PC V2.0 Storms Brewing Dev Diary

  • V2.0 Storms Brewing



    (you are here)

[*]V3.0 A New Threat


  • . . .

[*]V4.0 The Road Ahead


  • . . .
Thinking out loud / Unreasonable brainstorming, because I like this game more than I should:

  • V?.0 Seasons (Cosmetics)



    Seasons


    configurable: rotating seasons, season duration (in game days), fix/constant season
  • What do seasons mean for each biome? Maybe...


    All: Change in wind, rain, snow, or severe storm frequency. Tree leaves may have snow (ash?) on them regardless of leaf color/flower/fruit.
  • Forest: Trees support leaves changing colors or falling off, sprouting fruit, sprouting flowers. (No ground accumulation yet).
  • Burned Forest: Same as the forest, might be tricky making sense of snow. 
  • Desert: Heat waves not as severe in the winter. Severe heatwaves increase in frequency in the summer.
  • Snow: Semi-thawed state in the summer. Can't really go green here without messing with the biome identity. Freezing weather is not as dangerous in the summer.
  • Wastelands: ???

[*]Mostly a cosmetic update for the forest and prep work for expanding on season mechanics. Leverage existing weather features in more ways.

[*]Snow zombies can appear in any biome in the winter





[*]V?.0 Seasons 2 (Mechanics)


  • Spring Sticks


    Dull leaves and sticks fallen from trees. Behaves the same as Autumn

[*]Autumn Leaves


  • Vibrant/Thin Cosmetic Layer. Terrain and building blocks. (Not sure is props are viable)
  • Deep layer / increases noise when walked over. Unique sound effects. Affected by perks/books that avoid making noise when walking over debris.

[*]Winter Snow accumulation


  • Thin/Deep layers on terrain blocks and building blocks (maybe props/objects?).
  • Deep snow slows movement / not sure if it would affect zombie and bandit pathing. Visually obvious compared to light/thin snow.
  • Light snow is cosmetic
  • Walking in snow sounds regardless of biome
  • Snow can be harvested



[*]V?.0 Seasons 3 (Excessive)


  • Snow/leaf accumulation is always in the direction of the sky, regardless of the block/prop/object rotation
  • Snow/Sand drifts?
  • Animal Migration: Animals that normally appear in a specific biome may have a chance to appear in another biome if the seasonal weather (and game stage) makes sense.
  • Wasteland: It is mostly rock, concrete, and stone. There isn't many places for water to be absorbed into the ground, so maybe cosmetic standing water in some places?

[*]V?.0 Animals v1


  • Domestic (non-zombie) Dog (neutral and aggressive/feral regardless of breed)
  • Zombie animals can't be tamed
  • Tamable Forest Biome Animals: Dogs / Wolves (combative), Tamable deer (non-combative)
  • Chicken Coup: Late game living off the land option for eggs. Takes longer than plants for there to be something to harvest. Giving meat/animal fat/bones might be too over powered, so stick with eggs.

[*]V?.0 Animals v2...?


  • More animals over time. You know someone is going to want to tame a bear.

[*]V?.0 Weapons


  • Cosmetics


    Mods for clubs and sledgehammers to make them appear as something else (little to no effect on mechanics/ mostly cosmetic)


    I am biased towards the great axe myself, but I can appreciate wanting to keep tools separate from weapons mechanically. I still want to take a big axe to zombies as a weapon without being tied down to light armor set.



[*]Fortitude


  • Flame thrower?

[*]Intelligence


  • Maybe leverage off-hand ideas. Hold something in the off hand that increases batons or robotic weapons effectiveness in late stage/high difficulty games
  • Some new item that brings the stun baton from T2 to T3 in terms of damage.


    The repulsor mod is fun until you have to chase them down to finish them off.
  • Stunning is great for crowd control. It isn't easy to use along side robotic turrets in small spaces. If you have to move away from your turrets, your ability to deal damage drops. It takes forethought and planning to use this perk tree. You might even say, intelligence.

[*]Robotic Drone Mods


  • Maybe a new mod for the robotic drone that synergizes with the stun baton in some way. To increase its damage in the late game while keeping it tied to investment in the intelligence tree.
  • Maybe a targeting system that increases the effectiveness of the robotic turret
  • Maybe a wireless power mod that allows sledge turrets to stun in the same way as the stun baton





[*]V?.0 Off Hand


  • Hold passive items: torch/candle/flash light
  • Hold active items: spear, club, knife, hammer, grenades, pipe bombs, etc. basically anything that can reasonably be held in one hand. Fist weapons have little to no penalty (if that is a thing)
  • New items:


    Small shield (primitive (trashcan lid?), wood, metal) - prevent or reduce incoming damage when the shield is raised. May be used to bludgeon and knock back targets. Can't block attacks that "splash" (zombie cop spit, etc.)
  • Large shield (riot shield? etc.) - increase explosion resistance when shield is up, block more kinds of attacks, can't attack when blocking, but some other off hand things may still be possible
  • Shields are probably aimed at Strength and Perception builds. Might have some utility for an intelligence build


[*]Some actions take longer when both hands are full: Opening a door, reloading, opening a container. Lock picks take both hands anyway, so they would not be changed.

