PC V2.0 Storms Brewing Dev Diary

if you are high gamestage and leave those sleepers without killing them (which alot of people do by running in just to loot only) they go back to sleep
Isn't that only part of the problem in the case of that PVP scenario, other than the enhanced zombies, there still is the empty loot containers. a timed or manual

region reset by the administrator might help. It resets, all non lcb areas i think. Yes, I remember that most don't use the lcb and why. But, and I don't know if

this is possible, If a person on those types of servers has only one lcb, a modder more familiar with the play style, may be able to create a mod simply

associating  a different size and shape claim area, like a 4 x 4 cube, so the server administrator can run the command, and not wipe out player areas. It's got holes

in it but it's kind of inside the box thinking. Or try to adapt trader quest poi reset mechanic, to apply to non lcb pois, from what it actually does, it kind of seems like the command you were asking for in the prior dev diary. I don't know how it works but, the result seems to be the same on a smaller scale.

 
on pvp servers its the opposite for players, the faster they can get into the wasteland the better. Wasteland has a +30 loot bonus vs pine forrest +0.

any experienced player will head to higher loot bonus bioms to start to get better stuff quicker.


Yeah I wasn't thinking pvp. I can see on pvp play you would want to get the better stuff as soon as you could.

I guess some would consider me an experienced player but I am not a pvp player so I was talking for me personally and those like me not going immediately into biomes like the wasteland.

I was just looking at some of the pending stuff for 2.0 as viewed by couple of streamers.

I am guessing there will be some way to temporarily go into the harder biomes in beginning game for short periods or some recipes might have to change.

For instance, if you can't enter the desert until later in the game how will I make my yucca juice. I loves me some yucca juice :)

 
To me the progressing tiers of rewards, vis-à-vis a lootstage cap per biome, sound as integral to the new system as the progressing tiers of risk, vis-à-vis environmental hazards and biome-specific zombies. I can’t imagine they’d have a Classic Mode option that disables one but not the other. But I respect that it’s open to interpretation, until a developer clarifies or players see it for themselves.
The plan is two independent options for these.

Individual footsteps.
I hope this means all animals will get their own footsteps, no more silent ninja pack of dogs making ZERO noise.
People who own dogs know full well how noisy dogs are when walking, yet alone running.
It is more than just adding sounds. I fixed these various issues:

Fixed burnt zombie walk anim not triggering footstep sounds.
Fixed spider zombie walk and run anims not triggering footstep sounds.

Added animation triggered step sounds ignore low blend weight anims.
Added animation triggered step sounds can change step volume (float parameter. default of 0 plays at 100%).
Removed entity SoundFootstepModifier (SoundStepType replaces).
Enabled animal movement playing step sounds.

Set zombie walking footstep events to half volume (floatParameter .5).

 
I am guessing there will be some way to temporarily go into the harder biomes in beginning game for short periods or some recipes might have to change.

For instance, if you can't enter the desert until later in the game how will I make my yucca juice. I loves me some yucca juice :)
They mentioned consumables for temporary protection.  You have to go into the biome to complete the "kit" to protect yourself from the biome, so you'll need to make or find these consumables so you don't die trying to get that protection.

 
@faatal Would it be possible to temper the stone axe breaking sound.

When using my headphones and I mistakenly let it get to zero that is a jarring sound, or can I edit that sound volume directly?

 
@faatal I remember a few years ago in the A21 Dev Diary, I mentioned something about increasing vehicle speeds to encourage players to explore the entire map, and you replied that it would cause issues due to chunk loading speeds. Isn't there a workaround for this? It would be a great change to the game, especially since the new update focuses on biomes and exploring them.
Not really. In multiplayer you are getting info from the server over the maybe fast or slow internet. If movement was faster, it would pause your movement each time you were waiting for data, which would be annoying.

 
@faatal how are bandits progressing? 
Bandits do not progress when I have a constant 10 things to do for 2.0 (and previously 1.0). And by constant, I mean every time something is done, there is something else added to the list. There is never enough time to do everything for a release, so the most important stuff wins. While I am doing that month after month, I don't do work on 3.0 or 4.0 features other than the occasion chat when someone says "hey a bandit could jump our of a bush and demand dukes" and we all dream for 10 or 20 minutes before we get back to current work.

 
The plan is two independent options for these.

It is more than just adding sounds. I fixed these various issues:

Fixed burnt zombie walk anim not triggering footstep sounds.
Fixed spider zombie walk and run anims not triggering footstep sounds.

Added animation triggered step sounds ignore low blend weight anims.
Added animation triggered step sounds can change step volume (float parameter. default of 0 plays at 100%).
Removed entity SoundFootstepModifier (SoundStepType replaces).
Enabled animal movement playing step sounds.

Set zombie walking footstep events to half volume (floatParameter .5).
Thank you for this!! I play with nightmare speed zombies, and I've lost count of how many times I've been hit from behind without any audio coming from the approaching zombie or animal. The first audio that plays in this scenario is at the start of their attack animation, and it feels like artificial difficulty.

 
Are zombies still going to be structural engineers that magically know where the weakest spot of the base is? Or are we still going to have to build jank looking horde night bases to exploit the current behavior?

 
Regarding the new zombie crawling coming in v2. I sure hope TFP have addressed to serious issues with the current zombie crouching mechanic.

