After checking code, we are not using POI difficulty and we don't use a biome difficulty anymore. Do you have your "Blood Moon Count" setting in the Basic tab at a high value like 32+? If so, then that will scale up the game stage to compensate for the party zombie count cap that was added in 1.0.View attachment 34668View attachment 34669
This was my character, just for reference. I was doing a perception build. Loving 2.0 so far! Was just very surprised as it felt like a mid-lategame horde pretty early on.
I had blood moon count and every other setting at vanilla, other than loot respawn which was disabled. I'm guessing I was just a high level or something?After checking code, we are not using POI difficulty and we don't use a biome difficulty anymore. Do you have your "Blood Moon Count" setting in the Basic tab at a high value like 32+? If so, then that will scale up the game stage to compensate for the party zombie count cap that was added in 1.0.
If you look in your log, you will see a line of info describing the settings which included the scaling value "{3}".
"Party of {0}, GS {1} ({2}), scaling {3}, enemy max {4}, bonus every {5}"
If you were to put this into Game Support, it would let them look into it more. And be sure to include your log because that will be the key to whatever may have happened. Getting support isn't really what this thread is for and questions or posts can quickly disappear because of how many people post here, so Game Support will get you a better response.I had blood moon count and every other setting at vanilla, other than loot respawn which was disabled. I'm guessing I was just a high level or something?
Party of 1, GS 87 (87), scaling 1, enemy max 560, bonus every 18
Was the one I found just before the blood moon
Matt made a change that I think should get rid of the delay except for bare hands as the delay fixes a bug for hands.The sound itself is called "item_pickup", but it is also the sound that plays when you pick up items instead of harvesting them. (Think of picking up rocks or chairs, retrieving arrows from dead zombies, etc.)
So, if you get rid of the "harvesting" sound then you'll also get rid of those.
The only way to get rid of one and not the other is through a Harmony/C# mod. I put it on my todo list, but I'm going to wait to see if TFP fix it before 2.0 goes stable.
If you are OK without the "pickup" sounds, then you can just remove the "AudioClip" node from the "item_pickup" sound in sounds.xml.
Here's the XPath if you want to put it in a mod:
XML:<remove xpath="//SoundDataNode[@name='item_pickup']/AudioClip" />
(Hope it's the appropriate place to put this - if not, a forum moderator may move this to the "Discussions and Requests" part of the "Mods" forum.)
Matt made a change that I think should get rid of the delay except for bare hands as the delay fixes a bug for hands.
Actually the biome GS mod and GS bonus are used, so Allan and I ran the numbers for burnt forest and GS around 90 is correct. Same BM in forest would have been around GS 55.I had blood moon count and every other setting at vanilla, other than loot respawn which was disabled. I'm guessing I was just a high level or something?
Party of 1, GS 87 (87), scaling 1, enemy max 560, bonus every 18
Was the one I found just before the blood moon
There were quite a few that were still being worked on before streamer weekend started. Many if not all of those should be set to spawn in RWG worlds as soon as they wrap up. The goal is to have them done by stable.will there be new poi in the patch???
Clearly that was my opinion for this game. Pay to win is a horrible option (again, my opinion, though there are a LOT of people who have said the same). People should be allowed to be a game fully without having to pay extra. You should not have to spend a lot of money to be at the same ability as someone who wants to spend a lot of money.
...
The RWG map I generated before 2.0 uses the biomes in a line spawn. I quite enjoyed it for a change.I'm surprised that the "biomes in a line" spawn isn't the default tbh. It's so much better from a progression standpoint