PC V2.0 Storms Brewing Dev Diary

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.
Is there likely disastrous changes to the map between 2.3 and 2.5? Our group is about to start a new game with 2.3, with a potential long timeframe, and we might want to update, but not if it might scuttle the map.
 
Is there likely disastrous changes to the map between 2.3 and 2.5? Our group is about to start a new game with 2.3, with a potential long timeframe, and we might want to update, but not if it might scuttle the map.
That's unlikely. I've seen a total of one minor update version (such as 2.1, 2.2, 2.3, etc.) that broke saves and it was because of a bug with saves. Updates that break saves are major updates (2.0, 3.0, 4.0). Not updating for a minor update can sometimes mean you miss out on certain things, such as any new POI, and you may be required to re-spend your perk points if they change perks in a minor update, but you should have no issue continuing to play an older save. You can still play a 2.0 save on 2.4, for example. None of the things they've mentioned for 2.5 seem to be things that would have any chance of breaking a save.
 
@faatal This might be a silly question, but will bandits and zombies interact with each other? Is it possible to build POIs using both? It would be cool if bandits tried to defend their territory and zombies would eat bandits, but I could see that being a lot of CPU overhead too.
 
@faatal This might be a silly question, but will bandits and zombies interact with each other? Is it possible to build POIs using both? It would be cool if bandits tried to defend their territory and zombies would eat bandits, but I could see that being a lot of CPU overhead too.
I wonder if there could be some "staged" or "timed" events - thinking of Fallout4 where various settlements would come under attack by some enemy or other. Maybe to reduce overhead, have something like a random alert that bandit camp X is under attack - if you get there in time (set some sort of max time to start timer) then there is a bandit camp and something like a horde that attacks them - if you get there on time, you can kill off all the bandits and then defend from the "horde" for a reward, or wait until the zombies either beat the bandits or the bandits beat the zombies and fight the winner...just a random idea
 
Also for all the griping I always see in this forum, there is not one other game out there that has consumed as much of my time as this one. If there is an aspect of the game that I don't like, I mod it from the very robust modding community out there. The only thing that has never been addressed by a mod is the current lack of a farmer, cowboy, cheerleader and football player zombie. I miss those and no mod has revived them...

I honestly dig the storms, especially with the updated impacts from the 24/7 storms mod and the mission oriented gear instead of a magic badge. Think this could be helped by having to craft a suit of whatever and be given components by the trader after completing so many jobs (or of course, the chance to find components in the wild) so like first, in the woodlands, they give you a piece of wet weather gear for every 3 jobs completed OR let the users spawn in any biome and the survival gear reward is what they hand out for the first few jobs...basic protection from rads like iodine tabs, a wool scarf for snow, big hat for desert or some such ...
 
Is there likely disastrous changes to the map between 2.3 and 2.5? Our group is about to start a new game with 2.3, with a potential long timeframe, and we might want to update, but not if it might scuttle the map.
We are avoiding breaking saves if at all possible. 2.0+ saves should still work with 2.5, 2.6.
 
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