PC V2.0 Storms Brewing Dev Diary

I think I've made my stance perfectly clear.  I went into it with only 1 expectation.  That the current biomes were going to be changed.  Plus I've been playing since A16.4, I've seen how they are changing the game and suspected that any changes would not be drastic.  They are going for a broader audience with this game, some systems are being simplified.

I mean, your first clue should have been the removal of temperature effects from the game in the current release.
I didn't really ask for your expectations, but thanks anyway. I just meant if you looked at the roadmap at face value what would you expect this update to do?

And yes they added the temperature resistance to armor, but they also left the armor mods in. Kind of seemed like they just didn't have time to balance everything. Why leave the mods in if they are useless forever now?

 
I didn't really ask for your expectations, but thanks anyway. I just meant if you looked at the roadmap at face value what would you expect this update to do?

And yes they added the temperature resistance to armor, but they also left the armor mods in. Kind of seemed like they just didn't have time to balance everything. Why leave the mods in if they are useless forever now?


I agree here. I think the original plan was different. But then they probably sat together, mulled over their options, put up ideas and crushed them again when they were found impossible or too ambitious with the engine or not fun. And the subjectively best idea they found was what we get now: Hazards that tie in with progression and add a few more hamster wheels for us adventurers 😉. Remember, they want to get finished, any wonderful but large-scale idea was out of the question.

 
I didn't really ask for your expectations, but thanks anyway. I just meant if you looked at the roadmap at face value what would you expect this update to do?

And yes they added the temperature resistance to armor, but they also left the armor mods in. Kind of seemed like they just didn't have time to balance everything. Why leave the mods in if they are useless forever now?
Yeah, those mods still being in the game after becoming useless, combined with how they marketed 2.0, made it seem like they were going to redo at least the heat and cold stuff so it was actually meaningful.  If they were going to completely neuter the heat and cold except for when you had no armor on or make heat and cold only apply when in a specific biome, then there was no reason to leave the mods in the game.  They should have just been removed.  But because they were left in the game, it made it seem like they planned to use them again once they had time to redo the weather mechanic in 2.0.  Instead, those mods will continue to be useless, and I'd assume will now end up being removed.  But it definitely gave the impression that they were going to redo and improve how that worked.

Yes, there were people hoping for roaming weather patterns, which was certainly never even hinted at.  But most were not expecting anything "crazy" and were instead expecting a rework of what we had before, with additional environmental stuff on top of it.

I agree here. I think the original plan was different. But then they probably sat together, mulled over their options, put up ideas and crushed them again when they were found impossible or too ambitious with the engine or not fun. And the subjectively best idea they found was what we get now: Hazards that tie in with progression and add a few more hamster wheels for us adventurers 😉. Remember, they want to get finished, any wonderful but large-scale idea was out of the question.
This is what I think as well.  They intended to include weather stuff and then dropped the idea.  Considering the marketing, I think they really should have said something about that change, or at least adjusted the marketing (and roadmap) so it stopped referencing weather.  I think that was poorly handled, and I'm not one who cares much about them communicating a lot with us about their plans.  But once you start to market something, if you change your plans, that should be made public.

In any case, what's done is done.  Weather is dropped from 2.0 and we'll get hazards instead.  At least based on faatal's comment about lightning, there may be at least a small chance they'll consider weather at a later time.  But it isn't something I'm going to hold my breath for.

humble request...not a demand. please encourage them to make the vanilla version as good as it can be...I get that mods are fun, but, when you guys depend on modders to fix stuff, instead of advocating TFP to fix it, the base game suffers. just trying to advocate for the people who only have vanilla.
Although there are occasionally mods that fix something, most mods aren't about fixing stuff.  Sure, some people say they fix things, but that really just means they don't like something and the mod changes it to something they do like.  If someone doesn't like traders and a mod removes traders, that isn't fixing the game.  It just changed the game to something that person prefers.  It's only an opinion and not a problem with the game.   Other people who like traders would think that removing traders is wrong.  It has nothing to do with fixing anything.  And most mods are exactly that... ways to adjust the game to fit what certain people like.

If there is an actual problem in the game (i.e. a bug), people are not advocating the use of mods to fix the bug.  They are asking TFP to fix the bug.