[*]Off hand items can't power attack? Or maybe do something different when power attacking (the return of spear throwing?) Maybe knives/clubs could be a weaker shield in the off hand to parry or counter attack.





Ok, enough of that wall of text.

I'm excited for the Storm's Brewing update, so I can't help letting my imagination run wild. Don't mind me.

 
You're right. I'll be honest, I forgot that such a thread existed. Either way, I am excited for what Storm's Brewing will bring, regardless of my ramblings. 
No problem. I was just pointing you to the right forum section, but some of your ideas are interesting.

 
@faatal anything you can say about the wardrobe system and new outfits?

i think thats the only element of what's coming on the roadmap we have not heard anything about so far.
There is a UI that shows them and lets you equip them. There is more than one. I don't work on that, so that is all I got. I am not a cosmetics type gamer, so I pay little attention to cosmetics in any game including our own.

 
Yes, and finishing features. Frostclaw is done other than tweaking. Storm warning time and damage is being debated. I am almost done fixing an animal jump bug. Indoor/outdoor check still needs a rework.

Bloodmoon's have their own weather, which is the highest priority and during BM any pending storms are deferred until many hours after.

The UI is the same other than some minor changes.

No, it is in the clouds as before. Does not touch the ground.
@faatal I understand that this is not a priority. It would be nice to have a setting to include storms in the horde!😎🔥

 
There is a UI that shows them and lets you equip them. There is more than one. I don't work on that, so that is all I got. I am not a cosmetics type gamer, so I pay little attention to cosmetics in any game including our own.


Any chance you could poke them for some previews?

 
In a storm I wouldn't think a gyro would be a good idea..... crazy winds and such. But 4x4 I could see maybe. Then again as @faatal said, get in a building. Only going to suck if you're deep in the woods with no poi around, but if you have a storm warning.... plan better next time.


There should be noticeably more POIs in the wilderness.  Personally, my favorite new look is the forest biome.  It does a great job teasing POIs than in 1.0.

For example, you may come upon a wilderness road that stretches around a small dense patch of trees.  You can make out something of interest behind it but can't quite make it out what it is.

@faatal I understand that this is not a priority. It would be nice to have a setting to include storms in the horde!😎🔥


One of our testers was sheltering in a POI while a storm was blowing and a wandering horde joined them.  Does that count?

Players and zombies sheltering in POIs.  Mass hysteria! 😅

 
There should be noticeably more POIs in the wilderness.  Personally, my favorite new look is the forest biome.  It does a great job teasing POIs than in 1.0.

For example, you may come upon a wilderness road that stretches around a small dense patch of trees.  You can make out something of interest behind it but can't quite make it out what it is.

One of our testers was sheltering in a POI while a storm was blowing and a wandering horde joined them.  Does that count?

Players and zombies sheltering in POIs.  Mass hysteria! 😅


Nothing like an apocalyptic weather event to bring people together!

 
recently i have started to notice many players who stopped playing waiting for 2.0 release come back, after 8 months delay they must have been getting tired of waiting for it...

All the confusion and delays in the past months hurt server populations for sure but now with more clarity on whats going on people are starting to figure it out.

 
recently i have started to notice many players who stopped playing waiting for 2.0 release come back, after 8 months delay they must have been getting tired of waiting for it...

All the confusion and delays in the past months hurt server populations for sure but now with more clarity on whats going on people are starting to figure it out.
There is no confusion at all, there is all info shared that we need, also delays are for good, as proved with time and previous releases. 

If you think that posting this @%$#ing @%$#ty propaganda will make someone push a button in your interest, it is not how the world works. 

 
recently i have started to notice many players who stopped playing waiting for 2.0 release come back, after 8 months delay they must have been getting tired of waiting for it...

All the confusion and delays in the past months hurt server populations for sure but now with more clarity on whats going on people are starting to figure it out.


I notice modlet downloads peak on a new release and decay over time. I've seen that cycle over a number of TFP releases. I suspect it is a natural cycle related to people playing until they get tired and then playing something else. New releases and features kind of reset things.

 
I notice modlet downloads peak on a new release and decay over time. I've seen that cycle over a number of TFP releases. I suspect it is a natural cycle related to people playing until they get tired and then playing something else. New releases and features kind of reset things.
I know that's how I play. When a new experimental comes out, I play vanilla for a while. Then when the modders release new/compatible versions of their mods and I'm looking for something different, I might try an overhaul or a combo of modlets, then maybe back to vanilla. Rinse and repeat during the next dev cycle.

 
There is no confusion at all, there is all info shared that we need, also delays are for good, as proved with time and previous releases. 

If you think that posting this @%$#ing @%$#ty propaganda will make someone push a button in your interest, it is not how the world works. 
oh im very pleased, many buttons=explanations that have been given has gave many people the current timeline which is bringing them back at a very fast rate. Thanks! thats all im saying is that im very happy and pleased.. im so glad the confusion seems to be finally worked out.

 
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