PC V2.0 Storms Brewing Dev Diary

Silly question, but in the Marauder armor set trailer, it featured a remote detonator. New explosive coming?

Also, is the wetness debuff simply dead and buried, or will it return with different properties, like increased infection chance? I have a feeling we'll be relying on modders once more to make this game a survival game again instead of the arcade game it's turned into. Partially teasing here. I know that new players won't realize that mechanic is gone, but it's pretty jarring (get it, JARring?) that it's no longer a survival concern.

My opinion on storms is that they are almost exactly like the storms of No Man's Sky, right down to the intrusive warnings. The only difference being that you have mods in NMS that mitigate the damage, but there are still vignettes and other minor debuffs -- but you can also get some buffs by being out in certain storms. Examples: special materials you can only gather in storms. Your movement or jumping can be improved in certain storms. I'd love to see some variety in the storms with different debuffs and even a buff to things, like run speed, mining strength, melee damage, XP gain boost, etc.

That said, having "damage" being the only threat of storms is a bit basic. Some of the biome hazard effect mechanics would be much more amazing if applied to storms. In other words, being in a storm builds up a debuff over time, and when it becomes critical you feel the effects of it - be it damage, slowness, increased water/food usage, even increased damage to your armor, or perhaps driving your vehicle in a storm could cause slow damage and worsened fuel/speed performance. Then, using armor mods could slow how quickly the storm builds the debuff to critical, and special foods (like the biome smoothies) could slow it further, or reduce the build-up by a minute or two (which could also be affected by a perk, like Iron Gut).

The way storms are now, they feel rushed and simplistic. PLEASE give storms better mechanics and variety.

This also reminds me, why don't mods degrade over time and have quality stats? I'd have a reason to be excited when I find my 50th rad remover mod if I had to replace them periodically, or even finding one that has better stats. I'd even want to craft mods if the RNG gods don't provide me a replacement in a timely manner.

Thanks for AMAZING optimization work done in this update. I'm playing on higher video settings now, with far better performance than 1.4.
 
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.
I'm kind of opposite. I purposely make demolition guys explode during house night and leave the ruined terrain alone afterwards. However, I wouldn't want that happening near my regular base. Which means I won't build my base in the snow now. Of course, I rarely did anyhow.
 
I'm kind of opposite. I purposely make demolition guys explode during house night and leave the ruined terrain alone afterwards. However, I wouldn't want that happening near my regular base. Which means I won't build my base in the snow now. Of course, I rarely did anyhow.

Oh yeh, I don't mind setting off a Demo zombie in a POI I'm clearing. Sometimes that's really handy. But I don't set them off outside my base. I'd have to drive my vehicle through the massive divot.
 
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.
I've aways though of it as debris being thrown from the blast.

But if you wanna do that "doesn't make sense" card for fun cuz I like to nit pick

Why are ember storms a thing and why does the burnt forest "even with life trying to regrow' keep setting on fire? What is this place silent hill?

And realistically the wasteland would basicly be a Charged black desert with rocks and rubble no trees or anything standing
 
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
Today, one of us died in the desert from storm+swarms+vultures due to swarms hitting while on bicycle, so I removed the Insect Swarm speedup while target on vehicle as it should not have been on there in the first place, but being a vulture they inherited 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.
Friday I added "Increased snow terrain block health (50>160)", but it did not make b289. It takes 4 boulder hits to make a hole with that.
 
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.
It did not make sense and I hated it.
 
Silly question, but in the Marauder armor set trailer, it featured a remote detonator. New explosive coming?

Also, is the wetness debuff simply dead and buried, or will it return with different properties, like increased infection chance? I have a feeling we'll be relying on modders once more to make this game a survival game again instead of the arcade game it's turned into. Partially teasing here. I know that new players won't realize that mechanic is gone, but it's pretty jarring (get it, JARring?) that it's no longer a survival concern.

My opinion on storms is that they are almost exactly like the storms of No Man's Sky, right down to the intrusive warnings. The only difference being that you have mods in NMS that mitigate the damage, but there are still vignettes and other minor debuffs -- but you can also get some buffs by being out in certain storms. Examples: special materials you can only gather in storms. Your movement or jumping can be improved in certain storms. I'd love to see some variety in the storms with different debuffs and even a buff to things, like run speed, mining strength, melee damage, XP gain boost, etc.

That said, having "damage" being the only threat of storms is a bit basic. Some of the biome hazard effect mechanics would be much more amazing if applied to storms. In other words, being in a storm builds up a debuff over time, and when it becomes critical you feel the effects of it - be it damage, slowness, increased water/food usage, even increased damage to your armor, or perhaps driving your vehicle in a storm could cause slow damage and worsened fuel/speed performance. Then, using armor mods could slow how quickly the storm builds the debuff to critical, and special foods (like the biome smoothies) could slow it further, or reduce the build-up by a minute or two (which could also be affected by a perk, like Iron Gut).

The way storms are now, they feel rushed and simplistic. PLEASE give storms better mechanics and variety.

This also reminds me, why don't mods degrade over time and have quality stats? I'd have a reason to be excited when I find my 50th rad remover mod if I had to replace them periodically, or even finding one that has better stats. I'd even want to craft mods if the RNG gods don't provide me a replacement in a timely manner.

Thanks for AMAZING optimization work done in this update. I'm playing on higher video settings now, with far better performance than 1.4.
No new explosive.
No plans on using wetness.
Today I added "biome zombies move at blood moon speeds during damaging storms (not forest)", but have not yet had team feedback on that one.
Storms do effect vehicles, but I have not seen anyone notice yet.
 
@faatal
This may be an odd question
The food and water in entities.xml was it based on a 30 60 or 90 min day, and is it
based on game time or real time? it doesn"t say in the notes

EDIT: also how do I set damaging storm in the forest?
 
