wolfbain5 Posted December 11, 2018 Share Posted December 11, 2018 trolland, get back to your own account, roland is the mod acct Link to comment Share on other sites More sharing options...
vitamin Posted December 11, 2018 Share Posted December 11, 2018 Soo I've been reading and no one mentioned throwing stones to attract zombies. It's working rather too well. To the point that zombies will jump off the building to investigate a stone I threw standing few meters away from them. Really looking forward to new release with more bugs fixed. As for melee balancing, will have to play it. In B208 even with all issues clubs are still too powerful. Might need more fine tuning later. Link to comment Share on other sites More sharing options...
HerrKingsley Posted December 11, 2018 Share Posted December 11, 2018 Not free. Find a trader that deals in explosives... (It was just a joke, btw) Aaaah so this is how it feels to troll the Trolland.... I'll just sit here and enjoy it for a while! Link to comment Share on other sites More sharing options...
faatal Posted December 11, 2018 Share Posted December 11, 2018 New build posted... So I guess they found something and fixed it... Maybe??? https://steamdb.info/app/251570/history/ There was an early morning test build, but many people had tweaks and fixes they made throughout the day, so there was a build with those changes. Link to comment Share on other sites More sharing options...
Roland Posted December 11, 2018 Author Share Posted December 11, 2018 Aaaah so this is how it feels to troll the Trolland.... I'll just sit here and enjoy it for a while! what the... Congratulations. I concede today's match. Link to comment Share on other sites More sharing options...
Gellidus Posted December 11, 2018 Share Posted December 11, 2018 That perk is available now and consists of placing tnt and or oil barrels all around your base and firing a single bullet. I also went on a hunger strike to prevent the devs from level gating this perk so it is available from the get go for any play style choice. lol. Second thought - Nearly all servers have a rule of 500 meters that a lcb can be from a POI. With all the POI's on the dirt roads, iv noticed a limited amount of space for lcb placement. Is there a way to reduce the negative affects (loot respawning and trader being bugged) a lcb has on a POI? Link to comment Share on other sites More sharing options...
jdzane Posted December 11, 2018 Share Posted December 11, 2018 Question, a save that was made in b208 - is that compatible to whatever changes are coming next? Is it only the alpha 16 v 17 that matters? Or do we have to start over again tomorrow/whenever it comes out? Link to comment Share on other sites More sharing options...
faatal Posted December 11, 2018 Share Posted December 11, 2018 Faatal, I am sure someone mentioned the number is how many blocks away you can be noticed/heard. Is that correct? No, it is 50% of your light and 50% of your noise values. Both of those are numbers generated by many different calculations. Light is based on the light on you modified by contrast with your background, reduced by couching using a power curve and increased by movement speed. Noise is based on the sounds you recently made, sorted by noise level in a diminishing geometric sequence using a power curve. They are both modified by player effects (like perks) and attenuated by distance and entities can have different light and noise sensitivity, so some may see or hear you easier than others. Link to comment Share on other sites More sharing options...
faatal Posted December 11, 2018 Share Posted December 11, 2018 Soo I've been reading and no one mentioned throwing stones to attract zombies. It's working rather too well. To the point that zombies will jump off the building to investigate a stone I threw standing few meters away from them. Distraction no longer works if an entity has an attack target. Link to comment Share on other sites More sharing options...
danielspoa Posted December 11, 2018 Share Posted December 11, 2018 Faatal, you mentioned zombies don't see light from a mining helmet through walls/ in a deep cave. Is is supposed to work the same for burning effects? Specifically I have a burning shaft mod on a machete and it wakes nearby zombies, but I'm pretty sure this included zombies from other rooms. I could record / pay more attention to test this again, but would be nice to know if there's something else to it (maybe the heat aspect?) Link to comment Share on other sites More sharing options...
Gareee Posted December 11, 2018 Share Posted December 11, 2018 They recommend on experimentals you uninstall, make sure everything is wiped, and start fresh. Link to comment Share on other sites More sharing options...
PurgatoryWolf Posted December 11, 2018 Share Posted December 11, 2018 why can't I build more than 3 blocks below "ground level" in the prefab editor? Link to comment Share on other sites More sharing options...
