PC V2.0 Storms Brewing Dev Diary

When making a POI, you can define a "Sleeper Volume" as a location in three dimensions, the type of sleepers to appear, and a range of how many to appear. You should be able put a volume with bandits right next to a volume with zombies. Maybe you could make them overlap, though overlapping zombie volumes can be a problem depending on sleeper placement, settings, etc. Maybe Bandits are their own kind of volume so overlapping with zombies wouldn't matter?

Now if the creatures in those volumes are sleeping, I don't know if they'll notice each other. I'd love to know the answer, but I'm speculating here. If they were both Passive volumes then I think they would be waiting on something like a trigger. If they were Active volumes then I think they'd have to perceive each other to activate and then I think you'd have what you want. I suppose this begs the question if Bandits can use Stealth? If there were wanderers then I suspect you get what you want.

That's my guess based on how things currently work.
A sleeper volume does not work by itself. It has to have sleeper blocks in it and those blocks could be bandits. We also have sleeper volume scripts, which can spawn any group(s) it wants.
 
@meganoth 2.0 experimental had hazardous storms. I’m not sure why you remember differently. I remember streamers dealing with storms during streamer weekend and I remember they changed zombies to run during storms in one of the experimental updates.

Yes, I misremembered. I placed the discussion about missing storms during the experimental because I thought the players could not have known about it without playing the experimental. But actually the discussion was happening before because details about the features were revealed before.
 
thanks for trying

roland is not going to accept that he is just splitting hairs to get the answer he wants. he'll twist words to get an argument that fits the moment. For the peanut gallery...that is why I say he does not argue in good faith. some day maybe you guys can enlighten me as to how moderator is defined on here.

He is not splitting hairs, he simply has a different opinion. And I may disagree about some details, but in general I have the same opinion.

I understand your viewpoint that 2.0 is not complete for you personally, but if it comes to the question whether 2.0 stable had delivered the features as promised in the road map, I would say certainly yes.
This is because I have a different interpretation of what the actual promise of the road map was. And I see that a lot of the changes in 2.1, 2.2 ... are not the result of TFP releasing something incomplete but because a large enough group got a ■■■■storm together and TFP had to adjust what they thought was finished.
I.e. I am arguing they released 2.0 in good faith and what came later was unforseeable. Well, I didn't see it coming just like most people here I suspect.

faatal can take cheap shots about how I am not worth listening to on anything...it's not like he can really say I am wrong...that's why he does not answer me...he snipes from the edges.
I suspect, It's mostly because, he regrets admitting TFP had not applied for console dedicated servers, for months on end, to me. when THEY knew we were waiting for news...when they knew that the Platforms were being blamed for it. Because I keep raising it. Not because it is true.

No, I have not played a stable version that has 2.0 complete. the storms are still being worked on...so neither have you. The fact that 2.0 was very late, because they tried to half ■■■ Storm's Brewing, with biome gating but no storms, should matter...the fact that they were rushed out and needed to be fixed...should matter. This is Q4 2025. I get that the road map timings do not matter to PC. They did influence console gamers...combine that with the one month to get your "loyalty" discount from owning the Telltale console version. Hype farming...FOMO...little white lies. It's not an excuse to say other games did it too.

As Roland said a few posts ago, even in 3.* and 4.* there will probably be more changes to weather and storms. Just like there have been changes to features that were in the game for years. This is still a game in development, all pieces in it are subject to change if necessary. And for me storms in 2.0 were as finished as I expected them to be.
 
A sleeper volume does not work by itself. It has to have sleeper blocks in it and those blocks could be bandits. We also have sleeper volume scripts, which can spawn any group(s) it wants.
I can imagine pressing a button, opening a rolling door and finding a big fight between bandits and Zs in the room.
The question is... will them all continue at each other's throats while I cherry pick them or will they both suddenly decide to cooperate with each others to come at me. 😄
 
@faatal

I am not trying to catfish you, I swear on...on...the Precious.
These are legitimate questions, in response to posts you've made.

What does terrain water not do well, that you want to do better?

Can you add a "follow", in entities similar to decoy, but on the bandits.
............AKA The Whisperers, and Land of the dead.............

What was the property setting for blowing the player around on the
bicycle in the first iteration of storms, and does it still exist
in xml?

There is one animation, it is the side cork screw animation knock down,
is it possible to adjust the timing delay? I think it is a legacy animation.
If not it's okay but I wanted to ask. It kind of reminds me of this when it
happens.
johnnycage7.gif
 
A sleeper volume does not work by itself. It has to have sleeper blocks in it and those blocks could be bandits. We also have sleeper volume scripts, which can spawn any group(s) it wants.

