PC V2.0 Storms Brewing Dev Diary

I think I’m one of the few who liked the initial AI changes of A17. Sure, you could easily exploit them because of their perfect knowledge of long pathways but if you didn’t exploit it they were super scary how they would find unexpected ways to where you were and they were relentless never forgetting about you and going into “destruction mode”. 
 

I wouldn’t mind that as an “new” ability. T-1000 zombies that never stop trying to reach you, never forget about you, and can see long pathways to get to you. 
 

I think it was around A13 there was this glitch where animals and zombies never forgot you. You could aggro a snake, jump on your bike, and drive a couple km home passing several zombies and aggroing them too. 5 minutes later those zombies would show up at your base and 10-15 minutes later so would the snake. It was pretty crazy but it could make for a scary special ability for one zombie type. 
 

 
Even if it were not default, that would be a nice toggle effect. The first time it happened I kicked my desk,

because I was on the second floor, and suddenly a group came smashing through the window. That plus

what you stated, sort of like Faatals cookie crumbs, and add smell.  No where to hide, they would be scary

even if they didn't run. Just relentless. I wish.    The dog packs were like that at night, back when all you would

find was a non specialized tiered up pistol.

 
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I think I’m one of the few who liked the initial AI changes of A17.
From my limited experience (A19-now) I would not mind a little more aggro (and more zombies in the wild), however I do find simplistic block mass and spike field defenses just as cheesy as some of the pathing exploits.  To each their own I guess.

 
I think I’m one of the few who liked the initial AI changes of A17. Sure, you could easily exploit them because of their perfect knowledge of long pathways but if you didn’t exploit it they were super scary how they would find unexpected ways to where you were and they were relentless never forgetting about you and going into “destruction mode”. 
 

I wouldn’t mind that as an “new” ability. T-1000 zombies that never stop trying to reach you, never forget about you, and can see long pathways to get to you. 
 

I think it was around A13 there was this glitch where animals and zombies never forgot you. You could aggro a snake, jump on your bike, and drive a couple km home passing several zombies and aggroing them too. 5 minutes later those zombies would show up at your base and 10-15 minutes later so would the snake. It was pretty crazy but it could make for a scary special ability for one zombie type. 
 
I wouldn't mind something where we got a mix of both worlds.  Start with the lowest tier zombies (before feral) and have them be the dumbest.  They'll just march straight to you and attack anything in the way (give them maybe 5m to either side that they'll use to go around something).  They won't path around anything unless it it's almost the straightest route.  Then make them smarter at each tier, up to where the highest tier will follow the easiest path no matter how long or convoluted it might be (within the confines of loaded chunks).  Maybe even make the highest tier zombies choose to target defenses that are within range rather than ignoring them, including just destroying blocks under then to cause them to fall. 

At low game stage, you would of course only have the lowest tier zombies, but at really high game stages, they could still give you a decent number of every tier of zombie so that you have to deal with smart and dumb zombies at the same time.  Do you focus on the dumb ones so they don't break holes through your base and risk letting the smart ones get to you or damage your defenses?  Or do you focus on the smart ones and risk having a base that looks like Swiss cheese?  It would give us some strategic choices to make.

 
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Charged Blue sounds like there's some element of electricity involved.

Infernal Orange sounds like some element of fire is involved. 

Maybe, instead of it being a simple increase of HP and strength, the new variants will present a different type of challenge, like getting you burnt or electrocuted. 

EDIT: Oops. It looks like Space4Ace beat me to it.

 
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Hey does anyone have a clue if streamer weekend for 2.0 Storm's brewing is happening or not? I am in Lurkit creator programme but I have not seen any kind of accnouncements since end of last year.
 

 
I wouldn’t mind that as an “new” ability. T-1000 zombies that never stop trying to reach you, never forget about you, and can see long pathways to get to you. 
 