1) there are zero frames between when a zombie goes from standing to crouched. There should be a transition animation!
2) zombies get insane extra reach when they are crouching, making them even more likely to hit the player through walls and doors. It's already bad enough the "hugging" attack animation gives them extra reach, as well as when you run away from sprinting zombies having the ability to hit you from 2.5 metres away (single player not server)
3) the trigger for when zombies go into crouching is way too sensitive. Moe and the wight are massive offenders for crouching in doorways when there's plenty of room for them to stand.
Yes, I've spent days improving it and I am still not done.

They have a new crouch anim. They have new rules for when to crouch. Fixed a bug with the head collision offset being wrong.

I am planning on some spine bending for light ducking. Planning on path changes to allow for 1m pathing vs the current 2m tall logic they ALL use.

I am guessing there will be some way to temporarily go into the harder biomes in beginning game for short periods or some recipes might have to change.

For instance, if you can't enter the desert until later in the game how will I make my yucca juice. I loves me some yucca juice :)
You can always enter any biome. It takes a few minutes for damage to start. There are ways to extend that time as well. You can also heal yourself...

@faatal Would it be possible to temper the stone axe breaking sound.

When using my headphones and I mistakenly let it get to zero that is a jarring sound, or can I edit that sound volume directly?
Maybe. I passed your info to our sound dude.

 
Are zombies still going to be structural engineers that magically know where the weakest spot of the base is? Or are we still going to have to build jank looking horde night bases to exploit the current behavior?
Yes. We are not interested in a bunch of dumb zombies wandering in from all directions mindlessly beating on stuff. I consider that boring. A little known fact is, zombies actually have varying degrees of dumbness across the different types, which effects how interested they are in longer paths and block health. It is not hugely noticeable, but I find it ironic when one is beating on a wall instead of walking down to an opening, then someone on the team thinks it is a bug when they are just being dumb. So many players, so many wants.

 
Question regarding AI pathing, in v2, does the AI path on voxels like they do currently, zig zagging all over the place, or path directly to their target?

EDIT: also, is it intentional or a bug where sometimes a zombie won't react at all when hit in the head, they instead sometimes do a brief pause or start an attack animation instead. (This is with their pain resist under 100%)

 
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It is extremely unlikely I'll ever build a base in the wasteland because I hate how it looks and the environment noise. 
I don't think i've ever built a base there, i know it's supposed to be foreboding and grim there, i'm ok with that as it fits the game, i just choose to hardly ever go there;   i mainly only go there for 1 thing in particular - the "ice cream van music" ; to me personally it's as important to me in this game as the screamers are 🤣

 
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One thing i used to find amusing, the first handful of times is when a Zed is hit and they do that crazy breakdancing move, like almost a "roly poly" move, but ever since then it pretty much always doesn't look right and is jarring, hope that one is eventually fixed; not the end of the world but would make things more realistic;

And i love Zeds being a little bit dumb (not too much), it feels more realistic

 
What about having zombies crawl out of the ground?
If you'd like i can upload mine, it's 6 years old but simple to replicate. The only pro was back then, a few people

didn't like it be cause it caused holes in the ground. If you want it I will zip all the stuff i experimented with. After

Dust2Death schooled me on graphics been hooked. gravelings, quicksand, a biome test, and the flood, I never

got to archive the stealth event triggers.

 
If you'd like i can upload mine, it's 6 years old but simple to replicate. The only pro was back then, a few people

didn't like it be cause it caused holes in the ground. If you want it I will zip all the stuff i experimented with. After

Dust2Death schooled me on graphics been hooked. gravelings, quicksand, a biome test, and the flood, I never

got to archive the stealth event triggers.
Thanks but I already made a cemetery mod where they come out of the ground. Mine doesn't cause holes though. They seem to just phase through the ground. 

 
Yes. We are not interested in a bunch of dumb zombies wandering in from all directions mindlessly beating on stuff. I consider that boring. A little known fact is, zombies actually have varying degrees of dumbness across the different types, which effects how interested they are in longer paths and block health. It is not hugely noticeable, but I find it ironic when one is beating on a wall instead of walking down to an opening, then someone on the team thinks it is a bug when they are just being dumb. So many players, so many wants.
So sometimes during hoard nights, I will see zombies just standing around not doing anything.  Is this something that is being addressed?  Or do I have too many zombies active for my rig?

 
@Roland so im clear on this...

if its going be biom progression does that mean when a new seed starts for a server everyone is going be stuck in the pine forrest untill they get their kit to move on?

if thats the case i just dont see how that will work cramming hundreds of players in the starter zone for a extended period of time? or am i missing something here?


This isn't an issue because the game isn't designed for you to have hundreds of players in the starter zone for an extended period of time.

The game isn't designed to support the way you are hosting the game AT ALL. There is zero reason for them to cater to your setup.

Again, I will remind you that this game is designed for EIGHT player co-op. It IS NOT designed for your 50-player server with hundreds of players rotating through it.

So basically what you are missing is that they have no interest in supporting things they have not designed the game for.

 
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So basically what you are missing is that they have no interest in supporting things they have not designed the game for.
yeah i get that is why im brainstorming already like other admins who run big servers to make it work for the thousands of players who play on their servers

also i think your statement is only half right, logically it wouldnt make sense for them to totally ignore thousands of players who bought their game to play on big servers. So now that i think about it maybe i only get what your saying half way.

 
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