PC v1.x Developer Diary

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Hello @faatal
 

Is there now a software option to add unique items to unique locations in the game?
 

What I mean is, let's say we have a Library POI with different loot containers, and only in this POI or some group of poi, there is a chance to find certain things, but in other locations it would be impossible to find these items.
 

This idea came to me when I was thinking about a story update for the game. So that in the game it becomes possible to look for some notes from this world, as is done in Last of Us. Thus, we would come to the library in order to find one note from the story chain, and the continuation of the story is already revealed in another note, which can only be found in the car, because the plot of the actions of these notes took place in these locations.
 

As far as I understand, now such a possibility exists, but only in this form: we must create a block, assign it as a loot container, and then register a loot group that will contain the items we need, after which these blocks must be placed in the POI.

 
As long as wandering sleepers are not more perceptive than sleepers the only reason they may detect you earlier than a fixed sleeper is that they wandered nearer to you. That is rather random and since they are wandering very slowly I can't imagine this making a huge difference. Or do I misunderstand something here?
I'm not sure you saw the original comments on this or maybe tested it.  A wandering sleeper does not start wandering until you enter the sleeper volume.  That means that you can walk up to the edge of the volume and they will still just be standing around.  If the volume is small, then when you enter the volume, you are already too close to the zombies and so it acts like an attack volume.  They won't wander and will instead attack.  This basically prevents wandering somewhere that is large enough to wander, like a living room, but where you need or want the volume to be in a small enough area that you can't trigger the zombies to wander without being too close to them.

Take a living room as an example.  Normally, there aren't doors between that and a dining room or kitchen that is adjacent.  It's usually just an open connection between the rooms.  Wandering zombies will wander within the area defined by the sleeper volume.  If you only want them to wander in the living room and not into other rooms, your volume needs to be no larger than the living room.  However, most living rooms are small enough that if you enter such a sleeper volume, you'll already be close enough to the zombies that they'll attack instead of just wandering.

I found an example in one of the POI in my game, though I didn't take note of which POI it was.  It might have been Ostrich Hotel, though.  I could see the zombies all standing there - they were spawned but not yet wandering.  I took a step forward and the furthest zombie started wandering around, so it was clearly a sleeper volume set to wander.  I took another step forward and all the zombies attacked because I was too close.  If I was stealthed, I could probably have got the others wandering as well, but I was not using stealth.  So even though it was a sleeper volume set to wander, the volume was too small to get the zombies wandering, other than that one furthest zombie, without being close enough that they'll attack.  That's why having a "buffer" zone that triggers wandering before you enter the sleeper volume would be good.  ZZTong said that there's 4 blocks away from the sleeper volume where the zombies will spawn, letting them spawn before you open a door, for example.  If that same 4 blocks also activated wandering, then that would really make a difference.  The zombies would be wandering before you reach the sleeper volume, which can make it so they are wandering already when you first see them.

Speaking of wandering sleepers. I had the other day one wandering away from the premises. 
I did manage to snipe it before it went too far. but now I wonder if there's anything preventing them from going away. It would suck to fail a clear quest because one Z felt adventurous. 
Maybe same as a player failing the quest for going too far a Z counts as dead if it strolls away?
They only wander within their sleeper volume.  After you trigger an attack, they are free to go anywhere and there are some times when they can wander off.  Unless I misunderstand some of that, anyhow. ;)

Hello @faatal
 

Is there now a software option to add unique items to unique locations in the game?
 

What I mean is, let's say we have a Library POI with different loot containers, and only in this POI or some group of poi, there is a chance to find certain things, but in other locations it would be impossible to find these items.
 

This idea came to me when I was thinking about a story update for the game. So that in the game it becomes possible to look for some notes from this world, as is done in Last of Us. Thus, we would come to the library in order to find one note from the story chain, and the continuation of the story is already revealed in another note, which can only be found in the car, because the plot of the actions of these notes took place in these locations.
 

As far as I understand, now such a possibility exists, but only in this form: we must create a block, assign it as a loot container, and then register a loot group that will contain the items we need, after which these blocks must be placed in the POI.
AFAIK, that is the way you would do that, yes.  Any loot group that is used in multiple locations will always have the chance to drop the items in that loot group, so you need a unique loot group assigned to some specific container that won't be found somewhere else.

 
They only wander within their sleeper volume.  After you trigger an attack, they are free to go anywhere and there are some times when they can wander off.  Unless I misunderstand some of that, anyhow. ;)
it was still sleepwalking. but it was an outside cat Z and just started going for the streets. shot it while it was still on the sidewalk. maybe it would have turned around if I let it alone for longer. 

 
it was still sleepwalking. but it was an outside cat Z and just started going for the streets. shot it while it was still on the sidewalk. maybe it would have turned around if I let it alone for longer. 
It could also be a bug.  Without seeing what it did, it would be hard to say for sure.  I haven't done much of any testing with the new wandering sleeper volume setting, so I don't know if there are any issues with it.

