Adam the Waster
Well-known member
any news for A19?
could be anything!
could be anything!
I think as long as each tree has somewhat balanced strength and weaknesses that are fun, they all dont have to have exact equivalents of everything. Otherwise they would all play mostly the same with some variation. Food for thought.Sure, but INT does have a good ranged weapon (if you find one). But the melee weapon is so underwhelming that an INT player gets more bucks for the bang if he skills into strength instead.
Haven't played it yet, but STR was a strong suite in A18 already. If that battle axe has only half the block damage of a fireaxe, you practically save one toolbelt slot because your melee weapon is good enough for hacking through wood doors and opening crates. That is worth a lot. I want one, as fast as possible.
If TFP wants the attributes to be unbalanced (i.e. STR is for beginners and the perfect secondary attribute, INT or AGI is for advanced players), then this is fine. If they still want to balance the attributes though, I see some work ahead.
No there aren't. I removed them and made sure the burnt forest had equivalent spawns as the pine forest (zombie dog/wolf). Burnt zombies are a little harder to kill now, like a normal zombie.True, but there are vultures in the burnt forest as well. (batting practice time)
We're done with weapons except for maybe missing batons. Flamethrower trap might happen yet.Any chance this will change down the line? I was thinking of a good int based weapon option and i though maybe a flamethrower if you ever made one! Could have a paint can and lighter as the tier zero weapon found in kitchens, up to something much bigger and scarier. add some weapon perks to the fireman almanac relating to the weapon too.
I cant think of many things more satisfying that roasting a horde of zombies with a flamer.
like how? in terms of HP? or damage?No there aren't. I removed them and made sure the burnt forest had equivalent spawns as the pine forest (zombie dog/wolf). Burnt zombies are a little harder to kill now, like a normal zombie.
XML. They only show when you are close I think, I haven't noticed them in game play.View attachment 9091
Will there be a hotkey to toggle this off? I think they are amazing when traveling outside and a great added feature to the game, but will be somewhat annoying and in the way when Clearing inside a POI.
There is a book set to enhance INT weapons now. They aren't my cup of tea either but I hear they get better as you perk into them, so we will see.Are the Electrical [SIZE=15.68px]Baton's improved as I found them to be really feeble to use. You had to strike once,twice to charge then I think a third time to actually damage the zombie.[/SIZE]
[SIZE=15.68px]Just couldn't gel with them and went for clubs instead.[/SIZE]
You need an axe no matter what IMO so its not relevant to balance. It does pretty awesome damage but same as before. INT stuff has been enhanced some with the books and mods you can get now, there is a mod that sends zombies flying on the stun baton.Sure, but INT does have a good ranged weapon (if you find one). But the melee weapon is so underwhelming that an INT player gets more bucks for the bang if he skills into strength instead.
Haven't played it yet, but STR was a strong suite in A18 already. If that battle axe has only half the block damage of a fireaxe, you practically save one toolbelt slot because your melee weapon is good enough for hacking through wood doors and opening crates. That is worth a lot. I want one, as fast as possible.
If TFP wants the attributes to be unbalanced (i.e. STR is for beginners and the perfect secondary attribute, INT or AGI is for advanced players), then this is fine. If they still want to balance the attributes though, I see some work ahead.
Food poisoning is removed. Instead you take some health damage from rotten foods. No effects from raw, and get hefty max stamina increase from the best cooked foods.any news for A19?
could be anything!
Cool!Food poisoning is removed. Instead you take some health damage from rotten foods. No effects from raw, and get hefty max stamina increase from the best cooked foods.
Perception and Agility are the ones I max first, (strength just for pack mule) Perception for looting and questing then agility for stealth damage and par cor. A silenced 9 and a mp5 and I am in stealth loot business.XML. They only show when you are close I think, I haven't noticed them in game play.
There is a book set to enhance INT weapons now. They aren't my cup of tea either but I hear they get better as you perk into them, so we will see.
You need an axe no matter what IMO so its not relevant to balance. It does pretty awesome damage but same as before. INT stuff has been enhanced some with the books and mods you can get now, there is a mod that sends zombies flying on the stun baton.
I think everyone gets into strength a bit. Perception and Agility are the ones I use the least, the rest have must haves every game, but it depends on play style IMO.
