PC V2.0 Storms Brewing Dev Diary

It does break the game.

If Clear quest zombies don't spawn because the server limit prevents it, the quest can't be completed.

As there were other bugs also causing the same result this variant appears to not be common knowledge.

I don't think it needs to and maybe isn't already. As long as the game reserves one or more zombies per player (or despawns zombies from other players with surplus zombies if one player would be without one) then every player with a clear quest has at least one (or more) zombies in the building to kill.

The game already had similar code to ensure something like that, maybe only on horde night. It was 64 max zombies for all and 8 for each player max, because 64 zombies / 8 players = 8 zombies. Not sure if this is still the case.

That solution is rather trivial but rather unflexible. I think one reason for the event system they wanted to implement was to get a more dynamic system
 
Default Cops spit one stream. Feral Cops spit three tightly grouped streams that fan out a little over distance. Radiated Cops spit six streams that fan out even more and Infernal Cops spit six streams that fan out a lot. Dodging radiated and infernal streams can be more dangerous because if you dodge one, you might move into the path of another depending on the Cop's distance.

The issue I have with the Cop spit now is that you can lose the animation cue when you hit/shoot them as they're about to spit. Before 1.0 (or maybe it was before 2.0), when you would shoot a Cop as they were about to spit, it would prevent them from spitting. I don't remember reading if it was intentional that the spitting can't be interrupted, but now they will continue to spit even if their spitting animation is interrupted.
They could reuse the animation of the plauge spitter cuz there's realisticly no sign they will spit aside from them standing still and wiggle. And the frostclaw and cop need canceling abilities when you shoot them or hit them when they are about to spit/throw/summon
 
Default Cops spit one stream. Feral Cops spit three tightly grouped streams that fan out a little over distance. Radiated Cops spit six streams that fan out even more and Infernal Cops spit six streams that fan out a lot. Dodging radiated and infernal streams can be more dangerous because if you dodge one, you might move into the path of another depending on the Cop's distance.

The issue I have with the Cop spit now is that you can lose the animation cue when you hit/shoot them as they're about to spit. Before 1.0 (or maybe it was before 2.0), when you would shoot a Cop as they were about to spit, it would prevent them from spitting. I don't remember reading if it was intentional that the spitting can't be interrupted, but now they will continue to spit even if their spitting animation is interrupted.
Ah. Thank you for that clarification. I forgive you now for calling me Ronald instead of Roland on your recent stream. ;)
 
Hi @faatal
I really liked your estimate from 2 weeks ago. Can you tell us your latest estimate, if possible. It's always nice to get your assessment on the progress. Thank you.
Basically a bit more advanced on all fronts. Chuck is in game and I just fixed his boulder in hand alignment.

I am working on some AI destroy area bug fixes and improvements. The AI hive mind has awoken and is now sharing what to destroy with each other.
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They could reuse the animation of the plauge spitter cuz there's realisticly no sign they will spit aside from them standing still and wiggle. And the frostclaw and cop need canceling abilities when you shoot them or hit them when they are about to spit/throw/summon
You can interrupt them, but it is now damage based, so you have to do some effective damage.
 
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