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Alpha 21 Dev Diary


Roland

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37 minutes ago, vergilsparda said:

 

missed the stream, when you say prison, does this mean the old prison that got removed sometime between A18-A19, or are they both new prisons unrelated to the old one? i know a lot of people miss the old prison since it got removed—enough that modders have added it back to the POI list themselves.

 

oh, and since maybe you would know about this, have there been any updates to the positioning or rotation of certain decorative POI items (like for instance, more rotations on like signs, or more positioning on smaller-than-1-tile items that would otherwise sit in the center of a block—what comes to mind right now is the little white purse, or the wine bottles, or the small square trash cans. all of them could only be placed in the center of a block, which made it very frustrating sometimes when it came to decorating POIs in my personal case (not sure about anyone else lol))

 

edit 2: and third question since it's been on my mind, has the bug been fixed where if you enter a POI with a restore power quest attached to it, you can finally progress through the POI without needing to activate a restore power quest? theres been a few where I've had to cheat leaving or entering new areas because I couldn't activate the generator needed to open doors, which kind of sucked but I figured it was just like. an oversight or something

I'm pretty sure they said the old prison was redone as one of the new ones (prison_01).

 

Placement of small items would be nice, but I think that requires separate items as rotation cannot change position of centered items.  Note that the current purse and small white trash cans appear to have been replaced with new art (still centered).

 

I have seen buttons that should work fail to work once in restore power POI but I'm not sure it was specifically because it was a restore power POI.  You don't turn on generators to open doors in these POI, though.  You just click the buttons.  There is one POI where you have to click on two different buttons before the door will open.

2 minutes ago, Gamida said:

 

I also would agree with that. If you look at the spacing of the F in Fire and the P in Dep from the white blocks you will see there is enough room for the T to have been there.

 

image.png.36248eb2d59ee2321cf8ccbdc6150d43.png

I did think of this, but if that's the case, I'd expect to see it on the ground as they have done before.  Without that, it looks like a "typo" which is distracting to see.

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8 minutes ago, Riamus said:

I did think of this, but if that's the case, I'd expect to see it on the ground as they have done before.  Without that, it looks like a "typo" which is distracting to see.

 

I also looked around the ground to see if it would be there but didn't see it. I would just like to think someone picked it up to use as a weapon and walked off with it. That puts my mind at ease.  :)

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1 minute ago, Gamida said:

 

I also looked around the ground to see if it would be there but didn't see it. I would just like to think someone picked it up to use as a weapon and walked off with it. That puts my mind at ease.  :)

Quite possible.  Unfortunately, it just looks too out of place for me and I'll probably have to edit it myself if that's how it remains.  :)

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41 minutes ago, Gamida said:

 

I also looked around the ground to see if it would be there but didn't see it. I would just like to think someone picked it up to use as a weapon and walked off with it. That puts my mind at ease.  :)

..maybe add some paint chipping texture to where it should be...

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1 hour ago, Riamus said:

[snip] I have seen buttons that should work fail to work once in restore power POI but I'm not sure it was specifically because it was a restore power POI.  You don't turn on generators to open doors in these POI, though.  You just click the buttons.  There is one POI where you have to click on two different buttons before the door will open.

I did think of this, but if that's the case, I'd expect to see it on the ground as they have done before.  Without that, it looks like a "typo" which is distracting to see.

 

Unfortunately, it's the buttons that haven't worked for me; they will be there, but they'll be inactive, so you can't open the door—and the doors they're connected to are usually either rolling shutters or vault doors, so breaking through is not an easy option (especially in early game). I don't know anything about the back end aspect of it all but from what I've experienced it seems like the buttons don't turn on because the generator isn't active, like how it is when there is an active Restore Power quest. So if the generator can't be activated (because there's no option to do so unless the specific quest is active), the button won't be on to begin with and thus can't be activated to open the door.

 

It's happened a few times, I remember one happening in one of the post office POIs and another happening in this big green building with a sloping driveway that went between two buildings. I can't remember the name of the POI but there was an ambulance in the lower driveway area almost every time I entered it. Both were for rolling shutters, and both doors were to leave the POI. I should probably post a bug report, but I haven't played 7 Days in a while and I have no interest right now in doing so; I'd rather wait until A21 drops before I play again. But it has happened and it sucked both times from an 'I'm too lazy to go back the way I came' perspective lol

 

To keep it on topic, [Bernie Sanders voice] once again I am asking who to get in touch with to grab some high quality references of the new vending machine so I can prep updating my modlet so I can have at least the assets ready to go with A21 (not sure what else will have to change, in terms of recipes or something, since I assume recipes will remain the same but schematics probably won't... which by the way in terms of item schematics, are those now tied to their respective perks (i.e master chef, etc) and will xml have to be changed in order to make A20 mods work with A21? not sure if I got an answer about that last time so I wanted to ask again to be like 100% sure)

Edited by vergilsparda
word salad i'm sorry but valid questions n one that's been on my mind for months lol (see edit history)
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19 minutes ago, vergilsparda said:

which by the way in terms of item schematics, are those now tied to their respective perks (i.e master chef, etc) and will xml have to be changed in order to make A20 mods work with A21? not sure if I got an answer about that last time so I wanted to ask again to be like 100% sure)

 

Item schematics are now tied into the crafting magazines (with the exceptions of mods).  As for changes to xml, it depends on what parts of the game that your mod changes specifically.

