PC V3.0 Dead Hot Summer Dev Diary

I like the idea of not being able to buy or sell to the traders, BUT, this means there is no possible way of acquiring a Fergit'n Elixir. I wonder if there would be any way of disabling all trades except for that (and Solar Panels too, because I think those are attainable only from the traders?). Maybe have the elixirs be really rare in T4 loot chests (like 5% chance), or be able to buy them from vending machines for the same price a trader would sell them for? At least for the elixirs. I don't care as much about solar, but that would be nice too.
Yes to all of these

Solar panels and banks should be a very rare mo power spawn

Amd forgetting exiler should be a high level craftable
 
Here is my suggestion for QoL feature, it may be toggleable:

If you reach the main loot room in POI, ALL the encounters in that POI will be shown.

This is a reason, why I refuse to take any factory, hotel, or tower POI quests. I mean... I just slaughtered those hordes of infernal zombies, they seemed like an endless stream of bloodthirsty beasts, but... I missed that one motherf*cker without legs, who can maximally tickle my toes and the quest forgot to point him for me so I just can´t go back to trader and have to look aaall over that massive building :/

Btw very great and fun update.
 
Okay now this is just getting silly.
Wow, you keep find the cool ■■■■. I never find any "solid" story teasers in my playthrough.
"collage.jpg"

It was 2001, октябрь, Red октябрь 31. Suddenly a monolith appeared on their radar, simultaneously
one appeared before a US secret space launch, Both were swallowed whole and transported the
the "Marvel Multiverse, like DeadPool and Wolverine, Suck it Fox. The sub came through barely scratched.
Major Tom not so much. The end.......or is it. Stay tuned to the same bat time the same bat channel.
 
An option to modify the wandering hordes game stage would be awesome as well.

I second this. The single reason I don't play without horde night is even with modded larger hordes, they never evolve with your gamestage. Unless you buff the (talking here, regular) zombies to the moon and have them three shot you, regular zeds become free XP / cannon fodder within a couple in-game weeks.
 
I love this system where items can have buffs in their stats, and being able to combine them all to create a super strong item. Same for parts and mods, ■■■■ing amazing, makes looting so much more exciting.

Also did the sound change or get bugged in 3.0? I feel like i'm playing alpha 11 again, where it sounds like zombies are much closer than they actually are. One of them woke up a floor above me and i thought he was behind me 🫠
 
I love this system where items can have buffs in their stats, and being able to combine them all to create a super strong item. Same for parts and mods, ■■■■ing amazing, makes looting so much more exciting.

Also did the sound change or get bugged in 3.0? I feel like i'm playing alpha 11 again, where it sounds like zombies are much closer than they actually are. One of them woke up a floor above me and i thought he was behind me 🫠

Oh, I think zombie sounds are like this from 2.0. It does scare me sometimes, but it´s not too much of a problem.
 
Oh, I think zombie sounds are like this from 2.0. It does scare me sometimes, but it´s not too much of a problem.

I don't recall that from my last playthrough in 2.5, but maybe i got used to it at that time. Was waiting a while for 3.0 so maybe that's why i notice it now
 
Here is my suggestion for QoL feature, it may be toggleable:

If you reach the main loot room in POI, ALL the encounters in that POI will be shown.

This is a reason, why I refuse to take any factory, hotel, or tower POI quests. I mean... I just slaughtered those hordes of infernal zombies, they seemed like an endless stream of bloodthirsty beasts, but... I missed that one motherf*cker without legs, who can maximally tickle my toes and the quest forgot to point him for me so I just can´t go back to trader and have to look aaall over that massive building :/

Btw very great and fun update.

I see that problem all the time using stealth and it is frustrating. It relates to triggers, minscripts, and zombies that have lost track of you and are wandering.

I don't know about reaching the main loot as a viable signal though. In some cases you can get kind of close to it and manipulate it long before you're close to clearing out a place. This is specially true when you don't follow the path.

Instead, I could see perhaps attaching it to the "hint" number that determines how many zombie volumes remain and if it is less than or equal to that number then you get more information. Maybe there's a timer that goes with it. Then, some of those higher tier POIs need to set the hint number higher.
 
I don't know about reaching the main loot as a viable signal though. In some cases you can get kind of close to it and manipulate it long before you're close to clearing out a place.
Could opening the main loot chest trigger it, instead of just being close? Can the main loot chest also be a trigger, like a wall switch?
 
I play the game on both PS5 and PC. I use the PS5 controller for both for consistent muscle memory. I have noticed that the weapon wheel feature does not work consistently in version 3.0. I had not observed this problem in prior releases.
Post automatically merged:

Please, include the ability to close locked open doors as a sandbox option.
 
Could opening the main loot chest trigger it, instead of just being close? Can the main loot chest also be a trigger, like a wall switch?

I suppose. Maybe there's some other conditionals to go with it, like Tier? I only have trouble on the Tier 5s and their minscripts that either send multiple waves or some trigger that depends on something.

When the trigger doesn't get activated, there's no visible anything. You can give me hints to the volumes, but that's not a hint to the trigger.

When a zombie that was spawned by a minscript wanders off, you can't make the minscript advance to its next command, or next wave, until you find it. If there's no little red dot for the zombie, it can be anywere. And, if it's a skyscraper, it can have jumped off the roof, or gotten knocked off the roof.
 
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