PC V2.2 b3 EXP

With single entities definitely. But how is it with groups of zombies? I am assuming without candy or do you use it regularily?
I use the features to the fullest. I think it is possible to make it so that the crowd control does not work often on the strongest enemies (I would be happy with this fix). I have not had problems with crowd control in T6 quests. I have seen the same with many content creators.
 
That’s fine for when you swap weapons but why the hell is it bugged now considering in previous versions you could start a reload and open your inventory and it would complete?
Would have said that it was bugged before then. Most likely fixed now. If you can reload and quickly go to inventory to bypass it then that is wrong imo.
 
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Howdy Survivors!
Today we have b3 EXP available for all Steam users. Among other things we removed the "Loot Stage Cap" and adjusted the kill challenges for the biome progression.

Have a fun weekend!


Here's what changed since b1:

V2.2 b3 Changelog:

Added
  • Allow unlinking Discord account directly from the game
  • Rubble_burnt_filler_10
  • Sprint Mode Autorun
  • AI activity map sets a long delay on neighbors if a screamer spawns

Changed
  • Rubble_wasteland_filler_01 adapted to composition grid and zombies guarding loot added
  • Updated passive values for both Muffled Connector mods to match the display values
  • Updated localization for modArmorAdvancedMuffledConnectorsDesc and modArmorMuffledConnectorsDesc to include the install restrictions for Assassin Armor
  • Pack Mule sound to only play in the player's head
  • Lowered the chance of Plague Spitter and Frostclaw biome spawns by ~50%
  • Updated all zombies and zombie animals with new tags for biome zombie kill challenges
  • Updated all biome zombie kill challenges to 5 themed zombie kills per biome
  • Updated all biome zombie kill challenges to include other undead kills per biome. Each biome increases 5,10,15,20. The themed zombie in each biome does NOT count toward the other undead kills. For example, Frostclaw kills in the snow biome don't count toward the other kills, but they do count in other biomes.
  • Cleaned up legacy leg armor buff, tags, and item logic for the Bandolier Mod
  • Updated damage stat localization on Nomad Gloves to reflect its use on the Radiated, Charged, and Infernal "Elite" zombie class
  • BlockSpawnEntity UI is shown with shift+ctrl+rmb
  • Updated spawnTraderDesc with the updated trader select menu shortcut keys SHIFT + CTRL + RMB
  • Removed player "not found for hair color" warning
  • Sprint Lock to Sprint Mode and renamed No/Yes to Hold/Toggle
  • Optimized prop shadows by disabling on last LOD when Shadow Distance setting is lower than Ultra
  • AI activity map neighbor delay includes the diagonals
  • Regular screamer spawning to choose 1 or 2 based on GS
  • Removed "Loot Stage Caps" from all biomes
  • Removed lootstage_max from all biomes
  • Biome Badges no longer boost LootStageMax
  • Updated localization for goBiomeProgressionDesc
  • Disabled visible_loot_max icons from showing in on location windows
  • Disabled buffs related to Loot Stage Cap

Fixed
  • Do not show Discord friend requests that are marked as Spam by Discord
  • Discord button on main menu will show pending invites on first open. Discord friend requests will show their avatars
  • Rally Marker SFX loop heard after starting quest.
  • Corpse Hanging Rope no longer downgrades to the hanging log
  • Missing tags on Nomad Gloves for charged and infernal
  • Rubble_burnt_filler_04 QA issues addressed
  • Rubble_wasteland_filler_01 missing texture
  • TileEntity.CopyFrom NotImplementedException when triggering a POI reset
  • Missing quest location by committing house_modern_27
  • Burnt forest biome shows pine forest when switching during playtest
  • Glock9's beloved cornmeal is now spelled the same in foodCropCornDesc
  • "Occlusion: RemoveEntity x missing" warning on dedicated servers
  • Demolition zombie's feet were partially in the ground
  • Player camera turning a large amount from controller input after a big frame rate spike
Such a shame you stepped down to weaklings and reducing difficulty. Only 5 zombies per biome? Lol, getting all those badges and swaping biomes is alrdy way too easy. Like matter of a while. nothing challenging or hard about it. On my server with survival diff, player goes straight to snow biome, doesnt care about any proggresion. It give way too much advanted over others on PvP.
I would actually make it way harder to promote role playing not this zooming , speed gameplay...they can go CS2 if they want to rush everything or go to 500% exp servers sigh...
Imo progress to zone should be harder and staying there after getting biome badge - should be reworked actully to resistences(after all you getting used to live in harsh conditions) , so staying there after easier - fe. smoothies lasting longer .
Oh and btw storms are good ;)
 
