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Developer Discussions: Alpha 17


Roland

Developer Discussions: Alpha 17  

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  1. 1. Developer Discussions: Alpha 17

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That is cool, especially the giant. Is there a way to configure it with an area of effect attack by default? It would be really silly if a giant could only attack one voxel at a time. :p

 

This is the problem with the giants and until someone mods reach and attack they seem to be useless.I want to try and get them to attack from a long ways away(because obviously they have alot of reach) and also do unreal damage on structures. What is cool as hell is they register hits on there giant bodies from feet to hands and head from guns. I was impressed! This shrinking and giants works with all animals and zombies I have tried so I am going to make little people hordes haha. I have not tried all this on my server yet so I am crossing fingers all modded XML files send to client so nobody has to use a mod yet. The little people work perfectly! They are so cool lmao. I am sure some of the more advanced xml modders can get all this working better. I am picking it up here and there. You gotta see these little guys in houses lol!!! I made huge vultures and tiny vultures. I want toi try and make a vulture horde like flies lol. I plan on making small and larger animals for now and change the aggression. Like say a large Buck will give you lots of meat ,bones and fat but will attack if hit. I have that working pretty easy.Also different size rabbits and chickens ,etc.....UPDATE!-, Added entities does go over to client from server join :) :) :). Now I have rabbits of all sizes and tiny ones give you a diamond,IF you can hit one lol(just for fun for now) . Now to make bigger base wrecking bears and fat cop brutes! Along with little people hordes and vulture flies that is .

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so i played alpha 17 now for awhile its not bad sure there is stuff what need to be fixed like if you kill vultures they lying on the ground but still flying

 

about the discussion that the dead zombie bodies disappear its not bad first i thought the zombies vanish directly when you kill them but as i played for awhile the bodies need a little bit time to disappear and thats not really bad

 

the only thing i hope that TFP implementing that you can use 16k maps for a Server at the moment 8k is the only size that work on our server

 

i dont know if we did something wrong by creating our server and the 16k maps working for other people but our server dont accepting the 16k map size

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Yikes. That's going to be what, a year or more? 16.0 came out in June 2017 and we just got A17.0. I can't imagine A18 is slated for 2019. It seems TFP reworked major portions of the game core and are likely to do point releases for some time, as they flesh out their vision.

 

"Completely done" is a complicated phrase for an Alpha game.

 

When A17 is done, A17

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Okay, so I find this rare loot of silver and gold nuggets, and what they are prices 50 and 70 duke only ? for no point in barter. But they are gold and silver... I understand you are forcing player to not use much of trader. I don't like but I am okay with it, but don't make those nuggets so cheap, they are super rare to find and if we found it is like 2-3 piece, so why they are so cheap. They should carry more duke as price at any level.

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This is the problem with the giants and until someone mods reach and attack they seem to be useless.I want to try and get them to attack from a long ways away(because obviously they have alot of reach) and also do unreal damage on structures. What is cool as hell is they register hits on there giant bodies from feet to hands and head from guns. I was impressed! This shrinking and giants works with all animals and zombies I have tried so I am going to make little people hordes haha. I have not tried all this on my server yet so I am crossing fingers all modded XML files send to client so nobody has to use a mod yet. The little people work perfectly! They are so cool lmao. I am sure some of the more advanced xml modders can get all this working better. I am picking it up here and there. You gotta see these little guys in houses lol!!! I made huge vultures and tiny vultures. I want toi try and make a vulture horde like flies lol. I plan on making small and larger animals for now and change the aggression. Like say a large Buck will give you lots of meat ,bones and fat but will attack if hit. I have that working pretty easy.Also different size rabbits and chickens ,etc.....UPDATE!-, Added entities does go over to client from server join :) :) :). Now I have rabbits of all sizes and tiny ones give you a diamond,IF you can hit one lol(just for fun for now) . Now to make bigger base wrecking bears and fat cop brutes! Along with little people hordes and vulture flies that is .

