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B231 notes?


Skeeter63082

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I know it literally just dropped 5 minutes ago, but does anyone have a link to the b231 patch notes so I can see what changed before I log in, or should I just be patient and wait for them to pop up on the main site?

 

- - - Updated - - -

 

HOLY CRAP! FOUND THEM! WE'VE BEEN WAITING FOR THIS!!!

 

 

Added:

 

15 new tier 1 cabin POIS

Christmas items: Santa hat, candy cane club and candy cane shiv to loot

2 new tier 1 Fast Food POIS

 

 

 

Changed:

 

 

Attributes are no longer gated by your level. You can specialize very early game now but attributes cost more for the higher ranks. The goal is to allow players to specialize into classes early game, and be awesome at a few things and ok or poor at other things. Or you can be a jack of all trades, the choice is yours. With the costs of the higher attributes being steeper, players will probably want to specialize in one or two attributes and get the best perks in those attributes and late game there will be less god tier characters who have every perk unlocked. We are looking for feedback such as are there any exploits or severe imbalances with this new system.

Lowered volume on auger/chainsaw prefab

Removed "more filling" part of perkSlowMetabolism

Made StoneAxe / hammer Use as a single hit instead of double hits

Rain max volume for environment audio to more reasonable level

Overhauled the old pawn shop to a new Tier 3 dungeon

Increased underground ore density

Adjusted XP for resource harvest, upgrade, and repair

Block damages and stamina cost rebalanced

ModMeleeStructuralBrace can be installed in all melee items

Player level gates for attributes have been removed

Attribute buffs like on perk magazines are not limited by player level

Nerfed glasses, goggles, shades etc to boost 1 instead of 2

Bleed effect is a standard blur instead of oil painting blur

Lowered intensity of bleeding screen effect

Added throttle to animation parameter sending

HammerForge requires Int 5

AdvancedEngineering requires Int 6

Physician requires Int 4

The tutorial quest grants 4 skill points

Tier 1 mods require forged iron to craft

Video option reflection off to actually disable the probe and specular part of Overlayed_TA shader

 

 

 

 

 

Fixed:

Turrets can target zombies through wall

Collision on city bus

Lighting on buses.

Collision on broken bs pallets.

Model link in grill simple prefab.

Collision on microwaves

A bunch of mixing, zone tags to POIS for Random Gen. More things should spawn now

Fish taco description localization is missing

Bedroll placement is printed in console

Setting server loot respawn days to 0 gives infinite loot

Fixing shadow caster on wooden door

Cyrillic no longer supported by ingame chat

NRE at waste_rubble_highway_01

Position of trader changes when declining quest offers (local client side only)

Replication of buffs and cvars

Auger and chainsaw sounds persist in MP

Auger and chainsaw sound persisting when out of ammo but before reload

Lucky Looter description shows it gives you better loot per tier now

Pathing issue for zombies on bungalow_12's roof (fixed slope check which made walking on wedge blocks cost too much)

Buffs and CVars not being shared over the network

Coffee does not grant the listed Intellect bonus

Some eyewear does not drop from the intended containers

It is not possible to set zeds on fire with a torch

Archery does not increase bow draw speed

Clients do not see the vulture death animation

Vehicle left mouse button not reliably toggling look turning

DBS/Debugshot instantly close on Linux/mac

New zombie speed settings do not display correctly in server browser

Ghost trees on dedicated server

 

 

 

 

 

Known issues:

 

Nightvision still needs more attention

Vehicle key bindings do not save after game exit/restart

Trader Jen has a deep voice

Players visually disappear for another when looking up

No lights on vehicles

Repair material not refunded when repair was canceled

Ammo count of nail gun goes broke, when equipped with full auto receiver

Trader Rekt is nicer than usual

Some achievements can not be obtained at the moment

Charismatic Nature is still in need of improvement, buff works for 5 seconds and 5 seconds it does not

Scrapping items in crafting queue while re-logging may go lost

Re-logging when crafting usable items are in the crafting queue may have negative side effects

Crafting speed bonus does not properly apply to workstations

Clipping into blocks to see through terrain

Vultures play their fly animation when dead for clients

Shotgun driver loses sound on 4x4 after a while

Workstation tools do not refresh the recipe list when the tools are installed

Can use torch and flaming arrows as light underwater

Clothing items should be removed and swapped out manually or risk deleting them

Hitting ESC while generating a map preview will blank screen. Must use CTRL, ALT, DEL to exit game.