Such a shame you stepped down to weaklings and reducing difficulty. Only 5 zombies per biome? Lol, getting all those badges and swaping biomes is alrdy way too easy. ;)

I think it made it harder. Only took a couple minutes to kill the special zombies. About half an hour just finding allbiome zombies to finish that part. The ratio of special:allbiome still seems way too high.
 
@faatal Please buff the machete. Overall it’s the weakest end game weapon in the game. They have limited knockback, and do not stun or knockdown. They offer no protections against multiple foes. Dismemberment chance can't save you when radiated enemies have HUGE resistance to dismemberment. Bleeding damage is also completely worthless. 140dmg over 20s at 5/5 is pretty crappy btw. The more health and regen an enemy has, the more they laugh about debuffs like bleed and burning, no to mention how fast zombies move in the later stages.

I think a very reasonable and easy fix would be to buff bleed damage and give the machete some knockdown. Kinda dumb that the knife can knockdown enemies bue the machete can't.

Also give Blades a dedicated perk book.
 
I think the stun baton is alright the way it is. It's extremely effective but it's not very powerful. I can see it being fun for a lot of players when it's fully maxed out.

You can simply not spec fully into it if you want it to be more challenging, or do what I did and play extremely recklessly.
 
@faatal Please buff the machete. Overall it’s the weakest end game weapon in the game. They have limited knockback, and do not stun or knockdown. They offer no protections against multiple foes. Dismemberment chance can't save you when radiated enemies have HUGE resistance to dismemberment. Bleeding damage is also completely worthless. 140dmg over 20s at 5/5 is pretty crappy btw. The more health and regen an enemy has, the more they laugh about debuffs like bleed and burning, no to mention how fast zombies move in the later stages.

I think a very reasonable and easy fix would be to buff bleed damage and give the machete some knockdown. Kinda dumb that the knife can knockdown enemies bue the machete can't.

Also give Blades a dedicated perk book.

I could not find any reason in the xml why knife should have a knockdown and machete does not. And AFAIK there is no knockdown with knife at all. The only time the zombies fall (with any weapon) is after they got enough damage to be nearly dead (AFAIK).
 
I could not find any reason in the xml why knife should have a knockdown and machete does not. And AFAIK there is no knockdown with knife at all. The only time the zombies fall (with any weapon) is after they got enough damage to be nearly dead (AFAIK).
Afaik zeds get knock down at half health

May be bugged but machetes cannot knock things down in any way, zeds just keep coming at you, which makes killing even one zombie a lot riskier.

The Knife stagger faster, and has a chance to knock enemies down- you can handle many enemies like this, where the machete has higher single hit damage it doesn't knock anything down and that's a huge game changer, crowd control is king.
 
Would have said that it was bugged before then. Most likely fixed now. If you can reload and quickly go to inventory to bypass it then that is wrong imo.
But then would they not have made a note of that in the 2.0 changes? Literally it seemed like an intended feature or at least an unproblematic oversight since if you open up your inventory you can't even move or do anything so it’s not like you were exploiting the game.

I think maybe it’s a “bug” now or it is now an unintended side effect of the very much needed animation cancelling (best feature of 2.0 and it’s not even close) but I still maintain that it should be in the game as just a nice little quality of life… thing.

