PC V2.0 Storms Brewing Dev Diary

Seems to be like Fallout 4, where you can join either Noah's faction or the Duke although the Duke (like the Institute) are portrayed as the default bad guys.
ok, look up duke of navezgane. One reference names him as Cassadore but In the 7 days to die wiki. Supposedly Noah 

opposes the duke, and is the one that found you naked in the beginning of the game,  The white water note.  Then you 

see the Duke's casino token has a picture of Noah. So unless he has some sort of unrequited crush on him. Then there is

a picture labeled A painting of the Duke. So is Noah just a Schizophrenic with split personality. Or is the story that confusingly

written on purpose. This has been in the back of my mind for years. I just never brought it up.

 
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.


You can get some pretty specific information from the game files and Wki, but this isn't the right forum for it.

I posted something in the General Discussion forum, but it is awaiting approval. (I included links to Wikipedia and the official Wiki, and that probably triggered moderation. EDIT: Or it could be all the salty language from the game's translation entries. Ironic if so.)

In the meantime, these are the in-game portraits of the Duke and Noah Wright/White, respectively.

View attachment 33766

View attachment 33767

 
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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. 
 


That you got 11 likes for this post (something usually reserved to Fataal posts with lots of information) is a strong indication that this would be a very popular option. 

Sadly there is still the unloading of chunks that makes this hard to implement, you would need to add routines to keep zombies outside of a chunk memorized and simulate their path. Though even if only inside loaded chunks it might have some good effect, not sure. Alternatively parameters like the AI pathing length could be stored more easily accessible in XML or options, that would already be some help.

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 


This would be one of the ideas that TFP seems to have internally already worked on but never finished, legendary weapons. At the moment I would be already happy for something smaller, for example weapon mods that might be copies of existing mods, just with one stat slightly better. Nothing you absolutely need, but only found in loot very seldomly and only in specific but varying end room containers.

The advantage would be that even after playing the game for a long time players could still be searching for that one elusive mod.

 
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Sadly there is still the unloading of chunks that makes this hard to implement, you would need to add routines to keep zombies outside of a chunk memorized and simulate their path. Though even if only inside loaded chunks it might have some good effect, not sure. Alternatively parameters like the AI pathing length could be stored more easily accessible in XML or options.
There's a mod that does this, WalkerSim, which keeps track of thousands of zombies in unloaded chunks

 
Sadly there is still the unloading of chunks that makes this hard to implement,
What about the second half of Roland's post. Why was the part of them finding a way to you,

or going into destruction mode reweighted?  That part is not dependent on multi chunk distance.

It was closer to traditional tower defense, because they attacked the tower more often. It was basically

a rage mode against structures, like there is a constant rage mode when in battle.

 
... because they attacked the tower more often. It was basically

a rage mode against structures, like there is a constant rage mode when in battle.
Yeah I miss that, a bit. Now they enter rage mode when they can't find a way to you. They do try to make one, but few zeds banging on walls instead looking for you would add additional layer of defence I think.

 
What about the second half of Roland's post. Why was the part of them finding a way to you,

or going into destruction mode reweighted?  That part is not dependent on multi chunk distance.

It was closer to traditional tower defense, because they attacked the tower more often. It was basically

a rage mode against structures, like there is a constant rage mode when in battle.


You have to ask him what exactly he meant by it. If the zombies can't see or reach you though they attack structure and have been for a long time. Additionally they randomly go into destruction mode even if they could reach you. So what is missing there in your opinion?

Also, I don't know if I ever have played a "traditional" tower defense, but I have played a few and in all of those the enemies have  not attacked any defense towers but were simply walking to their destination, the central tower (as far as I remember). If you were controlling a toon in the game yourself they would attack you though. Now in 7D2D you are essentially the central tower and the zombies already attack you. So I don't think you can argue with tradition in this case. Except if you played the original mod from warcraft and can tell me what happened there, I have no knowledge of how the mod worked in that regard.

 
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What about the second half of Roland's post. Why was the part of them finding a way to you,

or going into destruction mode reweighted?  That part is not dependent on multi chunk distance.

It was closer to traditional tower defense, because they attacked the tower more often. It was basically

a rage mode against structures, like there is a constant rage mode when in battle.


It was reweighted because of how easy it was to predict their behavior and manipulate the entire horde at once. People could simply step from one block to another block and the entire horde would reroute itself in a conga line to follow a different path and you could seesaw the zombies back and forth between the two pathways all night long. Also, every zombie in the horde would go for the same exact spot in your defenses and could seeming see through walls to find the weakest point and people didn't like that ability in zombie enemies.

So now we have a mix of zombies that have variable pathway distance knowledge, chances to forget pathways, and the destruction mode option for those that have no pathway to you all to prevent what could happen in the original AI change of A17. I agree that it was important to fix those weaknesses but it could be cool to have one type of zombie that acted like the A17 zombies now that the general population of zombies isn't like that any more.

In addition, the A17 zombies were awesome in POIs when you were infiltrating even if they didn't work the best for horde night. It would be nice to have separate AI routines for horde night and non horde night zombies. Sometimes the propensity for them to forget pathways and go into destruction mode make them pretty useless when confronting them in POIs. It's dumb when you are just standing on the other side of an open door way and they try to jump out a window....

 
@Roland

That is what I was talking about, and thank you.

I meant during, the other 161 hours of the week not the 7. I build my personal mods

based on 6 days of interactivity not the one.  I usually turn off horde night for that very reason.

Since you have an idea of what I am predisposed to,  judging from your reply. 

Is it still possible for me to recreate within xml alone or was it a combination of

xml and code overrides? I just needed a direction because I have been trying to

recreate it only partially successfully to this point.

In addition, the A17 zombies were awesome in POIs when you were infiltrating even if they didn't work the best for horde night.


it could be cool to have one type of zombie that acted like the A17 zombies


It would be nice to have separate AI routines for horde night and non horde night zombies
That is what I have been doing, making a hybrid set of actions and reactions, 30 alive, sweep and clear an area to do a poi,

 
@meganoth

"Traditional" in today speak would probably be old. I am talking about something closer to total war series

and prior years.  It yielded more area conflict. But you were right,  Roland understood what I meant by the difference

 
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