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2 hours ago, BFT2020 said:

 

Item schematics are now tied into the crafting magazines (with the exceptions of mods).  As for changes to xml, it depends on what parts of the game that your mod changes specifically.

 

I believe I only have two item schematics that you can unlock (or it's one, I can't remember lol). It's unlocked through Master chef rank 1 or 2, and allows you to make a (new, custom) tea recipe using vanilla and modded assets from my mod, but that's it! The rest are all just normal recipes that you can make without Master Chef, but it's been a while since I've even looked at it so I'm not sure how much I'd have to change; probably have to wait until A21 is out to see the exact changes needed to be made.

 

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4 hours ago, Spuder said:

@Laz Man, just want to say love the work you guys have done on the POIs. They look fantastic and are going to add so much to the playing experience. To me this is the best part of every alpha. I look forward to dying and getting mad from one of the traps you’ve hidden in the POI’s. 😂

 

The wilderness tiles that Brad showed looked amazing and will add to the experience when going from town to town (this was much needed). You may not be able to answer this, but will the roads out in the wilderness have street lines, etc. in the future? As great as the tiles tiles were, I feel they will kinda seem out of place when driving on a blah “asphalt” only road and then “bam” a 4 lane highway. I get this probably is something difficult to do going a random generated road to handcrafted, but it would definitely add the the immersion.

 

Thanks, their are some ideas on how to address the road paint issue but nothing "concrete" so far.  Pardon the pun...😁

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5 hours ago, vergilsparda said:

edit 2: and third question since it's been on my mind, has the bug been fixed where if you enter a POI with a restore power quest attached to it, you can finally progress through the POI without needing to activate a restore power quest? theres been a few where I've had to cheat leaving or entering new areas because I couldn't activate the generator needed to open doors, which kind of sucked but I figured it was just like. an oversight or something

Do you remember which POI it was?  You should be able to progress through a POI even if not on a restore power quest.

 

5 hours ago, vergilsparda said:

missed the stream, when you say prison, does this mean the old prison that got removed sometime between A18-A19, or are they both new prisons unrelated to the old one? i know a lot of people miss the old prison since it got removed—enough that modders have added it back to the POI list themselves.

 

Old one is gone.  It was way too small to represent an actual prison.  Prison 01 has the iconic perimeter guard towers so hopefully will give a similar vibe as the old one.

 

5 hours ago, vergilsparda said:

oh, and since maybe you would know about this, have there been any updates to the positioning or rotation of certain decorative POI items (like for instance, more rotations on like signs, or more positioning on smaller-than-1-tile items that would otherwise sit in the center of a block

 

Many of the new decorations have side centered or corner variants so they can sit against a wall.

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40 minutes ago, vergilsparda said:

 

I believe I only have two item schematics that you can unlock (or it's one, I can't remember lol). It's unlocked through Master chef rank 1 or 2, and allows you to make a (new, custom) tea recipe using vanilla and modded assets from my mod, but that's it! The rest are all just normal recipes that you can make without Master Chef, but it's been a while since I've even looked at it so I'm not sure how much I'd have to change; probably have to wait until A21 is out to see the exact changes needed to be made.

Anything tied to the perks will most likely have to be updated in A21.

5 minutes ago, Laz Man said:

Do you remember which POI it was?  You should be able to progress through a POI even if not on a restore power quest.

The ambulance one that was mentioned is the crack a book tier 5 (skyscraper_02 I believe).  It is the exit gate from the basement. I've had that one fail for me once as well on a normal quest, but I have also done that quest many many times without an issue.  For me, if I'm remembering correctly, I heard the sound associated with opening the gate but the gate stayed closed.

Edited by Riamus (see edit history)
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6 hours ago, Gronal said:


Very curious about this. Does it spawn different end loot when a "t6" vs a t5?
Does it show up in the trader dialogue as t5 or t6?
Is there a t6 complete reward?

 

All infestation quests add an "infestation crate" of loot to the loot room so in that sense there would be different loot.

 

All infestation quests show up in the trader dialogue as their normal tier. A tier 3 infestation is effectively t4 as far as enemies go but it is a T3 as far as the trader is concerned.