 

Could you make a giant stripper zombie? Oh wait nm....lol

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This is the problem with the giants and until someone mods reach and attack they seem to be useless.I want to try and get them to attack from a long ways away(because obviously they have alot of reach) and also do unreal damage on structures. What is cool as hell is they register hits on there giant bodies from feet to hands and head from guns. I was impressed! This shrinking and giants works with all animals and zombies I have tried so I am going to make little people hordes haha. I have not tried all this on my server yet so I am crossing fingers all modded XML files send to client so nobody has to use a mod yet. The little people work perfectly! They are so cool lmao. I am sure some of the more advanced xml modders can get all this working better. I am picking it up here and there. You gotta see these little guys in houses lol!!! I made huge vultures and tiny vultures. I want toi try and make a vulture horde like flies lol. I plan on making small and larger animals for now and change the aggression. Like say a large Buck will give you lots of meat ,bones and fat but will attack if hit. I have that working pretty easy.Also different size rabbits and chickens ,etc.....UPDATE!-, Added entities does go over to client from server join :) :) :). Now I have rabbits of all sizes and tiny ones give you a diamond,IF you can hit one lol(just for fun for now) . Now to make bigger base wrecking bears and fat cop brutes! Along with little people hordes and vulture flies that is .

 

Isn't there actually a field to modify the reach of zombie attacks in the xml? I'm pretty sure one of the devs referred to it during a17 experimental to show that zombies do indeed have overall less reach than players with any weapon.

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Okay, so I find this rare loot of silver and gold nuggets, and what they are prices 50 and 70 duke only ? for no point in barter. But they are gold and silver... I understand you are forcing player to not use much of trader. I don't like but I am okay with it, but don't make those nuggets so cheap, they are super rare to find and if we found it is like 2-3 piece, so why they are so cheap. They should carry more duke as price at any level.

 

i specialise in intelligence

got materchef 5

made grandpas whatever recipe that gives bonus to to trading

got 6 yes 6 levels from selling 2 treasure chests of diamond silver gold (40ish to 40ish plus 6)

had the other grandpa learning buff as well at the same time and that may have helped.

 

convinced maxing int is the way to go

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i specialise in intelligence

got materchef 5

made grandpas whatever recipe that gives bonus to to trading

got 6 yes 6 levels from selling 2 treasure chests of diamond silver gold (40ish to 40ish plus 6)

had the other grandpa learning buff as well at the same time and that may have helped.

 

convinced maxing int is the way to go

 

You are talking about Specializing and then selling higher level stuff. But that is for higher level, as some streamer shows, there are iron tools which sell more than this nuggets. I understand that they got cheap, but then they should be found more, in wall safe instead of finding those crappy guns, it is better to put those silver and gold, a crappy pistol gives somewhere 20-25 duke and silver give 50.

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Isn't there actually a field to modify the reach of zombie attacks in the xml? I'm pretty sure one of the devs referred to it during a17 experimental to show that zombies do indeed have overall less reach than players with any weapon.

 

The reach yes but the problem is getting them to attack from like probably 10-20 blocks away.Its a big question mark but I only messed with it today so as I said I don't know xml like some. Maybe the reach adjustment can fix this. I do know exactly what you are saying and I will try it.Check out this mutant I made by accident lol . XML files are so fun to mess with. I made this guy destroy buildings in no time with massive spreading exploding fire attacks https://steamcommunity.com/sharedfiles/filedetails/?id=1612709418

https://steamcommunity.com/sharedfiles/filedetails/?id=1612709349

https://steamcommunity.com/sharedfiles/filedetails/?id=1612709260

 

 

All I can say is if you care about your home or base RUN!!!! :) . These guys are insane awesome!

 

https://steamcommunity.com/sharedfiles/filedetails/?id=1612732355

Notice he is 3 blocks high. They pound there way in and they puke excessively with super damage done to everything.

 

https://steamcommunity.com/sharedfiles/filedetails/?id=1612761512

 

Not sure if they vomit attack the vehicle yet. May have to try stuff. When they explode they take out massive areas of blocks

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Okay, so I find this rare loot of silver and gold nuggets, and what they are prices 50 and 70 duke only ? for no point in barter. But they are gold and silver... I understand you are forcing player to not use much of trader. I don't like but I am okay with it, but don't make those nuggets so cheap, they are super rare to find and if we found it is like 2-3 piece, so why they are so cheap. They should carry more duke as price at any level.

 

Don't sell them til later when you have higher barter skill.

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Isn't there actually a field to modify the reach of zombie attacks in the xml? I'm pretty sure one of the devs referred to it during a17 experimental to show that zombies do indeed have overall less reach than players with any weapon.