SHOPlanB Posted December 11, 2018 Share Posted December 11, 2018 Meanwhile, a certain dev in Chicago's eastern parking lot continues to code away.... Link to comment Share on other sites More sharing options...
Louie04k Posted December 11, 2018 Share Posted December 11, 2018 a17 for me has got to be the most underwhelming update to date, taking into consideration how LONG it took to come out, after playing overhaul mods like ravenhearst and starvation, gotta say, bored from vanilla a17 after just a week. im not really liking the direction the game is heading right now. i much preferred the old welness system, now i dont even care if i die, and my stamina being limited by my hunger is retarded. they come out with good systems and then scrap it for no reason. certain things are great like the new quest system which i see potential, and the new ai, props to that. Link to comment Share on other sites More sharing options...
open6l Posted December 11, 2018 Share Posted December 11, 2018 why can't I build more than 3 blocks below "ground level" in the prefab editor? Bedrock is at +3 in 17. Not entirely sure if that's at all related. Just move the prefab up and offset it in the xml. Link to comment Share on other sites More sharing options...
Gmad03 Posted December 11, 2018 Share Posted December 11, 2018 Well I’d assume no new experimental today. Link to comment Share on other sites More sharing options...
Deceiver101 Posted December 11, 2018 Share Posted December 11, 2018 im guessing update not tonight? Link to comment Share on other sites More sharing options...
strummer_92 Posted December 11, 2018 Share Posted December 11, 2018 The bedrock depth is a definitive change you guys've made? Link to comment Share on other sites More sharing options...
Telosbudo Posted December 11, 2018 Share Posted December 11, 2018 im guessing update not tonight? It's only 5pm on the west coast tho. it may yet happen Link to comment Share on other sites More sharing options...
Hek Harris Posted December 11, 2018 Share Posted December 11, 2018 About the "too-many-sleepers" gate, while waiting for the patch, I wanted to test the exploration of a new POI with a newly created character (enter the game, make the first quest for the 5 points and go towards a building). Difficulty "nomad" but running zombies, for fun of course. I took the time to edit the video so it was not boring. Rather than going around in circles waiting for a hypothetical patch, I suggest you watch me mess. Or not. Link to comment Share on other sites More sharing options...
skoszarek Posted December 11, 2018 Share Posted December 11, 2018 These guys/girls did amazing job. Thank you. We have your back Link to comment Share on other sites More sharing options...
Ayrton Posted December 11, 2018 Share Posted December 11, 2018 It isn't working correctly right now. Once they fix random world generation then 99% of the POIs will be available to the random maps. The large POI's including the sky scrapers and new factories, hospital, etc are all intended to show up in RWG but for now it is not working. Thank you very much for the reply Link to comment Share on other sites More sharing options...
PurgatoryWolf Posted December 11, 2018 Share Posted December 11, 2018 Bedrock is at +3 in 17. Not entirely sure if that's at all related. Just move the prefab up and offset it in the xml. I know about the change to bedrock, but when im building a prefab, i cant go more than 2 or 3 blocks below the surface :/ its really weird. if i lower ground level i can build, but when i raise it again the sub blocks dissapear until i lower it again. and if i try to import that, anything that dissapears doesnt load Link to comment Share on other sites More sharing options...
jdifran Posted December 11, 2018 Share Posted December 11, 2018 It has nothing to do with being underground. It is only an indicator of the light on you and the noise you are making. You can be as bright as the sun, but if you are inside a box, nothing is going to see you, but they might hear you. Maybe people would think this is too exploity, but I'd love to see the stealth meter split into "sight" and "sound" bars, so when we're in our well-lit but windowless base and can't be seen from outside, we still have an idea for how much noise we're making for zombies. And while we're at it, faatal, does the "volume" of noise we're making correlate to the distance at which a zombie can hear us? Is there a maximum distance that basic activities can be heard by zombies? Not mining or firing guns, just moving around, crafting, cooking, etc. Link to comment Share on other sites More sharing options...
danielspoa Posted December 11, 2018 Share Posted December 11, 2018 I don't know their timezone but last build was released later than it is right now.. so technically possible. And I hope so, it was great it updated after midnight here, so server wasn't full. Link to comment Share on other sites More sharing options...
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