I think it was around A13 there was this glitch where animals and zombies never forgot you. You could aggro a snake, jump on your bike, and drive a couple km home passing several zombies and aggroing them too. 5 minutes later those zombies would show up at your base and 10-15 minutes later so would the snake. It was pretty crazy but it could make for a scary special ability for one zombie type. 
 


Make it an immortal snail that one-touch kills you and you have a deal!

 
I wouldn't mind something where we got a mix of both worlds.  Start with the lowest tier zombies (before feral) and have them be the dumbest.  They'll just march straight to you and attack anything in the way (give them maybe 5m to either side that they'll use to go around something).  They won't path around anything unless it it's almost the straightest route.  Then make them smarter at each tier, up to where the highest tier will follow the easiest path no matter how long or convoluted it might be (within the confines of loaded chunks).  Maybe even make the highest tier zombies choose to target defenses that are within range rather than ignoring them, including just destroying blocks under then to cause them to fall. 

At low game stage, you would of course only have the lowest tier zombies, but at really high game stages, they could still give you a decent number of every tier of zombie so that you have to deal with smart and dumb zombies at the same time.  Do you focus on the dumb ones so they don't break holes through your base and rush letting the smart ones get to you or damage your defenses?  Or do you focus on the smart ones and risk having a base that looks like Swiss cheese?  It would give us some strategic choices to make.
This is an excellent idea. Some mix of 1) Zombies who target anything in between them and you  2) Zombies who take the path of least resistance to you  3) Zombies who target defenses, traps and base weakpoints, such as your structural support pillars if you are above ground would make base design much more fun, difficult in an engaging way and limit cheese as much as possible. One more thing I personally would love (would most likely have to have an on/off toggle setting) is demo zombies that blow up on a timer, not on whether the button is hit, forcing a proactive approach to base defense.

 
I like that it feels more like an RPG than a survival game!  

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I wanna harp on this more. I love 7dtd it's one if my favorite games there's nothing like it

But unfortunately 7dtd trys too much too do everything and fails on some. 

Survival I give a 6/10 there's stuff too worry about but late game you Don't worry much. It could uses more like more injuries, sickness, weather, food Decaying, infections, and moments where you like "life or death" and more worry about death 

Rpg I give it a 7/10: personality I would rather it be something like new Vegas, but that's imo. Like expansion it with more weapon builds and classes like magnums, carbine, junk weapons, swords, 

Looter shooter: 4/10 yes there's stuff too loot and imo getting books is the main Loot for me. But there needs to be things excuive too looting that isn't magazines. Like special weapon blueprints, millitary grad weapons. Like the post I made about looting vs crafted 

Tower defense: 6/10: there a nice amount of enemies but most people just build one or a few ways. Not enough defenses, traps and zombies too worry about.  Like throw in a zombie bear, mutated zombie, a suicide zombie that's weak, more ranged attackers 

Exploration I give a 8/10: props to the poi team @Laz Man. So many places to explore 

But biome wise, it's again, imo not enough.  The old alphas had Just enough. I'm not saying there has to be 200 biomes but maybe 7 or 8. 

Progression I'll give a 6/10. Imo there just needs to be more! More weapon tiers, armor Progression, hell even weapon mods 

Hey does anyone have a clue if streamer weekend for 2.0 Storm's brewing is happening or not? I am in Lurkit creator programme but I have not seen any kind of accnouncements since end of last year.
 
I might be wrong but there is suppose to be one. Close too the date of April when it's SUPPOSE too come out. 

I might be very wrong tho about the date tho

 
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I wanna harp on this more. I love 7dtd it's one if my favorite games there's nothing like it

But unfortunately 7dtd trys too much too do everything and fails on some. 

