PC V2.0 b292 EXP Update

What we really need to know is.....When the servers update to 2.0 on June 30th, will our saves from experimental still work? This is important to A TON of us that we can keep playing without having to start over!
Probably. But be aware that they will not be stable, that they will likely be missing critical bug fixes, and that they are very likely to eventually become unplayable as a result of issues.

You will notice that we have mentioned several times prior to experimental starting that it is not for long-term gameplay. That you should expect to wipe with each update, and again when Stable drops. At least I have been. Shouting from the hills in threads all over, and a repeated reminder in the Official Discord.
 
That's fair. Will there continue to be fixes and updates to that version or would we be somewhat stuck with what we've got? I assume the latter?
 
Hey @faatal, quick question if you don't mind, how hard would it be to have an initial cool down on the plague spitter spit attack? Is this something one could mod in easily? (Same thing for the frost claw. )
There is a cooldown in that AI task, and it gets set to a default of 3 on creation, but would be long gone by the time it saw you and decided to attack. Code would have to be added to set the cooldown when they saw you.
 
I think the probability of a loot backpack dropping should be 1%.
When you read lucky looter vol all 7 books, the probability of their backpack is 20% and so it's basically 1% better.
 
There is a cooldown in that AI task, and it gets set to a default of 3 on creation, but would be long gone by the time it saw you and decided to attack. Code would have to be added to set the cooldown when they saw you.
Vote on making ferals and rads spit more bugs! Make people suffer more 😈😈😈
 
There is a cooldown in that AI task, and it gets set to a default of 3 on creation, but would be long gone by the time it saw you and decided to attack. Code would have to be added to set the cooldown when they saw you.
That's too bad, thanks for the reply. 🙏
Vote on making ferals and rads spit more bugs! Make people suffer more 😈😈😈
I actually think it could be less common but, maybe instead, more threatening, which would make it special and unexpected.
Imagine you fight a few and nothing happens, then at some point, one gets ■■■■ed off, screams and spits a swarm, this would be a "oh ■■■■" moment.
Right now, it's just mildly annoying.
(Not asking for a change though, I just wanted to see if the code was already in there just in case.)
 
Yes, 30 visits of 1 minute each... That timer is something like 2 mins and 30 seconds. If you drink a smoothie it extends that timer by 5 minutes, IIRC.

I couldn't tell if you were talking about the 30 minutes to acclimate timer or the 2.5 minutes before getting hurt prior-to acclimation timer.
About the timer in the test. Initially, I responded to schwanz9000's post about the timer being too long. So, if in the first binomes it is indeed too long, then in the wasteland it is more than enough.

In the burnt forest, I was the last to finish mushroom picking, for some reason it took the most time. Looting containers takes the least time, nests count.
 
What we really need to know is.....When the servers update to 2.0 on June 30th, will our saves from experimental still work? This is important to A TON of us that we can keep playing without having to start over!
Why do you need test version saves? Most likely, POI will be corrected by the release, skills may be adjusted. There are problems with binomial icons in certain game modes, someone complained that with certain settings it is not possible to get them. If you want to play normally and for a long time, then wait for the final version.
 
Airdrops are not loot at all. You only get one if it falls on your head. If it falls 500 meters or more away, there is no point in going for it, it will be taken faster than you can get there. And it drops rarely. After work, I can play for 3-4 hours, with a day of 120 minutes, this is 2 game days. If an Airdrop falls right before I enter the game, then the next one will fall only after I have already gone to bed. That is, it is quite a normal situation when in a week of real time I will not see a single Airdrop. Therefore, counting on such a random and rare event is at least stupid.
That is more an issue with dedicated servers or P2P hosts who leave the game running all day. For solo and P2P that runs only when a limited number of people are there to play (these are how most people are playing the game), you're going to see air drops regularly and they since you're playing co-op, they don't get stolen by people.
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That's fair. Will there continue to be fixes and updates to that version or would we be somewhat stuck with what we've got? I assume the latter?
The next update after 2.0 stable will likely be 2.1 after a month or two. They usually only do frequent updates during experimental unless a serious game breaking bug appears that they have to fix right away.
 
That is more an issue with dedicated servers or P2P hosts who leave the game running all day. For solo and P2P that runs only when a limited number of people are there to play (these are how most people are playing the game), you're going to see air drops regularly and they since you're playing co-op, they don't get stolen by people.
This is not a problem, but rather a specificity.
When you play alone, you have to do everything yourself.
When you play in a co-op with friends, you can distribute roles and responsibilities.
When you play on a PvE server, you have such a thing as trading with other players (it changes the game a lot). However, you must be prepared for the fact that many POIs will be plundered, and there may be no cars on the roads.
In general, each type of game has its own specificity, what is a normal tactic for one game will be a stupid pastime for another.
 
