DaVegaNL Posted December 12, 2018 Share Posted December 12, 2018 That'd be fine, how do I do it. You can put a post-it over the bottom right corner of your screen! Link to comment Share on other sites More sharing options...
painfulmrbonez Posted December 12, 2018 Share Posted December 12, 2018 Sorry, if this has been asked already. Does the new 221 build allow the dynamic prefab button in MP? Is it planned to enable this feature in MP if not? Thanks. Link to comment Share on other sites More sharing options...
Royal Deluxe Posted December 12, 2018 Share Posted December 12, 2018 Let me introduce you the french method : https://imgur.com/tcPs4M3 https://en.wikipedia.org/wiki/Tipp-Ex works flawless ^^ Link to comment Share on other sites More sharing options...
unholyjoe Posted December 12, 2018 Share Posted December 12, 2018 You can put a post-it over the bottom right corner of your screen! if you have any.... use white out! Link to comment Share on other sites More sharing options...
rdunham3 Posted December 12, 2018 Share Posted December 12, 2018 Game options suggestion: Put a global modifier on XP granted, no matter the source. Folks who want to level slower set their game/server to, say, 0.5 while folks who just want to race through to endgame levels might want theirs set to 1.5. In b208, for example, I'd find myself getting 4+ levels on BM nights and at least a level per quest POI. That's a bit fast for my taste, but might suit others fine. I've played several turn-based strategy games with a research speed setting like this and it works great. Link to comment Share on other sites More sharing options...
wolffblood Posted December 12, 2018 Share Posted December 12, 2018 Game options suggestion: Put a global modifier on XP granted, no matter the source. Folks who want to level slower set their game/server to, say, 0.5 while folks who just want to race through to endgame levels might want theirs set to 1.5. In b208, for example, I'd find myself getting 4+ levels on BM nights and at least a level per quest POI. That's a bit fast for my taste, but might suit others fine. I've played several turn-based strategy games with a research speed setting like this and it works great. That would be perfect. Probably the easiest way. Those of use that know the xmls can just go to progression and make it less/more xp per level for that same effect. Otherwise you are changing a lot of variables, lol. ---edited--- I may actually do that before too long at least for the experimental builds. Link to comment Share on other sites More sharing options...
Kevin1000 Posted December 12, 2018 Share Posted December 12, 2018 So iv started about 6 A17 experimental maps on full size and have only come across about 5 or 6 new POI’s. Can you edit the random gen world to give way more poi Link to comment Share on other sites More sharing options...
manni44 Posted December 12, 2018 Share Posted December 12, 2018 Game options suggestion: Put a global modifier on XP granted, no matter the source. Folks who want to level slower set their game/server to, say, 0.5 while folks who just want to race through to endgame levels might want theirs set to 1.5. In b208, for example, I'd find myself getting 4+ levels on BM nights and at least a level per quest POI. That's a bit fast for my taste, but might suit others fine. I've played several turn-based strategy games with a research speed setting like this and it works great. ! Oh yes i like that idea Link to comment Share on other sites More sharing options...
Hek Harris Posted December 12, 2018 Share Posted December 12, 2018 Edit : I had read wrong. Sorry. Link to comment Share on other sites More sharing options...
Kalyori Posted December 12, 2018 Share Posted December 12, 2018 Game options suggestion: Put a global modifier on XP granted, no matter the source. Folks who want to level slower set their game/server to, say, 0.5 while folks who just want to race through to endgame levels might want theirs set to 1.5. In b208, for example, I'd find myself getting 4+ levels on BM nights and at least a level per quest POI. That's a bit fast for my taste, but might suit others fine. I've played several turn-based strategy games with a research speed setting like this and it works great. That would be perfect. Probably the easiest way. Those of use that know the xmls can just go to progression and make it less/more xp per level for that same effect. Otherwise you are changing a lot of variables, lol. ---edited--- I may actually do that before too long at least for the experimental builds. Rather than edit each source of XP in the XML files, you can just make a new skill that is automatically applied (you don't need to level it up) which gives you an XP modifier for most things. I used it in A16 and it worked quite well. Link to comment Share on other sites More sharing options...
wolffblood Posted December 12, 2018 Share Posted December 12, 2018 Rather than edit each source of XP in the XML files, you can just make a new skill that is automatically applied (you don't need to level it up) which gives you an XP modifier for most things. I used it in A16 and it worked quite well. That would work too, though would need to know how to add it that way. I was meaning just xp needed to lvl up being that it's just one line and is near the top. Link to comment Share on other sites More sharing options...