RWG preview tool localization

Firearms do a duplicate reload animation after reloading while zoomed (locked in zoom)

Mining helmet light doesn't show for other players

Client molotovs thrown down from an edge not working as good as Host

Hatches don't always open on the first try

Quality items bought from the trader have missing or inconsistent mod slots

Player model jumps forward of the player camera when accessing an auto turret inventory

Turrets will not target self when set to do so

LCB icon is still shown when LCB has been destroyed by another player

All LMB clicks count as changing vehicle steering controls after dismounting a vehicle

Player can consume any consumable while mounted in vehicle but will not get the buff/debuff

Flames don't move with zombie ragdolls

Resolution does not always save when >1080p options are available

Sometimes you die on the dedi and get a forced respawn only to die again

Old game saves are corrupting recipes.xml in updated builds

Burning shaft mod flame effect can transfer to other items on the toolbelt

Collapsed building sleepers will respawn in the air when a player reloads chunk

Molotov can be used as a light without a stealth penalty

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Thanks so much!!! But now hammer&forge requires int 5...

Do they hate having your own poi THAT much? I'll simply look around for a forgepoi now and be unhappy, because I dislike that poi... :-/

I mean... in singleplayer I can still cheat myself a forge... but it doesn't feel right :-/

 

Oh well... at least the stupid levelgates are gone.

Even though the overall price probably rose quite a bit...

 

I will only be able to play mid january so no feedback from me...

 

BUT THANK YOU TFPs! I would have like the "learning by doing" back, but removing levelgates was the biggest improvement I could hope for.

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Not happy that they've increased the skill point requirement for attributes, whilst simultaneously reducing the number of skill points you'll ever receive. Some of us would actually LIKE to be god-like if we survive long enough to reach level 300. Something I don't see happening for me, but it's an aspiration nonetheless.

 

An offset like double skill points for levels on multiples of 10 would be good - meaning by the time you reach level 300 you'd have 333 skill points.

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Not happy that they've increased the skill point requirement for attributes, whilst simultaneously reducing the number of skill points you'll ever receive. Some of us would actually LIKE to be god-like if we survive long enough to reach level 300. Something I don't see happening for me, but it's an aspiration nonetheless.

 

An offset like double skill points for levels on multiples of 10 would be good - meaning by the time you reach level 300 you'd have 333 skill points.

 

You gave me an idea:

 

xp multiplier for time alive!

(1 day x 1.5; 1week x3;4weeks x 4)

 

NOW there are stakes at hordenight :D and we do not have to grind as much!

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I like that idea, but maybe just increase the xp 50% per week.

 

nah... its too easy to cheese the system. It should be negatively exponential.

So it should have a cap of 4x maybe 5x if you stayed alive for 4 hordenights, but it should reward you for staying alive 1 week WAY more than for the following ones. And it needs a cap. Otherwise ppl just log out/cheese A.I. (like most already do) and get infinite xp.

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Quite a few well known streamers think the change to the level gates will mean a more interesting MP session but will absolutely screw over those playing SP. We'll need to wait and see if that is how this plays out. Will be a shame if it does as I don't play MP and I know a lot of others that don't either.

 

That said, I am/was no fan of the level gates in the first place so I'm not unhappy to see them removed. I am surprised they've done this though, perhaps bending to the constant whine of a minority of players who absolutely hated it, but maybe it will put to bed the idea that TFP don't listen to their fanbase.

 

No mention of amending the way the weapons work, but perhaps that will come later, if they are willing to make what seem like sweeping gameplay changes rather than incremental small ones, then let's hope the revisit the way weapons are graded and their damage/quality.

 

Of the other changes, the forge needing intellect 5 is one that immediately stands out. I mean, sure, the forge, the bike and the workbench are all landmark items so rightfully should be restricted but that seems a tad extreme. My concern though is that this then forces people to use the forges in the traders. This allows players to exploit the way zombies cannot destroy anything inside or around the trader. I'd remove the forges, and workbenches, chem stations, etc from the trader to stop this. I've never been a fan of them having those things anyway.

 

Still, we'll just have to wait and see how this all plays out. It will also be interesting to see now the level gates are gone whether those who were apocalyptic on the forums are now somewhat mellowed or if that ire is permanent and simply shifted over to another topic.

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How?

I dont see any balancing changes besides blockhp.

And levelgates didnt make it harder, just more grindy.

