PC V2.0 Storms Brewing Dev Diary

@Khalagar

I love Icarus, but the reason storm damage works so well in that game is because Icarus doesn't have cities full of buildings that need to be quested and scavenged. Or Blood Moons every 7 days. Or hordes of zombies. Survival in Icarus mostly focuses on environmental and weather hazards.

Maybe something similar to storm damage could work somehow as part of a rare special event or something. Limited only to the Wasteland biome, perhaps, as everything there is supposed to be trashed anyway. But the kind of lightning storms and forest fires you see in Icarus would not work in 7DTD because this game just wasn't designed around that.
 
Storms damaging POI would be bad. And brown blocks could break a quest. Unless you said that a POI that had an active quest is safe, it would just lead to a lot of quests that can't be completed and a lot of upset players. And making POI with active quests safe while others aren't wouldn't make sense.

How would it break a quest? The quest resets the PoI when you accept it. If you mean messing it up when a storm hits, I feel like that's just a good reason for them to fix the quest POI system that only spawns zombies when you do certain triggers. That's pretty buggy and widely disliked from what I've seen, for that exact reason. It's way too common for the zombies to just not spawn because of the trigger broke on it's own
 
How would it break a quest? The quest resets the PoI when you accept it. If you mean messing it up when a storm hits, I feel like that's just a good reason for them to fix the quest POI system that only spawns zombies when you do certain triggers. That's pretty buggy and widely disliked from what I've seen, for that exact reason. It's way too common for the zombies to just not spawn because of the trigger broke on it's own
Yes, I mentioned an active quest. Maybe they can fix that. If they do, then it's not a serious issue, though I still wouldn't want to have storms breaking the POIs or my base. But since they can be disabled, I wouldn't care. But if they don't fix the spawns and a storm breaking things can break a quest, then it should definitely not happen.
 
After being in the desert for a couple of days, I noticed I often miss the swarm the spitter throws.
I'm either too early or too late because I have a hard time clearly seeing the "shape" of it and / or its distance.
It blends a lot in the desert biome, but it might be on purpose.
Has anyone else experienced this?
(Also, it gets annoying pretty fast because it's systematic and happens a bit too often imho.)
 
@Tete1805
After being in the desert for a couple of days, I noticed I often miss the swarm the spitter throws.

Are you using a club, if so try the pipe baton basic swing is a cross swipe
that covers a lot of area, and can hit multiple targets if side by side.
 
Hey, we're playing 2.0 experimental right now. Going to do a clean start/wipe once stable comes out. Where can I find a list of the pregen maps for 2.0, and do all the pregen maps contain all of the new POIs? And if we do a RWG, will it get all of the new POIs? And is there anyway to influence the RWG maps to increase the density of buildings/POIs/skyscapers, etc? How are people liking Navezgane 2.0? Is there a map for it online any where? Just trying to figure out how to set up a really good map for 2.0 stable as we'll likely be playing on it for a long time. Thanks, everyone.
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Also, our biggest issue with pre-2.0 is how easy the game felt once we got good guns and lots of ammo. Playing so far, the game feels so much harder, which we love. But it sounds like with some of the new perks, or the modified way perks work, the game can get easy again? How do you guys feel about the difficulty in this one? Anyone playing with difficulty 4 or 5?
 
Hey, we're playing 2.0 experimental right now. Going to do a clean start/wipe once stable comes out. Where can I find a list of the pregen maps for 2.0, and do all the pregen maps contain all of the new POIs? And if we do a RWG, will it get all of the new POIs? And is there anyway to influence the RWG maps to increase the density of buildings/POIs/skyscapers, etc? How are people liking Navezgane 2.0? Is there a map for it online any where? Just trying to figure out how to set up a really good map for 2.0 stable as we'll likely be playing on it for a long time. Thanks, everyone.
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Also, our biggest issue with pre-2.0 is how easy the game felt once we got good guns and lots of ammo. Playing so far, the game feels so much harder, which we love. But it sounds like with some of the new perks, or the modified way perks work, the game can get easy again? How do you guys feel about the difficulty in this one? Anyone playing with difficulty 4 or 5?
But most importantly... "where in the world is Carmen Sandiego?" 🤔
(too many questions)
 