 

I tried this and sure enough it works :) . Thanks. I am going to make some giants haha. I didn't think they would actually attack from 20 blocks away but they do so I am going to toy with it.

Gianst and little people. I am so glad the Fun Pimps allow us to modify XML and A17 is the best of it yet IMO. So far everything in xml I have tried has pushed from dedicated server to client no problem. Draw distance for zombie giants is the big question mark

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When I completed enough Tier I quests, the trader gave me Shamway's Secret Recipe or something like that. It looked like a magazine that give you a temporary skill buff but it was not a magazine. I read it, it made the reading noise but I have no idea what it actually did for me. Anyone have any clue?

 

You can now make Sham cans in the campfire out of rotten flesh and some other mats.

 

Yeah, was kinda underwhelming for me too :p

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You know, I'm liking we can craft our own worlds like Navezgane. We can even start with a picture and generate a world based on that.

Just need to have a way to tell it to generate the roads, POIs, and biomes for us.

Right now it is find image.

Edit and save image as TGA.

Generate world. (auto from image)

Smooth world (smoothworldall command)

paint roads (manual)

place POIs (manual)

place water (manual)

paint biomes (manual)

 

Need commands to take the smoothed world and auto generate roads, POIs, and water. So it could go swa, genroads, genpois, genwater, genbiomes. :)

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When I completed enough Tier I quests, the trader gave me Shamway's Secret Recipe or something like that. It looked like a magazine that give you a temporary skill buff but it was not a magazine. I read it, it made the reading noise but I have no idea what it actually did for me. Anyone have any clue?

 

The food you can cook with it is called "Can of Sham" according to xml

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They are in there but there is no recipe to craft it. Im working on a mod that puts all uncraftables into the game again.

 

I'd at least be careful with the Jail Cell Door. Since as others have said, it cause an AI pathing issue. Don't know what it was exactly, but I doubt adding something that causes issues elsewhere is something you'd want to do unless you or someone that works on it with you has it fixed. Playing Ravenhearst, I know you and the team put everything into your work.

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You know, I'm liking we can craft our own worlds like Navezgane. We can even start with a picture and generate a world based on that.

Just need to have a way to tell it to generate the roads, POIs, and biomes for us.

Right now it is find image.

Edit and save image as TGA.

Generate world. (auto from image)

Smooth world (smoothworldall command)

paint roads (manual)

place POIs (manual)

place water (manual)

paint biomes (manual)

 

Need commands to take the smoothed world and auto generate roads, POIs, and water. So it could go swa, genroads, genpois, genwater, genbiomes. :)

 

+1 for this

Even better would be a world generator, and you could choose which step you do want to insert "manually". And then the world creator would bake the world out of our files and would generate the missing ones.

 

This would please the people which:

-want a special biome layout but dont want to mess with creation of the other files

-want to modify the first generated world in one or several aspects

-and finally would allow for creators to modify everything

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Can we have a slider or server xml option, to turn on and off the irradiated greenies?? Is that possible for peeps who dont want to play the sci fi version?? I personally would like to have more regular zombies than the greenies.

 

Also, can we get the old POIs back in the mixer, so that every building... isnt a dungeon crawl?

 

Any chance that explosions ( ex. barrels) will actually cause damage again to both blocks and zombies?

 

Regards

 

Ouch

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When A17 is done, A17

 

Right, but by asking "when will A17 be completely done" what you are asking is "when will development on A17 stop and A18 development begin?". Well, it took about 17 months from the release of A16.0 to the release of A17.0. It was 4 months from 16.0 to 16.4. Do your own math to guess how many point releases A17 will have, and how long they will take.

 

My own guess is that, as with A16, you will be waiting many months - maybe a year or more - before you get to play A17, if you are waiting for (again - complicated to define for an alpha game) "completely done".

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Right, but by asking "when will A17 be completely done" what you are asking is "when will development on A17 stop and A18 development begin?". Well, it took about 17 months from the release of A16.0 to the release of A17.0. It was 4 months from 16.0 to 16.4. Do your own math to guess how many point releases A17 will have, and how long they will take.

 

My own guess is that, as with A16, you will be waiting many months - maybe a year or more - before you get to play A17, if you are waiting for (again - complicated to define for an alpha game) "completely done".

