PC V2.0 Storms Brewing Dev Diary

There's a trade-off there. If you make them rarer then the achievements to get your acclimation badge will take longer. Maybe they're attracted (spawn more often nearer) to people under the effects of a smoothie?
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Oh, I see I should have read further before replying. I agree with Vaeliorin on this issue.
Perhaps the rate could be higher when in the biome until you have completed the quest, where upon it drops down to the the lower chance level (you "thinned them out").
 
I was trying to hold off until stable to give the new patch a shot, but.. I just couldn't wait any longer. Haven't had time to play much so I can't really comment on how the new patch feels. On that note, I'm withholding judgement until I really know what the new systems will be like, but I want to voice my concerns.
That being, the removal of wet and temperature. I really like the promise of weather survival. and shifting a little bit of the threat away from zombie and just make living day to day take some extra awareness and preparation I haven't experienced any storms outside of a standard rainstorm in the pine forest yet, so again I haven't seen enough of the patch to know what the experience will feel like.
All that said, I really hope we see wet/hot/cold come back in some iteration.. from my understanding storms are currently .. stay inside or take damage which sounds like a boring implementation. .. That's pretty much it. I love the game, I think the pimps do a good job overall, and this time around I have some concerns.. I was expecting this to be a big patch for weather survival and this seems.. a lot more like a side-grade than an upgrade.. Maybe it wont feel that way when I'm in the burnt/desert/snow.. But also maybe there's reassurances that these things will see more work done? .. IDK.. I'm going to hope so, have a good one.

Can you explain how hot/cold was NOT a boring implementation, in comparison to storms? With hot/cold it was "wear the right clothes or get debuffs". That's pretty much it, in your own words ;-).

Also it seems with the storms there are more options available (most of them the same as you could use with hot/cold): Get into a POI, or build a hut or understand, or use healing potions and weather it out, or flee to another biome.
Also there is the new thing now that zombies run faster when there is a storm!!! That is certainly something new.

Eventually I hope we get a few drinks and candies (EDIT: and weapon mods like Sapeint6 suggested) that protect **partly** from storms. And there could be more: Random chance for zombies to freeze in a snow storm, random chance for them to get picked up and thrown around in a storm. Hot/cold doesn't seem to provide possibilities like this
 
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I really hope we see wet/hot/cold come back in some iteration
I don't know that I care about the wet/cold/hot mechanics. Those were pretty shallow in the first place and the new biome-specific approach seems like an overall improvement to me. But I think it would be neat to have armor mods that mitigate storm damage a bit. Might tinker with a mod like that if someone else doesn't beat me too it. Like: got the burnt forest badge? Now you know how to make the Cooling Mesh mod (decreases storm damage in the burnt forest, increases snow storm damage).
 
Can anyone confirm if the farming perk increases your chance to get honey from stumps? It doesn't say it does, but I'm pretty positive it does.

I went from getting like 1 honey per 15 stumps, to getting like 5 honey from 8 stumps. I know RNG gonna RNG, but I'm almost positive that going from 0 to 3 in the farming perk is the cause lol




The difference is it's NOT stacking, it flat out replaces the older perk. It's not "stun Baton does X more damage" it's "Int Mastery 5 makes Int Mastery 4 completely cease to exist" which is really weird. Imagine if the Agility perk line went "Chance to cripple enemies legs" and then the very next perk was "100% chance to remove an enemies leg per shot". It would be a really weird progression because one perk was just flat out replaced by the next one

I just looked and not a single other mastery perk is balanced that way. And it's not that it's not good, because it's actually hilariously broken, it's that it robs the Int Mastery of having another perk in it. The int weapons besides stun baton are pretty meh, so that extra mastery perk could do a lot of good instead of just being immediately replaced

It is stacking. Perk 4 takes 1 less hit to charge. Perk 5 takes 3 less hits to charge (hence 0).

Once again, you're just getting angry at semantics.
 
Those are all completely different because they compound on each other and you know it. Each stage of Archery gives +10% , where as the Int Mastery just flat out invalidates the previous perk entirely. It's not compounding to build on the prior one, it just out and out replaces it

It is compounding. Lets say the stun baton was only charged after hitting stuff 10 times. Now imagine there is a perk so that the baton is charged after only hitting something 9 times. Next point into the perk makes it charged after hitting stuff 8 times. And so on. You can see that each version makes the stun baton slightly better (in the same metric!!) because you have that charge earlier operational again.

Unperked: Charge after 10 hits
Perk 1: Charge after 9 hits
Perk 2: Charge after 8 hits
Perk 3: Charge after 7 hits
Perk 4: Charge after 6 hits
...
Perk 7: Charge after 3 hits
Perk 8: Charge after 2 hits
Perk 9: Charge after 1 hit
Perk 10: Charge after 0 hits (in other words the baton is always charged)

Do you see the progression? Do you see how the baton gets more and more powerful by allowing it to deal a stun earlier? And do you see now how the baton gets more powerful each step on the same scale of "duration until charged". Each step is an upgrade of the previous.