I started playing in Alpha 16. I appreciate all the hard work that has been put into the game. I remember the first time I entered the snow biome in Alpha 16 and almost instantly started freezing. I did die several times due to the cold. Entering the desert was a similar experience. It was a challenge that could be managed with the proper attire and food and drink. I appreciate the difference in biomes being more than just their appearance. I think 2.0 is heading in the right direction, but I'd rather it be closer to earlier versions that required the proper clothing, food, and/or drinks. I don't want things that feel like a magic potion or the challenge of the biome to just vanish. If it's possible to add a setting to turn the biome badges on and off, I think that would be a great addition. I would rather use some kind of facemask or air filter mod for the burnt biome. Drinking a smoothie doesn't make sense. Overall, I'm excited for the stable 2.0, but remain hopeful that adjustments or additions will be made to the wardrobe and ways the player protects themselves in the biomes in future releases. Thank you again for all your work.
 
This is not a problem, but rather a specificity.
When you play alone, you have to do everything yourself.
When you play in a co-op with friends, you can distribute roles and responsibilities.
When you play on a PvE server, you have such a thing as trading with other players (it changes the game a lot). However, you must be prepared for the fact that many POIs will be plundered, and there may be no cars on the roads.
In general, each type of game has its own specificity, what is a normal tactic for one game will be a stupid pastime for another.

The game is designed and **balanced** for 1 to 8 players, including the frequency of loot bags. Your description sounds like a game with a lot more players.
 
The game is designed and **balanced** for 1 to 8 players, including the frequency of loot bags. Your description sounds like a game with a lot more players.
I play on a server where the online is limited to 20 players. However, given time zones and different schedules of life of different people, in a day there can be 100 players playing there. As a result, we have a completely different game.
 
I play on a server where the online is limited to 20 players. However, given time zones and different schedules of life of different people, in a day there can be 100 players playing there. As a result, we have a completely different game.
Which won't ever be balanced by TFP since they only will support up to 8 players. Anything more than that is left to modders to deal with.
 
Which won't ever be balanced by TFP since they only will support up to 8 players. Anything more than that is left to modders to deal with.
Well, I don't really care about balance. I just treat it like another game.
A dedicated server itself changes a lot.
For example, the same smelting in the forge, if you go out solo and the smelting stops, then on a dedicated server it will continue as long as there is fuel. Or, for example, a blood moon, if you definitely get to it solo, then on a dedicated server you may not get to it at all or, on the contrary, run into trouble every time you connect.
 
Well, I don't really care about balance. I just treat it like another game.
A dedicated server itself changes a lot.
For example, the same smelting in the forge, if you go out solo and the smelting stops, then on a dedicated server it will continue as long as there is fuel. Or, for example, a blood moon, if you definitely get to it solo, then on a dedicated server you may not get to it at all or, on the contrary, run into trouble every time you connect.

Almost always only on open servers. Dedicated servers used by friends to play co-op do normally not have this characteristic (and I would guess that is the majority of dedicated servers)
 
Well, I don't really care about balance. I just treat it like another game.
A dedicated server itself changes a lot.
For example, the same smelting in the forge, if you go out solo and the smelting stops, then on a dedicated server it will continue as long as there is fuel. Or, for example, a blood moon, if you definitely get to it solo, then on a dedicated server you may not get to it at all or, on the contrary, run into trouble every time you connect.
On a dedicated server time only passes when people are logged in. So the smelting does not continue after everyone is logged out. However, if someone else logs into the server time continues as does your smelting. As soon as they log out, it all stops.
 
Almost always only on open servers. Dedicated servers used by friends to play co-op do normally not have this characteristic (and I would guess that is the majority of dedicated servers)
I think we have a problem with terminology. "Dedicated server" is a server that is allocated to a separate process and does not depend on the client. This is not usually set up for playing with friends.
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On a dedicated server time only passes when people are logged in. So the smelting does not continue after everyone is logged out. However, if someone else logs into the server time continues as does your smelting. As soon as they log out, it all stops.
My experience says that this is not true. Usually 3-4 months after the release, the online on the server drops significantly. I had situations when I was the only one on the server. From time to time I left the game (to pour tea, smoke, etc.), so during this time nothing stopped, everything continued to work, and the stoves, the chemical station and the workbench.
 
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