Sam_Neill Posted December 12, 2018 Share Posted December 12, 2018 Sorry, if this has been asked already. Does the new 221 build allow the dynamic prefab button in MP? Is it planned to enable this feature in MP if not? Thanks. Under "Editing Tools" and "World Editor" the dynamic prefab Button works. Link to comment Share on other sites More sharing options...
vitamin Posted December 12, 2018 Share Posted December 12, 2018 Can devs explain what's the use of power attacks now? If they use 50% more stamina for clubs and 200% more for axes and picks, plus a 1.5-2 s pause in stamina regeneration (an additional 15-20 stamina) just for 2x the damage and no extra benefits? Link to comment Share on other sites More sharing options...
jcalvelli Posted December 12, 2018 Share Posted December 12, 2018 underway. Stage one is done. With zombie xp reduced already xp gains are getting closer. In a future build Gazz will increase the other methods. The only concern i had and you are seriously looking into it. I love you, guys! Link to comment Share on other sites More sharing options...
danielspoa Posted December 13, 2018 Share Posted December 13, 2018 Can devs explain what's the use of power attacks now? If they use more than double stamina (in case of a iron fireaxe 200% more stamina!!!) plus a 1.5-2 s pause in stamina regeneration (an additional 15-20 stamina) just for 2x the damage and no extra benefits? there are new interactions with power attacks on stunned targets. Those get an extra layer of bonus damage. In summary now you use normal attacks and place a power atk in specific situations to deal a huge blow. It's like a combo or whatever. Link to comment Share on other sites More sharing options...
vitamin Posted December 13, 2018 Share Posted December 13, 2018 there are new interactions with power attacks on stunned targets. Those get an extra layer of bonus damage. Are you sure about that? XML doesn't list any buffs applied to zombies on secondary attack. Nor is it even possible to use a power attack on knocked down zombie since it takes longer for an attack to trigger than for zombie to get up. From playing for a few in-game days using power and regular attacks I see absolutely no benefits in power attacks using clubs. And definitely they are counter productive on axes and picks. Link to comment Share on other sites More sharing options...
Drithyl Posted December 13, 2018 Share Posted December 13, 2018 Can devs explain what's the use of power attacks now? If they use 50% more stamina for clubs and 200% more for axes and picks, plus a 1.5-2 s pause in stamina regeneration (an additional 15-20 stamina) just for 2x the damage and no extra benefits? The melee weapon perks also focus mainly on improving the power attacks, so while they're less useful in the early game, they're probably pretty devastating once perked up. It's better this way; in the previous build I power attacked every single time for everything, be it harvesting or attacking, without ever using the left click. Link to comment Share on other sites More sharing options...
vitamin Posted December 13, 2018 Share Posted December 13, 2018 The melee weapon perks also focus mainly on improving the power attacks, so while they're less useful in the early game, they're probably pretty devastating once perked up. It's better this way; in the previous build I power attacked every single time for everything, be it harvesting or attacking, without ever using the left click. That's exactly why I'm asking. What was the intention of power attacks? Some mods had it in A16 and it was useful but situational. For example, early game it was life extension of a tool that can not be repaired. Or a guaranteed knock down of a dangerous zombie in a confined space. Or saving time mining or looting. As it stands, unfortunately, power attacks are useless. Link to comment Share on other sites More sharing options...
Axe13 Posted December 13, 2018 Share Posted December 13, 2018 That's exactly why I'm asking. What was the intention of power attacks? Some mods had it in A16 and it was useful but situational. For example, early game it was life extension of a tool that can not be repaired. Or a guaranteed knock down of a dangerous zombie in a confined space. Or saving time mining or looting. As it stands, unfortunately, power attacks are useless. knock em down, smash em up combo. or just use power attack to knock em down. Also aoe attack after perking. I think most new features make more sense after perking up Link to comment Share on other sites More sharing options...
meganoth Posted December 13, 2018 Share Posted December 13, 2018 So Bugs previously reported and not listed in known issues are being ignored? Anyone know this? I can't imagine their bug list really being that short. If you look at bug lists of open source projects of comparable size you see hundreds and hundreds of bugs (though many unconfirmed or duplicate) and feature requests in their bug trackers. This known issues list just looks like a list of some prominent bugs and features. Previous lists of known issues had obvious omissions too. Link to comment Share on other sites More sharing options...
danielspoa Posted December 13, 2018 Share Posted December 13, 2018 does anyone know if the 16k RWG works? Like, I wonder if those crashes are due to insufficient resources or really a bug in the gen, if it would work on a better server machine Link to comment Share on other sites More sharing options...
Guppycur Posted December 13, 2018 Share Posted December 13, 2018 It works. It's just reeeaaallyyy slow. Link to comment Share on other sites More sharing options...
danielspoa Posted December 13, 2018 Share Posted December 13, 2018 thanks guppy! After it's generated does that still affect performance or should be fine? Link to comment Share on other sites More sharing options...
Guppycur Posted December 13, 2018 Share Posted December 13, 2018 Should be fine. Just realize clients will take long time to join that first time. Link to comment Share on other sites More sharing options...
Odetta Posted December 13, 2018 Share Posted December 13, 2018 Anyone try always Nightmare? Link to comment Share on other sites More sharing options...
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