PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
  • <img alt=":)" data-src="" src="___base_url___/applications/core/interface/js/spacer.png" />

    Votes: 1 33.3%

  • Total voters
    3
Status
Not open for further replies.
Instead of acid , you could also just add in Thermite...easy to make , once you know how...and cuts right thru anything...Will not put the ratio here , but I am sure you could just look it up online these days lol

Its powdered metal and iron oxide(rust) , just need magnesium ribbon or other very high temp fuse...

I made some and tested it on an old safe a few months ago...cut right thru that thing...

Only problem is , that when the reaction takes place...it is pretty bright...so might not be good for "stealth" ;)
Im down with thermite

 
What we would really love to see is more food....
apple or cherry trees

fishing

trapping

chicken/rabbit farming

and more dye colors. I'm personally a fan of purple and am saddened the purple tank was removed

LOVE the new decor items. being able to craft some of them would be much welcomes.

also, what happened to the glass? its so transparent we cant even see it. rice paper windows would be nice.. i'd love to make some windows out of wood and paper.
There are already modlets for farming with 15 or 20 new crops. animals, recipes, and a ton of extra dye colors.

 
Thermite makes more sense than acid IMHO, and you already have the spark and burning particle effects for it, and makes sense use it for safes only to reserve the poi locked door paths.

Question: By dead body hacking you mean zombies that haven't been put down yet, right?

The machete used to have a higher dismemberment rate.. can that be restored, and can a mod for bladed weapons and tools be added for increased dismemberment chance? Both the shovel and foreaxe could use it as well as the knife and machete.

While I'll REALLY miss features like the perlin caves, I AM glad to see you very focused on what you want to accomplish.

 
Is there a way you can check on and implement experience from explosives? Last I recall, we got no exp at all from any explosive, like pipe bombs or rocket launchers.
Also the bank down keybind you did for controllers on the gyro was never added to the a17 code.

Also something we noticed on a17.2 compared to the previous versions, is sometimes zombies don't path to players, and instead seem to go off banging on something else instead.. did something break ai wise?
Explosive XP - don't know, I'd have to look at the code.

I checked and the controller B key does tilt down and was added in December in A17 before we even had an A18 branch. I do remember having to set the controls to default to get it to see the new controller mapping.

AI in A17.2 have an intelligence value that determines how important they treat block health and how often they will get mad on long paths and just destroy blocks. It is a random range and different zombies have different ranges, so some are quite dumb and will not follow partial paths for very long.

 
Dismember heads 30 percent chance on death? This makes no sense unless im missing something. Decapitation should CAUSE death... not just play a new animation when they would have died amyway due to normal damage.
There are 3 types of dismemberment. For heads you have your chance to take off the head of a perfectly healthy zombie causing instant death. A powerful ability to have. Gained through perks/mods/items/whatever. Then you have cosmetic dismemberment when you either kill a zombie by reducing his health to 0 or hit one that is already dead. In A18, 30%+ of zombies you kill with a head shot will dismember their head indicating they are dead. No different that seeing blood when they die or hearing a death sound effect. Cosmetic.

 
AI in A17.2 have an intelligence value that determines how important they treat block health and how often they will get mad on long paths and just destroy blocks. It is a random range and different zombies have different ranges, so some are quite dumb and will not follow partial paths for very long.
That... Sounds very zombie like. Haven't seen this behavior yet. Gonna keep an eye out!

 
Of all things in this game, I really want to see TFP stand of they value each bullet in game, or they want us to fire without worrying of bullet stockpile. Bullets are not available in vast varity, but their killing power, and how player aim, and how Zombie Dodge bullet when we "Scope" zoom to them and still don't get head shot make it that want us to fire lot of bullets but still value them. You guys need to decide on way, either give us bullet super cheap or keep it natural. How can a bullet miss because zombie know we are aim him. Sometime they even miss body shots.

Also, make their stockpile little bigger, 250 shotgun cannot kill more than 50-80 zombie. if use in quick session. And I know a bad aim is bad aim, but I play enough of shooter game to know how to aim decently. I got very good records in those shooting game.

 
Hopefully we will see for friendly NPC's like scavengers that can turn into followers (AKA pack mules) in Alpha-18.

Hopefully. :)

 
Yes, explosives should become useful again.

A bug ruined their AOE effect and given their crafting requirement/cost, something like a pipe bomb can not be weaker than a molotov.

Their ragdoll part (which is less of a "balancing" feature =) should now be much "cheaper". I do remember a hitch when large numbers of zombies would be flying around in A16. I expect that to be gone.

So yeah, some cleanup left to do. The critical parts should make it into an A17.3 for sure, along with some (not all *) stealth fixes.

* Only critical bugs are ported back into the "old" branch. Gotta keep moving forward, not backwards.

 
Great to hear that the work for A18 started and that this update would be there rather quick :)

Any plans or words on Bandits/NPC's/Quests for A18 as well?

 
In A17 there were new buildings in which the survivors lived. All players are waiting for the appearance in these buildings friendly NPC. The planned in A18 the emergence of NPC?

Without NPCs, the game becomes boring. New weapons and new items are meaningless without quests or diplomatic relations with the NPC.

It is enough to add bandits and survivors and the game will be much more fun.

Survivors can give quests: protect their base from the Horde, find resources, upgrade walls, bring / make weapons, etc. NPC even can simply stand on place in their bases, on walls, in rooms.

Bandits can simply stand in buildings with a good loot (bank for example or skyscraper) and shoot at the player. Also, survivors can give quests to clean up buildings from bandits.

 
MM already said at multiple occasions that there will be no friendly followers or friendly NPC's besides traders.

 
Explosive XP - don't know, I'd have to look at the code.
hello, to clarify because I asked the same: rocket launcher was giving exp only from the enemy directly hit by the projectile.

- if you hit the ground below him and the enemy die from the explosion = no exp

- if you hit the enemy with the rocket and multiple zombies die = exp from the one directly hit by the rocket

the explosion itself wasn't giving proper exp. I assume the same for other explosive tools as I only tested the rocket launcher.

 
Status
Not open for further replies.
Back
Top