V2.0 b289 EXP

Gotta agree with everyone the the sledge giving out double xp on headshot power attack kills is quite ridiculously powerful, having the other weapons have the same effect or nerfing the current bonus to have a lesser effect seems like the way to go, by far has some of the best effects from a book set in the game and one that makes progression a joke.
 
I like that they got to the sledge, now all of the melee weapons look like fun, I have not been a sledge enjoyer, but now it wrecks. I get that it feels overpowered, but, new players might really need the help until they learn the game and branch out. Simon from Neebs gaming must be overjoyed. slammajam!!
 
Then it would be better to paint it green, but this way it causes concern
Are you trolling? You want them to change a very common color coding, that is used across nearly all software, because yellow causes you anxiety?

Here's how you approach this...if you encounter a problem in the game, hit F1 and look for yellow lines. And if you're staring at the live log scrolling by for some reason and happen to see yellow lines but nothing bad's happening in the game, then ignore it.

That would be a very therapeutic approach actually. Embrace the yellow lines. Confront your anxieties. I believe it's called "exposure therapy". It's quite effective.
 
So are we fr gonna have to keep relying on solely books and mags for levelling up skills? I miss when crafting stuff would also help level up skills. It made sense to have both.

Also, does this mean weather is going to affect us once again then? Because I've noticed that there's no point in using things like coffee to go to the snow area or yucca juice/smoothies for the desert, for example, aside from the stamina perks. Rain doesn't make us cold anymore if we just stand in it. Therefore, there's also no point in using mods for weather or having to put skills into those perks.

It would also be nice to see more food recipes that give different bonuses or just recipes in general.

Wants weather that affects them
Likes smoothies
Hopes there are new recipes
Wants recipes that give new bonuses

2.0 is going to check all your boxes.

Plus merit badges.
 
we are loving the update and the patch.

One thing our whole group mentions would be nice is if you could see the storm that is running in the next biome. presently you can only know if you enter the biome.

May not be technically feasible (I have no idea).
 
Easy answer. It wasn't a bug. It was a design choice that was intentionally implemented as part of the biome progression changes. As with all experimental builds they watched players play and listened to feedback from various sources and decided to return the lootstage bonuses. Why did they release the game with that change if they had been playing in the weeks previous? Because it didn't bother the play testers and it was functioning as intended.

TFP seems to have a much higher tolerance for slow progression than many in the larger community do. WIthout the loot stage bonuses the progression is a lot slower than with them. The incentive to move to the next biome doesn't really hit until you've reached the loot cap for the biome you are in and want better stuff. By keeping the lootstage bonus in people will feel an incentive to progress through the biomes as quickly as possible. WIthout the lootstage bonus people are more likely to play in each biome for awhile whereas with it people are more likely to rush the biome progression and only stay in burnt forest, desert, and snow fleetingly as simply a means to an end to get to wasteland with the best lootstage bump.

Since TFP values slow progression and envisions a game where time is spent in each biome it is easy to see that nobody on the team was bothered by the removal of the lootstage bonuses and were happy to spend time in each biome.

I agree that the lootstage bonus is better because those who don't care about rushing can still play out each biome methodically while those who need to rush (such as in a PVP server) can do so.
While everything appears satisfactory,
it seems that someone neglected to test the game with the biom badges disabled.
it is important to recall that they did implement the option to deactivate this feature.
Had they conducted tests with the biom progression turned off, the bug would have been quite apparent.
In simple terms, disabling the biom badges also disabled the biom bonuses, which necessitated the restoration of the biom bonuses when progression was halted.
I consider this a significant game-breaking issue.
At this point, it is inconsequential, we should express our gratitude to TFP for addressing the problem.
As I mentioned previously, excellent work on the prompt resolution!
 
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it seems that someone neglected to test the game with the biom badges disabled.
it is important to recall that they did implement the option to deactivate this feature.
Had they conducted tests with the biom progression turned off, the bug would have been quite apparent.
In simple terms, disabling the biom badges also disabled the biom bonuses, which necessitated the restoration of the biom bonuses when progression was halted.
I consider this a significant game-breaking issue.

Removing biome bonuses is not a game breaking issue or a bug, that is more of a game balance with Storms turned off in V2.0.

When releasing new content, you want the testers to test the new content primary in order to get things hashed out prior to release. There might be complications when people turn off the content, hence the reason why V2.0 is currently in experimental so players can setup their games based on the options they prefer and give feedback to TFP on any issues they find.

