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Version 1.0 (Alpha 22) Dev Diary


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7 hours ago, 4sheetzngeegles said:

So, with the advent of 1.0. Will there be a change to the Forum format?

 

Yes!

 

You won't be allowed to respond with "It's Alpha" or "This is what you signed on for when you bought an Early Access game!"

 

Features can't be referred to as "placeholders".

 

The reason anything isn't fixed, or optimized, or added yet is always to be: "Priorities".

 

Please report all violations.


As for "It's done when it's done".......that's still okay. :)

 

 

 

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Hello everyone,

please does the Challenge rewards are yet to be changed?

I noticed in 1.0 Dev stream that every reward is just 100 XP.

I would propose that the reward would be the magazines for that specific skill. You would get rewards from traders (or not). The main reason is that it would bring the possibility for players to be able to focus and specialise in something by repeating (practising) the skill.

For example ,,Kill 50 zombies with a bow´´ and a reward would be 1 magazine of Bow Hunters. This could be repeatable.

 

Edited by Redien
Grammar (see edit history)
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On 6/13/2024 at 10:54 PM, Ouabi Gaming said:

I guess the answer is yes because 1.0 will probably just fix bugs from experimental but :

A game started on experimental June 24th will be compatible with July's 1.0 ?

 

Also, some people are really worried about the longer early game. I'm part of people that love the idea, and I guess a lot of people here do too.

When you kind of master the game and are untouchable after 15/20 days, this is very good news.

But I understand that more casual gamers have not much time to play and don't want to grind for 60 hours before getting to mid / more comfortable gameplay.

Loot 200% doesn't increase loot quality, difficulty only affect damages to/from zombies, XP 50% makes the progression slower, 200% harder.

 

Do you guys know if there may be a casual switch or something ? Like Loot stage x1.5, maybe.

We may lose a lot of players with this 1.0.

 

 

The casual switch is simply changing all 3 of your mentioned settings together.

 

200% loot XP on its own can make the game harder, but with 200% loot and less damage from zombies it is almost perfectly countered and all that is left of its effects is the speedup.

 

 

Edited by meganoth (see edit history)
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6 hours ago, Redien said:

Hello everyone,

please does the Challenge rewards are yet to be changed?

I noticed in 1.0 Dev stream that every reward is just 100 XP.

I would propose that the reward would be the magazines for that specific skill. You would get rewards from traders (or not). The main reason is that it would bring the possibility for players to be able to focus and specialise in something by repeating (practising) the skill.

For example ,,Kill 50 zombies with a bow´´ and a reward would be 1 magazine of Bow Hunters. This could be repeatable.

 

 

Each row on the challenge screen is its own challenge group and when you complete a group on your next visit to the trader you get a choice of rewards just like for completing a quest. A magazine is almost always one of the rewards.

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2 hours ago, Morloc said:

 

I'm trying to wrap my head around that one.

 

 

-Arch Necromancer Morloc 💀

5% loot! Take it or leave it. 

 

I do wish there were settings where we can do it for specific things like weapons and parts but increase others like books

 

 

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34 minutes ago, Roland said:

 

Each row on the challenge screen is its own challenge group and when you complete a group on your next visit to the trader you get a choice of rewards just like for completing a quest. A magazine is almost always one of the rewards.

 

Do we know if the first challenge still unlocks those starting skill points?

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2 hours ago, Doomofman said:

 

Do we know if the first challenge still unlocks those starting skill points?

 

Finishing the first row grants 4 skillpoints and directions to the trader. After that each row grants a reward from the trader.

52 minutes ago, SONTURK said:

They will probably give the "correct" release date of 1.0 in this week's broadcast. I hope they release this week. I've been waiting for a patch for 1 year :D

 

 

They are already compiling and readying the patch notes for public release in anticipation of next weekend so unless something game breaking happens last minute I think they already gave the correct release date which so far hasn't changed from Monday June 24th.

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48 minutes ago, Roland said:

 

İlk sırayı bitirmek, tüccara 4 beceri puanı ve yön kazandırır. Bundan sonra her satır tüccardan bir ödül verir.

 

Zaten önümüzdeki hafta sonu beklentisiyle yama notlarını derleyip hazırlıyorlar, bu yüzden son dakikada oyunu bozan bir şey olmazsa, 24 Haziran Pazartesi'den bu yana değişmeyen doğru çıkış tarihini zaten verdiklerini düşünüyorum.

I think so too. Wouldn't it be nice if we made a surprise and played this Monday? They also wish they added innovations other than what they said. If there was world peace :D

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Judging from recent entries in SteamDB, TFP have been super busy getting the best build possible, at this time, for tonight's dev stream.

So nice to see all that hard work going on to make the greatest game ever, even better!

Thanks to all people involved.

