They should add a zombie like this:@madmole i think the elephant in the room here (no pun intended) is just how much fat can we havest from the dead big mommas? is that in the update?![]()
Yes I will start videos soon.
Even if they put it in don't expect to have it from the get go... it's probably something for which you'll need to invest all your points on the INT tree.Aw yiss. Have you guys decided if the Junk Drone is going to be in A19? I'm super stoked for it so hopefully it pans out in time
Definitely would love to see that in game...a new designed crawling corpse would be amazingFor now. We are working on a new corpse like crawler with his guts hanging out.
Yes I will start videos soon.
I did all the animations back then. Brian and team are much more talented than I am, but it takes a while to get to everything. For A19 we've added some hand movement to the off hand on one handed weapon holds, so when you run with a torch your left arm will jog instead of being completely stiff. There still might be some stiff old anims though, but we did prototype a successful fix for that particular issue.
I love you right now.For now. We are working on a new corpse like crawler with his guts hanging out.
You think an armed group of people aren't going to go looting? Lol.Because bandits like to plunder, kill and rape, they are not good at scavenging and they prefer raiding to scavenging by a long shot. Why search for that stuff in rubble for hours if you can just take it away from the scavenger? It actually would take hours and days of hard work to search a half-collapsed building, just look at news reels after an earthquake. Not the minutes it seems to take in the game.
There never will be an ultra-realistic AND fun environment in 7D2D whatever you do, somewhere you have to apply doses of suspension of disbelief. I can easily find realism problems in your scenario as well as TFP's. And always there is an explanation that works if you don't scrutinize it too much.
i wanted to talk about corpse in game.For now. We are working on a new corpse like crawler with his guts hanging out.
Not digging in derelict houses. But "aquiring" the salvaged loot in stashes of well-stocked scavengers like you who already did the work. A bandit is a bandit because he doesn't want to work but steal the work of others.You think an armed group of people aren't going to go looting? Lol.
Ḿake invulnerable blocks have a sideways SI of 0. That should prevent that exploitNow there is a variant of refuge, which is based on the invulnerability of the territory of the merchant.
To do this, you need to make a moat around the territory of the merchant, depth to the base of the world and a width of 3-5 blocks, and then build a base on the walls of the protected blocks of the territory of the merchant.
In this case, the zombies will fall into the moat and can not inflict any damage to the base and character.
In order to solve this problem, it would be possible to make an additional area around the protected territory of the trader, which could be destroyed, but to ban construction on this territory. Something like a partial merchant claim block.
MM, what do you think about it? Or is it impossible?
I liked the animations you made....
I did all the animations back then.
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I think it's a bad idea to use the previous versions of zombies along with the new ones - they will look like they are from different worlds.... but the quintessence of your thought - i like it.How about cutting the texture resolution of all zombies by half, and adding 4 times as many (including old models) zombies into the game.
The enemy variety is really repetitive. And if you have the old artwork, why not use it. Its not that players observe zombies up close anyways.
(my grammar is lacking)
Why does the moat have to go to bedrock? How about a moat that is 10 blocks deep and then your base attached above that beyond their reach? Also seems like you could just dig it along a single side of the merchant..maybe just barely around that side's corners.Now there is a variant of refuge, which is based on the invulnerability of the territory of the merchant.
To do this, you need to make a moat around the territory of the merchant, depth to the base of the world and a width of 3-5 blocks, and then build a base on the walls of the protected blocks of the territory of the merchant.
In this case, the zombies will fall into the moat and can not inflict any damage to the base and character.
In order to solve this problem, it would be possible to make an additional area around the protected territory of the trader, which could be destroyed, but to ban construction on this territory. Something like a partial merchant claim block.
MM, what do you think about it? Or is it impossible?
The bottom line is not about how to dig, but about that there was no reason to use the merchant to create a refuge =)You are way over-producing your exploit....
first look first before you're happyI love you right now.
As MM has stated, pvp would be an issue and he is not going to make two version.The question: "Why do Trader, and Trader outposts, even need to be made invulnerable anymore?"
They have the mechanics that can "Respawn" whole Prefabs, with Spawn, and Loot points included.
Just wondering is all.