PC Alpha 21 Dev Diary

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Any plans in A21 to add transition animation between zombies standing and crouching/crawling?

Will bandits have smooth transition when going between standing/crouching or be the same as the zombies today where it's pretty instant with no transition animation?

 
I love Alpha 20, the last one I played before was Alpha 17 I believe: The one where only killing zombies gave reasonable amounts of XP and on the contraary to Alpha 20, I hated it. There's really a lot of back and forth with how character-progression works with every other version and I don't understand why the players with a heavier focus on base building instead of exploration/looting, such as me, are forced to weight their game-style to something they like less. Don't get me wrong, I love the combination of both, but why not leaving us with the choice to grind inside or outside, depending on personal and situational preference, when the possibility is already there?

 
Dear devs, tell me if a change is planned in rwgmixer.xml how was it before with the POIs list? The fact is that now I am experimenting with tiles, POIs and parts for them. The dimensions of my locations are non-standard (for example, 37 x 31), but some standard locations are suitable in size (25 x 25) and appear in the world. How to avoid this? While I can create "empty" locations with the same name and remove tags in the settings, however, POIs is becoming more and more in each Alpha, and each time tracking and creating "empty" ones sounds too dreary. What do you think?

 
Thanks Joe. Can I be nitpicky? I'm gonna be nitpicky... Please get someone to fix the alignment of those two boxes on the right-hand side [SIZE=14.6px]😛[/SIZE]




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Is that one of the places you are talking about. It's only place I noticed.

Edit: ah ok the two boxes are those two boxes lol

 
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lol ok. Probably you are not the first who saw that and was thrown off about it. I recall long ago there was another instance of boxes in the inv being off a little and others wanted them aligned properly because they couldn't "unnotice" it.

 
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It was discovered that glue made from murky water was not as adhesive as glue from pure water. We wanted you to have the stickiest glue possible so that your duct tape would never fail you. Thus, the recipe was changed to pure water. In A21 you won’t have to boil it all. You will have a few dew collectors producing lots of pure water per day. If you use that for the glue and boil the water you drink then double boiling should never be an issue you have to deal with. 
 

(The goal is only semi-realistic survival)
So a dew collector placed in the wasteland biome still produces pure water? Maybe it's really only kinda-semi-realistic survival. 😛

 
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