That was built using log shapes. Those are player craftable. In the shape menu, I think you can search with the word "log"@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
I believe that is one of many inspirations.Is it based on a Half Life map? It looks an awful lot like the first location in Black Mesa.
Thank you TFP!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.
So, it's confirmed that armor sets will be paid separately?Nice DLC trailers on Steam; the Marauder and Desert Armor sets. Very well done!
Thank you TFP!
3 out of 5 isn't bad I suppose.
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.lmao, saw this and just came here to say you called it.
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.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
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
- 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
Entonces, ¿está confirmado que los conjuntos de armadura se pagarán por separado?
Yeah, I was hyped for the storms but it doesn't really add anything to the game for me.@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!![]()
Thank You I read the directions below going to view now.Nice DLC trailers on Steam; the Marauder and Desert Armor sets. Very well done!
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.Dunno about regular gameplay, but those are in the editor.
What other creative inspirations do you draw on, just for general knowledge?I believe that is one of many inspirations.
I kind of figured, that as I play a slower progression, so for the first 18 days,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 was coming, reading the hint posts, that is why I always invested inHowever the very next day, when cleaning up my destroyed base rubble, got killed by a dog horde!!!
I like where it's heading, not for hardcore but more for situational expectation or end game struggle;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 theNow, if they could make stage 3 starvation impossible to survive indefinitely...
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.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
Glad to help, bro. Should be much better for you now.
Has been a normal thing in the game for a long time now. Since Alpha 21 at least, and probably longer.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?
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.)