A few small ideas for the upcoming Storm’s Brewing update

Jost Amman

Well-known member
While playing v1.1 it came to my mind that some biome-related stuff would be fun if it was added.

I also had an idea to solve the long standing "clothing conundrum". :)  

I'll just throw here a few of the ideas in no specific order:

  1. Burnt Forest biome: add back that when you step on the burning cinders you catch fire


    It would also be cool if they added smoke effects to the burning cinders

[*]Snow biome: two-wheeled vehicles should have a very heavy speed penalty and or grip penalty on snow/ice


  1. Optionally add a snow chains mod to reduce the speed/grip penalty
  2. Walking directly on snow should reduce your temperature

[*]On armor, they should add multiple "clothing slots", so that we can add clothing to armor much like we do for mods


  1. Related to this: it would be great to have an option to pick, for each armor piece, if we want to show the armor model, ot the clothing model





That's all for now.

If you have any comments or ideas...  :yo:

 
I feel like the desert had a slight debuff to walking speed back in the day. It would be cool to bring that back and have something similar for snow, and a snowshoe mod for shoes to offset the debuff.

I remember the snow piling up, I hope they bring that effect back.

I modded the burnt forest to have a lot more ember piles and burnt buildings. Some ember piles light me on fire. It might be the type you are walking on. Not all will cause damage.

 
Forest having more types of weather like sleak, snow and dust storms 

-Rare chance of lumberjacks 

-All animals spawn in the forest 

-crawlers can spawn more often 

-heat and cold waves come some more extreme then others 

-Brunt Forest having ash fog build up in the days that can cause zombies too run during the day (they think it's night) 

-Burning zombies are separate from burnt and burning zombies run in the day and night.  

-Firefighter zombies spawn

Spiders, burining zombies, lumberjacks and crawlers can spawn in the day and at night Zombie dogs and cops can spawn 

-more heat but can get colder..

-Desert had dust storms and more heat waves more often, ac might be needed..

-Spider zombies, feral zombies , feral crawlers and cops can spawn during the day. Solders, zombie dogs and very rarely feral wights spawn at night 

-Desert dwelling zombies that live under the sand and come out at random. 

-sand storms allows zombies to run during the day and slows you down. 

-

Snow: 

-Sleak, snow, blizzards and hail

-zombies gain a buff that lowers damage Resistance frost bite.

-zombie dogs, lumberjacks, feral zombies, cops and feral spider zombies can spawn in the day 

Direwolfs, solders, feral wights and feral lumberjacks during the day

-frost bite zombies spawn they have more arnor and can come out from the snow. 

Wasteland, Radation plus dust storms, sleak, rain, and ash fog 

-all zombies spawn, ferals and radioactive, burning zombies, lumberjacks, solders, zombie bears, direwolfs, cops, feral wights, 

 
-Brunt Forest having ash fog build up in the days that can cause zombies too run during the day (they think it's night) 

-Burning zombies are separate from burnt and burning zombies run in the day and night.  

-Firefighter zombies spawn
Love these two ideas. Firefighter can just be a hazmat suit in a different color and new helmet. That seems simple enough. They should have armor because of the aluminized suit.

 
Love these two ideas. Firefighter can just be a hazmat suit in a different color and new helmet. That seems simple enough. They should have armor because of the aluminized suit.
That plus alittle extra armor and the crispy zombie under it would be cool more threats to the burnt forest would be cool

 
I would call them burning wights
Each biome needs a unique elite zombie type. That fits perfectly.

Maybe a dried out zombie in the desert that turns to dust from a critical hit that fatigues/infects you if you kill him with a melee attack at close range. (You could just take the burnt zombie and turn the red parts to a yellow like tendons and dried fat)

Snow we need a mountain man (think zombie hugh) in a burly fur outfit that gives them a ton of melee armor.

 
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Each biome needs a unique elite zombie type. That fits perfectly.