 

There is not a t6 complete reward because there is no t6 quests from the trader. The highest tier quests the trader gives is t5 quests. The t5 infestation quests count as t6 quests in terms of difficulty and number of zombies to kill but as far as the trader is concerned it is a t5 quest.

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1 hour ago, vergilsparda said:

 

I believe I only have two item schematics that you can unlock (or it's one, I can't remember lol). It's unlocked through Master chef rank 1 or 2, and allows you to make a (new, custom) tea recipe using vanilla and modded assets from my mod, but that's it! The rest are all just normal recipes that you can make without Master Chef, but it's been a while since I've even looked at it so I'm not sure how much I'd have to change; probably have to wait until A21 is out to see the exact changes needed to be made.

 

 

Once A21 drops, you will be able to tie your custom recipes to the crafting tiers now.  The ones you know at the beginning shouldn't require any changes, but we will know more once the new alpha is released.

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26 minutes ago, Roland said:

 

All infestation quests add an "infestation crate" of loot to the loot room so in that sense there would be different loot.

 

All infestation quests show up in the trader dialogue as their normal tier. A tier 3 infestation is effectively t4 as far as enemies go but it is a T3 as far as the trader is concerned.

 

There is not a t6 complete reward because there is no t6 quests from the trader. The highest tier quests the trader gives is t5 quests. The t5 infestation quests count as t6 quests in terms of difficulty and number of zombies to kill but as far as the trader is concerned it is a t5 quest.

 

I would need to double check but I think the player gets better rewards.for an infestation quest.

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52 minutes ago, Laz Man said:

 

I would need to double check but I think the player gets better rewards.for an infestation quest.

 

While better rewards are great.. I'm a bit disappointed with Infestations. They're just a Clear quest, but a little harder. I couldn't call it a new quest type.

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1 hour ago, Old Crow said:

 

While better rewards are great.. I'm a bit disappointed with Infestations. They're just a Clear quest, but a little harder. I couldn't call it a new quest type.

i mean there only so many quests they could do without a full storyline

they are radiant quest, after all


im just so hyped and can't wait for the console edition... if u want a tester hit me up ;) 

hopefully, we can get some of the other building blocks for crafting, i would kill for those foundations, Coils of barbed wire, wooden log walls and scrap metal sheets!

Edited by Adam the Waster (see edit history)
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2 hours ago, Roland said:

 

All infestation quests add an "infestation crate" of loot to the loot room so in that sense there would be different loot.

 

All infestation quests show up in the trader dialogue as their normal tier. A tier 3 infestation is effectively t4 as far as enemies go but it is a T3 as far as the trader is concerned.

 

There is not a t6 complete reward because there is no t6 quests from the trader. The highest tier quests the trader gives is t5 quests. The t5 infestation quests count as t6 quests in terms of difficulty and number of zombies to kill but as far as the trader is concerned it is a t5 quest.


Thanks Roland, I was just trying to work out what makes them worth doing. So the extra crate in the end loot, and better quest reward.
If t5 complete rewards are still as good as they are now, it will be very tempting to just do t4s to get t5 complete rewards.

Do you know if infested give more points compared to their non-infested counterparts?

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1 hour ago, Adam the Waster said:

i mean there only so many quests they could do without a full storyline

they are radiant quest, after all
 

 

Defend a point, Escorts, Delivery from trader to X location.. not really things that require storyline.

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2 hours ago, Old Crow said:

 

While better rewards are great.. I'm a bit disappointed with Infestations. They're just a Clear quest, but a little harder. I couldn't call it a new quest type.

I somewhat agree with you. At first, it sounded great, but after consideration I realized that unless you are playing the game at max difficulty, this is really nothing more than raising the difficulty level except it only affects those quests instead of everything.  There really isn't anything unique about the quests.

1 hour ago, Gronal said:


Thanks Roland, I was just trying to work out what makes them worth doing. So the extra crate in the end loot, and better quest reward.
If t5 complete rewards are still as good as they are now, it will be very tempting to just do t4s to get t5 complete rewards.

Do you know if infested give more points compared to their non-infested counterparts?

The thing is that it isn't even an extra crate because all tiers will now have their own crate at the end.  The loot may be better, but that is all.

Edited by Riamus (see edit history)
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24 minutes ago, Riamus said:

I somewhat agree with you. At first, it sounded great, but after consideration I realized that unless you are playing the game at max difficulty, this is really nothing more than raising the difficulty level except it only affects those quests instead of everything.  There really isn't anything unique about the quests.

 

 

Exactly. They call it a new quest type, but it really isn't.

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27 minutes ago, Old Crow said:

 

Defend a point, Escorts, Delivery from trader to X location.. not really things that require storyline.

 

Hopefully more quest types in A22.  The infestation type was the only one ready for A21.

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