Again - This is experimental and still in the testing phase.
 
we are loving the update and the patch.

One thing our whole group mentions would be nice is if you could see the storm that is running in the next biome. presently you can only know if you enter the biome.

May not be technically feasible (I have no idea).

I know Faatal has mentioned looking into that. Will most likely not make it into 2.0 though since it would probably require more from our particle guy in addition to code.
 
Just now able to check out 2.0 b289. What is the reason for the HUD being in the middle of the screen? I don't see an option to move it and find it distracting.
 
Just now able to check out 2.0 b289. What is the reason for the HUD being in the middle of the screen? I don't see an option to move it and find it distracting.
Remove the modifications. From your screenshot it is clear that you have them and they change the HUD.
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The incentive to move to the next biome doesn't really hit until you've reached the loot cap for the biome you are in and want better stuff.
I disagree. I usually go to the winter bin as soon as I have a more or less normal firearm - there is a lot of meat there. I also go there as soon as I open the smoothie recipe, make a stock of snow. I also used to go to the wasteland for rotten meat to make farm plots from it.

So it is not always a question of the level of loot, often it is a question of the abundance of loot.
 
Four items I've observed so far (don't have pic handy for #4).

#1)

1750686773865.png

Road to nowhere.


#2)

1750687012972.png

Cobblestone changing direction by itself.


#3)

SMG-5 is now in Handguns ?


#4)

Is abrupt elevation changes / intrusions into roads etc.



I've only seen one "floater" (top of Telephone pole) so far, other than that I'm really liking what I'm seeing so far.
 
#1) Road to nowhere.
#2) Cobblestone changing direction by itself.
#3) SMG-5 is now in Handguns ?
#4) Is abrupt elevation changes / intrusions into roads etc.

#1 Interesting. I've not seen that one. I've seen Tiles placed that didn't join with the road which I understand is a known issue.

#2 I can't tell if that's new, or not, but some block rotations on some blocks will orient the texture strangely.

#3 Hasn't it always been that way?

#4 This too should be a known issue.
 
I know Faatal has mentioned looking into that. Will most likely not make it into 2.0 though since it would probably require more from our particle guy in addition to code.
I was thinking about this very thing yesterday (an opportunity for awesomeness!!) : You don't have to make the particle guy put in overtime; it's already been done! If you enter a biome's borders from one that doesn't have a storm currently, the sirens go off and you turn around back into the previous biome. But for a few seconds, and close to those borders (even if you are inside the forest), a VERY COOL animation of the storm plays even in the stormless biome. That's the warning we need and want :) It makes the storms look UBER awesome, from a safe place :) Just have a trigger to play the animation not just in the above circumstance, but also if approaching the chunk (or ideally, around 20 blocks or so) on its borders. I realize this means the border chunks will have to have this condition installed in them, and that's not easy, either.
BTW, it reminded me of an instance where a snowstorm VERY VISIBLE from just a 100 meters away chased me down from Silver Plume past Georgetown (Colorado) one day. If you'd seen it, you'd never forget it.
 
Four items I've observed so far (don't have pic handy for #4).

#1)

View attachment 34866

Road to nowhere.


#2)

View attachment 34867

Cobblestone changing direction by itself.


#3)

SMG-5 is now in Handguns ?


#4)

Is abrupt elevation changes / intrusions into roads etc.



I've only seen one "floater" (top of Telephone pole) so far, other than that I'm really liking what I'm seeing so far.
I'll just add to what ZZTong said...

  1. The first looks like it's a tile considering it's so perfectly straight for most of what you showed. Tiles aren't guaranteed to have a road connecting to both sides. If it isn't a tile placed in the wilderness, then it would be a bug and should be reported as such in the correct location with logs.
  2. The second just looks like a block was rotated differently (that's normal). If it is that way in a vanilla POI (not a custom one), then report it as a bug in the correct location so they can change the rotation. If the block is not a cube shape, they may not be able to change the rotation and still have it facing the correct way, though.
  3. That has been that since at least A20.
  4. This is a known issue.
 
#1 I've seen off and on for some time, at least 1.0 and the Alphas as well.
This is the most obvious since 1.x's.
Since there were tweaks to RWG in 2.x I was hoping it might have been fixed.

#2 These are upgrading blocks to Cobblestone, used to not be like this - same POI.

#3 Son of a gun, I thought it was in Machine guns before.
 
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