PC V2.0 Storms Brewing Dev Diary

The balance of infection in the game has been always like that. Infection is, like food and water, a problem you have to manage in the first week, then you can ignore it. Because better armor decreases infection rate greatly, but sources for honey and pills increase.

They can't make honey generally more difficult to get because novice players would die continuously from infection and trying to search for honey at the start of the game. The only thing they could do would be to make players with tier0 armor less prone to get infected and players with higher tier armor more prone to get infected.
The availability and effectiveness of honey seems to eliminate the need for the other medicines. The last group I played with never really shifted away from honey even when they could make the better meds in quantity. It had me wondering if the other meds could come with an additional effect of some amount a limited immunity to infection. For instance, maybe herbal meds cured it's percentage and prevented reinfection for 2 minutes, and maybe the antibiotics cured it's percentage and prevented reinfection for 5 minutes.
 
In my experience with the water change since A21, I went almost all of A21 without a dew collector (as I don't like using traders) and in V1 and V2 I rarely use them. I find more than enough water and glue/tape in loot to not need to worry about water, the only time I need the extra water is when I want to use the rocket launcher, or I play with 25% loot.

I'd be happy if there was two kinds of water. Murky water, collected with a jar from various blocks around the world, like sinks, toilets, water coolers, etc. Can be boiled for safe consumption. You get the jar back in crafting and consumption.

Infected water, gathered from open water sources like in the old days, can be consumed for hydration but infects you plus the other normal murky water debuffs, but can only be used for glue production. You won't get the jar back this way, (or you get a dirty jar that can never be used for potable water)

This will bring back water survival and make jar economy a balancing act.


As for food, I hope food gets addressed at some point soon, for the last few years, food has been 100% optional, you can literally survive indefinitely without every eating a single thing, and v2.x doubled done of this. It makes zero sense for a game that is supposed to be a survival game for food to be a "nothing burger", pun very much intended.

I proved this fact in v2.0 where I survived for about 26 real hours, day 25, without eating anything. I died from zombies and not starvation.

25 days without food or water?
How many deaths refilled your food and water?

I will be making it so that when you are dehydrated or starving that it kills you MUCH quicker.
 
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Looking forward to the return of the Smell System and Temperature and Wetness...hopefully mostly tuned this time around! Having to have a fire in the snow again just makes sense.

What stage is the Chicken Coop in now? How far off is it, will it require capturing or even buying live chickens from Traders? Especially from everyones favorite â– â– â– â– â– â– â–  Rekt!
 
Hey @faatal, how do you guys fill out your XMLs?

For instance, entitygroups. There are over 30k lines with a wide variety of groups and gamestages for each group. I tried having ChatGPT do it but it's horrible, especially since they got rid of the model that actually would make some progress.

Thanks.
I don't enter those giant lists. Allan said "carefully".
 
I kinda hope the smell system works for more then just raw meat. Cooked meats, stews and rotten meat.

Maybe even like a "you get too much blood and guts on you and zombies and animals will smell you. Deer will run away sooner, carnivores will be lured too you.
As I said, you emit smell when you eat smelly food. A lot of the food is smelly and there are currently 3 tiers of what is smelly food.
 
For instance, maybe herbal meds cured it's percentage and prevented reinfection for 2 minutes, and maybe the antibiotics cured it's percentage and prevented reinfection for 5 minutes.
Isn't there a perk now that does something like that? Or maybe it's armor? I might be wrong, but I thought I saw something that delayed getting infected again for a certain amount of time. Now, I personally have no problem with having things, even perks, that are situational or that are just one option to do something. It doesn't bother me if I might not want to get a specific perk because I can get the same benefit in another way, while having it there for those who prefer getting the benefit from the perk rather than some other way. But I think I am in the minority with that opinion.

So I'd have to wonder if it's worth adding another option to get temporary immunity to infection? I'm fine with it, but not sure how well it would be received by others. We also have the Q6 priest armor set that will give immunity IIRC. And if we're adding a lot of easy honey to the game, would having such a benefit for the two antibiotics really be enough to make them worth using? I'm not sure. I always use honey instead of the others unless I'm over 5% infected because I feel like it's a waste to use the others if I'm under 5% infected even if I have them available. Strange, maybe, but that's me. ;)

So items themselves do not have a smell, you do when you eat it? Or am I reading both posts wrong.
That's my understanding, with the exception of raw meat, which is always "smelly" unless wrapped.
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I wonder If that apron is lootable? 😉
Lol. 7 Days gets The Butcher's transmog from Diablo. ;)
 
I thougjt that honey and antibiotics were used "once" you got infected while vitamins were used ahead of time to prevent infection/disease.
 
I thougjt that honey and antibiotics were used "once" you got infected while vitamins were used ahead of time to prevent infection/disease.
Correct. We were talking about the honey and antibiotics, but yes, vitamins are another source that can give you temporary immunity to infection... one I have never once used.
 
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