PC Questions about the A19 Release notes

strask

New member
I enjoyed reading the release notes for alpha 19 (recently posted here: https://7daystodie.com/a19-official-release-notes/ ) but there were a few things I have questions about. :)

So, if anyone knows the answers to any of these, please share! :)

Enemy progression has been re-balanced. The chosen game difficulty no longer affects the game-stage value
So, would it be true to say that the game difficulty choice now affects ONLY zombie toughness/hit points? Or are there other effects?

[added] Vehicle driving increases food consumption
Is that only for bicycles, or do you get extra hungry when cruising in the 4x4, too?

 

Added support for whitelisting and admin permission levels via Steam Groups. For instructions check the serveradmin.xml and the console commands “admin” and “whitelist”
Any chance we could get a publicly-posted preview copy of serveradmin.xml, so that we can update our server copies in advance of A19 availability?

We have partnered with Super Nimbus and GameSparks
I appreciate the Dragonball-Z reference, but it seems to have confused some people over on the steam forums. Is it accurate to say "Fun Pimps have partnered with GameSparks, using software called Nimbus"? and that Nimbus is open source software, not a third company you have an additional contract with?



Entity physics rigidbody uses the actual mass
Does that mean that hitting a shopping cart with a high-speed 4x4 will now have more reasonable results?

Cooking pot land mines cannot be picked up
Thanks! But will we be able to pick them up still, if we have the explosives related perk to pick up landmines?

Merged the rod&spring and auto trigger group mods
I think this means, "you can no longer install both rod&spring and a trigger group mod on the same weapon", yeah?

Food/Water consumption converted to ISS v2.0. Both food and water stats increase up to 200 along with HP and stamina. There is no overeating/drinking but the first 20 points you eat above the cap will tick down more slowly
Wait, that was confusing. If there is "no overeating/drinking", then how can "you eat above the cap"?

Backpacks have a chance to disappear (improved logging to show id, player id, removal reason and entity unload)
Could we please get an enumeration of all possible values of "removal reason", along with human readable explanations where needed as to what they mean? Losing a backpack is one of the harshest player experiences, and it would be nice to know the situations where it is allowed so that we can at least attempt to avoid them.

Baseball bat is the T2 club, the steel club is T3
Do the "batter up" perks apply in any way to the steel club?

Burning shaft mod adjustments, can only installed in weapons and tools with a long shaft or blade
Insert vader-nooooooooooo.gif

Why would you do this? If I only had one burning shaft mod, it would always go directly into my wrench. If I had two, it would be the wrench and the knuckles. You have thus taken away my top two favourite uses for that mod. This makes me very sad. :(

Decreased chance to find workstation schematics in destroyed workstations 
As I recall, the old percentage was 25% which was about right, in my opinion. What is the new value?
 
Insert vader-nooooooooooo.gif

Why would you do this? If I only had one burning shaft mod, it would always go directly into my wrench. If I had two, it would be the wrench and the knuckles. You have thus taken away my top two favourite uses for that mod. This makes me very sad. :(
OMG me too! That was my go-to for taking @%$*#! apart in dark POIs! And I hope knuckles got something to compensate, because flaming knuckles were A W E S O M E

 
Could we please get an enumeration of all possible values of "removal reason", along with human readable explanations where needed as to what they mean? Losing a backpack is one of the harshest player experiences, and it would be nice to know the situations where it is allowed so that we can at least attempt to avoid them.
"Backpacks have a chance to disappear (improved logging to show id, player id, removal reason and entity unload)"

That was the name of the bug ticket and should not be in the release notes like that, because the chance it is describing is a bug not a feature. The additions to logging is to help track it down, since I can never get it to happen to debug it.

Does that mean that hitting a shopping cart with a high-speed 4x4 will now have more reasonable results?
No. That change simply adjusted mass values of some rigid bodies, which is what the physics system uses to move objects around. Shopping carts are blocks. They are immovable because they are part of a chunk and do not have a rigid body for physics reactions to happen. Shopping carts would have to be redesigned to be an entity.

 
Difficulty affects enemy health, enemy  variable speeds, and zombie rage chance. There may be more. They talked at one point about it affecting the critical injury percent and cool down rate but I don’t think that actually happened. 
 

it’s good that gs has been separated because even though it sped up the appearance of tougher enemies it also sped up the appearance of better loot which is....easier  

 
Difficulty affects enemy health, enemy  variable speeds, and zombie rage chance. There may be more. They talked at one point about it affecting the critical injury percent and cool down rate but I don’t think that actually happened. 
 

it’s good that gs has been separated because even though it sped up the appearance of tougher enemies it also sped up the appearance of better loot which is....easier  
honest question then: besides modding... is there any way to increase the amount of zombies now? I mean it was an issue ever since they removed that setting, but at least at highest difficulty you barely noticed it. I have a powerhouse, so my pc can take it. Hell it can probably take 128 enemies at a time if needed.

