Jump to content

Developer Discussions: Alpha 17


Developer Discussions: Alpha 17  

1 member has voted

  1. 1. Developer Discussions: Alpha 17

    • Newly Updated
      1
    • Check out the newest reveals by Madmole
      0
    • Over 100 new perk books with set collecting and bonuses
      0


Recommended Posts

Whoever designed these new dungeon prefabs, you have my deepest respect! Currently investigating a victorian house at 1580N, 770E (Navezgane) and I'm in awe. No spoilers!

 

I know! Omg so fantastic. So creative!! I found a pig farm/butchery thing, was simply amazing with the detail and the low-key jumping puzzle made with hatches on the pig pens (so cute, btw lol).

Link to post
Share on other sites
OMG, we never noticed that lock tooltip, and no one had mentioned it at all! Maybe the popup field size can be expanded to the entire perk text, not just the lock icon?

 

You're not the only one that missed this. I thought I had actually hovered over this already, and/or clicked it, but I probably was wrong and just did that for the text.

 

Expanding it to the entire perk text is OK for a mouseover but probably would cause problems with left-click (which also works on the lock icon).

 

I think, at the very least, the lock icon should look like an interactive "action button" and not just an informational icon. That small change alone probably would have clued us in.

 

(All IMHO.)

Link to post
Share on other sites

New POI loot setup is kinda easy to take advantage of. Like the old big buildings everyone knows the loot is on the top floor, so they just build ladders on the outside and go in thru roof. I would randomize the good loot containers and the Zs protecting them.

 

Edit:

New zombie Ai is kinda broken, say you have an underground base but extend out thru the ground. If you surround that base with concrete and the player is deep enough they will pound ground at the edge of concrete blocks nowhere near the player.

Edited by grrmisfit (see edit history)
Link to post
Share on other sites
So I just started farming because animal spawns are unreliable and infrequent and apparently it costs five of any crop to make one seed. and harvesting a crop only gives one crop.

 

How is that even remotely sustainable? Am I missing something or is farming not even worth your time anymore?

 

There is a perk (I think it's called "living off the land") that allows you to get more crops per harvest. That, and the fact that you don't need to re-plant any more, and I think farming is still viable/necessary.

Link to post
Share on other sites

Left click is pretty much useless now as the power attack is by far the best way to attack and gather. Here are some ideas for improvement:

 

1. Combo system that gives a damage or Crowd control bonus for left and right click combos; 2 jabs followed by a right hook to stun a zombie or combo a tree or stone for a slight chance at a rare resource. Could also combo body parts; jab to head, jab to body, then sweep the leg for a bonus; explode limb, ragdoll, damage etc.

 

2. Crowd control for attack; stun, winded, blind, etc chance and able to hit multiple enemies at once while power attack is single enemy finisher. And Stealth harvest for resources for sneaking and entering.

 

3. Chance to parry, reflect, block incoming attack when used at the right time. Still able to harvest when tool is broken (left click only).

Link to post
Share on other sites
i disagree. many times i use non power attack/hit to finish off. smash wall paintings and false floors etc. that saves some stamina. also seems like left klick is a bit faster.

 

Ok true, they are good as a blind mans cane. Just not as a worthwhile attack option.

Link to post
Share on other sites

What is with Crack-A-Book?

 

I went in and most of the shelves were replaced with empty ones.

Then this zombie went out of his way to take out the few shelves that had books.

Finally, when I saw that most of said skill books were replaced with these temporary boosters, that boost a skill for half an hour. This last one made the least sense.

 

 

I also may have found a bug, seems that I found several skill books of the same type but accidently used two. It shouldn't have used up the skill once I learned it.

Link to post
Share on other sites

Devs i have a few questions re Graphic changes:

 

Devs i have a few questions re Graphic changes:

 

Can or will the ability to use FalloffRange be returned for light.

This was used for light intensity attenuation. Realistic depth lighting

vs projection like minbike or spotlight.

"It has been changed to DamageFallOffChange"

 

Can or will the ability to use "Ambient" 2d texture be returned, The gradient

files no longer control the effect in the biomes, a single math value has

replaced it. I read the dev readme notes. The level has been set to greater

than the upper limit stated in the readme.

 

Faatal can you please point to the parameters and or file to use and assign

the lightflicker class.

