PC V2.3 Experimental

This is all really exciting! BUT!!! I want nothing to do with it if you can’t promise me I won’t get locked out of another one of my own servers, still trying to recover from the last two hits I’ve had to take. I’m getting tired of putting tons of effort into something just for it to get deleted/destroyed because you thought finally that “bees should live in the stumps now”.. (for example). Cause I’m not interested in starting over every other day, can we find a way to update without forcing a server into extinction please? This to me is predominately a building game. So forcing a full server reset every update is absolutely BONKERS. This game is the only reason I bought the Xbox series x, and I appreciate it if you were a little more considerate of my time and energy spent playing. Stop deleting my server
TFP don't purposely delete anything of anyone's. The game is still recieving updates because it's not completed yet so that's not going to change.

If you're using Nitrado, they are not the best. Players are having to restore a previous save and reapply the update(s) again because for some reason Nitrado just doesn't apply them correctly the first time.
 
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maybe then you need to make the slot for additional equipment blocked until the player passes the biome progression?
Having it sharable means you can have servers where biome progression is on, but still maintain the option for those who don't want to bother with the progression to receive the items from others who have gone through the trouble of unlocking the PPE recipes. They intended for it to be sharable.
 
You're on the right track, thank you for these changes! Please reduce the spawn rate of frostclaws and plaguespitters even more, 50% isn't just enough and they still spawn often. Considering how far away and how silently they attack, they are much more dangerous than cops and wasteland mutants, even though they are found in much earlier biomes.
 
Having it sharable means you can have servers where biome progression is on, but still maintain the option for those who don't want to bother with the progression to receive the items from others who have gone through the trouble of unlocking the PPE recipes. They intended for it to be sharable.
on servers it loses its meaning!!! I have 2 servers and I know what I'm talking about (20+ Players), why do you think anti-cheats exist then? there should be the same conditions for everyone, and if a player doesn't want it, let him look for a server with disabled biome progression
 
Earlier, I couldn't figure out how to craft my biome gear, went to the biome challenges and seen that I had complete the other challenges first in order to unlock the gear challenge. So, if anyone else has that problem, I figured I'd post it here so others who are going through what I went through will have the answers to their questions about how to craft it.
 
While this is good I wish there would be way more optimizations, the fact that around 60 zombies will lower my FPS from around 170 down to 40 is pretty bad. It would help if their logic would run in parallel (to some degree) but I imagine that it's pretty difficult with the spaghetti code, it's not exactly a secret to how the code looks like given anyone can fire up dnSpy or ILSpy and have a look and I studied more of the code then I would like to admit.
The game is already highly optimized. If it were not, you would get 5 FPS.

Optimizing is typically a diminishing return process. In the beginning say you get some code to run 100% faster. Next time 20%, then 5%, then you can barely find anything to make that code faster and your time is better spent elsewhere.

AI or pathing is not the performance bottleneck with zombies. Easily shown by turning off AI and the frame rate barely improves. Most performance goes to culling, drawing, colliding and animation which is largely time spent by Unity.
 
I feel sorry for the admins and developers of this game. I bet right before they open the forums up, they are cracking open a bottle of excedrine migraine or ibuprofen and sticking a straw in it to prepare for what they're about to put up with.
LOL. It just takes boundaries, purpose and a good sense of humor.

"You can't code". "You are lazy". "You better do x". "The game is dead". Says those who have never experienced a single day with us doing our job or know what our team has to deal with. I would love to have some of these people sit next to me for an entire day to introduce them to reality, but that is not practical. They would be bored anyway watching things like tracking down a bug or testing something over and over again.
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You're on the right track, thank you for these changes! Please reduce the spawn rate of frostclaws and plaguespitters even more, 50% isn't just enough and they still spawn often. Considering how far away and how silently they attack, they are much more dangerous than cops and wasteland mutants, even though they are found in much earlier biomes.
Have you played for a while with the reduction? It may take time to see the change as any that were spawned in an area are in the save data, so you would not see less until they respawned or you entered an unexplored area.
 
LOL. It just takes boundaries, purpose and a good sense of humor.

"You can't code". "You are lazy". "You better do x". "The game is dead". Says those who have never experienced a single day with us doing our job or know what our team has to deal with. I would love to have some of these people sit next to me for an entire day to introduce them to reality, but that is not practical. They would be bored anyway watching things like tracking down a bug or testing something over and over again.
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Have you played for a while with the reduction? It may take time to see the change as any that were spawned in an area are in the save data, so you would not see less until they respawned or you entered an unexplored area.
Yes, their spawnrate bothered me very much, so right after the update I checked it out in a new world. There are less of them, but still feels like overspawn tbh.
 