*edit*
"The loot quality for player parties is equivalent to that of the highest level player and perk effects like Lucky Looter are not shared. The only loot advantage is that parties face tougher opponents which have a higher chance to drop loot of better quality."

It would be much better if the lucky looter is shared in a 20-50m radius. That way you can loot a house together without saying "oh you loot the good loot you have the perks for it!" I know it would slightly unbalance it since only one needs the perk... but only 1 needs the perk anyways :D
It is just a gamefeel adjustment.

*edit edit*
"We’ve re-imagined tons of older locations with a complete art and game-play overhaul converting them to beautiful and quest-able dungeon experiences and added many brand new locations to the game. In all over 40 new or updated locations and counting. Some of the new or re-imagined locations include:"
NO NO NO NO NO NO NO!!!! It was always the talk of dungeon POI's beeing less widely spread! They are meant to be a rarity!!!
Why would you do this? The ONLY way to do this would be to increase the amount of dungeon pois, but decrease the chance of it spawning in the world!

 
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No. That change simply adjusted mass values of some rigid bodies, which is what the physics system uses to move objects around. Shopping carts are blocks. They are immovable because they are part of a chunk and do not have a rigid body for physics reactions to happen. Shopping carts would have to be redesigned to be an entity.
Ya know, if they were entities, we could push em.......

 
It would be much better if the lucky looter is shared in a 20-50m radius. That way you can loot a house together without saying "oh you loot the good loot you have the perks for it!" I know it would slightly unbalance it since only one needs the perk... but only 1 needs the perk anyways :D
It is just a gamefeel adjustment.
Me and my wife give this a thumbs up.

 
Couldn´t find anything about the adjustable spawn rate coming back  to the options. I remember we were told this was only removed for balanncing issues and is supposed to come back. When?

 
Couldn´t find anything about the adjustable spawn rate coming back  to the options. I remember we were told this was only removed for balanncing issues and is supposed to come back. When?
But there is a way to change the stat in some game file? me and my mates were looking for this (the wiki is outdated and still says that there is an option ingame).

We want more zombies!!! hell we been building, mining for days and just find 3 or 4 zombies in the area... how is this possible?

 
honest question then: besides modding... is there any way to increase the amount of zombies now? I mean it was an issue ever since they removed that setting, but at least at highest difficulty you barely noticed it. I have a powerhouse, so my pc can take it. Hell it can probably take 128 enemies at a time if needed.

*edit*
"The loot quality for player parties is equivalent to that of the highest level player and perk effects like Lucky Looter are not shared. The only loot advantage is that parties face tougher opponents which have a higher chance to drop loot of better quality."

It would be much better if the lucky looter is shared in a 20-50m radius. That way you can loot a house together without saying "oh you loot the good loot you have the perks for it!" I know it would slightly unbalance it since only one needs the perk... but only 1 needs the perk anyways :D
It is just a gamefeel adjustment.

*edit edit*
"We’ve re-imagined tons of older locations with a complete art and game-play overhaul converting them to beautiful and quest-able dungeon experiences and added many brand new locations to the game. In all over 40 new or updated locations and counting. Some of the new or re-imagined locations include:"
NO NO NO NO NO NO NO!!!! It was always the talk of dungeon POI's beeing less widely spread! They are meant to be a rarity!!!
Why would you do this? The ONLY way to do this would be to increase the amount of dungeon pois, but decrease the chance of it spawning in the world!
I think they said they would add some more remnants to give alternatives for early game. I don't think they ever said they want the dungeon pois being a rarity.

In the stream#4 (?) the POI designers said they made the store pois more open, so while they are bonafide dungeons now they seem to have a big main store room like the old ones.

 
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I think they said they would add some more remnants to give alternatives for early game. I don't think they ever said they want the dungeon pois being a rarity.

In the stream#4 (?) the POI designers said they made the store pois more open, so while they are bonafide dungeons now they seem to have a big main store room like the old ones.
better than nothing, I guess... but... ugh... I was absolutely certain that they listened to the feedback for once asking for dungeon POIs beeing a bit better spread out...
but thats what you get for believing they... I wont start xD thx for the answer tho

 
better than nothing, I guess... but... ugh... I was absolutely certain that they listened to the feedback for once asking for dungeon POIs beeing a bit better spread out...
but thats what you get for believing they... I wont start xD thx for the answer tho
Its designed with an open floor plan so the players can engage in it in a less linear fashion. Give it a try when it lands then come back here with some objective feedback so perhaps they can do something with it...

Edit: Less cranky response.  Drinking coffee...lol

 
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Its designed with an open floor plan so the players can engage in it in a less linear fashion. Give it a try when it lands then come back here with some objective feedback so perhaps they can do something with it...