Also the difference is it's a mastery, so losing one of your main capstone abilities hurts extra hard too. I definitely agree the full mastery is hilariously strong and will almost certainly get nerfed

They should replace the 5th level int mastery with something else like "Robotic Turrets now stagger enemies" or at least slow them or *something*. Currently they don't really do anything because enemies run through, and if you have a set up so that the enemies can't just run past them, they don't do enough damage to justify all the time spent mining.
 
Thanks for digging in and taking a look at this. Good to know that it may have some issues in its assumptions/approach. Is it worth touch rwgmixer at all? What would you do if your goal was to increase the number of buildings on a map (not to an insane amount, but just to ensure more POIs and more skyscrapers and other difficult buildings are out there)?

The creator and I chatted and I gave him a bunch of information. My understanding is he's changed the bias issue and he's changed his replacement rwgmixer.xml file into a modlet so you don't have to replace the game's file. It will be much more friendly to other modlets now.

Related to your goal, we might be better talking about this elsewhere from the Dev Diary, but I'll pass along some generalities based on my observations with 1.0 RWG. (I've not yet generated lots of worlds in 2.0 and run stats on them.)

With an 8k map and the game's rwgmixer, you're likely to see every POI get used and many of them used several times. If you just want more POIs, then set the number of Settlements and the Number of Wilderness POIs to the highest setting. It's the 8k and larger worlds where I start to worry about having enough variety.

Once you start talking about smaller maps, then you get fewer possible locations for POIs and then it becomes more likely that RWG cannot use all of the POIs available to it. Places in the world become more unique.

RWG's priorities, based entirely on the "score" comment in TFP's rwgmixer.xml file, will place higher tier POIs before lower tier POIs, unless you get in and start messing with bias and weight settings. TFP gives the traders a very high bias, but they also limit the number appearing, so basically, they'll place traders first into locations that can have them. Unless you want more or fewer traders, I wouldn't mess with their trader configuration. It's a bit of a delicate balance between available spots on tiles, the bias setting, and max appearing settings.

New with 2.0 appears to be a bias of 5 for rural filler. I suspect this is because the rural district wraps cities and it gets lots of tiles, so it needs lots of POIs. The rural filler POIs aren't as obvious as farms and businesses, so you perceive less repetition. The two places you're likely to see lots of repeated/duplicated POIs are: rural district, wilderness. That modlet, by changing the bias for those rural fillers to 1, should lead to more buildings in the rural district. I might go along with that change, actually, but you have to remember my modlet is also trying to deal with duplication in that area, and I add lots of rural content, so TFP's bias of 5 might not be needed when there's more choice available for RWG.

If you want more Tier 5 POIs, you have several possibilities:
  1. Set the bias on those to around 2.
  2. Install more (there are custom POIs available).
  3. Copy existing POIs and give the copies a slightly different filename; RWG will see them as if they were different POIs.
 
@funpimps in general.
My group hit that big Quarry yesterday and man, that was a fun romp.

Props to FP team for a great update. Very happy and all in my group are as well.
We all appreciate the tweaks from the last exp update. looking at you Pack Mule.
 
There's a very distinctive 'thonk' when you dodge a hit with the agility mastery perk, so if you're perked in agility it'll be that.
Ah, maybe that's what it is. I suppose that would make more sense. A hit would "thonk" everytime right?
Anyhow, still think it's funny as hell and please Pimps....dont remove it.....please 🤞
 
If you want more Tier 5 POIs, you have several possibilities:

@sheep I left off one obvious one. You could set the min number appearing. That's more like a suggestion to RWG as depending on its Tile choices it cannot always accommodate the setting, but outside of downtown, commercial, and industrial, it's got a good shot of playing out like you'd like.

You could also increase the size of settlements, but don't go too crazy with that. Also know that the bigger you make your settlements the more they are going to all look the same because there are only so many POIs to go around -- and that's the heart of the issue. If you want variety, you need more content.
 
Can anyone confirm if the farming perk increases your chance to get honey from stumps? It doesn't say it does, but I'm pretty positive it does.

I went from getting like 1 honey per 15 stumps, to getting like 5 honey from 8 stumps. I know RNG gonna RNG, but I'm almost positive that going from 0 to 3 in the farming perk is the cause lol

Strictly RNG in your case. There are no tags associated with tree stumps that would increase chance of honey via Living off the Land perk.
 
@sheep I left off one obvious one. You could set the min number appearing. That's more like a suggestion to RWG as depending on its Tile choices it cannot always accommodate the setting, but outside of downtown, commercial, and industrial, it's got a good shot of playing out like you'd like.

You could also increase the size of settlements, but don't go too crazy with that. Also know that the bigger you make your settlements the more they are going to all look the same because there are only so many POIs to go around -- and that's the heart of the issue. If you want variety, you need more content.
Thanks for connecting with that mod creator and helping improve what he was doing, and for these detailed replies. We're hoping to run our game for a long time so just really want to set it up right from the start with lasting appeal. Your posts are super helpful. Appreciate all of the different options.
 