It did not make sense and I hated it.
But I will say I do like the look of the new wasteland just miss the trash a bit but maybe it will grow on me
Post automatically merged:

Today, one of us died in the desert from storm+swarms+vultures due to swarms hitting while on bicycle, so I removed the Insect Swarm speedup while target on vehicle as it should not have been on there in the first place, but being a vulture they inherited it.
Would it be possible to make them fly through bars and anything smaller then 1x1 blocks? Would make them more of a pest and worry
 
I've aways though of it as debris being thrown from the blast.

But if you wanna do that "doesn't make sense" card for fun cuz I like to nit pick

Why are ember storms a thing and why does the burnt forest "even with life trying to regrow' keep setting on fire? What is this place silent hill?

And realistically the wasteland would basicly be a Charged black desert with rocks and rubble no trees or anything standing

It's funny you mention Silent Hill, because that's exactly how I've always thought of the Burnt Forest. An underground coal fire is pretty realistic, considering SH is based on the town of Centralia in Pennsylvania which has had a coal fire burning under it since the 1960's. So yeah!

For awhile now I've been toying with the idea of modding the Burnt Forest to be even more like Silent Hill. :D
 
"biome zombies move at blood moon speeds during damaging storms (not forest)", but have not yet had team feedback on that one.
If I'm reading this correctly. Is it biome only zombies IE frostclaws, plauge spitters etc.

Or Is it any zombie cuz zombies changing behaviors from weather would be cool like running in the fog. Or spawn around you during a damage storm
 
exactly how I've always thought of the Burnt Forest. An underground coal fire is pretty realistic, considering SH is based on the town of Centralia in Pennsylvania which has had a coal fire burning under it since the 1960's. So yeah!
I've heard of it. But it would be funny if you mined coal in the burnt forest it was burning coal and set you on fire
 
sheep will simplify it at your behest: 2.0, how make map good?
Ask Riamus for discord invite. From what I have read you will have to retile
possibly editing the roads on the tiles, at a smaller width. And i don't know if this
parameter is still in use but there once was a spacing differential that you could
manually set for buildings. But I have used it in a looong time. It atually allowed
me at one time to merge pois and cause partial destruction on render. But Riamus
would know more.
 
Storms do effect vehicles, but I have not seen anyone notice yet.

I spent out 3 seconds in a storm in the snow biome on a bicycle before getting across the line back into the desert. I didn't notice anything, but I would have had my eye on my stamina bar. What did I miss?

Prior to that, on later journey into the snow biome before having the badge, I had several arctic smoothies with me. When a storm hit I entered a remnant house and stayed there. The warning said to leave the biome since I didn't have the badge, but it was viable to stay indoors with smoothie coverage, which I think is expected/normal.

Lighting a campfire had no affect on being cold in the snow biome. I didn't expect anything, but it seemed reasonable to try. I could see where that might make a nice mod.

Would it be possible to make them fly through bars and anything smaller then 1x1 blocks? Would make them more of a pest and worry

I noticed the insects getting stuck behind a chain link fence and thought that was funny. It's been a while since I looked at block XML. I seem to remember something about blocks indicating what projectiles could pass through them. Maybe that would be a good comparison?
 
Lighting a campfire had no affect on being cold in the snow biome. I didn't expect anything, but it seemed reasonable to try. I could see where that might make a nice mod.

ExCyborg has already gotten that into his Temperature Effects Reinvented mod for v2.0, as well as his Medical Conditions mod. It's on the Nexus.
 
Lighting a campfire had no affect on being cold in the snow biome. I didn't expect anything, but it seemed reasonable to try. I could see where that might make a nice mod.

If you pull this from 1.4 as long as the dll code wasn't deleted in 2.0 and fill in some numbers it would
be an easy test.
<weathersurvival>

<!-- Degrees per second in which heat the player generates from melee actions dissapates -->
<property name="GeneratedHeatDecayRate" value="0"/>
<!-- How much the player heats when doing melee actions that consume stamina. -->
<property name="DegreesPerPointOfStaminaUsed" value="0"/>
<!-- Maximum amount of heat that the player can generate from melee actions -->
<property name="MaxGeneratedHeat" value="0"/>
<!-- From 0-1 how much do you have to be surrounded before being considered "inside" -->
<property name="EnclosureDetectionThreshold" value="0.15"/>
<!-- How quickly in second it takes you to become fully soaked from rainfall -->
<!-- If players core temp is below this value they will not dry off. -->
<property name="DryTempCutoff" value="0"/>
<!-- How much change you feel in the outside air temperature when you are 100% wet. -->
<property name="OutsideTempChangeWhenInSun" value="0"/>
<!-- How much 100% cloud cover can affect how much the sun warms you. -->
<property name="OutsideTempChangeWhenInSunCloudScale" value="0"/>
<!-- How much the temp changes when you run. -->
<property name="OutsideTempShiftWhenRunning" value="0"/>
<!-- How much the temp changes when you walk. -->
<property name="OutsideTempShiftWhenWalking" value="0"/>
<!-- How much the temp changes when you are idle. -->
<property name="OutsideTempShiftWhenIdle" value="0"/>

<TemperatureHeight height="0" addDegrees="0"/> This is all i see in 2.0 for now
</weathersurvival>
 
Storms do effect vehicles, but I have not seen anyone notice yet.
Oh, I noticed - almost died because of it lol. Running REALLY short on my time in a biome, scootin' outta there on the mini bike, entered the previous biome and straight into a storm and that thing just wouldn't turn on a dime. Was like driving an 18-wheeler. Slid my way to a broken down building with enough coverage for shelter.
 
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