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Developer Discussions: Alpha 17

Developer Discussions: Alpha 17  

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  1. 1. Developer Discussions: Alpha 17

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They usually update at the same time as the Americans for me.

 

Have you opted into the experimental branch? I'm pretty sure that's where the new update is. Somebody feel free to correct me if I'm wrong, it'll be a while before I get to play.

 

Yep, experimental branch, check the first post.

 

https://7daystodie.com/forums/showthread.php?104893-Alpha-17-1-Experimental-B8-bug-reporting-thread

 

Right, thanks. Thing is even called "Alpha 17.1 Experimental". Reading helps :D

Thought the whole experimental thing was over with.

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Right, thanks. Thing is even called "Alpha 17.1 Experimental". Reading helps :D

Thought the whole experimental thing was over with.

 

I wouldn't have thought a stable would have been released with a completely borked RWG but here we are :-)

 

"TFP really are amazing creatures, as I have said before. You can learn all that there is to know about their ways in a month, and yet after a hundred years they can still surprise you at a pinch.”

Gandalf : LOTR (paraphrased)

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I played 4 days (4 hours) this morning and everything seems ok. We get a lot of things by looting, too much for a former player, but this can be decreased in the settings so I'm sure new players or casual players will be satisfied.

The management of food and drink seems perfect, it's clear and it works.

Well played guys.

 

Waiting for the 7th day to see how zombies deal with my base.

I hope you haven’t given up on the idea of allowing us to set the frequency of the red moons in a next alpha : I would really like to test small hordes every night;)

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I wouldn't have thought a stable would have been released with a completely borked RWG but here we are :-)

 

"TFP really are amazing creatures, as I have said before. You can learn all that there is to know about their ways in a month, and yet after a hundred years they can still surprise you at a pinch.”

Gandalf : LOTR (paraphrased)

 

Great, now I envision them all walking around carrying their coffee mugs around the office with hairy feet, tiny little office cubicles, taking breaks for 2nd breakfast, and elevensies. That explains the delay in A17 so much now that I think of it. Lazy hobbits! (jk guys, enjoying the more frequent updates :p)

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I played 4 days (4 hours) this morning and everything seems ok. We get a lot of things by looting, too much for a former player, but this can be decreased in the settings so I'm sure new players or casual players will be satisfied.

The management of food and drink seems perfect, it's clear and it works.

Well played guys.

 

Waiting for the 7th day to see how zombies deal with my base.

I hope you haven’t given up on the idea of allowing us to set the frequency of the red moons in a next alpha : I would really like to test small hordes every night;)

 

The configurable blood moons was something I was really hoping would make it.

 

Have they fixed the issue of no loot when you drop loot down to 25 percent? Last I checked it was still broken.

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try putting one of them in a shared storage chest. have him remove it and place it in the world. i think he will then have access to the storage. make him get the gas for both of you :)

 

Can the minibikes be picked up again?

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Not going to be playing experimental, between running a server and trying to maintain a recording schedule for my wife's and my channel. So, I am curious about this line in the notes:

 

"Glue requires only 1 bone now instead of 2. "

 

Can someone confirm that making glue in the campfire vs chem station is the same, or has something else changed? I figure there would still be some benefit to making glue in the chem station still, would be odd otherwise? Especially considering I was nearly level 90 before I found a 2nd beaker. (which seems addressed in the patch notes as well)

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Great, now I envision them all walking around carrying their coffee mugs around the office with hairy feet, tiny little office cubicles, taking breaks for 2nd breakfast, and elevensies. That explains the delay in A17 so much now that I think of it. Lazy hobbits! (jk guys, enjoying the more frequent updates :p)

 

It's a little known fact that, although heavily built, MadMole is just under four feet tall. You should see him in full dwarven armour... where do you think the name comes from? :-)

 

- - - Updated - - -

 

<snipped for space>

 

Last I checked you no longer need a beaker to make glue in a campfire.

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If connection to server fails, try removing steamnetworking as a disabled function from the serverconfig.xml

 

I thought we were getting away from this, now we're being told to use it again? I have users with connection issues sometimes, but far less than those who have no issue.

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The configurable blood moons was something I was really hoping would make it.

 

Have they fixed the issue of no loot when you drop loot down to 25 percent? Last I checked it was still broken.

 

Known Issue still i think "Loot abundance setting needs another look" (from patch notes)

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Last I checked you no longer need a beaker to make glue in a campfire.

 

I was just referring to making a chem station with the two beakers, then making the glue with the chem station vs campfire (1 bone vs 2), not crafting the glue itself :p

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I am waiting for updated RWG and the crafting station timers to be fixed. Things are taking way too long to craft even with the intelligence perks. I know it is a known issue, but it really needs to work.

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What does "after unreachable path" mean?

 

Under what new circumstances to zombies have a 60% chance to start randomly breaking ♥♥♥♥ instead of going after the player?

faatal said;

Not increased damage. 60% chance to switch to destroy area. Think zombies stuck in loops. Climb/fall/climb/fall.

 

Unfortunately, other destroy area improvements were not done until after build 8, so you won't get them until the next update.

 

Yes, I know he did. It doesn't answer my question, though - or I wouldn't have asked it.

 

Does anyone know what the circumstances are that trigger this behaviour? What does "after unreachable path" mean?

 

Clearly it's something to do with climb/fall loops, but what is the actual situation under which this behaviour kicks in?

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<snipped for space>

 

By the looks of it the zombie remembers the previous path and if the next path would repeat the previous path then there is a 60% chance the behaviour changes to destroy area. No idea how, or if, that's implemented internally but that's how I'm reading the description.