So far in this experimental, I haven't found any kinds of problems. Game is running smoothly, dipped into the desert to pick up a supply drop and wasn't welcomed with a plague spitter, usually as soon as I enter the desert there's at least 3 within eyesight, didn't see a single one.
 
Have they given any info for the release of 2.3? I couldn't find anything about it. And if they did say when, I apologize, must have overlooked it.
 
Have they given any info for the release of 2.3? I couldn't find anything about it. And if they did say when, I apologize, must have overlooked it.
According to some these updates are coming every couple of days so it must be poised to ruin servers again tomorrow....

(But really it will probably be in experimental for 1-2 weeks)
 
Not sure if I like the change where buildings also protect you from the hazards. Seems like finding a town or city would allow you to stay indefinitely. Maybe if it just adds an extra bit of time or something? Not sure but it seems it keeping you completely safe is a bit much. I could see maybe if it's near your bedroll or something, so if you die and respawn you don't get stuck in a death loop trying to get your survival gear back.
 
Not sure if I like the change where buildings also protect you from the hazards. Seems like finding a town or city would allow you to stay indefinitely. Maybe if it just adds an extra bit of time or something? Not sure but it seems it keeping you completely safe is a bit much. I could see maybe if it's near your bedroll or something, so if you die and respawn you don't get stuck in a death loop trying to get your survival gear back.

Same, but I'm sure numerous mods will pop up to flesh that out. I'd love to see a lot more complexity in biome survival, but the majority of players would absolutely hate it.
 
Same, but I'm sure numerous mods will pop up to flesh that out. I'd love to see a lot more complexity in biome survival, but the majority of players would absolutely hate it.
I've reworked the biome challenges for Wasteland. Each one has 9 with various things to be done. Was 8, but I did add the survival gear challenge for each biome that 2.3 added as it makes sense. The final challenge for each was surviving a bloodmoon in each biome.

If they leave shelter as is I will definitely take it out. It's just a simple IsSheltered check on each hazard buff it looks like.
 
I've reworked the biome challenges for Wasteland. Each one has 9 with various things to be done. Was 8, but I did add the survival gear challenge for each biome that 2.3 added as it makes sense. The final challenge for each was surviving a bloodmoon in each biome.

If they leave shelter as is I will definitely take it out. It's just a simple IsSheltered check on each hazard buff it looks like.

I think sheltering is fine, it's the protection amount that I have a problem with. 100% protection is just too much (imo). For example, if shelter gave you enough protection that eating a bit of food or a very occasional bandage (or whatever) was enough to counteract it, at least there would be *some* form of cost involved with sheltering in a biome you aren't kitted out for.
 
I think sheltering is fine, it's the protection amount that I have a problem with. 100% protection is just too much (imo). For example, if shelter gave you enough protection that eating a bit of food or a very occasional bandage (or whatever) was enough to counteract it, at least there would be *some* form of cost involved with sheltering in a biome you aren't kitted out for.
I could see that I guess. Maybe have the effects drain your food and water as well as your health. Would be more of a deterrent early game when you don't have the resources to heal/eat/drink constantly.
 
The game is already highly optimized. If it were not, you would get 5 FPS.

Optimizing is typically a diminishing return process. In the beginning say you get some code to run 100% faster. Next time 20%, then 5%, then you can barely find anything to make that code faster and your time is better spent elsewhere.

AI or pathing is not the performance bottleneck with zombies. Easily shown by turning off AI and the frame rate barely improves. Most performance goes to culling, drawing, colliding and animation which is largely time spent by Unity.
I never claimed AI or pathing is the primary problem, as someone mentioned before the issue largely stems from collision tests, I also looked and profiled the code, there seems to be collision tests happening every frame which should not be the case. Also rendering didn't exactly show up when I was profiling it, the animations do contribute a bit but if I look away so that no zombies are visible the impact is rather small. I mean you guys have the same tools as I have to profile the code, in this case the built-in Unity profiler, for me it is much harder to change the code to improve than it is for you, it kinda sucks actually if I had to do this either via Harmony or directly patch it in the binary, there is plenty to optimize.
 
Well, that's why we say "on case of <insert hazard here> shelter in place" or "find shelter".
For the storms that makes sense. But the biome hazards used for biome progression seem almost pointless if buildings completely protect you from them. If the air in the burnt forest is too smokey to breath till you get the survival gear, hiding in a building shouldn't save you. Most buildings have no power and usually holes in the walls. Same in the wasteland, being in a building saves you from radiation? Makes no sense to me.
 
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