PC V2.0 Storms Brewing Dev Diary

@schwanz9000 I have a new question, something I forgot to ask last night (and something to ask today in regards to the changes you made)

The hat has -2% Mobility compared to the -3% Mobility the other three pieces have (all four are Commando), and you can see in teh images they all have the brass fittings mod installed. Is there a reason for this?

Second question - Boots have the brass fitting and the stealth boots, but I'm bad at math (seriously, I am very bad at math) - this means the boots have a smaller amount of stamina lost from actions, correct?

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@schwanz9000 I have a new question, something I forgot to ask last night (and something to ask today in regards to the changes you made)

The hat has -2% Mobility compared to the -3% Mobility the other three pieces have (all four are Commando), and you can see in teh images they all have the brass fittings mod installed. Is there a reason for this?

Second question - Boots have the brass fitting and the stealth boots, but I'm bad at math (seriously, I am very bad at math) - this means the boots have a smaller amount of stamina lost from actions, correct?

View attachment 34914

Wow, how many hours have you put into that playthrough? I am a stat nut and love to look at the advance character stat tabs. Looks like you are no longer just surviving but thriving. Congrats.

I didn't respect the new biome challenges and storms which lead to my 3 deaths in my current playthrough. Day 12 right now.

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Did something happen in b289 with the armour skill book drop rate? In b285 I was wearing quality 6 assassin gear. Started a new game with the update and on day 17, I only have 3 skill books. This despite having a point in both light armour and medium armour. Checking the looting file, it looks like they're only available from Joel, Savage Country crates or drops from army and thug zombies. Are they really supposed to be this rare now? Quality 2 primitive armour isn't really cutting it for me at the moment...View attachment 34910
Thank God it was too easy to get level 6
 
Just wanted to drop some thoughts on 2.0. Pluses, runs better and overall less buggy in my case. Perks that should have been general perks are general perks, but not all that should be really. Minuses, biome progression and loot caps. I'm doing t3 quests on day 11 and it's still the pine forest because the biome progression challenges and storms have basically disincentivized me entirely from moving on because my gear is still trash anyway. The loot seems stagnant but there's no visual indication I've maxed the loot cap but I'm not finding better items. Rekt is selling better items than I'm finding or can craft. I had an endless screamer loop start from a quest landmine and using a silenced pistol which seems absolutely insane for adventurer, pine forest, and default settings. Everything they called in was feral which by the third screamer was way too many to handle so I quit the world and reopened which fixed that bull■■■■ feature. I've had ferals every night from night 1 which completely sucks and makes doing things at night not worthwhile and really shouldn't be the default setting, which funny enough is the same issue with the "storms" except daytime. Also please add a toggle for the zombie crouch and spawning locations, I hate the features and it's not fun to deal with when I can't get through the same exact place they're coming from even though 4 just ■■■■ing piled out of a one block space like it was a god■■■■ clown car. Overall, I don't think I'll be playing much more of this playthrough past day 11 because I'm not having a good time with these newer features.
 
Minuses, biome progression and loot caps. I'm doing t3 quests on day 11 and it's still the pine forest because the biome progression challenges and storms have basically disincentivized me entirely from moving on because my gear is still trash anyway. The loot seems stagnant but there's no visual indication I've maxed the loot cap but I'm not finding better items.
If you select the middle page of player stats, the one that shows loot stage, then a large message appears in the centre of the screen if you've reached the loot cap.

I believe the cap starts at 40 for the pine forest, although it goes up a bit when you obtain the biome badge for the burned forest.
 
Wow, how many hours have you put into that playthrough? I am a stat nut and love to look at the advance character stat tabs. Looks like you are no longer just surviving but thriving. Congrats.

I didn't respect the new biome challenges and storms which lead to my 3 deaths in my current playthrough. Day 12 right now.

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I play with a group, and I only work part time so... too many hours. XD

We're thriving well enough, and as all of the smoothie ingredients can be found anywhere, the biome challenges were pretty easy. No deaths while doing them. Once we had decent weapons we could clear out the kill parts without too much trouble, and the "survive X number of minutes" parts were easily done just dipping in and out of each biome when our timers ran down.

We basically did our badges together and it made much of it a lot easier.
 