Maybe a dried out zombie in the desert that turns to dust from a critical hit that fatigues/infects you if you kill him with a melee attack at close range. (You could just take the burnt zombie and turn the red parts to a yellow like tendons and dried fat)

Snow we need a mountain man (think zombie hugh) in a burly fur outfit that gives them a ton of melee armor.
Snow having a frozen zombie like a naked frozen person would be cool as well as a hunter. Kinda like a stronger more armored lumberjack.  And zombies gain a buff that makes them take less damage cuz frostbite. 

The desert could have a tunneling zombies that "swims" under the sand and comes out of the ground.  And a dried out husk of a zombie that like a walking smoke bomb.  

Wasteland could have mutated version of other special zombies 

 
Snow having a frozen zombie like a naked frozen person would be cool as well as a hunter.
I'd like more something like the Abominable Snowman...  

th

 
My only ask is that they bring back a global temperature system (where each biome's temperature is based on that global temperature). It makes it far easier to mod in seasonal weather.

...or just give us seasonal weather. :)

 
My only ask is that they bring back a global temperature system (where each biome's temperature is based on that global temperature). It makes it far easier to mod in seasonal weather.

...or just give us seasonal weather. :)
I would LOVE if they actually introduced seasons.

Not only it would add a gameplay element to the game, but they could also add some eye-catching stuff with it.

Imagine the Forest Biome having the non-evergreen trees become brown/golden in autumn and then bare in winter.

Or maybe the snow biome becoming wet and rainy in summer.

The possibilities are limited only by the time and effort they can put in it.

 
The problem with seasonal weather is that you'd have to have absurdly short seasons for it to be noticeable for most people.  For a supposedly normal 70 day playthrough, you'd have to have seasons no longer than 8 days for a player to experience 2 full "years".

 
I would love to see the old Paint Brush paints. Recognized that nowadays there are less paint options than in Alpha 21. 
Recognized it because i was missing the "red cross" or the "hammer" Symbols, which we used to paint our storage boxes. 
I hope they bring them back or bring in even more paint options.
Maybe with a system in the past, where you can find books for more paint brush Options.

 
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Jost Amman said:
I would LOVE if they actually introduced seasons.
Just a thought, if the landmass follows the present layout then
all of the biomes could be more of a blended scenario. Just
have more or the default decorations to designate the root
biome vs the outskirts. It would allow for a single global
lighting gradient scheme.

Then apply the same gradient type bars used for lighting now,
colored from transparent to greens to oranges and browns
then white. This could be applied to the foliage and terrain
textures. It would artificially create a wipe screen using the
same tech assets and mechanics available now, just used in an
unconventional way. It would need png masks to allow for textured
terrain to remain.

Unconventional example: Using fog to artificially darken indoors.

To get rid of leaves on plush trees, use a png mask with
variable opacity, just expanding how it is done now for image
edge cleanup. They would still be there requiring no new models
but you would only see the branches so a new view.

For Snow cover, they would have to dig back in the archive for the
original hack that was done and removed.

For footprints would have to invest in Jason Booths Trax asset.

The rest could be by the numbers, or values for balance.

It doesn't necessarily have to be seasons but can make vasthetics more

visual.

 
Vaeliorin said:
The problem with seasonal weather is that you'd have to have absurdly short seasons for it to be noticeable for most people.  For a supposedly normal 70 day playthrough, you'd have to have seasons no longer than 8 days for a player to experience 2 full "years".
I read this and thought on a broader scope. Options: if a cycle for the changes can have

the same type of speed slider that days do up to 496 which is about 165 x my base speed. It

would allow each player or group to have seasonal decor at their own pace. For those that like to

build and decorate, they like foliage and colors and plant alot. The main thing i read in their

posts is the desire for variance and aesthetics. If seasonal weather is given an on off switch,

then it can expand to any playstyle use, including seasons as default, leverage it even further

and add a percentage band for the seasonal splits, and every player could customize they

surroundings without actually modding. This would be a boon for the console players as well.

 
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