PC V2.0 Storms Brewing Dev Diary

@Laz Man
Will this ever be available again, or is it available now.
I mean the logs and log texture to build a cabin?
View attachment 34783
That was built using log shapes. Those are player craftable. In the shape menu, I think you can search with the word "log"
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Is it based on a Half Life map? It looks an awful lot like the first location in Black Mesa.
I believe that is one of many inspirations.
 
Perks I expect to get nerfed: (by half)

Pack Mule: absorb damage effect. From 50% chance to take no damage to 25%.
Strength Mastery level 5. From 50% less damage taken for 10 seconds after strength weapon kill, to 25%.
Siphoning Strike. From 10 health regen per melee kill, to 5.
Fortitude Mastery level 4 and 5. From +50 max health, to +25.
Hard Target. From 50% less damage taken while moving, to 25%.

All of these are very strong and will still be strong even if they give half their benefit.
Thank you TFP!
3 out of 5 isn't bad I suppose.
 
Man either I'm rusty in the game or they've beefed up the difficulty. I play pretty much everything standard setting except for 18 hr days, no loot respawn, and drop only backpack on death.

I barely survived the 7 day horde, made a stupid structural integrity mistake, base collapsed & I had to fight the horde on the run!

However the very next day, when cleaning up my destroyed base rubble, got killed by a dog horde!!!

While doing infested tier 2 jobs, I'm running into numerous ferals! It's freaking great! Getting my ass handed to me & I'm loving it. Great job pimps!!!
 
lmao, saw this and just came here to say you called it.
With my vast knowledge I have for the game, I didn't need to play v2 to know. Even though many people judged me for my "quick judgement" and that I should play it first before making suggestions etc. In v1 you could already become unkillable, now it is even more pronounced in v2, even with these nerfs.

Now, if they could make stage 3 starvation impossible to survive indefinitely...
 
Glad to see a patch so fast.

I really hope they keep patching the perks, since some are still super jank. The Int mastery perks especially need a VERY solid pass over again. Perk 4 of Int Mastery lets your Stun Baton charge in 2 hits, then Perk 5 makes it always charged

That means Int literally only has 4 mastery perks because one replaces the previous perk completely. None of the perks even effect robotic turrets either which still need massive buffs because of how terribad they are late game. If they could at least stagger enemies they might matter a bit? But radiated enemies will literally sprint right through both turrets and barely slow down or take damage, they are legit basically useless for anything besides eating thousands of iron and lead to do what you could have just done for basically free with even an unperked shotgun

Int as a whole seriously needs like an entire patch focused on it honestly, it needs some serious love

  • No tier 0, 1, or 3 ranged weapon at all which means if you are doing an int build you don't even have a weapon for most of the game, and your late game option is basically just "use something else and let the turrets kind of sort of help I guess?" (they aren't worth the ammo late game btw, just use sledges which don't suck)
  • No Tier 2 or 3 melee weapons. Stun Baton and sledges are both great, but it's really weird that both cap out so early in the game and then you have nothing else to look forward to on the melee side
  • Most of the baton benefits don't even apply to the impact baton, so all of the stuff around shocking targets etc doesn't work on it. Would be nice if you could put an electric charge mod on it or something
  • Turrets cost way too much to craft compared to like ,every other weapon type in the game
  • Turrets cost waaaaaaaaaaaaaay too much to operate. They will chew through ten thousand iron and lead for breakfast. I've literally burned that much in a single Tier 6 PoI
  • You can't get turret ammo from loot. I can clear an entire T6 with like 75-90 shotgun shells, then open the chests at the end and get back like 350-500 shotgun shells. I literally *never* craft any ammo besides turret ammo, which requires 10-30 minutes of mining every week or so in game. It should drop turret ammo for int users
  • Robotic Drone doesn't scale from int at all. A player with 0 int and a player with 10 int and all robotic perks and magazines can both pick up a drone from the trader and it's the exact same with zero extra benefits for the person who is using the attribute that should buff the drone
  • Grease Monkey should be in the general tab. Literally every build needs vehicles, it's very odd that it's still locked behind int, and I say that as someone who goes 10 int every build and can easily pick up the vehicle perks already
  • Robotic shotgun shells are still super uber weak, and have a lock on range longer than their effective range so they will open fire on a target they can't really do damage to and waste 15-20 shotgun shells killing something you could have killed in 1-2 shots with a real shotgun. And it's not like robotic shells are much cheaper to craft than a normal shotgun shell