 

U will see its even more grindy now because u need more lvls for exactly the same build u had before. Which means go and grind even more zombies :D

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U will see its even more grindy now because u need more lvls for exactly the same build u had before. Which means go and grind even more zombies :D

 

Hate to say it but I prefer level gates. And I'm reading they are looking to adding some of them back in. So we might end up with some level gates back and all this did was increase the cost of attributes lol. DOH!

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I figured... but they are so keen on prolonging the early game, instead of giving us an endgame, it's not even funny!

 

But at least random as*level-gates are gone... which is an improvement, even if it comes down to more or less the same.

 

Yiu would rather be able to purchase less skills overall? Because it will now cost you 27 points to get to lvl 10 of each attribute now. Idk, I think I'd prefer the level gates.

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Yiu would rather be able to purchase less skills overall? Because it will now cost you 27 points to get to lvl 10 of each attribute now. Idk, I think I'd prefer the level gates.

 

Great tactics from TFP. They give us a build we hate and then convert it into something we hate even more to make us wish the old build back :D

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Great tactics from TFP. They give us a build we hate and then convert it into something we hate even more to make us wish the old build back :D

 

I know you're joking... but I can actually see that...

 

And no I didn't want them to increase the cost of attributes... Not without changing the amount you get per level.

But that hammer&forge is now locked behind int 5 is a clear sign that they don't care about the fun, but more about the early grind.

I will make a post about that soon...

But the short version: don't gate fun/quality of life behind a grind.

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I know you're joking... but I can actually see that...

 

And no I didn't want them to increase the cost of attributes... Not without changing the amount you get per level.

But that hammer&forge is now locked behind int 5 is a clear sign that they don't care about the fun, but more about the early grind.

I will make a post about that soon...

But the short version: don't gate fun/quality of life behind a grind.

 

Here Here.

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But that hammer&forge is now locked behind int 5 is a clear sign that they don't care about the fun, but more about the early grind.

 

It would not bother me that they do not give us the forge early in the game but they should at least give us some better tools.

 

You can craft an iron-reinforced club already on day 1, but there's nothing like it with the tools. Imagine the outcry when you only had to play with the wooden club and the bow until you have unlocked intelligence 5.

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Great tactics from TFP. They give us a build we hate and then convert it into something we hate even more to make us wish the old build back :D

 

That's... silly. They listened to their fan base that pointed out that level gates push players into the same progression every game and removed them. They're simply trying a different system that now allows players to put all of their early points into a single attribute/perk line *if they want* but attempts to still make critical technologies not a first week thing.

 

How many points does it take to get Int 5 and buy hammer and forge? 10-ish? (I don't remember the numbers exactly.) So you could easily have a forge in the first few days, if you're willing to sacrifice other things for it.

 

I think it sounds like a completely reasonable alternative to try and see how it works.

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That's... silly. They listened to their fan base that pointed out that level gates push players into the same progression every game and removed them. They're simply trying a different system that now allows players to put all of their early points into a single attribute/perk line *if they want* but attempts to still make critical technologies not a first week thing.

 

How many points does it take to get Int 5 and buy hammer and forge? 10-ish? (I don't remember the numbers exactly.) So you could easily have a forge in the first few days, if you're willing to sacrifice other things for it.

 

I think it sounds like a completely reasonable alternative to try and see how it works.

 

I don't know how much the perk points cost now because I won't be playing b231 until tonight, but I would gladly sacrifice my early points to get a forge going and then "catch up" points early game on something else. I can't say if I like the update or not yet because I haven't played it. But I like what I see in the patch notes.

 

EDIT: also, has anyone else had a player profile corrupt because they put an ingame mod on a level 5 nailgun? level probably doesn't matter tbh

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That's... silly. They listened to their fan base that pointed out that level gates push players into the same progression every game and removed them. They're simply trying a different system that now allows players to put all of their early points into a single attribute/perk line *if they want* but attempts to still make critical technologies not a first week thing.

 

How many points does it take to get Int 5 and buy hammer and forge? 10-ish? (I don't remember the numbers exactly.) So you could easily have a forge in the first few days, if you're willing to sacrifice other things for it.

 

I think it sounds like a completely reasonable alternative to try and see how it works.

 

The problem is not how much it takes to get the forge. It can be gotten sooner this way ofc. The problem is (I dont know the exact numbers, just an example), we need level 300 to have as many perks as we did at lvl 100 before.

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