PC V2.0 Storms Brewing Dev Diary

Expansion on capacity, we are given 2 units of water at the beginning of the game so unless it is reduced
the assumption is a starting flask would have 2 units also. The special zombies is to allow for expanding
the capacity as the game progresses, instead of all being possible at the beginning of the game. That method
would give that procedure it's own directional goal, and separate it from the basic collection for crafting, so it
would be associated with exploration.

Following the logic of how hunger thirst have been, and going by your description of the effects in non-forest
biomes, As a player progresses, they will have a real need, for more fluid consumption over time, to survive. So
it gives a directly usable effect to coincide with the biome progression. I was trying to think of something that
fits with the expanding the biome progression.

The actual drop I was thinking of was Bladder and hide, the larger the more volume. The addition of spleen etc. was
to leave it open to interpretation and artistic license inhouse. Because I have learned that even a potentially good
idea submitted can and is usually made better, internally. Any item or recipe can be used to increase capacity, I
just used those as a descriptive to give it value and continuity throughout game play, but at the same time not be
intrusive, or inconvenient, to any other activities.
I wrote it directly, instead of using notepad++ and proofing it like I usually do. Sorry for the confusion.
I meant conceptually why would I need parts from zombies? For game challenge reasons, sure, but if we are trying to make it realistic, I would just make it from glass or plastic like you would in real life.
 
Expansion on capacity, we are given 2 units of water at the beginning of the game so unless it is reduced
the assumption is a starting flask would have 2 units also. The special zombies is to allow for expanding
the capacity as the game progresses, instead of all being possible at the beginning of the game. That method
would give that procedure it's own directional goal, and separate it from the basic collection for crafting, so it
would be associated with exploration.

Following the logic of how hunger thirst have been, and going by your description of the effects in non-forest
biomes, As a player progresses, they will have a real need, for more fluid consumption over time, to survive. So
it gives a directly usable effect to coincide with the biome progression. I was trying to think of something that
fits with the expanding the biome progression.

The actual drop I was thinking of was Bladder and hide, the larger the more volume. The addition of spleen etc. was
to leave it open to interpretation and artistic license inhouse. Because I have learned that even a potentially good
idea submitted can and is usually made better, internally. Any item or recipe can be used to increase capacity, I
just used those as a descriptive to give it value and continuity throughout game play, but at the same time not be
intrusive, or inconvenient, to any other activities.
I wrote it directly, instead of using notepad++ and proofing it like I usually do. Sorry for the confusion.
Sheetz, that brain of yours needs more space!
 
I meant conceptually why would I need parts from zombies? For game challenge reasons, sure, but if we are trying to make it realistic, I would just make it from glass or plastic like you would in real life.
I wasn't thinking realistically, I was just thinking how the game plays. The image I had in my mind was
closer to the leather bound foreign legion flask.

Sheetz, that brain of yours needs more space!
Yeah, but at my age I feel lucky I have contiguous, and creative thought.
 
Ok, I had a quick run for about 2 hours with the new 2.5.
Created a new random 6K map with custom settings (very short generation time!).

First impressions:
  • Performance is good with high settings on my above-average PC
  • I immediately noticed the impact of the new smell system on the game... and I like it. Kudos to TFP!
    I don't know if I did something wrong, but after smashing carcasses and a chicken I killed, I was convinced I had some animal fat in my backpack, but when I came back "home" to unload, I found out I had no animal fat at all! Is that something new? Anybody else notice this? :unsure:
  • Being near a water source has become more strategically important in my opinion, especially early game. Usually, if had no food left, I took my chances with some moldy bread (after unlocking the goldenrod tea) but now, even when I don't get dysentery, I get a big smell malus on me. Same way when using simple fresh eggs as food. In my opinion, fresh eggs shouldn't cause any smell. So, any time you get smelly, it becomes valuable to be able to submerge yourself into a nearby water source. That means also that camping near the trader as always, may not be the best choice anymore! :sneaky:
  • When you smell, you not only attract zombies, but you also kind of "trigger" some of them into rage mode!
  • I played for close to two hours and not one bug!
Good job to the programmers and the QA team. 🥳
I'll gladly play more tomorrow when I find some spare time. :)
 
I meant conceptually why would I need parts from zombies? For game challenge reasons, sure, but if we are trying to make it realistic, I would just make it from glass or plastic like you would in real life.

Conceptually, why do I need to read ten cooking magazines to learn how to make corn on the cob, or a chili dog?
 
The way I can imagine how a canteen works, it has durability like the car batteries or a weapon and per drink, it goes down a certain percentage, let's say it just holds 8. In once it ""breaks""/runs out you ""repair it""/fill it up with set amount of water

And I would use normal water and gives a bit more plus a "reshreshing" buff like instead of 20 water per drink it gives 30.

Then again you could hold more then 8 water jars/tea/whatever so really I could go without the canteen

Idk im spit balling
Why would a canteen break? Are you smashing it against zombies as a weapon? A metal canteen should last until it eventually rusts away, and that shouldn't happen unless you're careless with it, and it would take a long time even then. A leather one might need to be replaced at some point, but those also last a long time. I don't see any reason to make them break or have durability.

At this point, there's not much reason for a canteen now that jars are back. It would just be superfluous. If they wanted to give us a canteen, then jars should go away again, which wouldn't happen. If there weren't jars and a canteen was the only way to gather water from water sources, it would have value. Otherwise, unless it can hold more water than a stack of water and can hold any kind of drink, there's no reason to use one instead of just a stack of water or other drink. I would definitely prefer a canteen to empty jars, but it's too late for that now.
 
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