The idea that if you don't like something, it's a problem with the game is incorrect.  It just means you prefer something different from what TFP wants.  That doesn't mean the game needs fixed or should be changed just because you prefer something else.  They can never make a game that will please everyone because everyone has different preferences for what is good or not good in a game.  Some people like magazines and some don't.  Some people like LBD and some don't.  Some people like empty jars and some don't.  Some people like traders or quests and some don't.  You can't make a game that is everything that everyone wants.  Games that try to please everyone always fall short of everyone's expectations.  Instead, you make a game that you (as the developer) want.  You might adjust some things if you feel that there are enough players who really want something to be a certain way, but you focus on what you as the developer want to make.  In the end, you'll have plenty of players who like the game, as long as it's done well.  And you'll always have plenty of people who don't like the game for one reason or another.  TFP made it very easy for modders, allowing more people to play the game in the way they want to, regardless of the path that TFP takes in development.  It's unfortunate that consoles can't use mods, but that's not something TFP has control over.

 
as bdubyah said radiation is not weather and neither is smoke. 


what i want from a weather update is for it to stop raining every blinking day!  sometimes more than once a day.
it rains 3-5 a day, every day, in every biome. (except day 1 because weather is disabled)
Even if you change the xml to remove rain, it still rains a lot, the whole world should be flooded with how much it rains

IMO is should only rain in the pine "rain" forest, and other new weather types should be in the other biomes
burnt - hot wind?
desert - sand storm
snow - blizzard
wasteland - radiated fog and thunder?

 
Speaking of hazards.. I hope they eventually get around to adding more POI hazards beyond the fire-spewing broken pipes. At the time I could swear they said they were adding more and then the idea just seemed to vanish.
Yes, I want to see hostile turrets in POI's that you have to either destroy and find a computer to hack to disable them or change their targeting.
I've wanted for years now, a POI version of all the player electrical traps. Electric fence, dark trap, blade trap, active in POI's that you must turn off someway.

You also have to remember that weather was already in the game until very recently. Prior to 1.0, the temperature could go up or down at different times of day, and your character could suffer ill effects because of it - getting too hot or too cold would give you a debuff.

The armor/clothing mods that counteracted these debuffs are still in the game today. (Insulated lining, for instance.)
Technically speaking, temperature is still in the game, its just every piece of armour provides 20 heat and cold resist. So technically still in the game. Take off your armour and you'll get hot and cold like you would prior to v1.0 

 
Not totally useless, 1 of them gives a point of explosion resistance lol
Okay, but that's not related to heat or cold resistance and I doubt they'll leave a mod in the game that's main purpose was heat resistance just so you can have a point of explosive resistance.  We're talking about the mods regarding weather (heat/cold).

 
I agree here. I think the original plan was different. But then they probably sat together, mulled over their options, put up ideas and crushed them again when they were found impossible or too ambitious with the engine or not fun. And the subjectively best idea they found was what we get now: Hazards that tie in with progression and add a few more hamster wheels for us adventurers 😉. Remember, they want to get finished, any wonderful but large-scale idea was out of the question.


It seems obvious to me that's what happened. The original plan was to rework the existing weather that was "temporarily" removed in 1.0. But the further they got into development, they realized that the old weather system wasn't something they wanted to perfect any more, and they went with environmental hazards instead.

I don't think it was a matter of the "engine," since what they already had was capable IMHO. They probably just didn't think it was fun any more.

I disagree, of course, and am very glad I'm a PC gamer so that we can have mods that restore weather to the game.

 
I'm happy to comply with this request. In my opinion, I already do.

But we're not talking of "fixes" as nothing is "broken." It's competing tastes and priorities of a great many people. There is no absolute achievable perfection.

I regret that consoles don't have a mod option.

Perhaps the "weather" hazards open up possibilities. For instance, maybe proximity to a highly radioactive source like Chernobyl's "Elephant's Foot" is possible now. Though one significant difference is things like the existing fire hazard are visible and audible. You would have to have a Geiger counter to make a challenge out of a radioactive source like that, otherwise it would just kill characters before they knew what was happening.

What other hazards do you envision?


Maybe a toxic gas leak of some sort, or a set of blade traps simulating a grinder or mixer ventilation fan in a large sewage pipe or something, that must be shut off to proceed.

