PC 1.0 (A22) Dev Diary Overflow

This is good example because it reminds me of legendary weapons.

Are we gonna have more different stats on weapons/tools/armor in the future, ones that will really make them rare and make us take care of them ? 

 
This alone has me hyped! Imagine what they could do with this! 

Like zombie climbing or clamber animations, give that spider zombie his climb again or even

Feral zombies lunging at you in the darkness. 

Player animations swinging there melee weapon more times or combos

More responses to attacking body parts.  Too go with the new gore system. 

So much cool stuff. Please keep showing more

 
This alone has me hyped! Imagine what they could do with this! 

Like zombie climbing or clamber animations, give that spider zombie his climb again or even

Feral zombies lunging at you in the darkness. 

Player animations swinging there melee weapon more times or combos

More responses to attacking body parts.  Too go with the new gore system. 

So much cool stuff. Please keep showing more
Ok - zombie ki....ssing each others animation 😜

 
with seeing the new animations for the mountain lion, hopefully theres also some new animation for zombies crawling in the works the current one is quite janky and glitchy (zombies falling into the floor crawling and getting stuck or they do these ninja ducks within a blink of the eye and get a free hit off on you)

 
with seeing the new animations for the mountain lion, hopefully theres also some new animation for zombies crawling in the works the current one is quite janky and glitchy (zombies falling into the floor crawling and getting stuck or they do these ninja ducks within a blink of the eye and get a free hit off on you)
Maybe a leaper crawler!

 
I just realised, wandering sleepers haven't been mentioned in the list of things coming to A22. Does it mean they will be pushed back again to A23 or beyond? Maybe cancelled entirely?
I got super excited when they were announced back when A20 was in development!

 
Last edited by a moderator:
I hate those things.  😁
lol

my most memorable irl massacre was when i snuck up from below on a dam on my father in laws farm and came across a super huge flock of canadian geese. i only had 2 up the spout on the side by side which dropped 4. they were coming so thick and fast past me i broke the shotty dropping the trigger section and the bit under the barrel to the ground and used the barrel section to whack another 5 out of the air! glorious 🙂

i promise you i am a healthy and balanced individual

actually 2nd most memorable. number 1 had the end of the shotty barrels visibly glowing in the dark after running out of shells, but thats a story for another time

 
Edit: And speaking of animations, has there ever been any thought given to adding in more zombie animations, and even possibly randomizing them? We already randomize them with mods, but having more than 3-4 basic types would be nice.
yep sometimes it looks like the cast of Thriller are after you , all in sync step....

 
I just realised, wandering sleepers haven't been mentioned in the list of things coming to A22. Does it mean they will be pushed back again to A23 or beyond? Maybe cancelled entirely?
I got super excited when they were announced back when A20 was in development!
I'd bet that will come with bandits as it's something they will likely use in bandit POIs. Could still come before, obviously, but I'd hope it wouldn't be canceled for zombies when it'll likely be in the game for bandits. Or that's how I'd expect them to work in POIs unless they plan to have some new system for bandits. 

 
Off the top of my head, these are the changes/fixes I'd like to see in A22:
 

1:     Zombies getting an animation for when they start/stop crawling. No more ZERO frames to crawl. (currently: one frame they're standing and the next frame they're crawling)
2:     When a zombie's pain resistance reaches 100% or higher, they should get an attack animation that can't be interrupted. Right now, they hit the player whilst in a pain animation, like holding their face/hip.
3:     Zombies no longer getting extra reach when crawling.
4:     Zombies being no longer being able to hit players through walls/doors and other thin blocks.
5:     Zombies no longer being able to hit a player that is running away from 2.5 metres away (I've been hit while running down stairs and zombie still up top)
6:     Projectiles (arrows, rockets, cop puke, etc) no longer going through entities/blocks occasionally. (You didn't miss, the game cheated on you! I've had rockets go through the ground during horde night for example)
7:     Molotovs no longer exploding in your face when there's too many entities spawned in.
8:     Dehydration/Stamina regen bug fix, introduced in A17, it's WELL OVERDUE to fix this bug!!!!!!
9:     Improved hitboxes on hitting entities through doors. Very frustrating when my ENTIRE crosshair is in the hole, and my melee weapon (knife/spear) hits the door.
10:     Remove character's ability to hop, when I press the space bar, I want to JUMP, not hop. Why is hopping a thing? And why does it cost 20 stamina to hop?
11:    Remove the loud jarring ear piercing night time stinger ambiences. ALL. OF. THEM! (Turning down/off ambience volume is NOT a solution)
12:    Remove entities from being able to clip partially through blocks.
13:    Add a NightTimeStart setting. Would be nice to have night time start at a chosen time instead of forced at 10pm.
14:    Game Day Length to match the real world length: What I mean by that is, currently, if you play "60 minute day cycle", you're actually playing 68 minute day cycle.
15:    Give ALL animals footstep audio. 
16:    Maintain momentum during a jump when running out of stamina mid-air.