Ah, so like animals, if you put them in a sleeper volume a bandit block will be a bandit. The zombie blocks still use a setting to tell it which group of zombies to pick from. The only zombie choice is their starting posture. Yeh?

In a volume that contains both, when a wanderer is picked, is it then completely random... could be a bandit... could be a zombie... could be an animal. If nobody is wandering, will we see sleeping zombies standing next to sleeping bandits?

When you place a bandit, are you placing a specific type of bandit, such as a rifleman, a guy with a pistol, etc? Or, like the zombies is there some choice about what group of bandits to use?
 
In a volume that contains both, when a wanderer is picked, is it then completely random... could be a bandit... could be a zombie... could be an animal. If nobody is wandering, will we see sleeping zombies standing next to sleeping bandits?
From Faatal's post it made me think that the blocks, were so that when the entities
were spontaneously spawned you didn't here the thump thump sound, of them
falling out of the air.

Yours made me think more along the lines of.

Considering that part of the hypothesized lore is scientific genetic splicing.
It would be freakisly cool if they got mixed and matched if parts were
modular. Having a Zombandimal, popping out of closets in the dark would
cause a little distress.

Or having the vulturesnake, Q The Winged Serpent attacking from the sky
ever so often.

I know, I know, Possible but not probable, but neither were killer bunnies
and chickens until they were.
 
Ah, so like animals, if you put them in a sleeper volume a bandit block will be a bandit. The zombie blocks still use a setting to tell it which group of zombies to pick from. The only zombie choice is their starting posture. Yeh?

In a volume that contains both, when a wanderer is picked, is it then completely random... could be a bandit... could be a zombie... could be an animal. If nobody is wandering, will we see sleeping zombies standing next to sleeping bandits?

When you place a bandit, are you placing a specific type of bandit, such as a rifleman, a guy with a pistol, etc? Or, like the zombies is there some choice about what group of bandits to use?

As you mentioned with animals, the sleeper volume group setting can be overridden by block properties. The zombie crawler is another example.

So yeah, as long as the bandit helper blocks are set up like that then it should work the same way. Also, IIRC, the Custom Block Pack mod has a number of custom zombie helper blocks that will spawn specific types regardless of the volume group setting.

But using nested Priority volumes would still be preferable because that would allow you more fine control over what the zombies and bandits are doing. Like, for example, if you wanted the bandits set to Wander while the surrounding zombies were set to Active. Or vice versa.
 
Smells only come from the player's stealth code. Would be weird having storage boxes running stealth code to see if you could see or hear them. ;)
I have thoughts and wonderings about that.

Wouldn't smelly storage naturally fit into the heat-map system? Not that I would need that, but it seems related.


And, about the heat-map system, it seems like it changed drastically at some point but I'm not really sure if it's working differently or not.
In the old days if I had some fires and crafting going on at Base I might have Screamers attack while I'm there, or maybe I'd leave for some questing and come back and immediately get the attack.
Now, I NEVER experience Screamer horde attack at my base even with a full day of crafting, but when I'm off to stealth through a distant POI I will be hit with the screamer attack. It feels rather disconnected in that context; no apparent cause and effect from activities, as if the heat-map is a myth or something.

As a player it can be somewhat frustrating (and as a developer even more so) when a carefully planned system is crunching away at data and complex statics behind the scenes only to result in something that feels like a completely random event when experienced.



I like the concept of storms causing different behavior in the zombies. A cause and effect can easily be read there.

I don't like the heat map currently. I wouldn't have known that it existed if I hadn't read about it as it currently feels like a random encounter. It seems like the same effect could have more easily been triggered by a timer or by XP milestones achieved.

I'm wondering how the Smell system will feel in game, if it will just seem like additional enemies kind of like Feral Sense, or will there be some obvious behavioral differences, like they run into the area aggressively and ready to fight, but without knowing the immediate target to attack.



Anyway, looking forward to trying it out.
 
I can imagine pressing a button, opening a rolling door and finding a big fight between bandits and Zs in the room.
The question is... will them all continue at each other's throats while I cherry pick them or will they both suddenly decide to cooperate with each others to come at me. 😄
Well, faatal said that zombies would choose a corpse and then you. No mention of them choosing bandits at all, though I'd assume they'd fight back if attacked. Bandits will choose you, then zombies, then a corpse. So unless the bandits are already in the middle of a fight, they'll target you and the zombies will target you when you're seen.
 
Back
Top