Link to post
Share on other sites
So has anyone tried a base at bedrock.

I would be interested in a report.

How did it do vs

Regular zeds

Wandering horde

Blood moon horde

Pics of the aftermath would be nice.

 

In a creative game I tested the digging abilities of a day 7 horde in the forest biome. They dug a tunnel about 20 blocks deep. If you are going to create an underground base your access shaft needs to be a fair distance away or they will just dig into your shaft.

Link to post
Share on other sites

Well we had our day 14 horde tonight. I made the suggestion that we move the fight to another location away from our forges and workbenches. We found one of those little houses with the well/bunker, cleared it covered the area with iron spike and spent the night in the bunker.

 

They never got in. We killed a few when it was over and went about our day. Now keep in mind that the day seven horde almost over ran us and the ended up on the roof of our base with us. This is the first time I have tried staying underground for horde night but it is still the safest place to be early game.

Link to post
Share on other sites

Why the new game feels like it is rigged to kill you !!!

 

I went into a house. Accidentally a zombie trigger a fall trap and fall down. So, i take extra precaution and save myself and then I found the way down to fall trap area. This far all good, when I check and stair from top looks like they are going all the way down, but they are not they were 3 block short. So (I guess in dungeon, you don't have to make your way it is already there. so why these ladder not way down? one has to create way out. Second then I go down 2-3 steps and I can see those two zombie that fall of, Now, I am inside the 8-10 block cave but still on ladder that this POI has.

 

Once i step further down, I didn't realise those missing ladder and fall, and as soon as I land, suddenly 5 zombie spawn around me, and within 2 second they hit me. I try to run but there is no room for 7 zombie and me in that small area. So when I was on ladder why spawn doesn't happen? it seem like system is rigged to caught you in break.

 

This is just one of few instance that happen to me. In nutshell, zombie are spawning in front of me. Like just 2 m away or sometime to next block. Why is it not that when you enter a building all zombie get spawn even if you are not in that room ?

 

- - - Updated - - -

 

Question: how to get best get Can of Acid. I go to working stiff, crack a book, houses, Pawn shop didn't find any there.

Link to post
Share on other sites

I'm finding Acid in cars, and sometimes in kitchen counters.

 

And the zombies don't 'spawn' when you fall through floor or something, they are already there, but hidden. In cabinets, behind corners, on the floor above (and then they fall down) etc. After you do enough quests, you'll start predicting their placement. You can shoot the cabinets for example (with a silenced weapon, like crossbow), it will break open and expose the zombie. Then you can kill it. I'm doing quests for days and never seen a zombie 'spawn' near me, they always just expose themselvs.

Edited by unlike them (see edit history)
Link to post
Share on other sites
So has anyone tried a base at bedrock.

I would be interested in a report.

How did it do vs

Regular zeds

Wandering horde

Blood moon horde

Pics of the aftermath would be nice.

 

i took my bloodmoon hord in above ground defense tower. i spent last few nights underground mining and no z bothered to visit me. so i guess, at least for normal night mining , bedrock level is relatively safe.

Link to post
Share on other sites
Devs i have a few questions re Graphic changes:

 

Can or will the ability to use FalloffRange be returned for light.

This was used for light intensity attenuation. Realistic depth lighting

vs projection like minbike or spotlight.

"It has been changed to DamageFallOffChange"

 

Can or will the ability to use "Ambient" 2d texture be returned, The gradient

files no longer control the effect in the biomes, a single math value has

replaced it. I read the dev readme notes. The level has been set to greater

than the upper limit stated in the readme.

 

Faatal can you please point to the parameters and or file to use and assign

the lightflicker class.

 

The only light flicker I know about is in the prefab editor, you can edit light properties and set a flicker/pulse/something type.

Link to post
Share on other sites

Im curious about random gen. Every map is spawned the same, the randomness of it has been taken out. Its really no fun to explore anymore. Its really killing the game for me, i havent been playing it very much because of it. There are no big cities on any seed i have looked at. Skyscrapers are nonexistent, other people have noticed the same thing. Is this something that is staying this way from now on? Or is it temporary till stable is released?

Link to post
Share on other sites
Guest
This topic is now closed to further replies.
×
×
  • Create New...