PC V2.0 Storms Brewing Dev Diary

Yeah, I figured it was a non-starter from a performance perspective. The thing that takes it right off my wishlist, though, is your second point there. In my head I was kind of conceptually locked onto the idea that a player would be inclined to duck into a POI to escape the effects of a storm, and that it would be fun if the storm could have alternate ways of making that shelter spicier than expected. Additionally, the limited number of T5 POIs means I've run through all of them so many times that I kind of yearn for the game itself to change them up.

But if storms are frequent (and I kind of suspect in the wasteland they will be) then that would just turn every (wasteland) POI into a dull slog.

Mainly I'm just excited for what storms are going to bring to the game, and kind of wondering out loud how they could be leveraged by modders to bring some wild additional chaos.
Apart from the new T5s, the existing ones have all been have updated with new tech. which in some cases drastically changed how some of them play.
 
There's a lot I'm looking forward to in 2.0, but improvements to wilderness road generation are at the top of the list. Probably because I'm weird, or OCD, or whatever. But those ugly, buggy terrain malformations at POI RoadExits have kinda ruined RWG for me lately. I really hope those are gone for good.
I think road exits are improved but there might be some edge case bugs yet to squash.
 
The current texture used for the wasteland has never made sense as a primary biome texture, imo. So I'm glad that's changing. But I hope you guys are keeping the terrDestroyedStone block itself because it's great for decorating POIs.
It is still there and still used, but the terrain slope rule that made it show were removed and now it only appears as part of the biome decorator random block choices.
 
Before we had the on-the-fly block menu, we had to use a tablesaw like a workbench to craft specific shapes. It's still in the game, but just decorative.

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