Edit: Less cranky response.  Drinking coffee...lol
sorry wasn't talking about more variety ind better dungeonpois. I do think they look nice from the way they looked in the devstream.
I was talking about making other, non-dungeons into dungeons, reducing the "normal" pois even more than they already are.
I like simple pois where you don't need to commit. In, out, done.
I love dungeons... but only once in a while. And the more there are percentage wise the less I want to do them.

 
But there is a way to change the stat in some game file?
Yes. The file is called...you may want to sit down for this..."spawning.xml". It's in the ...\Data\Config folder. Here's the section for the pine forest (A18). Change "maxcount" and "respawndelay" (which is in game days) to whatever you want.

We have our zombies set to 4x spawns and 0.5 day respawns (every 12 in-game hours). Never a dull moment.

Code:
<biome name="pine_forest">
	<spawn maxcount="1" respawndelay="3" time="Day" entitygroup="ZombiesAll" />
	<spawn maxcount="1" respawndelay="4" time="Night" entitygroup="ZombiesNight" />
	<spawn maxcount="1" respawndelay="14" time="Any" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" />
	<spawn maxcount="1" respawndelay="21" time="Any" entitygroup="FriendlyAnimalsForest" spawnDeadChance="0" />
</biome>
 
sorry wasn't talking about more variety ind better dungeonpois. I do think they look nice from the way they looked in the devstream.
I was talking about making other, non-dungeons into dungeons, reducing the "normal" pois even more than they already are.
I like simple pois where you don't need to commit. In, out, done.
I love dungeons... but only once in a while. And the more there are percentage wise the less I want to do them.
What would be great is if there was a setting for POI types for RWG games.  Like a slider for more remnant type to dungeon type so a player can tailor their games to the amount as a % when the game generates is pool of POIs to spawn in.

Yes. The file is called...you may want to sit down for this..."spawning.xml". It's in the ...\Data\Config folder. Here's the section for the pine forest (A18). Change "maxcount" and "respawndelay" (which is in game days) to whatever you want.

We have our zombies set to 4x spawns and 0.5 day respawns (every 12 in-game hours). Never a dull moment.

<biome name="pine_forest">
<spawn maxcount="1" respawndelay="3" time="Day" entitygroup="ZombiesAll" />
<spawn maxcount="1" respawndelay="4" time="Night" entitygroup="ZombiesNight" />
<spawn maxcount="1" respawndelay="14" time="Any" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" />
<spawn maxcount="1" respawndelay="21" time="Any" entitygroup="FriendlyAnimalsForest" spawnDeadChance="0" />
</biome>

Yeah, its a really quick change.  Only caution with changing those settings is they are per chunk (16x16 zone) and not biome so its easy to go over board if your not careful lol...

Edit:  I havent tried it yet, but I think a respawndelay of "0" means infinite respawn so if you want to recreate the feel of the old wasteland with relentless biome spawns you can. :)

 
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better than nothing, I guess... but... ugh... I was absolutely certain that they listened to the feedback for once asking for dungeon POIs beeing a bit better spread out...
but thats what you get for believing they... I wont start xD thx for the answer tho
What makes you think they didn’t listen to player feedback?  There are more perspectives than your own and additional voices that they listen to. If they had done it your way there would be others disappointed wondering why the devs didn’t listen to them. 
 

They are listening. Laz’s  idea of a slider for POI types is pretty cool. 

Yes. Wanna know about this. Will reserve my ranting considered and thoughtful opinion until we get clarification.
Any vehicle.  It keeps food relevant even once vehicles are utilized for travel and is something that wouldn’t even be noticeable if it wasn’t pointed out. As for immersion....the rationale is that the roads are rough and gut wrenching to drive so you are definitely burning calories as you travel. But, that’s just a rationale to try and bring some sense to it. The real reason is to add another food sink even during the late game. 
 

Rant away 😀

 
Yes. The file is called...you may want to sit down for this..."spawning.xml". It's in the ...\Data\Config folder. Here's the section for the pine forest (A18). Change "maxcount" and "respawndelay" (which is in game days) to whatever you want.

We have our zombies set to 4x spawns and 0.5 day respawns (every 12 in-game hours). Never a dull moment.

<biome name="pine_forest">
<spawn maxcount="1" respawndelay="3" time="Day" entitygroup="ZombiesAll" />
<spawn maxcount="1" respawndelay="4" time="Night" entitygroup="ZombiesNight" />
<spawn maxcount="1" respawndelay="14" time="Any" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" />
<spawn maxcount="1" respawndelay="21" time="Any" entitygroup="FriendlyAnimalsForest" spawnDeadChance="0" />
</biome>

I don't know what those numbers mean or do, so i'm not touching unless someone says put "x" here and "x" there if you want 50% more, or something like that.

 
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