PC A20 Developer Diary Discussions

Hey was wondering if it would be possible to eventually add cellar doors at some point. I was building a cool home with basically a work place in the basement in the side of a hill and realized I wanted some cellar doors for separation.

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Thought I'd better post in here rather than the dev diary because, let's face it, I'm never going to say anything relevant or even intelligently insightful there. :)

So the post was guaranteed to be in here anyway

Hope you are all well and safe.

I am becoming a lot more optimistic that I'll be alive to see A20  ;)

Love to all

 
I'm scared they're gonna wreck her. "Ring" girl is an icon imo. Plus she's damn near a dead ringer for PokketNinja, Joel's step daughter. Pretty sure we're about to be unhappy.
If the resemblance to PokkitNinja is intentional, they may emphasize that more in the new screamer model stepping a little bit further from infringement of whoever owns the IP for Sadako.

 
Adam the Waster said:
So what im saying is, do you think we will get better alarms to lure the horde? 


On Arrakis, they call them Thumpers....

iu


-Morloc

 
Blake_ said:
I would like to know...  how much better is the baton tree in a20 ?. The reason for this question is:


+1

Devs pls respond

I would absolutely LOVE any info you guys are willing to disclose on the Int tree changes. I just started a new A19.5 run yesterday, and I'm having the same issue as always where you can't even invest in INT for the first week because you quite literally don't have a weapon you can even use. It's day 6 and I have found iron sledges and spears etc, but still haven't seen a SINGLE junk sledge or stun baton or anything. For some reason everything INT related seems to be iron age + and rare even at that stage

I still think the INT line should have a primitive Blowgun that uses junk ammo for early game, so you can at least get *some* value out of INT tree, and it would fit the theme of the other pipe weapons using the same ammo as the later stage weapons

Like, it's literally just a hollow stick that shoots darts, it would fit perfectly with the other other stone age weapons

(nudity warning for tribal people using a blowgun)



 
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+1

Devs pls respond

I would absolutely LOVE any info you guys are willing to disclose on the Int tree changes. I just started a new A19.5 run yesterday, and I'm having the same issue as always where you can't even invest in INT for the first week because you quite literally don't have a weapon you can even use. It's day 6 and I have found iron sledges and spears etc, but still haven't seen a SINGLE junk sledge or stun baton or anything

I still think the INT line should have a primitive Blowgun that uses junk ammo for early game, so you can at least get *some* value out of INT tree, and it would fit the theme of the other pipe weapons using the same ammo as the later stage weapons


I feel very nervous about trying the Intellect tree for the first time once A20 experimental hits...

 
Gobarg said:
I know it's kinda left field but are we going to get the ability to custom design RWG maps?

Things such as designing road systems and placing specific POIs to achieve a unique map design.

A world editor with all the bells and whistles.

Just say NO and I'll pop back into my box :)


Check the first page, it gives all the details / hints regarding RWG customization. :)  But when it comes to customizing our worlds to the extent that you are proposing, that is definitely not going to happen. If it does by gold I'll be greatly surprised.

 
danielspoa said:
melee weapons are not amazing for their damage, but the utility they bring with stun/knock down is great. Many players stick to melee weapons to the late stages of the game. Spear lacks some way of controlling enemies and thats why it sucks so hard compared to all other options.

Sledgehammers + heavy armor are the biggest offenders, people never die.

edit: they also scale very well with the chance to dismember/ explode heads.
Funny that I find the spear one of the best weapons in the game, until clubs become totally OP. The club perks and the club magazines are what make it totally broken. I suggest comparing them to the spears, and you'll see spears bonuses are essentially a subset of clubs bonuses.

BUT, spears have a lot of range, and they pack a decent punch compared to everything but clubs. The spear power attack damage is higher even than the sledgehammer's power attack damage (example: stone: 29.355 spear vs 21.875 sledge). At the steel level the sledge gets better (53.01 vs 57.75), and maybe it is better as iron as well since iron spears suck, but I'm saying spears are very good early game, not late.

Spears simply have nothing special late game. Clubs have stamina reset, sledgehammers and stun batons have AoE, knuckles have health recovery. Machetes are also somewhat lacking. Knuckles also had a bug, which might still be present, whereas a power attack would always knock down opponents as long as you had a point or two in the perk.

Now, someone said the stun baton is OP. The stun baton is OP in a horde night scenario, with nerd tats and, preferably, repulsor mod. As a looting weapon it is lacking. You might feel like it can keep zombies stunned until you kill them, but if you were using clubs the zombies would be dead or on the ground.

Finally, spears do have one enemy control option: thrown spears will slow down enemies. And often knock them down, at which point you can get more damage by throwing them again, if you have the magazine for it. It just sucks tremendously for stamina.

Gobarg said:
I know it's kinda left field but are we going to get the ability to custom design RWG maps?

Things such as designing road systems and placing specific POIs to achieve a unique map design.

A world editor with all the bells and whistles.

Just say NO and I'll pop back into my box :)
You'll be happy to learn that you can do that in alpha 19! And 18! And 17!

Well, not roads, or terrain elevation, or biomes. It sucks that the world editor cannot do these things, but you can definitely place POIs (or remove them) to your heart's content.

 
You'll be happy to learn that you can do that in alpha 19! And 18! And 17!

Well, not roads, or terrain elevation, or biomes. It sucks that the world editor cannot do these things, but you can definitely place POIs (or remove them) to your heart's content.


To my knowledge that tool was removed.

 
Burrfly said:
Will alpha 20 experimental be compatible with alpha 20 stable?

I'm curious because I'm really excited for a20 and want to play it right along without having to start over if a20 stable releases


Like with any alpha, every time there's a patch there's a chance that your particular save with become corrupted. TFP recommend you restart every time there's a new update. You might go through the entirety of experimental and not having to restart the one time, or you might have to restart every few days, or anywhere in between. Waking up to a new build and a corrupted world is not TFP's responsibility nor is it within the realm of anyone's control.

As such, my advice? Never get attached to an experimental world.

 
Burrfly said:
Will alpha 20 experimental be compatible with alpha 20 stable?

I'm curious because I'm really excited for a20 and want to play it right along without having to start over if a20 stable releases
Huh, do you mean Alpha 20 exp compatible with Alpha 19 stable?  😉

It's always best to either A) continue playing at the Alpha 19 until you end your playthrough, or B) Start a new playthrough when upgrading between Alphas (major releases).  Since they make a lot of changes when they go from Alpha X to Alpha Y, it's always best to start anew.  When they upgrade from Alpha X.X to Alpha X.Y, you might be able to do so without a lot of issues.

 
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