 

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Been out for a bit, but am catching up on the new info. Has anyone seen any mentions of  changes to the Robotic Turret Shotgun shells? They've been in a pretty meh spot since they were added where I honestly don't know what their use case is. They take too many resources for how low the damage is and how fast they fire. You're junk turret will unload the entire clip of them on a fodder zombie when you could have just used the resources to craft actual shotgun shells and used a normal shotgun instead for way less resource

 

 

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3 hours ago, Khalagar said:

Been out for a bit, but am catching up on the new info. Has anyone seen any mentions of  changes to the Robotic Turret Shotgun shells? They've been in a pretty meh spot since they were added where I honestly don't know what their use case is. They take too many resources for how low the damage is and how fast they fire. You're junk turret will unload the entire clip of them on a fodder zombie when you could have just used the resources to craft actual shotgun shells and used a normal shotgun instead for way less resource

Yeah, robotic turret ammo is too expensive to be worth using as of A21.  It was fine in A20.  I mean, sure... go mine and you'll be able to make a bunch.  But cost/reward for it isn't worth it.

2 hours ago, sillls said:

Are vehicles still going to slide if you dismount in a hill in 1.0?

They probably haven't changed how that works.  Note that add long as you come to a complete stop before getting out, it will not move.  If you aren't completely stopped, then it will move down the slope.

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1 hour ago, Riamus said:

Yeah, robotic turret ammo is too expensive to be worth using as of A21.  It was fine in A20.  I mean, sure... go mine and you'll be able to make a bunch.  But cost/reward for it isn't worth 

It should deal a bit more damage.  The lead cost can add up

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On 6/11/2024 at 6:42 PM, Fanatical_Meat said:

@faatal What’s your estimate as to how many zombies let’s say a current day mid range machine will be able to handle with the various improvements that a coming with 1.0.

Also what about a normal server with the improvement can we go higher with the spawned zombies and keep the frame rates decent (decent means 30-ish frames per second)

 

ALL TROLLS THIS IS JUST AN ESTIMATE NO BEING BUTT HURT IF ITS NOT 100% ACCURATE!!!!

I don't know. Too many variables.

7 hours ago, SONTURK said:

I think so too. Wouldn't it be nice if we made a surprise and played this Monday? They also wish they added innovations other than what they said. If there was world peace :D

No happening. We are still working on a lot of bugs and tweaks. Hopefully the 24th.

On 6/13/2024 at 9:46 PM, Watermelon said:

@faatal I agree, all you need to do is add animation.
It would be great to push zombies away, for example, with your hands, feet or weapon strikes.
This would add variety to close combat. You just need to balance this so that the damage from such a pushback is literally 1 hp and the zombies do not fall to the ground, but only play the animation of being thrown back 1 meter.

Sounds like something for a sequel.

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4 hours ago, sillls said:

Are vehicles still going to slide if you dismount in a hill in 1.0?

Some. Updated vehicles have less drag, so they coast more, but gravity then makes them roll downhill faster. I have a ticket for it. I will be increasing drag, when no driver.

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@faatal

How about zombies crawling out of the ground?! That would be lovely

 

BTW, the lighting for 1.0 looks really good and the muted colors and the more matte look to the zombies is excellent!

 

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14 minutes ago, Arez said:

@faatal

How about zombies crawling out of the ground?! That would be lovely

 

BTW, the lighting for 1.0 looks really good and the muted colors and the more matte look to the zombies is excellent!

 

@faatal Great idea. A bit like a good old return to Castle Wolfenstein. When mummies emerged from underground or from walls. It was atmospheric and scary.

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I watched some of the dev stream tonight.  It was looking really good.  The new POI looked especially nice.  And the zombies looked good, though they were pretty gray as if lighting on them wasn't working properly.  I love that the third (and presumably fourth) rider in the 4x4 sit in the back.  The only thing that I saw that really looked bad was the animation for the 4x4 wheels.  That was really awful.  Hopefully that is fixed before release.

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39 minutes ago, Riamus said:

I watched some of the dev stream tonight.  It was looking really good.  The new POI looked especially nice.  And the zombies looked good, though they were pretty gray as if lighting on them wasn't working properly.  I love that the third (and presumably fourth) rider in the 4x4 sit in the back.  The only thing that I saw that really looked bad was the animation for the 4x4 wheels.  That was really awful.  Hopefully that is fixed before release.

 

In 1.0 the 4x4 will be able to hold 4 people by default, and up to 6 people with the extended seating mod. :) The flap at the back of the truck falls down and the other two players sit on that.

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Feature request.

Short press for regular jump and long press for higher jump.


Why?

Once you have parkour, it is impossible to enter some of the outside windows because a half-block ledge above a player pushes the player off a building when the jump is higher than regular.

I know you can crouch to "hack" that, but it feels like a design flaw that I have to "hack" a perk in order to play the POI as it was intended.

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