Hey, we're playing 2.0 experimental right now. Going to do a clean start/wipe once stable comes out. Where can I find a list of the pregen maps for 2.0, and do all the pregen maps contain all of the new POIs? And if we do a RWG, will it get all of the new POIs? And is there anyway to influence the RWG maps to increase the density of buildings/POIs/skyscapers, etc? How are people liking Navezgane 2.0? Is there a map for it online any where? Just trying to figure out how to set up a really good map for 2.0 stable as we'll likely be playing on it for a long time. Thanks, everyone.
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Also, our biggest issue with pre-2.0 is how easy the game felt once we got good guns and lots of ammo. Playing so far, the game feels so much harder, which we love. But it sounds like with some of the new perks, or the modified way perks work, the game can get easy again? How do you guys feel about the difficulty in this one? Anyone playing with difficulty 4 or 5?
The pregen maps may be different from pre-2.0 (I haven't compared them), but they are the same filenames. I only noticed that they removed the 4k pregens. Maps do not contain all POI. There are far too many POI to place them all on a single map unless you're overcrowding the map, which RWG will not do, and pregens aren't set up that way either. Building density is controlled entirely by the tiles. If you want things to be closer, you'll need to make new tiles and use those instead of vanilla tiles.

As far as difficulty, it will always be easy for veterans. Any change to make it harder might make it harder for veterans temporarily until they see how things work, but once they get used to the change, the game will be easy for them again. That won't ever change in vanilla. They won't make the game really hard so that it's hard for veterans because they want it to be easy enough for new players and casual players as well. It won't ever be a Souls-like game. ;)
 
The pregen maps may be different from pre-2.0 (I haven't compared them), but they are the same filenames. I only noticed that they removed the 4k pregens. Maps do not contain all POI. There are far too many POI to place them all on a single map unless you're overcrowding the map, which RWG will not do, and pregens aren't set up that way either. Building density is controlled entirely by the tiles. If you want things to be closer, you'll need to make new tiles and use those instead of vanilla tiles.

As far as difficulty, it will always be easy for veterans. Any change to make it harder might make it harder for veterans temporarily until they see how things work, but once they get used to the change, the game will be easy for them again. That won't ever change in vanilla. They won't make the game really hard so that it's hard for veterans because they want it to be easy enough for new players and casual players as well. It won't ever be a Souls-like game. ;)
Thank you for this super helpful reply. Good to know the pregens have the same names.

By building density, and I may have used the wrong term, I meant how much open space/wilderness there is versus buildings. In our current map it feels like 5% of the land is taken up by buildings but we would rather have that be a much higher percentage.

I found just now a mod for 2.0 for the rwgmixer.xml file that gives you all of the POIs. There's just no comments on it yet:


"I modified the rwgmixer.xml file (the one that generates your maps) so that every POI spawns at least once. I manually selected the POIs, so there are no forced test POI spawns or anything like that. Right now, there are about 780 'good' POIs, new 2.0 Pois included, and all of them will appear at least once."

You're probably right. The veterans will adapt. But at least so far, the veterans in our game are finding it much harder and more satisfying than 1.3/1.4.
 
Thank you for this super helpful reply. Good to know the pregens have the same names.

By building density, and I may have used the wrong term, I meant how much open space/wilderness there is versus buildings. In our current map it feels like 5% of the land is taken up by buildings but we would rather have that be a much higher percentage.

I found just now a mod for 2.0 for the rwgmixer.xml file that gives you all of the POIs. There's just no comments on it yet:


"I modified the rwgmixer.xml file (the one that generates your maps) so that every POI spawns at least once. I manually selected the POIs, so there are no forced test POI spawns or anything like that. Right now, there are about 780 'good' POIs, new 2.0 Pois included, and all of them will appear at least once."

You're probably right. The veterans will adapt. But at least so far, the veterans in our game are finding it much harder and more satisfying than 1.3/1.4.
If you mean building density in the wilderness, that should be possible to set in rwgmixer by adjusting minimum spacing between POI. You can't change it for towns, which is what I thought you were asking about.

As far as editing the rwgmixer to get all POI.... I'm not sure accurate that is. You could change spacing enough to maybe get all wilderness POI, but it would look less like wilderness and more like a town. And for town POI, that can be especially difficult as it all depends on what tiles are used and how many of each tile are available to get room for every POI. I've done enough work on maps and have seen some POI not get used often enough to find it a bit hard to believe that it can be done only by editing rwgmixer. It might work for a specific set of RWG parameters, but for every seed and every choice of parameters? Unlikely... but who knows? I personally don't care if some are missing on one map. For one, I'm not going to see every POI on a single map anyhow, and second, I'll just see any I missed on the next map(s) that I play. It also sounds like they are just picking the POI they like and don't care if the others are on the map based on that description, so it probably doesn't include everything.
 