It was just a neat feature to have… although now that I’m thinking about it, animation cancelling wasn’t addressed as a change either from what I can recall until they had attempted to fix an exploit with it… so I guess it shouldn’t surprise me that this wasn’t mentioned at all
 
The Knife stagger faster, and has a chance to knock enemies down- you can handle many enemies like this, where the machete has higher single hit damage it doesn't knock anything down and that's a huge game changer, crowd control is king.
Knife weapons are the only ones that have additional damage bonuses from stealth. Maybe it's worth using them properly, and not for crowd control?
 
Afaik zeds get knock down at half health

May be bugged but machetes cannot knock things down in any way, zeds just keep coming at you, which makes killing even one zombie a lot riskier.

The Knife stagger faster, and has a chance to knock enemies down- you can handle many enemies like this, where the machete has higher single hit damage it doesn't knock anything down and that's a huge game changer, crowd control is king.

You could make a bug report. Or maybe someone else who reads this, tests this with a group of zombies and posts his findings. In my SP game I have no machete yet and currently not the time to continue playing, so I can't test it even though it is something that interests me.
 
For the machete/knife discrepancy, based on when I poked into it (superficially, I may be entirely wrong) and looked into mods that (usually over-)buffed the machete when I was doing AGI build in 1.4: it's something to do with the damage type. I'm not doing an AGI build now so I'm not able to test, but (and I may be wrong) I just poked into the items.xml and did a couple quick-and-dirty searches to confirm what I remembered:

"Damage_type" values:
Bone knife, hunting knife use 'Piercing'
Machete, stun baton use 'Slashing'
Wooden club/bat/steel club do not have a damage_type
Stone, iron, steel sledgehammers do not have a damage_type
Basic and iron knuckles use 'Bashing', Steel does not have a damage_type

Now, the damage_type values are listed under the action0 and action1 groups, which I assume to be primary/power attack. Again, I don't know code, I just snoop; again, I speak with minimal confidence on the matter, this is just my poking over time. When I changed machete's damage_type to piercing in 1.4, I got knockdowns with it.

What might also be a factor is the weapon "Tags" values. Clubs have no damage_type on their action0/action1, but their 'Tags' call out both 'blunt' and 'club', whereas hunting knife only has 'knife' and machete only has 'machete'. Batons don't look like they have any weapon type tag in their "Tags" (Maybe 'light'? I don't know what these tags are used for.) There's also perk/attribute/etc callouts in the tags, but I'm just looking at weapon-related things.

I just figured it was an oversight that developed over time. This is just what I learned before and have now investigated on my own, without much knowledge, just doing searches in the .xml based on what other people had mentioned before.

If we're talking my own personal opinions, then knives should not be able to do knockdowns but machete could; that'd help make the machete feel like an upgrade over the bone/hunting knives, though that might also make them feel worse at their progression tier.
 
For the machete/knife discrepancy, based on when I poked into it (superficially, I may be entirely wrong) and looked into mods that (usually over-)buffed the machete when I was doing AGI build in 1.4: it's something to do with the damage type. I'm not doing an AGI build now so I'm not able to test, but (and I may be wrong) I just poked into the items.xml and did a couple quick-and-dirty searches to confirm what I remembered:

"Damage_type" values:
Bone knife, hunting knife use 'Piercing'
Machete, stun baton use 'Slashing'
Wooden club/bat/steel club do not have a damage_type
Stone, iron, steel sledgehammers do not have a damage_type
Basic and iron knuckles use 'Bashing', Steel does not have a damage_type

Now, the damage_type values are listed under the action0 and action1 groups, which I assume to be primary/power attack. Again, I don't know code, I just snoop; again, I speak with minimal confidence on the matter, this is just my poking over time. When I changed machete's damage_type to piercing in 1.4, I got knockdowns with it.

What might also be a factor is the weapon "Tags" values. Clubs have no damage_type on their action0/action1, but their 'Tags' call out both 'blunt' and 'club', whereas hunting knife only has 'knife' and machete only has 'machete'. Batons don't look like they have any weapon type tag in their "Tags" (Maybe 'light'? I don't know what these tags are used for.) There's also perk/attribute/etc callouts in the tags, but I'm just looking at weapon-related things.

