PC V2.0 Storms Brewing Dev Diary

Probably a really long time if you are waiting until TFP stops releasing content or making changes. TFP have always floated the possibility of doing DLC and have stated that some features may not release until after gold. This is also pretty typical of games these days. Plenty of games continue to receive support and new, non-paid content after their launch. For example, both No Man Sky and Grounded received a bunch of additional free content after launch including a bunch of QOL in the case of Grounded. So, if you are waiting until full content lock it could be 5 or more years if the game continues to sell well or if TFP maintain it as a passion project.
yes, you could be right, but, to be clear to all...I only am holding them to the road map...anything else is a bonus...and I won't be here at that point.

at least you won't hear a peep out of me about how long 3.0 is taking...until Q4 2026. I really hope they will be done by then or they have learned how to communicate.

but, don't expect me to thank them, they agreed to make the game...took our money, and are beyond late delivering. communication should be the expected norm...not considered an unreasonable demand.
 
I've been thinking about modding honey, herbal and antibiotics to treat a much lower percentage of infection -- maybe half of what they provide in vanilla.

I modded honey to cure 1% for a while. That made honey either a "take it immediately" or "take it to buy a tiny bit of time" or "■■■■, I'm going to eat a lot of honey."

What if honey didn't cure you; just halted the timer for some period of time?

EDIT: ■■■■ is filtered? Really? It isn't like I said ■■■■, ■■■■, ■■■■, or ■■■■. I mean ■■■■, seriously? :) Darn. Dang.

That ■ character is kind of fun to use.
 
Last edited:
I would like to at least play 2.0 complete before the end of this year...apparently you think that is asking for too much. That is ridiculous imo. Are the plague spitter and frost claw being replaced in 2.5? or am I waiting for 2.6? or a 2.7? I know YOU don't agree, but, I think they should be better at communicating that out considering how far behind they are.
2.0 complete was available in July. 2.4 complete is available now. Both are playable as you choose. The replacements for the plague spitter and frost claw are just model changes. Gameplay will be the same. They will still do exactly what they do now. There’s absolutely no reason to wait to start playing because of a cosmetic change to two enemies. In fact there’s more reason to play now so you get to experience the current models before they disappear forever.
 
yes, you could be right, but, to be clear to all...I only am holding them to the road map...anything else is a bonus...and I won't be here at that point.

at least you won't hear a peep out of me about how long 3.0 is taking...until Q4 2026. I really hope they will be done by then or they have learned how to communicate.

but, don't expect me to thank them, they agreed to make the game...took our money, and are beyond late delivering. communication should be the expected norm...not considered an unreasonable demand.
Got it. You just want to ■■■■ and moan.
 
I suppose I mean im playing rn and zombies in a warehouse were able to detect me when I entered and not in face view. But im just worred that its not going to feel... alive?

Like sleeping zombies make sense but the bandits just standing there doing nothing would look silly unless they got animations
That's what the wander mode is for, though. If a sleeper volume is set to wander mode, the zombies/animals in it will be "awake" and moving around within the confines of the sleeper volume's area. Note that they only spawn and start wandering when you are close enough to the sleeper volume, so you won't have an entire POI wandering around at once... unless the entire POI is a single sleeper volume or something (one POI has a sleeper volume set to trigger either all, or at least a lot, of the zombies as soon as you step foot on the POI, even if they are far away).

In short, if a POI has a guard tower and the sleeper volume is set to wander and you are close enough to activate the volume, the bandit will move around within the volume rather than standing still or lying down. Whether or not they will see you and attack will depend on you either being close enough to be "seen" just like any zombies you see now, or there being a trigger set that will make them target you as soon as you enter the sleeper volume even if you aren't close enough to them for them to normally "see" you (like the POI I mentioned above).
 
But will they be able to spot you from a distance. Like say you got one in a guard tower. Will you need to be close or no
If one spawned in a guard tower, then it would spot you from whatever distance made sense for the game play we want. That would not be like current zombie sleepers as they would not even spawn until you were near the sleeper volume. New case, new logic.
 
If one spawned in a guard tower, then it would spot you from whatever distance made sense for the game play we want. That would not be like current zombie sleepers as they would not even spawn until you were near the sleeper volume. New case, new logic.
Oh, that's nice. So it'll be a new kind of sleeper volume that has a different spawn/activation distance? Or maybe just a different "mode" for the current sleeper volume? That would be nice. It could add more variety to how even the zombies spawn in POI for POI designers who want to do something different. I would assume that a POI designer could use that bandit sleeper volume to spawn zombies instead if they wanted?

Maybe even some kind of actual line of sight method, where if the bandit is looking in your direction and there isn't anything blocking you from them, they would see you at a long distance, but if they were looking away or you could use cover of some sort to not be in their line of sight, you could get really close without them seeing you? :)
 
Oh, that's nice. So it'll be a new kind of sleeper volume that has a different spawn/activation distance? Or maybe just a different "mode" for the current sleeper volume? That would be nice. It could add more variety to how even the zombies spawn in POI for POI designers who want to do something different. I would assume that a POI designer could use that bandit sleeper volume to spawn zombies instead if they wanted?

Maybe even some kind of actual line of sight method, where if the bandit is looking in your direction and there isn't anything blocking you from them, they would see you at a long distance, but if they were looking away or you could use cover of some sort to not be in their line of sight, you could get really close without them seeing you? :)
Probably still be sleeper volumes, just different rules for bandits in them.

Animals and zombies can already see you at distance and with line of sight checks. Bandits would simply have longer distances. Now if they are sleeping, then they are not looking, which would also be the case for bandits if they are taking a nap.
 
Probably. Smell and water are near full functionality, apiary maybe half way, but storm changes have a lot more work left. After functionality, comes feedback, bug fixes and tweaks.
@faatal how about 3rd person? A lot of people asking on Steam and X (Twitter). And, for the love of God, what about the Pig?
 
The only time I "over reacted" to any dev post was when faatal admitted TFP had not applied for dedicated console servers...let us stew and ■■■■■ about which platforms "fault" it was, because They thought they were a week away...for months.
 

Attachments

  • 9a45cc6b93988add1e6da425c21b5ddf.gif
    9a45cc6b93988add1e6da425c21b5ddf.gif
    1.7 MB · Views: 3
Back
Top