PC Thoughts on 1.0

So if you want to adjust quests per tier (before you unlock the next one), make a modlet that will modify the quests xml file.

What you are looking for is this:

<quests max_quest_tier="6" quests_per_tier="10">




And if you want, here is the code I used back in A21 to actually increase it from 7 to 10.  You just need to change the 10 to whatever value you want.

Code:
    <set xpath="//@quests_per_tier">10</set>
 
Just noticing a few discrepancies, wondering if these will be fixed/added or not:

Magnum Enforcer Volume 2: Does this work with the Enforcer outfit now, or was it overlooked and doesn't work at all? How would we know? Character sheet gives no indication of the bonus being added, and never gave any indication in previous alphas when wearing the Suit Pants and Jacket. If it does still work (assuming if it does, it would only be with the Enforcer Outfit), can the character sheet be updated to show total damage resistance? If it does not work, any idea if it will be changed to something else? Perhaps damage resistance while using a .44 weapon? Just a thought.

Vehicle Armor Mod: Doesn't work with the bicycle, despite being shown on the model in the teaser pictures. Will this functionality be added later, or was the idea scrapped?

Expanded Vehicle Storage: Doesn't exist, despite being shown on the models for the bicycle, minibike, motorcycle and 4x4 in the teaser pictures. Again, will this mod be added later, or was the idea scrapped?

 
Ladder attach code was not changed. There was a bug fix with jumping vs falling causing differing amounts of damage, so maybe that effected it. I use jump ladders all the time, so I certainly don't want them nerfed and if they were, it would not be to work half the time.
I was a bit annoyed with ladders being broken at first, but then I realized what changed. You can no longer attach to the ladder while holding the jump button. Once I had that figured out, it was fairly easy to jump onto ladders, but in A21, you did not need to release the jump button before hitting the ladder to attach to it, now you do.

 
I was a bit annoyed with ladders being broken at first, but then I realized what changed. You can no longer attach to the ladder while holding the jump button. Once I had that figured out, it was fairly easy to jump onto ladders, but in A21, you did not need to release the jump button before hitting the ladder to attach to it, now you do.
That isn't the whole issue.  I don't hold jump and still occasionally have a problem.  The bug isn't always there.  It happens sometimes and not other times.  For me, it will happen if I hold forward while jumping (which you would normally be doing).  When it fails to grab the ladder, I'll have to let go right before I reach the ladder in order to grab it.  After doing that, I can grab it normally every time for a while.

 
- I strongly dislike required quest points per quest tier not being dividable by seven anymore. Seven was a great number there.
 

- I like the forest biome the most and prefer big cities. So i don't like the new trader biome lock. I know it's so you don't have to the story progression quests voiceacting for each trader. I get that. But couldn't you just not have the trader directly be involved in that future quest dialogues and instead jhust spawn another quest-specific NPC then, so you can have it spawn at whatever trader happens to be in the appropriate biome?
I would like to not always start with the same trader.

- Like literally everyone else, i would like more charcter creation options:
Musculous, normal, fatty body. More skin/eye/hair/beard/brow colors including fantasy, dirty, irradiated or ill-looking ones (just give us a color picker please).

In general, more customization options are better. who wants to jump right in can always just grab one of the default characters.

- Also like everyone else i would also like more fashion options - and the ability to dye all the apparel (bonus points for having an extra dyable accent color).

+ More shapes,
+ POIs,
+ graphics and
+ optimizations are always welcome no matter how big or small. So thanks for that.

+ The new challenges, while being absurdly anal about the exact tools to use or the exact couch to harvest, are a great improvement over the noob tutorial quest.

+ Being able to instantly replace road decal blocks with own blocks is a minor but impactful improvement (i hope it affect all zero-thickness shapes).

+ The trader nerfs are good.

+ Crafting-exclusive Q6 is a good. I hope T3 is also crafting exclusive.

 
Good Day to TFP's

Can we Have Back the Random Traders location as Before ... Personally, I think it was a bad move to stick them in certain Biomes only.

I would Like to have my "JEN" back in the Forest Please. 

Thank You and Hoping you are Having a Great week.
I don't understand. Do you want them random or do you want Jen in the forest?

 
What sort of response are you looking for? These sound like questions for the development team and just posting them in the General forum probably isn't going to get immediate attention, especially right after a major release. You could try tagging a moderator or, better yet, @schwanz9000 (QA lead, I think).

 
I don't understand. Do you want them random or do you want Jen in the forest?
Best wopuld be a map generator "Trader distribution" option:
"Locked by biome", "First in each biome locked by biome but others are random", "All random", "Rekt only", "None".

Btw: Is the map generator modable?

 
Magnum Enforcer Volume 2: Does this work with the Enforcer outfit now, or was it overlooked and doesn't work at all? How would we know? Character sheet gives no indication of the bonus being added, and never gave any indication in previous alphas when wearing the Suit Pants and Jacket. If it does still work (assuming if it does, it would only be with the Enforcer Outfit), can the character sheet be updated to show total damage resistance? If it does not work, any idea if it will be changed to something else? Perhaps damage resistance while using a .44 weapon? Just a thought.
haven't tested, but reading the XML, it should.  They definitely thought of it, and put in code to handle it.

