for the player to make a really different character the next time. If you can freely select perks you tend to always use the same ones. And it is easier for TFP to balance classes than the individual perks in a totally open system. Edited August 10, 2022 by meganoth (see edit history) 4 Link to comment Share on other sites More sharing options...
Games'n'Grumble Posted August 10, 2022 Share Posted August 10, 2022 2 hours ago, meganoth said: The attributes look exactly like classes in RPGs to me. Why is a cleric in Pathfinder never able to ride a horse as well as a fighter? Why is the druid easily better at sense motive, even though he might be less intelligent than the fighter? A few reasons to do this come to mind: It offers the player structure he can follow, models so to speak. It makes it easier for the player to make a really different character the next time. If you can freely select perks you tend to always use the same ones. And it is easier for TFP to balance classes than the individual perks in a totally open system. in addition, skill points in the game are generally given more than the number of perks Link to comment Share on other sites More sharing options...
Games'n'Grumble Posted August 10, 2022 Share Posted August 10, 2022 Hi @faatal! Quick question - how do you think, when the game will approach gold, is it possible to hope that the performance of the game will allow us to run in cities consisting of skyscrapers (5-6 floors) so that it looks like the Walking Dead? Or does it sound unlikely yet? Link to comment Share on other sites More sharing options...
Fanatical_Meat Posted August 10, 2022 Share Posted August 10, 2022 1 hour ago, Games'n'Grumble said: Hi @faatal! Quick question - how do you think, when the game will approach gold, is it possible to hope that the performance of the game will allow us to run in cities consisting of skyscrapers (5-6 floors) so that it looks like the Walking Dead? Or does it sound unlikely yet? You can do that now Link to comment Share on other sites More sharing options...
Games'n'Grumble Posted August 10, 2022 Share Posted August 10, 2022 49 minutes ago, Fanatical_Meat said: You can do that now but I will have a big drop in fps Link to comment Share on other sites More sharing options...
maxousara Posted August 10, 2022 Share Posted August 10, 2022 I have see somewhere in the forum they have talk about a permadeath options in the game. Do you know if its in the game or in the futur ?? A game with 1 life. Link to comment Share on other sites More sharing options...
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