PC V2.0 Storms Brewing Dev Diary

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....😅
I did die to a storm once. I had the badge already, but was foolishly going for an airdrop I thought I could reach with my minibike.
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My thoughts on storms is you are being hit by blasting winds and debris. Picture a hurricane. A torch or campfire is not helping that. Underwater would be fine, except you have to stick your head up to breath.

I would not even mind block damage, except it would make a mess of the world and probably have high overhead, so it would need to be selective. Landclaim? You could just remove it to avoid the damage or run off so the chunks are not loaded. Possibly damage only close to each player.
By that logic then, how does it make sense that zombies would be able to run around faster? Wouldn't they be getting hit by the same debris and blasting winds? I know, I know. Logic in a zombie game is already a silly expectation. But c'mon.
 
By that logic then, how does it make sense that zombies would be able to run around faster? Wouldn't they be getting hit by the same debris and blasting winds? I know, I know. Logic in a zombie game is already a silly expectation. But c'mon.
Easy, zombies wander around (or do nothing) when they are not stimulated. Being pushed by winds stimulates them like seeing or hearing or smelling does or you hitting them does.
 
I did die to a storm once. I had the badge already, but was foolishly going for an airdrop I thought I could reach with my minibike.
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By that logic then, how does it make sense that zombies would be able to run around faster? Wouldn't they be getting hit by the same debris and blasting winds? I know, I know. Logic in a zombie game is already a silly expectation. But c'mon.
My guess is the storm kinds acts like a whip in the ■■■ for them and they scramble and go into rage mode
 
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.

That's how spoilage is handled in Icarus, as well. Reduces the inventory clutter and also CPU cycles/memory usage. I think The Long Dark does it that way too? Can't remember.

Of course, there should always be a way to mitigate it. In most survival games, you eventually get access to refrigeration or preservation tech which slows or halts spoilage.

It's been awhile, but I think in TLD simply keeping your food outside in the cold preserves it, but that then has the danger of drawing wolves to your camp.
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In the winter biome I could see lessening the damage a little if they had a torch and making the area immediately adjacent to a campfire not advance the timer for biome damage as well as the timer for acclimation. That is, you could survive next to a fire but not make progress towards acclimation/the badge.

I'm not sure what to say about the desert biome. Perhaps pause all timers if you're in water? That could let you travel via river; I don't know if that's desirable. Maybe if you're not-moving and in water?

Amusingly enough, that's exactly how the old temperature and wetness system worked before it was broken and then finally removed.
 
That's how spoilage is handled in Icarus, as well. Reduces the inventory clutter and also CPU cycles/memory usage. I think The Long Dark does it that way too? Can't remember.

Of course, there should always be a way to mitigate it. In most survival games, you eventually get access to refrigeration or preservation tech which slows or halts spoilage.

It's been awhile, but I think in TLD simply keeping your food outside in the cold preserves it, but that then has the danger of drawing wolves to your camp.
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Amusingly enough, that's exactly how the old temperature and wetness system worked before it was broken and then finally removed.
It broke because the new armor system but they do plan on bringing it back
 
Are Yucca juice smoothies supposed to provide a 15% stamina regen bonus with the buff? I noticed the buff got reworded to "boost stamina regeneration" due to the biome rework, but they don't seem to provide any noticeable increase once the hydration buff fades (the increase from 10 is due to my armor mods, and not the smoothie itself, as indicated how its exactly the same without the buff). I mostly ask since it seems strange for it to give a buff if it doesn't seem to be inherently doing anything anymore.

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@faatal I have a request. Could you add a way to force RWG maps to have only mountain borders or only water borders (and/or mixed)?
Currently I think that borders depend on the seed, so it's a gamble.

There are several reasons for this request:
1.Only mountain borders are awesome and cozy.
2.Only Water borders are also awesome and give a nice island feeling.
3. To not having water in such an easily predictable place is a nice gameplay option (walking to the border for easy drinks). Not that it really matters, as there are dozens of drinkable spots on the map even with no lakes or rivers.
4.Mountain border base!
 
@faatal I have a request. Could you add a way to force RWG maps to have only mountain borders or only water borders (and/or mixed)?
Currently I think that borders depend on the seed, so it's a gamble.

There are several reasons for this request:
1.Only mountain borders are awesome and cozy.
2.Only Water borders are also awesome and give a nice island feeling.
3. To not having water in such an easily predictable place is a nice gameplay option (walking to the border for easy drinks). Not that it really matters, as there are dozens of drinkable spots on the map even with no lakes or rivers.
4.Mountain border base!

Just keep trying different seeds until you find one that does what you want. Each seed has a different border configuration. I will tune my rwg settings then go progressively through seeds starting with a, b, c... etc til I get the borders I want.

Also found this out: in Line biome configuration it orders the biomes from least percentage to greatest percentage. I hate my snow biome touching my desert so I ordered them Snow, Pine forest, burnt forest, desert, wasteland.
 
Just keep trying different seeds until you find one that does what you want. Each seed has a different border configuration. I will tune my rwg settings then go progressively through seeds starting with a, b, c... etc til I get the borders I want.

Also found this out: in Line biome configuration it orders the biomes from least percentage to greatest percentage. I hate my snow biome touching my desert so I ordered them Snow, Pine forest, burnt forest, desert, wasteland.
Yes, I sometimes spend literal hours looking for a map with the borders I like, that's why I made this request. It's a bother to have to make it by hand so it would be very nice to have.

Also, a more precise biome splatmap configuration so we can position the biomes in more ways that the current circles, lines and so on would also be a fine upgrade.
 
My thoughts on storms is you are being hit by blasting winds and debris. Picture a hurricane. A torch or campfire is not helping that. Underwater would be fine, except you have to stick your head up to breath.

I would not even mind block damage, except it would make a mess of the world and probably have high overhead, so it would need to be selective. Landclaim? You could just remove it to avoid the damage or run off so the chunks are not loaded. Possibly damage only close to each player.

I see the reasoning. Outside of a structure and during a storm I think that makes sense. Once you get inside a structure, then I don't see that reasoning holding up. It feels absurd to be standing in a structure next to a burning campfire, and getting no benefit from it, snow storm or not.

I'm with you on the block damage.
 
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