Survival I give a 6/10 there's stuff too worry about but late game you Don't worry much. It could uses more like more injuries, sickness, weather, food Decaying, infections, and moments where you like "life or death" and more worry about death 

Rpg I give it a 7/10: personality I would rather it be something like new Vegas, but that's imo. Like expansion it with more weapon builds and classes like magnums, carbine, junk weapons, swords, 

Looter shooter: 4/10 yes there's stuff too loot and imo getting books is the main Loot for me. But there needs to be things excuive too looting that isn't magazines. Like special weapon blueprints, millitary grad weapons. Like the post I made about looting vs crafted 

Tower defense: 6/10: there a nice amount of enemies but most people just build one or a few ways. Not enough defenses, traps and zombies too worry about.  

Exploration I give a 9/10: props to the poi team @Laz Man. So many places to explore 

Progression I'll give a 6/10. Imo there just needs to be more! 
Interesting way to look at the game.  Here are my thoughts on those categories:

Survival: I'd give this a 4.  And for the same reason... you don't really need to worry about survival.  I just think it's lacking more in that, so a lower score.

RPG: I'd give this a 4 also.  As RPG-lite, it could be 8-9, but as RPG, it lacks too much of what makes a great RPG.  Now, part of that will be improved once the story is ready, considering the story is a major part of a good RPG.  But other things also are only touched upon.  People who don't want it to be an RPG often complain about it having RPG elements, but it really isn't much of an RPG.

Looter Shooter: I'd give this probably a 6.  I don't necessarily need items that can only be looted to consider a game a looter shooter.  There's nothing wrong with being able to craft or buy things in a looter shooter to fill in gaps where you aren't finding something.  I just wouldn't rate it higher because you have a very limited amount of loot items (you can only loot so much before you're maxed on gear) and the shooter aspect is not on par with the good looter shooter games.

Tower Defense: I'd give this a 7, with the caveat that it's a single "tower" being defended instead of having multiple towers like you see in most tower defense games.  If someone has a problem with that, then the score would be lower for them.  I also agree that there aren't enough defenses (including traps) to choose from.  Enemies aren't really a factor in my score.  Most tower defense games don't have a ton of different enemy types.  Also, we're getting more, so not as much of a problem.

Exploration: I can only give this a 3.  Yes, the POIs are great.  But I consider exploration to be exploring the entire map and not just a small section (towns or limited wilderness POI).  There just isn't any reason to explore beyond towns.  You might find some interesting terrain feature somewhere, but you might not, depending on the map.  But you're not going to find anything special somewhere.  You can get everything from a single town without ever leaving if you really want.  There just isn't any reason to explore in this game beyond going to the POIs.  Again, the POIs are great and other than getting more of them, I love them as they are.  But that's not enough for a high exploration score for me.

Progression: This is a hard one.  Since I don't like some of the progression choices they are making, I feel like there needs to be less progression just to get rid of those.  On the other hand, I do think there should be progression, so I also think there should be more progression (only with better progression options).  I think that both of these end up being negatives, so I'll put this at 3.

The funny thing about these scores is that even though they are mostly low or mediocre, I'd rate the game as a whole at 8.  And it would be close to a 9.  Maybe once it's finished, I'll give it a 9.  We'll see.  It's just that the combination of things works so well together that it's better than its individual parts.  Of course, I could add other categories that would be higher scores.  For example, base building I'd put at a 8-9.  I'd love more blocks and definitely want more decorations and paints, but base building is great in this game.

 
Interesting way to look at the game.  Here are my thoughts on those categories:

Survival: I'd give this a 4.  And for the same reason... you don't really need to worry about survival.  I just think it's lacking more in that, so a lower score.

RPG: I'd give this a 4 also.  As RPG-lite, it could be 8-9, but as RPG, it lacks too much of what makes a great RPG.  Now, part of that will be improved once the story is ready, considering the story is a major part of a good RPG.  But other things also are only touched upon.  People who don't want it to be an RPG often complain about it having RPG elements, but it really isn't much of an RPG.

