Adam the Waster
Hunter
Only 9 more days before console can play. Time to lose all my gym gains
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.
I was gonna ask what the hell a brown block was!Stupid inability to edit posts. My post two up should say "any broken blocks".
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.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
But most importantly... "where in the world is Carmen Sandiego?"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.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?
Thank you for this super helpful reply. Good to know the pregens have the same names.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.![]()
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.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:
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Modified rwgmixer.xml - Guaranteed POI Spawns V2.0
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.www.nexusmods.com
"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.
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:
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 blocksRegarding 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.
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
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.)