 
While using stealth, some differences I think I see:


I've played a lot more with stealth today at around 26th level and with 3 of 4 Assassin armor pieces Q1 to Q5 and I certainly do not have my pick of armor mods. My stealth skills are at 2, with Agility 4. At night, indoors, best conditions, my noise meter is 1. In various places in POIs, my noise meter while standing will be 2-4. As I felt something (perhaps multiple things) had changed related to stealth, I spent several hours (real time) of play paying close attention to my noise meter than I would have with A21.

think the noise from doing certain actions had increased. I don't really have any benchmarks from A21 and before to compare things to other than my perception. Things like opening a metal door are +30.

Moving tends to be about +5 or +10.

Drawing a bow +5. Firing a bow I think is +15.

Interacting with things can be +5, +10, +20 or +30 depending on what it is.

Light matters, as usual. Direct sunlight is the nastiest +30 to +50 so far, but I've not yet walked into a spotlight.

think a zombie death makes noise now and will sometimes wake up a nearby zombie and sometimes not.

think feral zombies are more perceptive, but I'm not really sure.

I certainly have more luck with stealth when playing patiently, letting the noise meter clear between actions. Pausing some when moving, etc. Distance from player to zombie still matters. What I'm not sure about is when I open the door if the noise from the door counts from the door's location or from mine.

When I do wake a zombie it doesn't seem to always have an accurate idea of where I am. If you play it cool, it might wander and give you a shot or a backstab. This might sound odd, but I'm having more luck with a knife than I have in the past. The experience seems more... variable... unpredictable... at least right now and it is fun to play with.

 
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zztong said:
I have the Daylight Length set to 16 Hours as I like a longer night. That used to match with the trader opening time (at 0600), but now traders open at 0400.

I was playing a Day 7 Horde. I didn't make a horde base, so I was fighting while mobile, basically doing laps around Trader Rekt's place the entire time.

At 0400 -- during the horde night -- Trader Rekt opened up. I opened his gates ... he might as well join the fun. I could run around inside the compound during the horde night. Sometimes I would get teleported out and sometimes I wouldn't.

I want to think there's a possible exploit here in that I might be able to spend part of a horde night in an indestructible fortress. I'm tempted to set the Daylight Length to 12 hours for the next horde night.

I suspect what would be best for the game is if the Traders open at whenever the day starts, rather than a fixed time.


I have repeated this. When the trader opens before night ends, the horde continues and you can get into the trader, close the gates, and fire upon the zombies through Trader Rekt's chain link fence. You have an impenetrable fortress for however long the night extends beyond the trader's opening time.

 
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I have repeated this. When the trader opens before night ends, the horde continues and you can get into the trader, close the gates, and fire upon the zombies through Trader Rekt's chain link fence. You have an impenetrable fortress for however long the night extends beyond the trader's opening time.
Yeah that's a huge problem 😕 

 
The 25th i believe is stable (i think i Dont remember) will everything thing  be out then. Like the hogs, coyotes Etc

God I can't wait 
This one's for you:

GS5wyXaXgAAufde


 
b325 experimental seems to have lost the option to lock a number of player inventory slots.  Am I alone in having this problem?

 
Just some ideas for future "Manage saves" menu:

- Please add map size and maybe seed name to overview table

- When deleting a generated world, please also delete table entry and folder on hard disk to avoid "world corpses" (and it saves time to manually delete it in the %appdata% folder 😅)

RWG "issues":

- RWG messages are not translated yet (should they?)

- There is a small music stutter between RWG creation finished and "Loading game data" (can't remember this stutter in former versions)

 
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A second, un-numbered, update has just added the option to lock individual slots.  A much less convenient option than what it replaced.


I actually prefer the new locking system, allowing me more flexibility in how to arrange my inventory than simply row by row from the top.

Though I'd have preferred having BOTH systems, but maybe hard to implement without it being messy and confusing.

Still it'll take some getting used to.

 
A second, un-numbered, update has just added the option to lock individual slots.  A much less convenient option than what it replaced.
Its is much more convenient if your using a controller or playing on console. the  old controller method for adjusting the locked inventory slot(holding left  or right on the right joystick while highlighting the invetory lock in the UI) it was very unintuitive 

I actually prefer the new locking system, allowing me more flexibility in how to arrange my inventory than simply row by row from the top.

Though I'd have preferred having BOTH systems, but maybe hard to implement without it being messy and confusing.

Still it'll take some getting used to.
I think they did it this way with console players in mind, this system is less convenient for PC players, but far easier to use for console players, I think because its on console and PC as well now they are trying to find things that work well in the UI with Controller and keyboard.

 
Its is much more convenient if your using a controller or playing on console. the  old controller method for adjusting the locked inventory slot(holding left  or right on the right joystick while highlighting the invetory lock in the UI) it was very unintuitive 

I think they did it this way with console players in mind, this system is less convenient for PC players, but far easier to use for console players, I think because its on console and PC as well now they are trying to find things that work well in the UI with Controller and keyboard.
Ah, yes.  I can see that.  Thanks for the insight.

 
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