PC V3.0 Dead Hot Summer Dev Diary

So, I just had an odd occurrence in game. I went to fill my bath and got the message "You cannot use that at this time" when I tried to empty a bucket. Now, I am in the trader compound, so I'm thinking this is a remnant of the protection. Bug or not?

No Mods, Trader Protection Claimable.
 
Despite how land and POI generation may not be perfect still, I think we can agree it's a lot better than what it was. I remember peddling my bike without a care in the world, mullet in the wind, only to run smack dab into a mountain. But, wait, it wasn't a mountain at all. It was the road that suddenly elevated itself sky high.

View attachment 39524

Good times, good times.

"Welcome to Vertical Beach."
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Remember the totally unplayable cheese grater worlds from A18 or so? Or when world gen used to take literally 10 minutes? Those weren't the days... ;)

It wasn't all bad. :P You could take a quick shower, grab a snack, come back down and maybe it would be at 75%. :)
 
Kinyajuu, what an awesome guy, I think back in the days when Navezgane was the only map, he started this idea of Random Generated World.

It was a challenge for him no doubt, but he showed he loves the idea and wanted us enjoy it. With the technology and knowledge back in these years he started it and kept improving it. It is one of the things that makes 7 days to die unique experience among the other survival games out there.

It is what makes this game absolute gold. And can`t be thankful enough that devs keep improving it, no matter few edges here and there.

I call these mishaps features, I can spent some time landscaping, improving the ways I go through places on the map, that`s the point of voxel world. The full freedom to interact, change and improve it.

So, thanks Kin !
 
So, I just had an odd occurrence in game. I went to fill my bath and got the message "You cannot use that at this time" when I tried to empty a bucket. Now, I am in the trader compound, so I'm thinking this is a remnant of the protection. Bug or not?

No Mods, Trader Protection Claimable.

I think you'll also find that even with an LCB you can't pick up workbenches.
 
Is anyone having sharp ground edges around some pois, some roads have too, that is on random gen maps ?
Just in case you're interested, the latest version of Teragon adds an option that allows you to "fix" roads (adapt road terrain). This can be used not only on Teragon maps, but on any imported map and even on maps where you drew your own roads. It's a single command that can be added to the default previewer preset, so doesn't require a lot of effort to learn to use. There *are* a lot of parameters you can adjust to get it the way you like, but just running the default values can turn a road from the first image into the road from the second image below. *Note that it does take some time to run, especially if you have a lot of roads.

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It may be coincidence, but I haven't got ANY book at all (yet) from a main skill I invested in.
It's like the skill->book link mechanic is completely broken.
Any chance you changed loot abundance to under 100%? There is a known bug with loot abundance under 100% causing no items to appear when they are supposed to. So 50% would give 0 all the time instead of 1 half the time and 0 half the time when you're supposed to get 1 of an item. Even with the skill bonuses, that might still leave you under 100% and having that problem.
 
Just in case you're interested, the latest version of Teragon adds an option that allows you to "fix" roads (adapt road terrain). This can be used not only on Teragon maps, but on any imported map and even on maps where you drew your own roads. It's a single command that can be added to the default previewer preset, so doesn't require a lot of effort to learn to use. There *are* a lot of parameters you can adjust to get it the way you like, but just running the default values can turn a road from the first image into the road from the second image below. *Note that it does take some time to run, especially if you have a lot of roads.
Can I rub your smooth edges?
 
It would be nice to customize quest rewards

Yes! I'd remove magazines from quest rewards, personally. Rerunning Tier 1s constantly to get magazine rewards breaks the crafting system. Combine that with something like the nerd armor set and a tech tree can be maxed out by week two. It's really odd to have most players running around with pipe weapons, then someone drives up with a 4x4.
 
Has anyone else noticed that zombies seem to be hitting harder than they're supposed to, at least sometimes? With 3.0, I have zombie damage they do to you at 300%. I always played Insane before, which is 250% zombie damage to you. This should be just a slight increase in incoming damage (20% increase compared to Insane).

With full quality 6 primitive armor, and 1 point into Light Armor, I have over 50% damage reduction (or armor rating?). I got hit by a business man feral last night, and it did 44 damage with that setup (I have a video recording of this). That means that the base damage with those settings would be over 90 damage (probably around 100), if armor damage reduction calculations haven't changed since 2.6. That would mean base damage for ferals is probably over 30 damage. In 2.6, and previously, it was 20 damage (on Insane (2.5x damage), ferals would do 50 damage to you without any armor on).

Also, I got hit by a feral lumberjack and it did like 100 damage, even with over 50% DR. In 2.6, it would have done like ~50 damage (feral lumberjacks on Insane, in 2.6, did 100 damage without any armor).

Or maybe zombies can land critical hits now or something? Incoming damage seems higher than I'd expect for it to be. I'm curious if anybody else has noticed.

Side note: I love that we can decouple incoming and outgoing damage now. I have incoming (zombie) damage jacked up to the max, but my outgoing damage is at Nomad levels. Really punishing if you get hit, but you still hit hard as well.
 
Has anyone else noticed that zombies seem to be hitting harder than they're supposed to, at least sometimes? With 3.0, I have zombie damage they do to you at 300%. I always played Insane before, which is 250% zombie damage to you. This should be just a slight increase in incoming damage (20% increase compared to Insane).

With full quality 6 primitive armor, and 1 point into Light Armor, I have over 50% damage reduction (or armor rating?). I got hit by a business man feral last night, and it did 44 damage with that setup (I have a video recording of this). That means that the base damage with those settings would be over 90 damage (probably around 100), if armor damage reduction calculations haven't changed since 2.6. That would mean base damage for ferals is probably over 30 damage. In 2.6, and previously, it was 20 damage (on Insane (2.5x damage), ferals would do 50 damage to you without any armor on).

Also, I got hit by a feral lumberjack and it did like 100 damage, even with over 50% DR. In 2.6, it would have done like ~50 damage (feral lumberjacks on Insane, in 2.6, did 100 damage without any armor).

Or maybe zombies can land critical hits now or something? Incoming damage seems higher than I'd expect for it to be. I'm curious if anybody else has noticed.

Side note: I love that we can decouple incoming and outgoing damage now. I have incoming (zombie) damage jacked up to the max, but my outgoing damage is at Nomad levels. Really punishing if you get hit, but you still hit hard as well.
Best indicator would be to play at 250% in 3.0 to compare that with 250% in 2.6 rather than increasing the damage and going by expectations of how little or much it ought to be. There are also two settings that can (I believe) stack with each other: Damage in to Player and Damage output by Zombies. Make sure you have one of those set to default while the other is at 250% and see if that seems about the same as you remember from 2.6
 
Best indicator would be to play at 250% in 3.0 to compare that with 250% in 2.6 rather than increasing the damage and going by expectations of how little or much it ought to be. There are also two settings that can (I believe) stack with each other: Damage in to Player and Damage output by Zombies. Make sure you have one of those set to default while the other is at 250% and see if that seems about the same as you remember from 2.6

Unrelated, but IzPrebuilt I'm pretty sure discovered a bug where if you increase the headshot multiplier, zombies can deal bonus headshot damage to you. If this is correct, I would advise everyone avoiding this setting for a while. :P
 
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