Looter Shooter: I'd give this probably a 6.  I don't necessarily need items that can only be looted to consider a game a looter shooter.  There's nothing wrong with being able to craft or buy things in a looter shooter to fill in gaps where you aren't finding something.  I just wouldn't rate it higher because you have a very limited amount of loot items (you can only loot so much before you're maxed on gear) and the shooter aspect is not on par with the good looter shooter games.

Tower Defense: I'd give this a 7, with the caveat that it's a single "tower" being defended instead of having multiple towers like you see in most tower defense games.  If someone has a problem with that, then the score would be lower for them.  I also agree that there aren't enough defenses (including traps) to choose from.  Enemies aren't really a factor in my score.  Most tower defense games don't have a ton of different enemy types.  Also, we're getting more, so not as much of a problem.

Exploration: I can only give this a 3.  Yes, the POIs are great.  But I consider exploration to be exploring the entire map and not just a small section (towns or limited wilderness POI).  There just isn't any reason to explore beyond towns.  You might find some interesting terrain feature somewhere, but you might not, depending on the map.  But you're not going to find anything special somewhere.  You can get everything from a single town without ever leaving if you really want.  There just isn't any reason to explore in this game beyond going to the POIs.  Again, the POIs are great and other than getting more of them, I love them as they are.  But that's not enough for a high exploration score for me.

Progression: This is a hard one.  Since I don't like some of the progression choices they are making, I feel like there needs to be less progression just to get rid of those.  On the other hand, I do think there should be progression, so I also think there should be more progression (only with better progression options).  I think that both of these end up being negatives, so I'll put this at 3.

The funny thing about these scores is that even though they are mostly low or mediocre, I'd rate the game as a whole at 8.  And it would be close to a 9.  Maybe once it's finished, I'll give it a 9.  We'll see.  It's just that the combination of things works so well together that it's better than its individual parts.  Of course, I could add other categories that would be higher scores.  For example, base building I'd put at a 8-9.  I'd love more blocks and definitely want more decorations and paints, but base building is great in this game.
I'm being very generous with mine and realistically I'm your score but some things like progression and Looter shooter we have different options on and that's OK. 

My main argument about the looter shooter part is imo there should be something your looking for. 

Say you have a tier 2 assault rifle your looking for. You can ether craft one or go loot one. But what if there was different types with looks and special abilities 

Say you got the Tactical Assault rifle 

Then you have like. The classic AK, SWAT ar, gurillia ar, Millitary assault rifle, battle rifle etc. All with little bonuses like gurillia or spec op gives stealth boost, I'll do a remaster of my post later.  

Survival! 100% agree there needs to more but I would go as far as some games Like you need to keep your vitamins balanced via having a balanced diet. It would be cool but it would scare people off 😬 

But weather

Harsher punishments Like deep infection, Radation sickness, plauge, basic sickness for being attacked by zombies 

In terms of progression I'm... very mixed 

I don't miss learn by doing for some things. But it should be like little perks that you Don't need but are nice to have.. like increase stamina or block Damage 

I liked learn by points but most people just put points in intellect. So that was a problem. But imo if you want to sacrifice a skill point into something you wanna make. That's your business.  

Learn by reading is good cuz if gives you a reason too go out. However that's a problem.  Cuz why leave the city then?

A hybrid of all 3 would be good. 

You got skill points and perk points 

And you got a progression skill that when feats are achieved you get nice QOL stuff 

Skill points you get 2 per level and it's Like learn by leveling . You can ether invest it into 

Magazines/crafting skills so you wanna learn to make tools better quality  you put it into that

Or your learn by doing tree too get that increased to get minor perks 

Then your perk point is the same as it is. 

God I'm yapping too much lmao 🤣 

In terms of pois. I don't really have a suggestion other then just a flat out buff too looting rual areas vs towns or make towns harder by having more enemies you wouldn't want to face early game like dogs, cops and Solders. 

Increasing loot stage in small rual pois would be nice .

 
demo zombies that blow up on a timer
That could work just add random to it.   But past experience kind of points to the setting being closer to

Aught Naught or Nth,  there would be no gray area.  Then soon after it would get booed to oblivion, or

voted off the island. But I still like the idea.