    And that's just int lol, Strength has some pretty weird perk stuff going on too, like the Junk Mining perk not scaling at the same levels as Miner 69 and instead requiring 10 int for a perk that's . . . not that good? It's nice to have, but it absolutely isn't in the same league as Miner 69 or Motherlode or Pack Mule etc, so it's weird that junk miner requires higher strength levels than the actually good perks
I feel like basically all of those (besides more int weapons to fill the gaps) are easily fixable with just number tweaks and some minor changes, so hopefully it gets some love
 
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@faatal, how did your 500% storm setting run go?

I was in the middle of a job when one rolled in the burnt forest. I thought, cool, I'll get indoors and finish the job for it's duration. Well little that I knew I was pretty much done with the job. It was the Huenink (sorry if misspelled) family farm.
The one where you climb up the silo to jump over through the roof in the barn for the final fight.

Well the roof is pretty messed up so no storm protection there. Had to draw the fight down below, then back up in the loft to loot in parts as to not take damage from the storm above.
Then had to wait what seemed like forever in place to wait out the storm!
I think that 500% storm tic would be a hair pulling curse fest! No thanks! 😡🤬🙎
 
Glad to see a patch so fast.

I really hope they keep patching the perks, since some are still super jank. The Int mastery perks especially need a VERY solid pass over again. Perk 4 of Int Mastery lets your Stun Baton charge in 2 hits, then Perk 5 makes it always charged

That means Int literally only has 4 mastery perks because one replaces the previous perk completely. None of the perks even effect robotic turrets either which still need massive buffs because of how terribad they are late game. If they could at least stagger enemies they might matter a bit? But radiated enemies will literally sprint right through both turrets and barely slow down or take damage, they are legit basically useless for anything besides eating thousands of iron and lead to do what you could have just done for basically free with even an unperked shotgun

Int as a whole seriously needs like an entire patch focused on it honestly, it needs some serious love

  • No tier 0, 1, or 3 ranged weapon at all which means if you are doing an int build you don't even have a weapon for most of the game, and your late game option is basically just "use something else and let the turrets kind of sort of help I guess?" (they aren't worth the ammo late game btw, just use sledges which don't suck)
  • No Tier 2 or 3 melee weapons. Stun Baton and sledges are both great, but it's really weird that both cap out so early in the game and then you have nothing else to look forward to on the melee side
  • Most of the baton benefits don't even apply to the impact baton, so all of the stuff around shocking targets etc doesn't work on it. Would be nice if you could put an electric charge mod on it or something
  • Turrets cost way too much to craft compared to like ,every other weapon type in the game
  • Turrets cost waaaaaaaaaaaaaay too much to operate. They will chew through ten thousand iron and lead for breakfast. I've literally burned that much in a single Tier 6 PoI
  • You can't get turret ammo from loot. I can clear an entire T6 with like 75-90 shotgun shells, then open the chests at the end and get back like 350-500 shotgun shells. I literally *never* craft any ammo besides turret ammo, which requires 10-30 minutes of mining every week or so in game. It should drop turret ammo for int users
  • Robotic Drone doesn't scale from int at all. A player with 0 int and a player with 10 int and all robotic perks and magazines can both pick up a drone from the trader and it's the exact same with zero extra benefits for the person who is using the attribute that should buff the drone
  • Grease Monkey should be in the general tab. Literally every build needs vehicles, it's very odd that it's still locked behind int, and I say that as someone who goes 10 int every build and can easily pick up the vehicle perks already
  • Robotic shotgun shells are still super uber weak, and have a lock on range longer than their effective range so they will open fire on a target they can't really do damage to and waste 15-20 shotgun shells killing something you could have killed in 1-2 shots with a real shotgun. And it's not like robotic shells are much cheaper to craft than a normal shotgun shell


    And that's just int lol, Strength has some pretty weird perk stuff going on too, like the Junk Mining perk not scaling at the same levels as Miner 69 and instead requiring 10 int for a perk that's . . . not that good? It's nice to have, but it absolutely isn't in the same league as Miner 69 or Motherlode or Pack Mule etc, so it's weird that junk miner requires higher strength levels than the actually good perks
I feel like basically all of those (besides more int weapons to fill the gaps) are easily fixable with just number tweaks and some minor changes, so hopefully it gets some love
I agree that INT Mastery having two levels tied to the baton charge seems silly. I honestly think the always charged one is OP, so maybe keep lvl 4 as the two-hit one, and make lvl 5 add slowdown, stun, knockdown, or something along those lines to the turrets.
 
