PC V2.0 Storms Brewing Dev Diary

That would probably depend greatly upon the execution.

Just a (mostly) invisible spot that straight up kills you if you enter it, and there can be any number of them absolutely anywhere in the wasteland? I think that would be rage inducing a lot more often than it would be fun.

I'm picturing something that hurts and tosses you violently, equipment that can detect when you're near one (but with no more accuracy than "within 10 meters", perhaps), and some kind of visual tells this could be amazing.

Hell, if they're static and affect zombies, you could build your base where you have a useful confluence of anomalies and really have a fun time.

Insta-death would be bad, agreed. Damaging, but not outright lethal.

Electrical and thermal anomalies could help explain how we have charged and infernal zombies walking around, though. 🤷‍♂️
 
Improvements to challenge data loading so we can change objectives without breaking the data or making a challenge become not completed.
Faatal, you have any updates on this? Is it possibly gonna be a 2.x thing, or 3.0 or later? Was just tinkering with the idea of different challenges in a group based on if storms are turned on or off, but then realized if a user started a game with them toggled one way and then ever changed that setting it would probably break the challenges I have set in the conditionals.
 
Here's a question:

How do you think you will play the game once the change is made that will no longer require you to overcome the biome hazards in order? Will you still generally follow the flow that TFP established or will you mix it up?

For myself, I enjoy the biome progression and will probably continue to play forest, burnt, desert, snow, wasteland order and follow the progression of the traders and questing. I do prefer crafting my own gear over finding better than I can craft loot and for the most part I can stay ahead with my magazines if I follow the progression.
I don't use RWG maps, so my biomes are random. This change means I don't have to try to make the biomes touch in a non-random way just to get through the hazard stuff. That means that if I decide to do a second game with hazards enabled - I might because it seems like there are enough changes to it that I should give it a second chance - I'll just do the biomes in whatever order I happen to find them in and I'll leave them randomly placed instead of worrying about them being laid out in a specific way. But I'll still have to do the traders in a specific order. I don't know if I'll bother placing them in their official biomes or not. I like them being random, but we'll see. If they are in their official biomes, I'll still be somewhat tied to the biome order. But other than that, I'd just do them in any order. I never really followed the order and just did them however I found them, though I'd avoid the wasteland until I'm at least geared up a bit. The others aren't bad even in the early game.
 
Here's a question:

How do you think you will play the game once the change is made that will no longer require you to overcome the biome hazards in order? Will you still generally follow the flow that TFP established or will you mix it up?

For myself, I enjoy the biome progression and will probably continue to play forest, burnt, desert, snow, wasteland order and follow the progression of the traders and questing. I do prefer crafting my own gear over finding better than I can craft loot and for the most part I can stay ahead with my magazines if I follow the progression.
I've always done then in order, even before biome progression, so I'll just continue doing them in the same order. Even more so now that won't have the loot cap rushing me to the next one.
I didn't even realise you couldn't skip them until town hall. ^^'
 
Faatal, you have any updates on this? Is it possibly gonna be a 2.x thing, or 3.0 or later? Was just tinkering with the idea of different challenges in a group based on if storms are turned on or off, but then realized if a user started a game with them toggled one way and then ever changed that setting it would probably break the challenges I have set in the conditionals.
You might want to use this format: @faatal (using "@" and starting to type the name of the user, then click on the name from the list)

Maybe you already know this, but that's the sure way @faatal will see your messages, even if it's a reply to one of his messages.
If you already knew, then sorry, but maybe someone who doesn't know will have learned something from this message anyway.
 
Being able to complete the biome challenges in any order will be a welcome one, if only for the following problem. When adjusting the biome size percentage sliders (even a little) with the circle or line preset, it often will generate the burnt biome out of order, leaving it inaccessible.
 
You might want to use this format: @faatal (using "@" and starting to type the name of the user, then click on the name from the list)

Maybe you already know this, but that's the sure way @faatal will see your messages, even if it's a reply to one of his messages.
If you already knew, then sorry, but maybe someone who doesn't know will have learned something from this message anyway.
Yeah, I know about it, but I don't bother tagging people as I figure he'll see it since it's kind of slowed down in here.

Besides, I guess you just did it for me...twice. Haha.
 
Being able to complete the biome challenges in any order will be a welcome one, if only for the following problem. When adjusting the biome size percentage sliders (even a little) with the circle or line preset, it often will generate the burnt biome out of order, leaving it inaccessible.
For reference, the biome order is based on the order of the percentages. You can adjust the sliders, but keep them in the same order of percentages and they should be in the same order on the generated map. At least that is what I've seen mentioned. I don't use RWG, so I haven't ever tested that.
 
I have nothing bad to say about RWG, I have played with and adjusted it a lot through
the alphas. But the reason for me not using it is, each biome takes up too much space,
aesthetically having them smaller and conforming to the terrain, with 2 way blending
overlaps, breaks up the you are here vibe, and each biome gradually flows into the other,
making it feel like one contiguous world. At least for me.

Hopefully in the future they will re-explore, elevated biomes. I understand why Faatal had to
reduce it. Maybe with tech advancing, they can be included as an option. Visually being in the
mountainous region surrounded by snow, and looking down to the Forest blending to burnt to
desert then Wasteland and bodies of water, is quite a different feeling than just finding it over
there.
 
I know this is the 2.0 dev diary, but I do have a (highly specific) question about RWG and any plans to update or change it again, either before 3.0 releases or in preparation of 3.0

It feels like since 2.0 released, forest towns are too progressed for early game to be fun. I know it's partially my fault, as I play on tiny (4k) worlds (singleplayer, so no need for bigger maps tbh), but 4k worlds usually only produce one, maybe two towns/cities per biome. I'm finding that the forest towns that spawn, regardless of how many maps I make (and I have made many; I am extremely picky about the maps I generate), a forest town will only spawn with one, maybe two tier one POIs now. It used to be that they would spawn with at least enough to clear out the tier one quests for Rekt, or at least over the course of a couple of days of redoing the same POI over again. And there would be at least two or three wilderness POIs that were tier one.

But in 2.0, that doesn't happen; I am stuck doing buried supplies quests after doing the single tier one POI that spawns within the small town. And it's making the early game an extreme slog to get through, because I prefer questing inside of POIs rather than digging in the dirt (just my play style, I don't really use clay for much except crops, as I don't usually play with horde night on—just frequent and large wandering hordes).

My question regarding that is: are POI tiers going to be shuffled around any, so that many of the residential POIs that are tier two or three are lowered, since those seem to spawn the most frequently in forests, or any plans at all to change the way forest towns spawn to add more?

(I'm dying over here, I'm so sorry for asking a crap ton of times over like seven different methods of communication; hand-placing POIs isn't as fun, not only because I know that I'm placing, but also because half the time they are placed, even if they are rotated correctly, end up facing the wrong way after I go back in for a proper new game).

And as always, any new POIs to explore in any upcoming releases prior to 3.0, or are those done for the time being?
 
Does anyone know if the new legendary weapon and chicken coop will be updated in version 2.x or 3.0?
They didn't give any dates or specify which version anything will happen. I think there's a decent chance of the chicken coop and bee hives being in 2.x, but I wouldn't hope too much for the "legendary" weapons before 3.0, though it's possible.
 
Does anyone know if the new legendary weapon and chicken coop will be updated in version 2.x or 3.0?
I could be mistaken because I only watched to Town Hall once, but from memory, they talked about these items as "future" additions. I did not get the impression that they were slated for 2.x. The only things I'm expecting are the specific changes to the new 2.0 features (Biome Progression and Storms).
 
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