Strictly RNG in your case. There are no tags associated with tree stumps that would increase chance of honey via Living off the Land perk.
I think with and without hitting stumps it's still probably RNG but i seem to be getting honey a lot more consistent as opposed to alpha 21/1.0 hmmm...perhaps I've jinxed myself to the honey gods lol, but for reals something feels different with the stumps giving out honey and I'm not sure what, maybe I hit a lucky clover, I know the ones in pois have a higher chance of giving honey maybe the swapped them out to include the wilderness ones too? Not sure.
 
@faatal

These questions are about the zombie AI.

How long has the rage mode been on a variable accelerated speed, in other words some
just come full tilt, and some actually start slow and pickup speed depending on distance?
It was not a feral or special, except the burning man.

And I like the burning man, or bionic man, I shot him one time and he closed the distance before I could noc
another arrow, that dude is fast as the vultures after vehicles.

When did the multiblock jumping swipe get added, or have I just not noticed before. I had one jump up and deliberately
swipe me while I was on top of a vehicle, he did not try to get on the vehicle only jumped up high enough
to punch at me, same when I was on a wall, and also had one jump up high enough to get on the elevated ladder
I was on, but only jumped to hit me, not to climb.

Last when did you change the block attack ai, I had more than one do this, they were hitting a block, I was out
of reach, I raised my bow, they went around the corner, pounded a bit then came back, after I had lowered the bow, I
raised it again and they changed position again? This was during a hordenight.

Personally whether intentional or not I like it. I keep running in the snow, to do partial pois then run out before
the timer runs out. I have not tried to complete the badge for it yet. It's kind of a guilty pleasure.

Although I think I'm doing something out of order. Are the smoothie drinks to extend your time in non accessed biomes
in order to finish the quests? If so then what do you do with them after you gain access.

I have been doing the biome quests in the raw.
 
Можете ли вы объяснить, почему hot/cold НЕ была скучной реализацией, по сравнению со штормами? С hot/cold это было "надевай правильную одежду или получай дебаффы". Вот, собственно, и все, вашими словами ;-).

Кроме того, похоже, что со штормами доступно больше вариантов (большинство из них такие же, как и с жарой/холодом): зайти в точку интереса, или построить хижину, или понять, или использовать лечебные зелья и переждать, или бежать в другой биом.
А еще есть новшество: зомби теперь бегают быстрее, когда шторм!!! Это определенно что-то новое.

В конце концов, я надеюсь, что мы получим несколько напитков и конфет (EDIT: и модов оружия, как предложил Sapeint6), которые защищают **частично** от штормов. И может быть больше: случайный шанс для зомби замерзнуть в снежную бурю, случайный шанс для них быть поднятыми и брошенными в шторм. Жара/холод, похоже, не дает таких возможностей
Остается только вопрос об увеличении скорости во время штормов. Например, если мы всегда играем на скорости на кошмаре, то какой смысл играть с включенным штормом?
 
@zztong
But I don't need them, right, I know it takes longer to complete the stay in the biome task,
but that is the only result. Or is there something else I'm missing?

Crafting one is part of the activities needed for the badge, but I don't think you have to drink one. You can rack up the time required without them.

They can be handy. I used two of them to hold up in a POI and outlast a storm in a biome where I didn't have a badge.
 
It is compounding. Lets say the stun baton was only charged after hitting stuff 10 times. Now imagine there is a perk so that the baton is charged after only hitting something 9 times. Next point into the perk makes it charged after hitting stuff 8 times. And so on. You can see that each version makes the stun baton slightly better (in the same metric!!) because you have that charge earlier operational again.

Unperked: Charge after 10 hits
Perk 1: Charge after 9 hits
Perk 2: Charge after 8 hits
Perk 3: Charge after 7 hits
Perk 4: Charge after 6 hits
...
Perk 7: Charge after 3 hits
Perk 8: Charge after 2 hits
Perk 9: Charge after 1 hit
Perk 10: Charge after 0 hits (in other words the baton is always charged)

Do you see the progression? Do you see how the baton gets more and more powerful by allowing it to deal a stun earlier? And do you see now how the baton gets more powerful each step on the same scale of "duration until charged". Each step is an upgrade of the previous.
Yeah. No. Each point in each of the Masteries, as you can very well see, IS standalone and adds a separate benefit.

That Intellect Mastery point is therefore useless, not that it should be changed, but Must is the choice word here. No argument, no discussion, plain objective fact as Khalagar pointed out. Let other perks have progressive bonuses, but that's not the way with ALL the masteries, therefore call it an oversight.

edit: Now if the end result is one or two hits, doesn't really matter as it's all TFP choice to balance as they see fit, I would remove the 2 hit option though, too many better weapons out there, "very competition, much player builds".
 
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Yeah. No. Each point in each of the Masteries, as you can very well see, IS standalone and adds a separate benefit.

That Intellect Mastery point is therefore useless, not that it should be changed, but Must is the choice word here. No argument, no discussion, plain objective fact as Khalagar pointed out. Let other perks have progressive bonuses, but that's not the way with ALL the masteries, therefore call it an oversight.

Huh? What about Fortitude Mastery 4 and 5? That is progressive as well.

Oh no, two oversights !!!! :ROFLMAO:
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Actually I would prefer if you could select only one mastery, then there would be a real reason to make them all distinct
 
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