@faatal, how did your 500% storm setting run go?

I was in the middle of a job when one rolled in the burnt forest. I thought, cool, I'll get indoors and finish the job for it's duration. Well little that I knew I was pretty much done with the job. It was the Huenink (sorry if misspelled) family farm.
The one where you climb up the silo to jump over through the roof in the barn for the final fight.

Well the roof is pretty messed up so no storm protection there. Had to draw the fight down below, then back up in the loft to loot in parts as to not take damage from the storm above.
Then had to wait what seemed like forever in place to wait out the storm!
I think that 500% storm tic would be a hair pulling curse fest! No thanks! 😡🤬🙎
Yeah, I was hyped for the storms but it doesn't really add anything to the game for me.
Maybe I've missed it, but since there doesn't seem to be a cool way to sustain storms (apart from being indoors), like a special mod, outfit or even consumable like the smoothies (although I hear you @Roland with the medkit brute forcing), I feel I'm just trapped for a few minutes and waste time staring at the walls.
I understand time management is a part of the game though but that didn't feel great. (Tbh, it was fun the first time, but it didn't last.)
This sounds like a problem without a solution, which I (very subjectively) don't consider great game design.
Also, it kinda comes down to random luck. If you get in a storm when you're just about to finish a POI, you're stuck there, so meh.
I ended up disabling the storms.
Temperature was far from perfect, especially in A16 with the constant clothing management, but still worked better for me.

To be honest, I'll probably do one run with the biome progression but just one.
This is so weird as this was the apparent focus of this update and I find it a bit underwhelming.
I like the update though, as many other things feel great and I'm always glad to see new POIs.

Edit after posting: Maybe the smoothies could give a buff to resist biome specific storms for instance. (Or if someone is nice enough to make a mod for that.)
 
Nice DLC trailers on Steam; the Marauder and Desert Armor sets. Very well done!
Thank You I read the directions below going to view now.
Dunno about regular gameplay, but those are in the editor.
Thank you, haven't been in the editor in a long time. This gives me a reason to view all, and activate some in basic play.
Thank you also TFP, What program is used to create the block shapes, if I am allowed to know. Is it just unity, unity asset
to buy, or also an external program?
I believe that is one of many inspirations.
What other creative inspirations do you draw on, just for general knowledge?
I barely survived the 7 day horde, made a stupid structural integrity mistake, base collapsed & I had to fight the horde on the run!
I kind of figured, that as I play a slower progression, so for the first 18 days,
I reconnoiter and take over existing pois, while hoarding building mateials
prepping for the harder hordes.
However the very next day, when cleaning up my destroyed base rubble, got killed by a dog horde!!!
I kind of figured that was coming, reading the hint posts, that is why I always invested in
tracking up to the dogs level. Now it's only three out of 5, I may add the other 2 to accommodate
dires and bears in pois :)like the construction sites and others.
Now, if they could make stage 3 starvation impossible to survive indefinitely...
I like where it's heading, not for hardcore but more for situational expectation or end game struggle;
something that gives me an RPG reason to farm instead of just because it's available.
Now, if they could make stage 3 starvation impossible to survive indefinitely...
I play at a human deficit purposely, majority of the time, patiently waiting for just this; it was one of the
first conversations as to what was coming, as there is more story introduction things are about to get
interesting. I think now there is enough for me now to readjust to make a Str Dex Int hierarchy, with limited
investment points. A Purely preferential and totally selfish mod. Thanks for the environmental potential.
 
