PC V3.0 Dead Hot Summer Dev Diary

Hey @faatal Nice to hear from you. Anything interesting happening on your side of things? (game related or not)
Sure.

I have bandit wilderness POIs spawing in RWG as a pass before the normal wilderness POIs. They will probably end up with their own quantity setting, but using wilderness setting now. Wilderness POIs find space so well now that adding the bandit ones still gets the same amount of normal ones.

We have a lot of people working on bandits now, so features are progessing well.
 
Sure. Doesn’t mean you shouldn't get a hobby and stop monomanically obsessing about it.
so flaming? that's all you got?

they said they would do something...I would like them to actually follow thru on it...that's obsession to you? (I won't bother to speculate how weird your life must be)
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Sure.

I have bandit wilderness POIs spawing in RWG as a pass before the normal wilderness POIs. They will probably end up with their own quantity setting, but using wilderness setting now. Wilderness POIs find space so well now that adding the bandit ones still gets the same amount of normal ones.

We have a lot of people working on bandits now, so features are progessing well.
is this update still on track for this year?
 
Sure.

I have bandit wilderness POIs spawing in RWG as a pass before the normal wilderness POIs. They will probably end up with their own quantity setting, but using wilderness setting now. Wilderness POIs find space so well now that adding the bandit ones still gets the same amount of normal ones.

We have a lot of people working on bandits now, so features are progessing well.
Nice news @faatal

Any chances of an experimental 3.x.x build in the next couple of weeks? Maybe???
 
Nice news @faatal

Any chances of an experimental 3.x.x build inwo the next couple of weeks? Maybe???
I'm really hoping they have a okay amount of models so it doesn't feel like I'm fighting the same dude. He'll even if some mask on them would help. From the models I've seen only a white river really has that

But in really exciting to see there combat!
 
"Couple of weeks" ? people still trying figure out what happend to the satellite story pushed 21 months ago.

View attachment 40091
I've seen the crashed satellite a few times. I think it's a very rare spawn and mainly in the wasteland.

Edit: Here's a screen cap of the one I found on my latest map (sorry for the ultra widescreen image)

20260721203307_1.jpg
 
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I saw a mod that adds a new magazine that, as you read more, you can craft higher-tier tool and weapon mods. This would be cool to add; I'm really not liking not being able to craft the higher-tier mods, or if it was tied to the Forge Ahead magazine, that would make sense to me. You would still need to find the schematic, but by the end of a playthrough, I should be able to make a Q6 cooking pot, which would require a legendary part. That's fine.

Also, the traders offer some decorative items for sale, but they are missing a lot of the new cool ones, like the metal signs you see in autoshops, etc. I really want more of the building items to decorate my base better. They already sell paintings, lanterns, and appliances. Why not the other items? Did they just get overlooked when added to the trader pool? Also, are we finally going to be able to dye the armor? There are so many cool new features, but a lot of the little details didn't get followed through on. Like the continuity is just not there. If paintings are for sale, why not the other items? If I can dye my motorcycle, why not my armor? The rules should be consistent, not different for different things. Also please dont make the solution just taking it all away; just fully finish one project, please.
 
I saw a mod that adds a new magazine that, as you read more, you can craft higher-tier tool and weapon mods. This would be cool to add; I'm really not liking not being able to craft the higher-tier mods, or if it was tied to the Forge Ahead magazine, that would make sense to me. You would still need to find the schematic, but by the end of a playthrough, I should be able to make a Q6 cooking pot, which would require a legendary part. That's fine.
In our current playthrough, we've got a server side mod installed that ties each weapon mod to the perk that it's related too. So for example if you've got one point in the pistol perk, you can craft a T2 clip extender, two points is a T3 extender, etc. It seems reasonable, since everyone can't just craft everything.

On the other hand it also sort of makes looting mods pointless, because perks unlock faster than new biomes or tiers of missions. I've just finished T3 missions, but can already craft T5/6 mods since the related perk is maxed out. There's probably some sort of middle ground that would work better.
 
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