Look in progression xml, you'll find the Enforcer Vol 2 has this entry.

<book name="perkEnforcerApparel" parent="skillEnforcer" max_level="1" base_skill_point_cost="0" desc_key="perkEnforcerApparelDesc" long_desc_key="perkEnforcerApparelLongDesc">
<!-- effect is on armorEnforcerOutfit -->
<effect_group></effect_group>
</book>




When you check items.xml and look for perkEnforcerApparel, you'll see they have an effect group dedicated to it in the Enforcer Outfit:

<!-- Enforcer Vol 02 -->
    <effect_group>
        <passive_effect name="GeneralDamageResist" operation="base_add" value="0.05">
            <requirement name="ProgressionLevel" progression_name="perkEnforcerApparel" operation="Equals" value="1"/>
        </passive_effect>
    </effect_group>




So, barring bugs, yes, it should work

 
I understand the reasons behind locking Traders to particular zones.  I get how it relates to progression, etc.  But for random maps, any chance of a toggle to randomize their locations again?  Like, I don't think I can handle starting EVERY.  NEW.  GAME. with Trader Rekt.  Seriously.  No thank you.

 
Best wopuld be a map generator "Trader distribution" option:
"Locked by biome", "First in each biome locked by biome but others are random", "All random", "Rekt only", "None".

Btw: Is the map generator modable?


You can adjust some things for RWG, including removing the trader lockdown.  You can also use a third party map generator for more control.

I understand the reasons behind locking Traders to particular zones.  I get how it relates to progression, etc.  But for random maps, any chance of a toggle to randomize their locations again?  Like, I don't think I can handle starting EVERY.  NEW.  GAME. with Trader Rekt.  Seriously.  No thank you.
Yeah, I am tired already of listening to Rekt.  It wouldn't be so bad if the language could be removed.  Some of his lines are actually good.  But I get tired of the language quickly.  I'm not a kid anymore who thinks that is funny.  A line here or there wouldn't matter to me, but it seems half his lines are like that.  An option to disable those lines would be greatly appreciated.  Otherwise, I definitely won't be starting games with Rekt after this initial playthrough.

 
I'm surprised nobody has mentioned the new pick up/place sounds in the UI.

Some of them are very good, but man, are they loud.

The sound for placing wood is going to get modded out ASAP. Since I primarily use wood for fuel, and don't want to waste fuel, I often take a stack and rapidly right-click to put only one piece in, until the fuel time is what I want. Doing that right now sounds like a bad game from the 90's.

 
I'm surprised nobody has mentioned the new pick up/place sounds in the UI.
Honestly, a single generic and subtle sound for all the dragging is enough. More isn't actually more. Really looks like someone who specializes in sounds tried hard to find something to do.

I mean, you can always go wild on combat, empty cardridges hitting whatever is nearby, bullet impacts into different materials and distinguishing crits from normal hits by the sound the bullet makes when going straight through a body with minimal damage instead of getting stuck in the body and unloading all its kinetic energy into it...
Going hard on item drag and drop sounds is somewhat unexpected.

 
What sort of response are you looking for? These sound like questions for the development team and just posting them in the General forum probably isn't going to get immediate attention, especially right after a major release. You could try tagging a moderator or, better yet, @schwanz9000 (QA lead, I think).
Nope.
Technical Gameplay Designer - XML, shape system, prop implementation, buffs, perks, progression, etc.
I do help QA with testing, reporting, and a few other things. Many hats.

Anyway, what's the issue here? Seems like a lot of opinions to changes made in V1.0. If there is an actual bug with something. Let me know in the bug forum.

 
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haven't tested, but reading the XML, it should.  They definitely thought of it, and put in code to handle it.

Look in progression xml, you'll find the Enforcer Vol 2 has this entry.

<book name="perkEnforcerApparel" parent="skillEnforcer" max_level="1" base_skill_point_cost="0" desc_key="perkEnforcerApparelDesc" long_desc_key="perkEnforcerApparelLongDesc">
<!-- effect is on armorEnforcerOutfit -->
<effect_group></effect_group>
</book>




When you check items.xml and look for perkEnforcerApparel, you'll see they have an effect group dedicated to it in the Enforcer Outfit:

<!-- Enforcer Vol 02 -->
    <effect_group>
        <passive_effect name="GeneralDamageResist" operation="base_add" value="0.05">
            <requirement name="ProgressionLevel" progression_name="perkEnforcerApparel" operation="Equals" value="1"/>
        </passive_effect>
    </effect_group>




So, barring bugs, yes, it should work


Okay, that's good to know. Now if @faatal might be able to tell us about the vehicle armor and storage mods?

 
Nope.
Technical Gameplay Designer - XML, shape system, prop implementation, buffs, perks, progression, etc.
I do help QA with testing, reporting, and a few other things. Many hats.

Anyway, what's the issue here? Seems like a lot of opinions to changes made in V1.0. If there is an actual bug with something. Let me know in the bug forum.
I am gonna be honest with this. I am probably not smart enough to tell a bug in the system vs me being dumb and not doing the right thing or not knowing how something is suppose to behave.

I mean ill still be able to like report if a cow is flying past me in the game and be like hey this probably isnt suppose to happen. Or even trying to repeat or know what i did to cause such action.

 
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