There is a very serious problem with the new badge, I play with my friends with the system that if you die all the items are deleted, only the items, the character is not deleted, however when someone dies the badge disappears and there is no way to do it again, and the mission does not reset, that is, it is never possible to get the badge again, fix this please, or make it so that you have to do the mission again or that this badge never disappears, because this locks the gameplay
 
There is a very serious problem with the new badge, I play with my friends with the system that if you die all the items are deleted, only the items, the character is not deleted, however when someone dies the badge disappears and there is no way to do it again, and the mission does not reset, that is, it is never possible to get the badge again, fix this please, or make it so that you have to do the mission again or that this badge never disappears, because this locks the gameplay
This isn't the place for reporting a bug, and you aren't even doing it right. Post the relevant information with logs from the host and the clients having the issue in the correct forum section for Bug Reports.
 
Glad to help, bro. Should be much better for you now.

Just FYI, I don't know if it was supposed to be fixed in b289, but it is not. If the changes are coming in a newer build, then ignore me.

EDIT: Never mind. I forgot that the improvement doesn't affect bare hands. Everything else seems back to normal. Thanks!
 
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Btw, I'm not sure this was intended, but you can encounter the zombie dire wolf at night in the forest biome.
Perhaps it was intended to be the regular wolf?
 
Great patch!

Everything in there was certainly needed in my opinion. Biome loot multipliers, reining in the damage reduction perks, some love for the light armour perk (heavy could still use some love ;)), it was just more better across the board. Thanks for the hard work!

Something I have noticed about perks in 2.0 is, with moving Living Off the Land to general, Fortitude now has no utility/support perks at all. Personally I always liked that Agility was unique in this. It kind of made sense that was the 'selfish' attribute and a pure combat line, while every other attribute brought something to the party.

Oh wait, sorry, there is The Huntsman. The problem is that perk is absolute garbage and should be burned in a trash can. Early game a point in Animal Tracker will get you far more meat than 5 points in Huntsman. Late game you can hunt the snow and are swimming in animal products if you want to be.

I'm really, really surprised Huntsman and Animal Tracker were not combined into a single perk as part of the perk revamp. That seems both thematic and fixes the issue with both perks being lackluster. Thematically the combined perk would probably sit better in Perception, which is kind of a shame as Perception is already swimming in utility, but I'm sure a thematic support perk for fortitude could be dreamed up by TFP galaxy brains? Or give combined hunting to fortitude, I mean nobody really complained that farming had a tenuous association with toughness (bar farmers generally being tough, but so are miners...), and dream up something for perception.

I'm really, really impressed that just about all the perks are pretty inviting now. I constantly feel I have too few perk points, which is great. Hard choices make a good game. Heavy armour, tracker (bar very early game) and huntsman are the only 'I will never take this perk even at gunpoint' entries left, in my book. Unless anyone can think of any others?

Oh Treasure Hunter I love the concept of, but trying it in solo it's hopeless, because buried supply quests can be so infrequently offered. I guess in a big co-op where you can push your team-mates to take the quests when they're offered, it might be good. It's certainly a huge improvement over the old version.
 
Yeah, I was hyped for the storms but it doesn't really add anything to the game for me.
Maybe I've missed it, but since there doesn't seem to be a cool way to sustain storms (apart from being indoors), like a special mod, outfit or even consumable like the smoothies (although I hear you @Roland with the medkit brute forcing), I feel I'm just trapped for a few minutes and waste time staring at the walls.
I understand time management is a part of the game though but that didn't feel great. (Tbh, it was fun the first time, but it didn't last.)
This sounds like a problem without a solution, which I (very subjectively) don't consider great game design.
Also, it kinda comes down to random luck. If you get in a storm when you're just about to finish a POI, you're stuck there, so meh.
I ended up disabling the storms.
Temperature was far from perfect, especially in A16 with the constant clothing management, but still worked better for me.

To be honest, I'll probably do one run with the biome progression but just one.
This is so weird as this was the apparent focus of this update and I find it a bit underwhelming.
I like the update though, as many other things feel great and I'm always glad to see new POIs.

Edit after posting: Maybe the smoothies could give a buff to resist biome specific storms for instance. (Or if someone is nice enough to make a mod for that.)

While I do use meds to brute force my way through a storm it isn't the way I would want to play for the entire game. I think there is a great opportunity for some new mods to add to outfits that can reduce or eliminate the damage. It's just like how you progress to a point where hunger and thirst are never an issue any longer. Eating canned food and drinking water are fine for awhile but nobody wants to play the whole game that way. Here's hoping they will add stuff like that.
 
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