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Yes, I know he did. It doesn't answer my question, though - or I wouldn't have asked it.

 

Does anyone know what the circumstances are that trigger this behaviour? What does "after unreachable path" mean?

 

Clearly it's something to do with climb/fall loops, but what is the actual situation under which this behaviour kicks in?

 

 

 

example: build a cheezy pole with a platform on it and then build a ramp/steps or other means to force zeds to blindly follow the path up. they ignored the pole you are standing on.

 

now stupid zombie after a couple fails will think that maybe its time to bring down the pole if you cant get him the other way.

 

bout as simple as i can explain it, i hope it is enough. :)

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Got the problem with stamina regeneration. I get hungry constantly when digging(or whatever I do) and eating food does nothing. So here is one.

Anyway, thank you for the good job guys ! Waiting for a fix for my problem. Cheers.

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By the looks of it the zombie remembers the previous path and if the next path would repeat the previous path then there is a 60% chance the behaviour changes to destroy area. No idea how, or if, that's implemented internally but that's how I'm reading the description.

 

I feel like if a zombie falls trying to get you, the second run has 50% chance, if he falls again, 3rd run 75% chance, on the 4th run, if he falls again, he gets mad and goes into DestroyArea 100%. Some people can get lucky enough to not trigger it, this way they will be forced to at some point. And after 4 runs, you will more than likely kill said zombie as is. Not to mention with this chance thing, people will just make their stuff take much longer before the drop. Granted though, how much resources would be taken by having this counter for each zombie and to keep track of it? I wouldn't think much, but even if it was, what if there was just a collective number based on number of zombies alive. More alive, more drops have to happen for it to tick to next level. And each time the first zombie triggers the DestroyArea through this way, it lasts at that percent for about 5 seconds without increasing, then drops to start of previous level? I'm just wondering what the other things are that Faatal said were post-build 8 for DestroyArea.

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Got the problem with stamina regeneration. I get hungry constantly when digging(or whatever I do) and eating food does nothing. So here is one.

Anyway, thank you for the good job guys ! Waiting for a fix for my problem. Cheers.

 

"Continued b240 savegames may have problems with food/water levels when a replenishing buff was active when game is continued in A17.1, character’s death restores functionality" from Known issues

 

So why dont you just go die? lul

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"Continued b240 savegames may have problems with food/water levels when a replenishing buff was active when game is continued in A17.1, character’s death restores functionality" from Known issues

 

So why dont you just go die? lul

 

I know, I know. Considering it. Have to study and will decide later. I am sensitive b***h on dying in a17 ;)

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example: build a cheezy pole with a platform on it and then build a ramp/steps or other means to force zeds to blindly follow the path up. they ignored the pole you are standing on.

 

now stupid zombie after a couple fails will think that maybe its time to bring down the pole if you cant get him the other way.

 

bout as simple as i can explain it, i hope it is enough. :)

 

Makes sense for the most part. I wonder just how far away you would have to be for the zombies to then not be able to even try to jump. If it was close enough to jump, but didn't make the jump, would it still be considered "unreachable"? Or what if you made it close enough to that ramp, put up Iron Bars, they try to jump to you, but of course hit the bars. I'd say that is "unreachable", but does the pathing think so? Because if the path is there, I assume that the zombies think it is then reachable, but just needs to destroy the bars, but they can't destroy the bars, because they are mid jump. I actually want to know these things so I don't build things like that, lol. I enjoy the terror of BMs and the chaos that comes with knowing I'm not 100% safe or exploiting the pathing.

 

- - - Updated - - -

 

Got the problem with stamina regeneration. I get hungry constantly when digging(or whatever I do) and eating food does nothing. So here is one.

Anyway, thank you for the good job guys ! Waiting for a fix for my problem. Cheers.

 

But stamina regeneration is thirst, max stamina is hunger? Was that just a mix-up of systems?

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The configurable blood moons was something I was really hoping would make it.

 

Have they fixed the issue of no loot when you drop loot down to 25 percent? Last I checked it was still broken.

Nope, still broken (made a quick test in Navezgane, but I guess it's the same thing in RWG). Hope it will be fixed, because it's the only way to have a hard start without messing with xml...

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I’ve just seen the 17.1 update, does anyone kow if they’ve fixed the storage on minibikes so that a client can view it?

 

My brother and i both have minibikes, but i built them both (he took other skills), he can’t view the storage at all in either bike.

 

I’m the host as well, win 10. Haven’t played 17.1 yet (i’m at work).

 

Just put the minibike in a container, and let him place it... then he becomes the owner.

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But stamina regeneration is thirst, max stamina is hunger? Was that just a mix-up of systems?

 

Its a bug as I understand it because I eat properly ingame and hunger is rare. Now my stamina scale is 1/3 black. I had 4 bacon and eggs, 4 jars of water and nothing changed.

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It’s not me! Iam really talking about my friend from our discord.

 

Sure it’s super easy for you,me,98% from active forum members cuz they are pro’s...but he will not change anything in the .xml.

 

It's cool, I wasn't trying to be dismissive. Some people just have anxiety over the term "mod" and don't realize how easy some if it really is. Do you know about modlets too? You don't have to edit anything, just drop a folder you download inside the mods folder. Many people already made the mods. No editing involved.

 

 

Iam just pointing out that the deep core game should work for everybody. You change some options how you like it and that’s it. Play!

 

Sure, I'd never argue against options like that but to make a game for everyone is impossible and there are only so many options you can have before the options screen becomes a game in of itself. I do not play a large amount of games so could just be my experience but I haven't seen games with pages of options before and there has to be a reason for it I'd think. Like in Fallout 4 I could not turn off Deathclaws because I didn't like them.

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