 
Tower Defense: I'd give this a 7, with the caveat that it's a single "tower" being defended instead of having multiple towers
I agree with this to an extent. Because you are not actually defending a tower. You are defending you, and you just  happen

to be in a tower. The damage to the tower is incidental because the blocks are in the way of getting to you. If more focus

was on the sphere of influence or area of the tower then it would be closer to tower defense. That is why it is so easy to 

cheese the AI, there is one object in a large space, always moving, and the defenses are just there to break up the path.

When Joel introduced actual tower defense, which is the destruction of the tower.  It was to say the least not liked, because

the tower got wrecked, and loot was lost.  So going from that actual example, do players want tower defense in this partial

tower defense game??

 
"Looter shooter: 4/10 yes there's stuff too loot and imo getting books is the main Loot for me. But there needs to be things excuive too looting that isn't magazines. Like special weapon blueprints, millitary grad weapons. Like the post I made about looting vs crafted 

Progression I'll give a 6/10. Imo there just needs to be more! More weapon tiers, armor Progression, hell even weapon mods "
Totally agree but itd be funny if we added (legendary mods) for level 6 items you find randomly or level 7s.
Pipe rifle with double mag size, Bottomless clip 9mm explosive ammo/ fire ammo revolver
only then would i give way for the "rpg < survival game" criticism

 
I saw it as, either paying homage to home, or their signature making it their own. Texas references, home, Trader Joel visage Joel, Lumberjacks from way back until now Joel, The portraits; one of them looks like the lady that was in one of the past dev streams with Joel, So does jen's physique. Kind of like what K.I.S.S.

did with their comic book; but not that invasive, they donated their blood to make the red ink. Movie wise its like Alfred Hitchcock and Stan Lee making cameos

in their releases, supposed to be good luck. I didn't post this before because I was enjoying the lore being created. Like playing Telephone.


I don't know about the rest, but the portraits are of Kickstarter backers, and Jen is supposedly modeled after the wife of one of the developers.

I would be surprised if they moved the location from Arizona to Texas, because it would mean ditching the Native American angle. (Whiteriver, AZ is a real-life town that is the "capitol" of the White Mountain Apache tribe.) I'm not sure that would be a loss, but it would be a major change.

 
It was just my take on a possibility.

Give a few references, and leave it to its own devices  and mythology will take on a life of it's own. You are right
regarding the the premise of the portraits, that is why I said it looked like her. I remember the guy with the glasses

most easily. Then there was the one supporter that has been morphed into the kid with the yellow shirt now. I had looked

up the reference to navezgane a few years ago. It did reference a native American reservation, and the name
was more of a loosely translated interpretation of the name which is closer to something like demon killer.

The portraits are now being supplemented with animals, primarily dogs now, some look similar to the breed that 

Rick displayed on a dev stream. So I took a queue from prior posts, applied artistic license, and came up with that 

concept. Doesn't mean it's accurate, it was just an interpretation.

 
I had looked up the reference to navezgane a few years ago. It did reference a native American reservation, and the name
was more of a loosely translated interpretation of the name which is closer to something like demon killer.


As far as I can tell, it's a reference to the Navajo mythological figure Nayenezgani:
https://en.wikipedia.org/wiki/Nayenezgani

(The Apache and Navajo have a lot of shared history.)

 
My bad. Thanks for the correction. Monster slayer. I told you it was a few years ago

when I was interested enough to read it.

Maybe you can help me with this one.

I'm still a bit confused about the duke, is it the Native American, or Cassadore the

cowboy. And is the duke, the protagonist or antagonist of the story. Depending on

what you read it seems to fluctuate. There is a silhouette image of the duke, but the 

figure is larger and looks like a shadow of Trader Joel complete with the folded brim

hat, then the other is always of the Native American in traditional garb.

 
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