Alpha 16.4 did not have unlimited maps. You could go into the xml files and change the size of the boundaries and you can do that now as well. The problem is that now maps are pregenerated meaning that for a really large map that feels unlimited you might have to wait all day long for it to generate and may run out of memory or experience a crash midway through. See how well your computer does generating a 16k map in the advanced options before going even more towards unlimited.How you set the "procedurally generated maps" (randomly generated map) which was 16.4 Alpha ? I want to play on a map that has no boundaries and that never ends.
There is no way to know until you explore. They are working on tuning the game better to your gamestage so you don't have those encounters before you are ready.Is there a way to tell what level the POI's are before getting my teeth kicked in by green boars and irradiated policemen?
They are working on these issues.Are there any known problems about the new unity and texture streaming? While A16 runs smooth, A17 lags and stutters despite stable frames. Even on the lowest settings. Textures look awful and slowly load when walking near the objects.
Someone does not know this forum (or any) very wellHeh. "Without arguments."
Lol
completely new methods? this has never happened beforeThe devs are going to be pushing A17.1 to experimental first. So if you are currently opted in to current_experimental your game will automatically update to A17.1 once the devs push it out. A17.1 should be compatible with build 240.
Actually, I was reminded that they did do this during Alpha 16. Sometimes it's hard to remember that this alpha is only the third one in which they've done experimentals so there isn't really a long tradition to go by here..completely new methods? this has never happened before
Im going to be SO nice, that it's going to spread on others like a... zombie virus :3Someone does not know this forum (or any) very well
I think it would be easier to give everyone a higher number of starting points than transferring a character. In my experience this never ended well when I've seen people try.How difficult would it be to implement character skills import to a new map from an older build savegame? Even if only the Level and respective number of perk points. We love the new builds but it feels sort of tedious to start over grinding Zeds with stone age tools.
You also can just copy the player files from one saved game folder to another and continue playing the character. You just need to redeploy a sleeping bag/rebuild base and gather new supplies that aren't already on the character.I think it would be easier to give everyone a higher number of starting points than transferring a character. In my experience this never ended well when I've seen people try.
Edit the starting quest to give you however many points you feel is needed.
Dear Roland, is there any estimate on the 17.1 stable release for everybody (so instead of experimental)?How long until A17.1 comes out?
It all depends on whether significant problems emerge now that the general public has it. TFP has been know to release an alpha .x hotfix update over Christmas Day in the past if it was necessary. As long as nothing game breaking emerges for the majority of the player base then most likely the beginning of January is when we will see the next update.
EDIT: A17.1 is projected to release to experimental this coming week, hopefully on Monday or Tuesday Jan 7 or 8, provided there aren't any show stopping issues.