cyberheart
Refugee
I noticed that the stag and doe completely ignore shots from firearms, bows and crossbows.
I noticed that the stag and doe completely ignore shots from firearms, bows and crossbows.
Well... ehrm... the answer is a bit complicated to explain... *clears throat*Just out of curiosity, how does the Demo button end up situated when they're crouched?
Spoilage does have some issues with overhead involved in tracking and how to stack multiple items with different spoilage.
They take damage, but they don't run away after taking it.That's odd. I've killed deer with a bow in the current version. I wonder what the difference is.
They take damage, but they don't run away after taking it.
The team has discussed possible further changes to storm gameplay, including this. Apart from minor tweats though, the current storm behavior is what is locked in for Stable.Can you please remove the HP loss while storms are in progress? Having to wait them out isn't exactly fun (or spamming medkits). In general any mechanics that require the player to stop moving aren't fun imo . The latest patch you gave the Zombies blood moon movement while the storms are ongoing. Why not double the spawns and/or increase their damage a bit during the storms as well? This would make the storms dangerous , but wouldn't limit your movement if you want to brave them.
I don't mind making storms scary , but we should have the option to keep moving outside. At least make the biome badge make you immune to further future storm damage in that particular biome.
I play with a group, and I only work part time so... too many hours. XD
We're thriving well enough, and as all of the smoothie ingredients can be found anywhere, the biome challenges were pretty easy. No deaths while doing them. Once we had decent weapons we could clear out the kill parts without too much trouble, and the "survive X number of minutes" parts were easily done just dipping in and out of each biome when our timers ran down.
We basically did our badges together and it made much of it a lot easier.
I actually agree with less HP damage and more zombies instead. I was hyped for storms, but TBH they are just kinda annoying and not interactive.The team has discussed possible further changes to storm gameplay, including this. Apart from minor tweats though, the current storm behavior is what is locked in for Stable.
This function is located at the very bottom in the "advanced" tab.Hello,I have a question:
Is the "QuestProgressionDailyLimit" setting no longer available in version 2.0?
I can't seem to find it anymore!
I don't think it's worth removing the damage completely. I would add a setting for this (please)The team has discussed possible further changes to storm gameplay, including this. Apart from minor tweats though, the current storm behavior is what is locked in for Stable.
This function is located at the very bottom in the "advanced" tab.
5 more days before the storm starts brewing
They said they are basicly ready there will be a few bugs but faatal said they want console to join the funWe're keeping our fingers crossed that there isn't another bug fix, then it might work and be stable![]()
Something making sense???? Naaaa XDIn the winter biome I could see lessening the damage a little if they had a torch and making the area immediately adjacent to a campfire not advance the timer for biome damage as well as the timer for acclimation. That is, you could survive next to a fire but not make progress towards acclimation/the badge.
I'm not sure what to say about the desert biome. Perhaps pause all timers if you're in water? That could let you travel via river; I don't know if that's desirable. Maybe if you're not-moving and in water?
They increased it. Not sure to what, but it's not 40 in the forest anymore.I believe the cap starts at 40 for the pine forest, although it goes up a bit when you obtain the biome badge for the burned forest.
The helmet has a mobility value of .049 instead of .05 as this was causing a rounding issue due to how Unity handles floating point numbers.@schwanz9000 I have a new question, something I forgot to ask last night (and something to ask today in regards to the changes you made)
The hat has -2% Mobility compared to the -3% Mobility the other three pieces have (all four are Commando), and you can see in teh images they all have the brass fittings mod installed. Is there a reason for this?
Second question - Boots have the brass fitting and the stealth boots, but I'm bad at math (seriously, I am very bad at math) - this means the boots have a smaller amount of stamina lost from actions, correct?