I just figured it was an oversight that developed over time. This is just what I learned before and have now investigated on my own, without much knowledge, just doing searches in the .xml based on what other people had mentioned before.

If we're talking my own personal opinions, then knives should not be able to do knockdowns but machete could; that'd help make the machete feel like an upgrade over the bone/hunting knives, though that might also make them feel worse at their progression tier.
Personally machetes and knives should be separated.

Maybe swords?
 
Personally machetes and knives should be separated.

Maybe swords?
I could get behind that; like how strength has clubs or sledgehammers, giving agility a small and big weapon? More variety is always fun.
Just don't throw in a katana, it always feels like games use katanas as the ubersword. Sharpened femur for T0, sharpened leaf spring for T1, maybe longsword for T3 after machete at T2?...
 
Just don't throw in a katana, it always feels like games use katanas as the ubersword.

Totally agree. It's the zombie apocalypse. No one in post-apocalypse Arizona is going to be forging katanas. I'd much rather see stuff like the swords and blades you can buy from Zombie Tools. Their Reaver Cleaver and other blades -- now we're talkin'.
 
For the machete/knife discrepancy, based on when I poked into it (superficially, I may be entirely wrong) and looked into mods that (usually over-)buffed the machete when I was doing AGI build in 1.4: it's something to do with the damage type. I'm not doing an AGI build now so I'm not able to test, but (and I may be wrong) I just poked into the items.xml and did a couple quick-and-dirty searches to confirm what I remembered:

"Damage_type" values:
Bone knife, hunting knife use 'Piercing'
Machete, stun baton use 'Slashing'
Wooden club/bat/steel club do not have a damage_type
Stone, iron, steel sledgehammers do not have a damage_type
Basic and iron knuckles use 'Bashing', Steel does not have a damage_type

Now, the damage_type values are listed under the action0 and action1 groups, which I assume to be primary/power attack. Again, I don't know code, I just snoop; again, I speak with minimal confidence on the matter, this is just my poking over time. When I changed machete's damage_type to piercing in 1.4, I got knockdowns with it.

What might also be a factor is the weapon "Tags" values. Clubs have no damage_type on their action0/action1, but their 'Tags' call out both 'blunt' and 'club', whereas hunting knife only has 'knife' and machete only has 'machete'. Batons don't look like they have any weapon type tag in their "Tags" (Maybe 'light'? I don't know what these tags are used for.) There's also perk/attribute/etc callouts in the tags, but I'm just looking at weapon-related things.

I just figured it was an oversight that developed over time. This is just what I learned before and have now investigated on my own, without much knowledge, just doing searches in the .xml based on what other people had mentioned before.

If we're talking my own personal opinions, then knives should not be able to do knockdowns but machete could; that'd help make the machete feel like an upgrade over the bone/hunting knives, though that might also make them feel worse at their progression tier.

Ah. I checked that the knife tag didn't have any consequences in xml, but missed the slashing/piercing difference. I looked now and there is slashingProtection and piercingProtection, but it isn't used anywhere. Also nothing that references slashing or piercing seems to have anything to do with effects or buffs on zombies.
It seems many of those damage types can be used by mods, but slashing and piercing damage isn't used by vanilla it seems. Unless I missed something (again), it doesn't seem to be a difference in XML, but a layer below. I think there is a very good chance it is a bug.
 
Ah. I checked that the knife tag didn't have any consequences in xml, but missed the slashing/piercing difference. I looked now and there is slashingProtection and piercingProtection, but it isn't used anywhere. Also nothing that references slashing or piercing seems to have anything to do with effects or buffs on zombies.
It seems many of those damage types can be used by mods, but slashing and piercing damage isn't used by vanilla it seems. Unless I missed something (again), it doesn't seem to be a difference in XML, but a layer below. I think there is a very good chance it is a bug.

The "piercing" damage type should definitely make a difference in the context of armor piercing bonuses. But I'm not sure if armor piercing is ever used in relation to melee weapons. Might only be used for ranged weapons.
 
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