 
Had 2 quick things wanted to throw out :)  still thinking about more ideas for perks and had a idea about maybe a strenght perk tree for axes/Chainsaws, making chainsaws a viable weapon? 
2. id reaally love if TFP allowed the awesome looking 3rd person mode in game like pubg has it or maybe intergrate it in the future now that our characters dont look like playdoh as well as now we are getting those dlc costumes :D  

 
Yes, I want to see hostile turrets in POI's that you have to either destroy and find a computer to hack to disable them or change their targeting.
I've wanted for years now, a POI version of all the player electrical traps. Electric fence, dark trap, blade trap, active in POI's that you must turn off someway.


I had forgotten about the current Player-Only Trap blocks. POI versions of that would be neat rigged up to the Trigger system and maybe the MinScript system.

Maybe a toxic gas leak of some sort, or a set of blade traps simulating a grinder or mixer ventilation fan in a large sewage pipe or something, that must be shut off to proceed.


(Ventilation Fan) I had not really thought of industrial technologies and operational technologies. Those can certainly be dangerous under the right circumstances.

We like to assume things like electricity and natural gas are still flowing, which requires some suspension of disbelief, but once you're there an industrial plant could be full of non-mobile robots being an active barrier.

 
Okay, but that's not related to heat or cold resistance and I doubt they'll leave a mod in the game that's main purpose was heat resistance just so you can have a point of explosive resistance.  We're talking about the mods regarding weather (heat/cold).
I was trying to break the tension a little there.  I was getting a little heated in my replies thus far, and thought it was funny.

 
This, is a similar thought to what @Old Crow posted. Once phase 1 is in  play, I had thought about the

lots having variable levels of radiation, so that you can progress through city streets but the radiation

was focused on the pois placed there. A compliment to the system.

 
No developer has stated that weather will forever be aesthetic only. Faatal only stated that it currently continues to be so. I’m not hinting anything because I don’t know whether they’ve decided to abandon weather survival as we’ve known it in the past. But I haven’t heard yet that they definitely are dropping it. Maybe someone who knows can tell us if it is for sure getting dropped, for sure still planned and the biome hazards are just step one, or if it is as of yet undecided.

 
Last edited by a moderator:
No developer has stated that weather will forever be aesthetic only.
I never thought it would be permanent, In the end or before the end. The simple thing I'd actually

like would be the effect that the wasteland use to have on players, both new, and vet. When it was

setup as the Hub. Not meaning center position of the map only, more along the thought of you

both wanted to go there, and didn't at the same time. Part of it was weather, part of it aesthetics,

part chaotic danger, but it was synchronous, and kind of drew you in. That was the real fun of it.

 
I never thought it would be permanent, In the end or before the end. The simple thing I'd actually

like would be the effect that the wasteland use to have on players, both new, and vet. When it was

setup as the Hub. Not meaning center position of the map only, more along the thought of you

both wanted to go there, and didn't at the same time. Part of it was weather, part of it aesthetics,

part chaotic danger, but it was synchronous, and kind of drew you in. That was the real fun of it.
I do hope once it does come out they consider it cuz we still gotta play around with it but having nothing roo worry about in the forest imo is kinda sad 

 
I CAAANT TAKE IT, im too hyped 🤞 :D   This updates gonna be so fire, just hope they do 1 change in particular and make water filters cheaper 😮 

View attachment 33743
You don't need water filters. Boil a bunch of murky waters in a campfire while you go on a quest or something. Add just enough fuel so it will stop when done.

I only buy the 2 cheaper mods for the dew collectors and always have so much murky water, ready to be boiled.

 
Last edited by a moderator:
You don't need water filters. Boil a bunch of murky waters in a campfire while you go on a quest or something. Add just enough fuel so it will stop when done.

I only buy the 2 cheaper mods for the dew collectors and always have so much murky water, ready to be boiled.
I mostly have one or two. With the filter but man I hate having like 6 dew collectors lmao 

waterpump baby!!!

 
I do hope once it does come out they consider it
Something to perk you up, unless there is a sudden major drop in assets, your maple trees will still be available

for the forest. Faatal said he's working on trees for performance, Adam start there and add them to the biome.

Later adjust one of the other biomes and bring back the golden fields of the plains. It can be done. Then we can

redo the waste.

 
Back
Top