 

TFP said major frameworking for future use is finished, and they'll be doing more often updates in the future. So.. pointless to sit and wait.

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TFP said major frameworking for future use is finished, and they'll be doing more often updates in the future. So.. pointless to sit and wait.

 

Yeah agreed.

 

In my dedicated-server co-op game, we're about level 25-30 now and coming up to day 14. Overall I think the game is fine. We've got a forge and a crapton of iron so we'll be ready (in our appropriated POI - the cabin with a tablesaw in it) for the day-14 horde with two layers of iron spikes and barbed wire. Foundation upgraded to cobblestone (concrete soon) and an iron-bar ledge 5 blocks up on the outer wall.

 

For whatever reason, we don't have the troubles others have reported. No crashes. Stamina doesn't seem to be a big problem, but we spend part of each day hunting for meat so our food stocks are always full and high-quality (meat pies). Red tea is the drink of choice. With food & water never going below 85%, we can run/bike quite a while, and chop trees without taking a break. Shoveling drains stamina too quickly, tho. Digging up 2 chunks of dirt will drain to zero, whereas I can break down a boulder completely without running out. And that's with a steel shovel vs. an iron pickaxe.

 

I opened up an iron ore mine and we have like 10,000 iron in the forge even after making two rows of spikes for the POI and at least 50 iron bars (and of course 1,000+ iron arrowheads). The veins are down there and they seem to be pretty big, though yield is low at the moment (about 65 per block). I've only got 2 levels of Miner 69'er though. I chose an open-pit mine, though I have started to under-cut the walls and collapses don't seem to be more of an issue than what I remember from console (15.3). Stand back when shoveling out gravel, and buttress the walls/ceiling as needed.

 

I think they could maybe lower the level gates for Hammer & Forge perk levels 3 & up, only because keeping wrenches repaired requires steel. Then again the trader usually has some steel for sale so this is probably just me whining about wanting to level up that perk because I WANNA more than a real game problem.

 

Fixing the "no switching weapons during crossbow reload" bug is big. I 'bout got whacked last night because I shot a Z in the face and then switched to club to run up and finish her off. Except I didn't actually switch to the club because the game made me wait through the agonizingly-slow reload animation. Should let me switch right away, and force me to wait for the reload next time I pull out the crossbow. Every other game I can remember works that way - instant switch, but ya still gotta wait for the reload when you switch back. I don't have any problem with the slow reload itself; there's a perk for that and I'm working on it. I'm the perception specialist in our co-op team.

 

Fix that, and work out the RWG/biome weirdness, and I really don't have that many issues with the game. Still a blast to play and blows away every other game I've owned, except perhaps Minecraft, for hours-of-fun-per-dollar. And I don't even have a 4x4 yet, nevermind da choppa.

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TFP said major frameworking for future use is finished, and they'll be doing more often updates in the future. So.. pointless to sit and wait.

 

They also released the stable version knowing full well that RWG still needs both fixing and improving, which would definitely force players to restart worlds for the fixes, so it's not pointless to sit and wait at all. Even if the framework might be backward compatible from now on, RWG will never be.

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They also released the stable version knowing full well that RWG still needs both fixing and improving, which would definitely force players to restart worlds for the fixes, so it's not pointless to sit and wait at all. Even if the framework might be backward compatible from now on, RWG will never be.

 

This is a good point. If not having to start on a fresh world is a primary consideration, then holding off until RWG is where you like it would be a smart move. You still would have to decide on a fresh world (or not) as they add POIs down the road, but if RWG as it is (which I agree is pretty wonky) is unplayable, it makes sense to stick to 16.4.

 

My main argument with the OP (not you) was the idea of "completely done". How on earth could TFP predict when that is? At some point if he/she wants to play 7D2D A17 at all, s/he's going to have to take the plunge. Maybe after RWG is better will be a better time to do that. But waiting for "completely done" seems unwise. I expect OP was trying to make a point, though, not seriously asking TFP to tell us when the final A17.x point release was going to come out...

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Are there any plans on buffing the hunting rifle? It's in a pretty weird spot right now. It does too little damage and has too slow of a reload to be useful early game outside of slow day fights, and late game when you have reload perks and attachments there's no point in using it compared to a marksman rifle or ak-47.

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