Can you please remove the HP loss while storms are in progress? Having to wait them out isn't exactly fun (or spamming medkits). In general any mechanics that require the player to stop moving aren't fun imo . The latest patch you gave the Zombies blood moon movement while the storms are ongoing. Why not double the spawns and/or increase their damage a bit during the storms as well? This would make the storms dangerous , but wouldn't limit your movement if you want to brave them.

I don't mind making storms scary , but we should have the option to keep moving outside. At least make the biome badge make you immune to further future storm damage in that particular biome.
 
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Spoilage does have some issues with overhead involved in tracking and how to stack multiple items with different spoilage.

Best technique I've seen for handling this is to use abstraction. Every perishable stack (including stacks of 1) has its own expiration timer. When stacks are merged the new stack uses the lowest timer. When the timer reaches 0 the stack size decreases by 1, and if the stack still exists then the timer is reset to the max value.

I believe PZ uses a system like this.

I wouldn't mind spoilage being a thing in 7 days, but I would want to have ways to counteract that spoilage. Maybe a high tier food recipes that have very long spoilage timers. Or refrigerators. Or both. Otherwise I would disable spoilage right off the bat.
 
Can you please remove the HP loss while storms are in progress? Having to wait them out isn't exactly fun (or spamming medkits). In general any mechanics that require the player to stop moving aren't fun imo . The latest patch you gave the Zombies blood moon movement while the storms are ongoing. Why not double the spawns and/or increase their damage a bit during the storms as well? This would make the storms dangerous , but wouldn't limit your movement if you want to brave them.

I don't mind making storms scary , but we should have the option to keep moving outside. At least make the biome badge make you immune to further future storm damage in that particular biome.
The team has discussed possible further changes to storm gameplay, including this. Apart from minor tweats though, the current storm behavior is what is locked in for Stable.
 
I play with a group, and I only work part time so... too many hours. XD

We're thriving well enough, and as all of the smoothie ingredients can be found anywhere, the biome challenges were pretty easy. No deaths while doing them. Once we had decent weapons we could clear out the kill parts without too much trouble, and the "survive X number of minutes" parts were easily done just dipping in and out of each biome when our timers ran down.

We basically did our badges together and it made much of it a lot easier.

My deaths were from taking unessecarry risks. For example, I don't like sitting around doing nothing so 2 of my deaths were due to the biome damage over time (ran out of smooties).

One death was trying to complete a T2 POI with only one smoothie......at night. (A must try for those who want an intense experience...😅)

Not the smartest thing I know but the extra challenge was too enticing for me. I almost pulled it off too but I missed one zombie in my clear and ended up getting cornered by biome zombies who broke into the building.

The second death was my first encounter with a plague spitter. I had nothing more to do one night and decided to try and make progress on my desert biome challenge. Combination of low visibility (I play at 25% brightness), spitters and other biome zombies who heard my gun fire led to my eventual demise. (This was back when insects would speed up when you were on a bicycle).

The third death was similar to the 2nd but a storm on top of it. I completed a T3 POI with enough smoothies but didn't have enough smoothies to wait out a storm and got murdered trying to bicycle out of the desert biome....😅
 
The team has discussed possible further changes to storm gameplay, including this. Apart from minor tweats though, the current storm behavior is what is locked in for Stable.
I actually agree with less HP damage and more zombies instead. I was hyped for storms, but TBH they are just kinda annoying and not interactive.

"Oh, a storm is coming in, guess I won't go do that quest and will just sit in the base for a couple of hours"

Them being unexpected mini blood moons would be a lot cooler since there would be more player interactions and decisions you can make to actually deal with them. Currently they are pretty uninteractive since you can't do anything about them besides just AFK for a bit until it passes

I also think storms should happen during bloodmoons if they didn't cause so much damage to your HP, just because they would look cool
 
I think storms are fine as they are. What I would do if I was in TFP shoes would be to apply the same logic they used for badges to storms.

The idea could be to be able to craft some special (obvious) item that would protect you from damage during a storm.
The recipe for those items though, in my opinion, should be only found in the specific biome somewhere.

I'll list here a few possibilities:
  • Burnt: Firefighter Mask
  • Snow: Grandma Wool Socks (legendary of course)
  • Desert: Desert spitter's Neck Gaiter
  • Wasteland: Hazmat suit (easy)
 
Hello,I have a question:

Is the "QuestProgressionDailyLimit" setting no longer available in version 2.0?
I can't seem to find it anymore!
 
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