V2.3 Stable

I don’t know why they removed it but it always looked super janky to me. I did not care for zombies just materializing. Pop-in is bad enough no need to make it worse.
Are you talking about how they would spawn in groups of 3 or more? Because I know last time I was in the desert before the update on console, I would always find 3+ within 50 meters (give or take) of each other.
 
wouldn't expect 2.0 to be complete anytime soon that would mean 3.0 bandits
I do think/hope that 2.0 will be completely done by Christmas. I hope so...I am waiting for THAT before I start playing this game again.

Bandits and 3.0? your guess is as good as anyone's...If history repeats they will be default OFF anyways. I have already promised that I will not ask about how long will they take, until Q4 2026. Hopefully by then they will be "out" or TFP will have communicated something useful ahead of that time. (you never know...it could happen...maybe)
 
Still waiting for proper optimizations,
0 zombies - 144 FPS (capped)
64 zombies - 36 FPS.

Is it that difficult to just spawn 64 zombies or ideally go beyond and use the Unity profiler like I did and finally figure out what the hell is going on, please.
 
What was the rationale behind removing the predator "wanna be" cloaking from the desert spitter? Don't mind either way, just curious.
Some people were wondering what the heck was going on when bees attacked, not realizing it was the cloaking effect and not a glitch lol. I saw quite a few confused folks on Reddit with that one
 
Some people were wondering what the heck was going on when bees attacked, not realizing it was the cloaking effect and not a glitch lol. I saw quite a few confused folks on Reddit with that one
First time I encountered the spitters, I was in the pine forest close to the desert, I hit a stump (no bees), went on about my business and started getting hit by a swarm, and then a 2nd swarm, that's when I saw my first spitter lol my wife will be happy about the update and the bees, ever since they put them in, she steered clear of the stumps lol
 
What was the rationale behind removing the predator "wanna be" cloaking from the desert spitter? Don't mind either way, just curious.
I think the bigger question is, what was the rationale behind adding it in the first place? What was it supposed to be? It's in the desert; was it supposed to be a mirage? Was it magic?

And the biggest question that has yet to be answered....what's the rationale behind why Trader Joel sounds the way he does now?

Forget about magical dematerializing bee spitting zombies and rock throwing abominable snow men...the most unrealistic thing in this game is Trader Joel's voice.
 
I see trader rekt finally mowed his grass 🤣, looks weird, but looks good too
And he probably didn't pay the dev who mowed it....

I don’t know why they removed it but it always looked super janky to me. I did not care for zombies just materializing. Pop-in is bad enough no need to make it worse.
You could see them when they were closed, even at a distance. But it made you have to pay attention. I thought it was fine, but I didn't care either way.
 
What was the rationale behind removing the predator "wanna be" cloaking from the desert spitter? Don't mind either way, just curious.

I think the bigger question is, what was the rationale behind adding it in the first place? What was it supposed to be? It's in the desert; was it supposed to be a mirage? Was it magic?

And the biggest question that has yet to be answered....what's the rationale behind why Trader Joel sounds the way he does now?

Forget about magical dematerializing bee spitting zombies and rock throwing abominable snow men...the most unrealistic thing in this game is Trader Joel's voice.

The Plague Spitter "cloaking" or "mirage" effect was supposed to make them a little harder to see and not easily sniped from a distance. Mostly for the biome challenges. After hearing the feedback and multiple bug reports, we decided the effect just didn't fit like we thought it would.

Eh. We tried something new that didn't take long to add. It didn't workout. Removed it. Moving on. 🤷‍♂️



As far as Trader Joel's voice, well, that was the voice Madmole wanted. A sleezy car salesman like Kurt Russell in the 1980 film Used Cars.
 
I'd still love to know what the whole Honk Event aspect is for lol. Please tell me we are getting the ability to open Traders gates by honking at some point? Don't give a ■■■■ what Mods done, lots of QoL improvements could and should be in base Vanilla for us console peasants and future Survivors.
It was an easy, quick add to the game event system to be used at a later date. We just went ahead and made it available for the mod community.
We hope to get it, or some other system rigged up for the trader doors soon.


The increased loot bag despawn is greatly appreciated. For us who play on 120 minute days, this change is definitely welcomed. Thanks!

But, more importantly, I can actually see out of a window and it not blackening the sky with N64 graphics 🤣 Now if it would stop raining through my roof/skylight.... One step at a time :) Which blocks are you using?

I give a lot of ■■■■, and can be very critical, but I love this game with a tremendous passion. 2.3 obviously doesn't solve everything, or address everything, but it is steps what potentially could be in the right direction.

Now can we please fix the bs AI pathing of literally cheesing every single wall? More specifically, just targeting 1 bottom block. The crouching ability given has absolutely broken pathing. We all know it's bs that they literally only target 1 bottom block that essentially gives them double block damage for free. They don't even bother attempting to walk a few blocks over to a wide open entrance or even follow clear paths now (even more noticeable in existing poi). Just sayin...
Zombie AI pathing is a constant work in progress. Those involved in working on that already have a plan to update the bottom block only issue.
Also keep in mind that in V3.0, the Bandits will be getting a whole new AI pathing system which could upgrade some use cases in the zombie AI.


Oh, and if it's insisted that Land Claim Blocks won't negate spawning inside its radius that we have to literally replace every ■■■■ block on the ground to a "player" block, then we better get grass as a paint option (among a more expanded list). Visual Aesthetics Matter, and my comfy cabin home to mansion villa should be able to have freaking grass 🤣
Are you taking over a large POI or crafting your own? Is the land claim covering the whole lot?
I've heard of other reports of this issue, but have never been able to reproduce it.
 
@schwanz9000 As for the Land Claim block issue, it's just that it doesn't prevent biome/horde night spawns. So whether you put it in a POI or out in the middle of the wilderness, if you don't replace all the terrain blocks with some sort of player block, you'll get biome/horde night spawns inside any walls you build around your Land Claim area.

Which is, as far as I know, how it's intended to work (it's how it's worked for as long as I've played the game, anyway.) It would just be nice to have some sort of grass-looking block (that hopefully could have flowers/trees/bushes planted on it) that wouldn't spawn zombies so we could have a courtyard/garden that wasn't spawnable, instead of having to pave the world.

(Couldn't reply/quote for some reason)
 
The Plague Spitter "cloaking" or "mirage" effect was supposed to make them a little harder to see and not easily sniped from a distance. Mostly for the biome challenges. After hearing the feedback and multiple bug reports, we decided the effect just didn't fit like we thought it would.

Eh. We tried something new that didn't take long to add. It didn't workout. Removed it. Moving on. 🤷‍♂️



As far as Trader Joel's voice, well, that was the voice Madmole wanted. A sleezy car salesman like Kurt Russell in the 1980 film Used Cars.
It would be really cool if the cloaking ability returned in the future for some new late-game zed (without ranged attack!), maybe exclusively for storms in the wasteland? After all, visibility during a storm is poor for the player, and this enemy could uses this to his advantage.

The main problem with the plague spitter cloaking was that it was one of the most annoying zombies: it could spawn from day one more often than regular zeds AND it has a homing infectious slowing ranged attack AND a cloaking ability. It's no wonder that many players dislike this combo.
 
The Plague Spitter "cloaking" or "mirage" effect was supposed to make them a little harder to see and not easily sniped from a distance. Mostly for the biome challenges.
A small note: if zombies are not supposed to be easy to find, they should not spit out swarms of insects from a distance. I had more trouble finding enough mutated zombies in the wasteland than the camouflaged plague spitters in the desert. The spitters always let me know they were there.
 
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