playlessNamer
New member
- New Places of Interest <--I play with mods anyway, so this feature is standard implemented, but 1 of the better patchcontent
- New Decorations <--I play with mods anyway, so this feature is standard implemented, but 1 of the better patchcontent
Cars, trucks, tractors <-- The always same car all over the world was meanwhile a running gag anyways
- Furniture and many many new items
[*]Additional Advanced World Generation Options <-- to specific, i want a good working standard setting. No buggy cliffs, nice panoramas, just a beautyfull map. Not interested in sliders to make maps extreme.
Biome Percent Sliders (included in Alpha 20.6)
[*]Learn By Reading System <-- The third rework of progression and skill system? It was fine like it was before, it has just to work. A tree or skillmap would be fine too, any basic skilltech like its standard since decades in videogames. This one looks very special, lets see how it plays. It removes sadly a gamestyle to stay at home and make your progress there.
23 new skills to govern crafting (photo in gallery below)
- 23 new magazines added to loot
- Perks no longer unlock recipes or govern crafting at all
- The only schematics that still unlock recipes are mod attachments.
- Crafting skill is increased by finding and reading magazines
- Skill increases unlock recipes at certain points as well as increase quality of crafting for items with quality
- Each tech level has a separate range in the skill spectrum so that you have to work up through primitive tech and then iron tech and then steel tech and being able to craft a blue stone axe no long means you automatically can also craft a blue iron axe.
- Some skills have 100 levels but others have less depending on how many unlocks there are for recipes and quality tiers.
- A new skill page showing your progress has been added to the player interface (photo in gallery below)
- Skill magazines can be found, bought, and/or received as quest rewards. The topic of the magazine matches the location you would expect to find it in the world.
- Perks slightly affect the probability of finding like-themed magazines and parts for those recipes. Perk into shotguns and you will notice more shotgun magazines and shotgun parts appearing in the world. It isn't a significant bonus but it does prevent the player from being screwed over.
- When you max out a skill, that slight probability bonus granted by perks for finding the corresponding magazine for that skill drops off. The magazine will still show up randomly in loot but no longer have a boost. The probability boost for finding matching parts will remain.
[*]Interactive Environmental Hazards https://www.youtube.com/watch?v=G0mgZ9zB9m4 <-- nice gimmick, some trigger elements, its ok but sounds missplaced in a world where i can remove every single block. Its a new core mechanic in the basecode, maybe modable, thats cool!
Flaming broken gas pipes blocking the way. A valve to turn off the gas flow is located elsewhere.
[*]Doors
Double Doors <-- Thats cool little thing.
- Partially damaged doors with large holes can be shot/meleed through to damage enemies on the other side <-- very cool, feels more like a fix than a feature.
[*]Water Simulation <-- I know in every game the devs seem to have big trouble with waterbehaviour, for me it would be enough to fix the ugly holes in the water happening sometimes. Nice to have.
All new water coding--water is no longer a block but a water voxel
- Water voxels flow into neighboring voxels that are marked to allow it.
- Water can be in the same space as a block
- Water does not flow or fall continuously like a river or a waterfall
- Player movement in water has been enhanced
[*]Armor <--just models or any deeper mechanic behind it? Simple best in slot system or affects gameplay?
New Iron Armor
- New Commando Military Armor
- More details to come.
[*]Drinking Water Rebalance <-- I am concerned... not really a big content and couldt be annoying pretty fast.
Murky water is the only water found in loot and water sources.
- Empty Glass bottles removed from game to match all the rest of the containers in the game
- Dew collector work station added
- Players can drink murky water directly from water sources with empty hand by pressing "e".
- Drinking murky water causes 5 hp of damage and has a chance to give dysentery
- Pot is now required to boil murky water into boiled water
- Glue crafting taken into consideration
[*]Spears <-- Removed Spear! Was a cool mechanic in some runs when you find a good spear early. Had fun with it. Why remove features?
Spear damage increased
- Spear power attack is a thrust instead of a throw
- Throw attack for spears removed
[*]Chunk Reset Option <-- Standard mod since around 3-4 alphas.
Default is disabled
- Options for days all the way up to 70 days
- Chunk resets to its pregenerated state if no player has entered the chunk after the number of days selected.
- An active LCB or bedroll will prevent a chunk from resetting.
[*]Trader Changes <-- Balance changes, trader / secret stash is op, necessary point.
New Trader compounds
- Trader inventories rebalanced with the new crafting progression
- Removal of Secret Stash
- Further specialization of traders and what they carry
[*]Electricity Changes <-- Standard mod since around 2-3 alphas.
Wires only visible when holding wire cutting tool
- Player HUD changes <-- I am again concerned. Every HUD is bad but its necessary. Keep it to the absolut minimum. I see more and more brightcolored stuff popping up on the screen like questmarkers. Fit this anyhow into the enviroment instead to the HUD. Immersionbreaking alert.
Danger Meter added to show danger level of biomes and POIs
- Crafting Recipe Tracker can be toggled to show on the HUD to help players as they gather materials needed for crafting
[*]Perk Rebalancing <-- Balance changes
Sexual T-Rex removed. Stamina improvement now incorporated into the separate perks for each relevant weapon
- Each attribute will get its own version of Flurry of Blows as an additional perk for the melee weapons within that attribute
- Grease Monkey now increases the amount of health that repair kits restore to vehicles. (One repair kit no longer restores a vehicle back to max health)
[*]Vehicle Changes <-- Balance changes
Repair kits restore a fixed amount of health and each level of Grease Monkey adds 10% of the vehicle's total health to the amount restored.
- Increased vehicle damage to blocks, terrain, and entities by various amounts.
- Increased vehicle damage received from collisions by various amounts
- Improved vehicle block collision calculations
- Greatly increased damage given and received to and from block collision.
- Increased bicycle, gyro, and 4x4 helath
- Vehicle spark effects on bigger self damage hits
- Vehicle blood splatter effects on high damage collisions with entities
[*]Entity Activity Throttling System <--backgroundwork, sounds like 1 of the best patchnotes. Stability is 1 of the most important topics in this game. I like to crank up the amount of zeds ingame to get horde feeling.
Zombie pathing updates less frequently (server-side) based on distance from player
- Jiggle components disabled (client-side) based on distance from player
- Each player can always have some fully simulated zombies
- Helps with large numbers of zombies from Blood Moon & sleeper volumes
[*]New Terrain Tool <--creative mode feature?
Sphere-shaped brush with adjustable size
- Grows terrain in all directions instead of just upwards
- Can fill space with any block (including non-terrain)
- Undo function
[*]Graphics Improvements <-- is daylight still enlighten caves? Small detail.
Shadows re-enabled on grass, based on quality settings
I dont wanna rant here and i dont want to under value the work it needs in the background to make things happen wich look small on the surface.
BUT where is the headline? The core feature of the alpha? The big thing we waiting for over and over again more than a year? I know it was bandits and they are canceld but what is left?
Actually it feels for me like there is nothing to wait for in this patch and better skip to A22 but then i am again 2 years older than now +6month to fix it properly and wait for mods to work again.
Everyone has different prioritys whats important for them in the game. From my point this patchlog sounds like a small fixpatch with some balancechanges and lot of backgroundwork but with some concerning changes for the gameplay.
Do i miss something or will this patch still be big? I miss the banger. Maybe the overall feeling changes a lot with the sum of all this little changes.
How would you describe the banger of this patch? The impact we will remember when we talk about the A20 realease after a year?
Last edited by a moderator: