PC V3.0 Dead Hot Summer Dev Diary

^This.^ I've definitely run into a dire wolf day one before. Fortunately, he didn't see me. Immediately crouched and left his territory. You didn't happen to be close to a downtown area, did you? (Mine was hanging out just on the edge of one. Of course, I avoid downtown for a while due to all the ferals.) One will sometimes also spawn in place of the regular wolf that's taken up residence in the shed next to a small corn field.
I haven't seen a dire wolf on day one, or even seen one spawn in the pine forest at all, for a very long time. The one I encountered was in a town, right in the middle of the road. It really surprised me because I've died and started new games countless times, and I hadn't seen anything like that happen in ages.

I remember that in older versions, dire wolves could show up in the first horde, sometimes even two or three of them. I can't remember whether they could also spawn normally in the pine forest outside of hordes, though.

I know there are certain POIs where dire wolves can spawn regardless of your game stage, but this wasn't one of those cases. As far as I know, there's also a very small chance of encountering a wandering wolf horde with one dire wolf and several regular wolves, but that's extremely rare. I actually ran into one of those in version 2.5 while I was in the burnt forest biome and had a fairly high game stage.
 
I remember that in older versions, dire wolves could show up in the first horde, sometimes even two or three of them. I can't remember whether they could also spawn normally in the pine forest outside of hordes, though.
Back in like A20, and maybe A21(?), bears and wolves, and I believe dire wolves at night, could spawn in the forest. I miss that actually. It made even the forest a little dangerous, so you still needed to be at least a little aware of your surroundings.
 
Back in like A20, and maybe A21(?), bears and wolves, and I believe dire wolves at night, could spawn in the forest. I miss that actually. It made even the forest a little dangerous, so you still needed to be at least a little aware of your surroundings.
I think in A20 or A21 there weren’t dire wolves yet, only the regular big feral wolves, and they would normally spawn in pine forests. As for bears, I’m not sure either, and I also don’t know exactly when the current dire wolves were added, but they probably spawned normally in forests and on hordes back then too, because when something is new, that’s usually how it goes.

Do I miss it? lol, probably not. For me it feels kind of silly you can’t really fight them in melee because they kill you in one or two hits, have a long range, and they destroy blocks very quickly. So you either have to block them with blocks or fight them from a distance. I prefer normal enemies you can actually fight properly.

I played 3.0 for a bit. I haven’t really experimented much with the settings yet because I’m waiting for the next update with bug fixes, and I’m also hoping for a nerf to the mods because adding levels to them kind of ruined the game in my opinion.
 
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Dire Wolves have existed for as long as I've been playing (A19) and I'm sure before that. They just looked like bigger wolves, but had orange glowy eyes. They got a new model I think in A22(?), but even before that they were referred to in code as dire wolves.
Yes, they were called the same, I just meant that back then they were in a completely different form. The current ones look totally different and there’s really no comparison. That’s why I said they basically didn’t exist, but I should have put it better.
 
Like someone else already mentioned, you have to put the percentage lower to speed up crop growth. If it normally takes one real-world hour for crops to grow, 300% would mean it now takes 3 real-world hours (300% of 1 hour is 3 hours). If it takes one hour normally, 50% crop growth timer (whatever it's called specifically) would be half of that, so 30 minutes, and 25% would be 15 minutes, etc.

This is the same with crafting speed. I 'boosted' mine to 50%.
Thank you!
 
@faatal I'm really curious about this phenomenon? I can only describe it as 'placeholder spam' as the game fails to remove the simple blocks that the game engine uses until you get closer. For the record, I play on lowered view distance. I first noticed it in version 2, but am seeing a lot more of it in 3. I've seen it in occur in a streamer's game too.

In the past, the most obvious one was a black and white steel cube placed within the garbage bag you find on many corners. In this example, it's at Jerry's fill.

1st pic shows what it should look like. 2nd shows the placeholders not going away. If I wrench the AC unit, shopping cart, and fire hydrant, I'm still left with those steel and concrete blocks in the world.placeholder2.jpgplaceholder1.jpg
 
I haven't played the game in a while, especially the vanilla version. And I've always believed that the game is made the way the developers envision it, so there's little point in recommending anything. If you want something different - look at mods. But you've introduced 150+ settings, and even saved them as presets (like "share with a friend"). So I thought, I'll write one too, maybe they'll add some of these too :)

At various times, with varying degrees of success, I've tried to configure the game (using mods) in the following way:
1. No traders at all. Ideally, their base should be destroyed, and there should be no NPCs = maximum atmosphere. The current settings allow you to disable quests and trading, which is acceptable.
2. No loot respawning. It's been working (for a long time).
3. No zombie respawning inside POIs. It will work in the next version (as faatal writes) if loot respawning is disabled.
4. No zombie respawning outside. Currently, this is only possible with special settings in the WalkerSim 2 mod or with certain overhaul mods.
5. No food or drink, except for canned goods (they should be there). This requires a mod that removes a lot of food as potential drop-offs from multiple containers (this was once available for some version of the game, but I can't remember the name of the mod anymore). Because if you set food loot to 0% now, even eggs in nests disappear, and empty SEALED shamway crates also don't add atmosphere to the game world - there should at least be something there (but not some kind of fresh blueberry pie). All that's left are wild animals, wild plants, honey, and farming. This is actually enough for survival with farmer perks, but I'd still like some canned goods scattered around.
6. I'd like something like a wellness system (affecting maximum HP/stamina). It was in some alpha and is now available in some mods. It's needed to make cooking complex dishes at least somewhat worthwhile. Nowadays, it's easier to just hunt meat from cougars and bears and fry a few stacks without worrying about a ton of ingredients.
7. I would generally separate predator meat from meat from other animals. In some mods, predators drop about 20% tough predator meat (poorly nutritious) and 80% infected meat (since predators eat zombies). But this is an addition to the wellness system, not a replacement for it.
8. A fixed game stage (dangers and loot), not dependent on character levels or the number of days lived. It depends only on the POI tier and biome tier. Ideally, loot and danger multipliers should be adjustable for each POI tier, as well as each biome separately. I haven't seen this even in mods.

Thank you for your attention ;)
 
@faatal I'm really curious about this phenomenon? I can only describe it as 'placeholder spam' as the game fails to remove the simple blocks that the game engine uses until you get closer. For the record, I play on lowered view distance. I first noticed it in version 2, but am seeing a lot more of it in 3. I've seen it in occur in a streamer's game too.

In the past, the most obvious one was a black and white steel cube placed within the garbage bag you find on many corners. In this example, it's at Jerry's fill.

1st pic shows what it should look like. 2nd shows the placeholders not going away. If I wrench the AC unit, shopping cart, and fire hydrant, I'm still left with those steel and concrete blocks in the world.
I have not seen that. Do you have mods installed?
 
@faatal I'm really curious about this phenomenon? I can only describe it as 'placeholder spam' as the game fails to remove the simple blocks that the game engine uses until you get closer. For the record, I play on lowered view distance. I first noticed it in version 2, but am seeing a lot more of it in 3. I've seen it in occur in a streamer's game too.

In the past, the most obvious one was a black and white steel cube placed within the garbage bag you find on many corners. In this example, it's at Jerry's fill.

1st pic shows what it should look like. 2nd shows the placeholders not going away. If I wrench the AC unit, shopping cart, and fire hydrant, I'm still left with those steel and concrete blocks in the world.View attachment 39497View attachment 39498
I've seen that happen with a specific custom POI that I have used (this was in 2.5 and probably also earlier). Those blocks even sometimes blocked the view but you could walk right through them. I never looked into it since it was just one POI that I had that happen with, but I wonder if the POI needs to have the imposters redone.
 
i haven't had much time to play 3.0.0 so far but i've noticed that the crop yield setting doesn't seem to affect wild plants. i've set it to 200% with 300% growth time to reduce time spent farming. i expected to get 2 goldenrod, cotton etc but i always only got one. is that a bug or intended?

also i play on headshot finisher but the bleeds from knives still finish the zombies.
so do the wooden spikes.
what are the thoughts of you all regarding this? spikes seem ok, but bleed shouldnt kill them no? makes knives OP in that regard.

Edit: no mods of course.

Also: is there some overview of already known bugs? couldn't find anything
 
but i've noticed that the crop yield setting doesn't seem to affect wild plants. i've set it to 200% with 300% growth time to reduce time spent farming. i expected to get 2 goldenrod, cotton etc but i always only got one. is that a bug or intended?
Someone said those settings work the other way around...
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Also: is there some overview of already known bugs? couldn't find anything
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I just tried my own "Romero" settings, and enabled the "Black and white" feature. It is a surprisingly good feature.

I'd like to give some suggestions to make it better:
  • Add a setting which creates a film grain visual effect, maybe with occasional projector scratches or dust, to make it really look like you're playing "Night of the Living Dead." (EDIT: This would probably be nifty even without the black-and-white setting.)
  • Add an option which makes the game black and white except for the blood splatters and effects, which should be a vibrant red, for a "Sin City" look.
  • In "Black and White" mode, desaturate the colors of the UI/HUD elements as well. (This might be a lot more work though, and it would probably impact accessibility, so I understand if this is a low priority.)

Sounds nice!

I absolutely love the color grading presets in Dying light, specially darker nights and gritty, atmosphere gets incredible. Here you have a comparison:

I hope some day devs can add to 7 days something similar, not too time consuming to add IMO.
 
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