I found just now a mod for 2.0 for the rwgmixer.xml file that gives you all of the POIs. There's just no comments on it yet:

I was intrigued, so I downloaded the mod.

It sets the min_count to 1 for every POI they listed in the rwgmixer. It also sets the bias to 20 for each of those POIs.

First, setting min_count to 1 will be decently effective, but not perfect. Those POIs still depend on a Tile appearing that will support their placement and enough of those Tiles appearing to give each POI a chance. The modlet cannot make that happen. In one case (at least) it even configures a POI that isn't tagged to appear in the game, so that one will never get placed regardless of the rwgmixer.xml.

Secondly, setting the bias to 20 just tells me they don't understand how bias is used. Doing that selectively overwhelms the bias calculations such that the tier of other POIs won't be relevant anymore and it might mess up trader placement. Doing that across all the POIs just puts all of the other POIs at the same level as the traders and doesn't otherwise affect the math... unless you add custom POIs (more on that later). Actually, it might move trader placement to last as I don't think they have a tier to add to the calculation. In short, bias and weight options are tricky. You have to know the algorithm to use them effectively.

Third, it overwrites three TFP special cases for rural filler lots, gas stations, and the rural outdoor wedding.

Fourth, none of these changes would apply to any custom POIs you get from other sources. In fact, the bias setting will make any other POIs appear infrequently if at all.

Personally, if you want this rwgmixer, I'd remove all of the bias="20" entries for every line after the "UFFBASEE" comment. If you still want to mess with min/max appearing, then go for it.
 
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Regarding the Frostclaw, when they throw a rock and miss it does block damage, which is kind of neat. Unfortunately, once a player realizes they need to just keep moving to avoid those, the Frostclaw pretty much always misses, which is fine. The downside, however is the terrain around areas the player frequents becomes littered with destroyed terrain. This is very much like the effect the Endermen have on the terrain around a base in Minecraft. Overtime, the land will become a hellscape.

On one hand I like that it might do damage to a horde base on horde night. On the other hand, I really hate what's happening to the terrain around my base. I don't know what to recommend.

By the way, tricking Frostclaws into knocking entrances into POIs with their boulders is kind of entertaining.

EDIT: What if Frostclaws didn't damage terrain blocks? Oh, I guess people would start building horde bases from terrain blocks.
 
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Regarding the Frostclaw, when they throw a rock and miss it does block damage, which is kind of neat. Unfortunately, once a player realizes they need to just keep moving to avoid those, the Frostclaw pretty much always misses, which is fine. The downside, however is the terrain around areas the player frequents becomes littered with destroyed terrain. This is very much like the effect the Endermen have on the terrain around a base in Minecraft. Overtime, the land will become a hellscape.

On one hand I like that it might do damage to a horde base on horde night. On the other hand, I really hate what's happening to the terrain around my base. I don't know what to recommend.

By the way, tricking Frostclaws into knocking entrances into POIs with their boulders is kind of entertaining.
Fill in the wholes but maybe they could do something like the cop were it doesn't deal damage to the terrain but to only blocks

I for one like the fact he wrecks everything
 
The one thing I do miss tho is the look of the old wasteland in term of debris (I can hear the boos)

But it made the whole biome feel like a dump to clean up eventually

It never made sense for the entire biome to be covered in the broken brick texture, even in places where there were obviously never any buildings to begin with. Farms and pastures covered in bricks, parks covered in bricks, fields and forests covered in bricks...

The broken brick texture makes sense for decorating destroyed buildings, but not for every square inch of the wilderness.
 
After being in the desert for a couple of days, I noticed I often miss the swarm the spitter throws.
I'm either too early or too late because I have a hard time clearly seeing the "shape" of it and / or its distance.
It blends a lot in the desert biome, but it might be on purpose.
Has anyone else experienced this?
(Also, it gets annoying pretty fast because it's systematic and happens a bit too often imho.)

Yes, spitters are by far the most annoying thing they've ever added to the game lol. The bugs slow you, outrun you on a bicycle, give you 12,000 diseases and injuries because they will hit you 15 times in 4 seconds, and are very hard to hit back or even see

I would say they will definitely need to be toned down, because ATM they make anyone sane just leave the desert and absolutely never go back lol. Just trying to bike across it you will have 12 swarms of bugs chasing you at all times, giving you every possible injury known to man
 
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