Food poisoning is removed. Instead you take some health damage from rotten foods. No effects from raw, and get hefty max stamina increase from the best cooked foods.
the mutated rabbit would be like the one from multi python "the KILLER RABBIT!" and it could be as tough and strong as a Bear. Gives 10 Testosterone extract
Your castle seriously lacks machicolations between the corbels.11 hours ago, madmole said:
My base and a couple of A19 screens
https://twitter.com/joelhuenink/status/1260069578169708544?s=20https://twitter.com/joelhuenink/status/1260069578169708544?s=20https://twitter.com/joelhuenink/status/1260069578169708544?s=20
Stealth can be fun, but I am all in or not in. I almost always every game get some str, int and fort though was my main point. I can live without those other perk trees completely on a guns build. I always like to build so I need some mining.Perception and Agility are the ones I max first, (strength just for pack mule) Perception for looting and questing then agility for stealth damage and par cor. A silenced 9 and a mp5 and I am in stealth loot business.
But it looks cool. I don't actually defend from up thereYou castle seriously lacks machicolations between the corbels.
Thus there is a blind spot near the wall.
In medieval times that lord would not have appreciated that.
Mmm. I have a question, it might be a tricky one.I think everyone gets into strength a bit. Perception and Agility are the ones I use the least, the rest have must haves every game, but it depends on play style IMO.
or maybe you can Hold R to turn it into a Pike where you have a main power attack like the shovel!Mmm. I have a question, it might be a tricky one.
Have you guys thought of a mod that autoretrieves the spear back to the belt when it hits a block?
Like: a chain , or an automatic "crane" or a hook bracelet mod with a cord or chain attached (could be for the armor gloves) made with an engine and a battery or something cool like that .
Right now, it's extremely annoying to lose that quality 6 fully modded steel spear in the heat of battle and to never see it again.
That's the cheap option. I will react to this interesting suggestion with a poop emoji. Because it smells of a metadesign that actually turns the spear into a shovel in every way but the actual 3d model & damage numbers. Mine is cooler. Cheer ma ballz.or maybe you can Hold R to turn it into a Pike where you have a main power attack like the shovel!
I am also hoping that someday they add a check box to all your waypoints so you can turn on and off the ones relevant to what you are doing at the moment to remove some of the clutter in you compass...I usually have a ton of them but each one gets lost in the crowd.View attachment 9091
Will there be a hotkey to toggle this off? I think they are amazing when traveling outside and a great added feature to the game, but will be somewhat annoying and in the way when Clearing inside a POI.
i will second that !I am also hoping that someday they add a check box to all your waypoints so you can turn on and off the ones relevant to what you are doing at the moment to remove some of the clutter in you compass...I usually have a ton of them but each one gets lost in the crowd.
When you build for cool looks on Day 21 you know its too easyBut it looks cool. I don't actually defend from up there![]()
That's why I have one high-quality modded spear for taking them down in melee, and a cheap one (perhaps with a second weighted head mod) to throw / snipe sleepers. If the throw connects and the target survives, they bring it back to you (especially with the generous manual retrieval range). If you miss, you finish them off with your high-end spear (or alternative) and collect the other one later. Once I find surplus iron/steel spears and mods I can live without, I upgrade my throwing spear... and while I always try to retrieve it, it's still fine if it's lost. They last a long time after being thrown, it seems, so there's usually plenty of opportunity to find them again after a fight. It's even easier once it starts getting dark, thanks to the glow.Have you guys thought of a mod that autoretrieves the spear back to the belt when it hits a block? [snip]
Right now, it's extremely annoying to lose that quality 6 fully modded steel spear in the heat of battle and to never see it again.
I tend to put the burning shalf mod on my spear to make it A LOT easier to see when thrown. Although a few times I've been watching a streamer and it even happened to me where the spear will be lost to the ground forever (probably falls through the world)Mmm. I have a question, it might be a tricky one.
Have you guys thought of a mod that autoretrieves the spear back to the belt when it hits a block?
Like: a chain , or an automatic "crane" or a hook bracelet mod with a cord or chain attached (could be for the armor gloves) made with an engine and a battery or something cool like that .
Right now, it's extremely annoying to lose that quality 6 fully modded steel spear in the heat of battle and to never see it again.
I haven't lost a single spear in A19. A retraction chain would be a cool mod but it would only be for the convenience of easily retrieving your spear. Finding it has been solved. You can't not find it thanks to "Hendley Garner"Mmm. I have a question, it might be a tricky one.
Have you guys thought of a mod that autoretrieves the spear back to the belt when it hits a block?
Like: a chain , or an automatic "crane" or a hook bracelet mod with a cord or chain attached (could be for the armor gloves) made with an engine and a battery or something cool like that .
Right now, it's extremely annoying to lose that quality 6 fully modded steel spear in the heat of battle and to never see it again.