 
Last edited by a moderator:
I hope we get some more, we had the same stuff from alpha 15 so we could uses a change
Personally, I'm not a fan of having someone yelling in my ear because it's night time.
I'm happy if we get more, and sad that some have been removed over the years, but there's a lot night stingers that are so loud it ruins the experience and immersion, for me at least. They don't make the game scary, it makes me annoyed.
TFP removed the scary ones many alphas ago
 


0:17 - Too loud, immersion breaking. Please remove it.
0:33 - Too loud, immersion breaking. Please remove it.
0:51 - loud, could be lowered 50%
1:03 - loud, could be lowered 50%
1:16 - loud, could be lowered 50%
1:29 - loud, could be lowered 50%
1:49 - loud, could be lowered 50%
2:01 - loud, could be lowered 50%
2:20 - loud, could be lowered 50%
2:30 - loud, could be lowered 50%
2:45 - loud, could be lowered 50%
3:00 - loud, could be lowered 50%
3:11 - I think it repeats from here

 
Off the top of my head, these are the changes/fixes I'd like to see in A22:
 

1:     Zombies getting an animation for when they start/stop crawling. No more ZERO frames to crawl. (currently: one frame they're standing and the next frame they're crawling)
2:     When a zombie's pain resistance reaches 100% or higher, they should get an attack animation that can't be interrupted. Right now, they hit the player whilst in a pain animation, like holding their face/hip.
3:     Zombies no longer getting extra reach when crawling.
4:     Zombies being no longer being able to hit players through walls/doors and other thin blocks.
5:     Zombies no longer being able to hit a player that is running away from 2.5 metres away (I've been hit while running down stairs and zombie still up top)
6:     Projectiles (arrows, rockets, cop puke, etc) no longer going through entities/blocks occasionally. (You didn't miss, the game cheated on you! I've had rockets go through the ground during horde night for example)
7:     Molotovs no longer exploding in your face when there's too many entities spawned in.
8:     Dehydration/Stamina regen bug fix, introduced in A17, it's WELL OVERDUE to fix this bug!!!!!!
9:     Improved hitboxes on hitting entities through doors. Very frustrating when my ENTIRE crosshair is in the hole, and my melee weapon (knife/spear) hits the door.
10:     Remove character's ability to hop, when I press the space bar, I want to JUMP, not hop. Why is hopping a thing? And why does it cost 20 stamina to hop?
11:    Remove the loud jarring ear piercing night time stinger ambiences. ALL. OF. THEM! (Turning down/off ambience volume is NOT a solution)
12:    Remove entities from being able to clip partially through blocks.
13:    Add a NightTimeStart setting. Would be nice to have night time start at a chosen time instead of forced at 10pm.
14:    Game Day Length to match the real world length: What I mean by that is, currently, if you play "60 minute day cycle", you're actually playing 68 minute day cycle.


All very reasonable fix requests I have to say. Have come across most of these while playing myself

 
11:    Remove the loud jarring ear piercing night time stinger ambiences. ALL. OF. THEM! (Turning down/off ambience volume is NOT a solution)


I keep hoping that someone will update one of the mods that did this but nothing so far. In A20 it was easy enough I could figure out how to do it. In A21 I guess it's not so simple.

 
I keep hoping that someone will update one of the mods that did this but nothing so far. In A20 it was easy enough I could figure out how to do it. In A21 I guess it's not so simple.
@w00kien00kie is a legend and made me a mod to do this for A21. As far as I know, it's not public, so I won't share it without permission.

 
All of the items separately have a combined value of $10, but if you buy them all together it only costs $9. To phrase it a different way, the restaurant gives you 10% off as a ‘set bonus’ if you have all the parts.
OK....Three nuns are staying at a hotel.

They check in and the clerk charges them $30.00

Later the clerk remembers they were having a sale/discount, and the room should have only cost $25.00

He brings 5 one-dollar bills to their room, but realizes he can't evenly divide the $5 amongst the 3 nuns, so he keeps $2 for himself.

So....The nuns have paid at total of $27, and the clerk kept $2....$29 total.

What happened to the missing dollar!!??


-Arch Necromancer Morloc 💀

 
@w00kien00kie is a legend and made me a mod to do this for A21. As far as I know, it's not public, so I won't share it without permission.


I'm sure many would appreciate it if you asked for permission, or at least some guidance on how to do this. I rolled my own for A20 since I didn't quite agree with all the choices made in the existing mods.

 
2 hours ago, FranticDan said:

Personally, I'm not a fan of having someone yelling in my ear because it's night time.
I'm happy if we get more, and sad that some have been removed over the years, but there's a lot night stingers that are so loud it ruins the experience and immersion, for me at least. They don't make the game scary, it makes me annoyed.
TFP removed the scary ones many alphas ago
 

I want more natural sounds and the other stingers being more rare. Like wolfs howling, sticks breaking, wind blowing, coyotes howling/barking. 

Etc And old scary sounds

 
OK....Three nuns are staying at a hotel.

They check in and the clerk charges them $30.00

Later the clerk remembers they were having a sale/discount, and the room should have only cost $25.00

He brings 5 one-dollar bills to their room, but realizes he can't evenly divide the $5 amongst the 3 nuns, so he keeps $2 for himself.

So....The nuns have paid at total of $27, and the clerk kept $2....$29 total.

What happened to the missing dollar!!??


-Arch Necromancer Morloc 💀
Bad math: $2 to clerk + $3 to nuns + $25 to hotel = $30. There is no missing dollar. 
 

I know there’s no set bonus if I don’t wear the flip flops, but what if I only wear the flip flops?

 
Back
Top