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.
I know you are baiting me, not stating when since it is probably already a planned feature... but just to show you that I REALLY want advanced electronics... and because you really did try to salvage A17 and A18 looks this promising... there ya go :D
View attachment 28868

View attachment 28867
Um, did you just get us new doors that can tie into the electrical grid? Glad you changed your review regardless, was actually hard to imagine how/why you'd actually had it as "not recommended" after reading how much praise you gave things in the positive section. Anyway, hope it got us some new fancy doorness.(and if those are already in madmole, then well played, you deserve the review upgrade regardless.)

My question, @Madmole: do you know if the turrets have been fixed? I had a blast making electrical systems in A16, but them wasting ammo on walls ended up causing me to avoid bothering with any of it throughout the entirety of A17, mainly for that reason, and I really want to get back into it. Also the lights, in regards to at least restoring the variety in A16, but whatabout POI lights? Hooking those up to the power system was a base milestone I dearly miss from A16.

 
I was slammed today. I had to rebalance gas because auger/chainsaw used more gas in one minute than driving a minibike for a whole day. I just added a zero to everything but the auger/chainsaw and changed the stack size to 5k on gas. Should be a lot better and it saved all the balance work I did on finding gas. It was a non issue before when there was 1000's of gas to be found in ten seconds but now that gas is how I want it, the power tools were a problem.
I took a stab at a trap master perk, but it felt like I'd never waste points on that, so I am integrating trap XP to the perks that unlock them, so again perks will be better than just the recipe unlocks.

Then I added faster crafting for most perks, I still have work to finish that up. Cooking a build now and will start testing for the night.

Anyhow I'll get more vids very soon.
The speed with which you're now able to make changes like this is incredible. Nice work, team!

 
Um, did you just get us new doors that can tie into the electrical grid? Glad you changed your review regardless, was actually hard to imagine how/why you'd actually had it as "not recommended" after reading how much praise you gave things in the positive section. Anyway, hope it got us some new fancy doorness.(and if those are already in madmole, then well played, you deserve the review upgrade regardless.)
I hope I did ^^ although I doubt MM will change development, just because one hater on the forums changed his review :p

And I don't want to give like a huge monologue, but yes. I always try to be fair. And there were a lot of nice things in A17. There were just things that I felt were more severely hindering fun that I couldn't upvote it in good concience. With A17.4 its at least playable and enjoyable, even if I still feel its a step back from A16. But if A18 really is as awesome as MM hypes me up, then that was worth it for me :D

 
Its going into 18.
First you maintain the level cap of 300 for us crazy lateplayers and now you allow us to respec? Are you trying to make us praise your beard or should we switch to protein only diet all together to withstand the incoming cave-dwelling and divorces?

Edit: I also like the workstation tweaks, the Gyro comment and the new Gas stack size. I also love the review electrical door challenge.

PLEASE NOTE: A17: Auger is slower than the pickaxe in mining with no mods. It takes about 4 seconds to take down a rock with that machine. Pickaxe can kill a rock in 1 with no mods and with a tiny little few perks (actually full strenght and miner69 on 5 in said a17). Auger is also a gas eater in a17, though I think you just said you tweaked it. I don't usually use Chainsaw, but I think both the Auger and the CHainsaw should be overpowered as they are costly, expensive and consume oil.

 
Last edited by a moderator:
It does, but now that you gain 1 HP and 1 Stam per level you kind of stop feeling it so much. I installed mobility mods to mine so it doesn't slow me down as much. The top rank of heavy armor reduces stamina and movement penalty by 25% and with mods isn't too bad.
Light armor reduces movement penalty 75% and stamina penalty by 50% so you barely feel it ranked up with mods.

Armor is better now too, even the low end armor you can definitely feel some pieces. Cloth armor has no weight or penalties at all now. Combine that with magnum enforcer suit perk, and the fort perk that reduces damage and you would have decent damage resistance and full speed movement.

I took 1 rank of the running perk and it helps immensely with not losing stamina when sprinting in armor too.
Why do people need heavy armor anyway? Just go in light on armor, heavy on weapons and tell those zombies to come and get some!

- - - Updated - - -

You can buy Grandpa's forgettin' Elixer for 20k.
You know, I would try to get some from the trader but he forgot it. :)

- - - Updated - - -

You are here every day posting, surely you know the answer to this or are you trolling?
Seriously?

If I knew the answer I wouldn't have asked.

- - - Updated - - -

Zeds don't wake up most the time using a 9mm with silencer.
Now your talking! ;)

- - - Updated - - -

We talked about wandering traders or npcs you help you can trade with a bit before they despawn. Nothing firm yet.
That would be awesome!

 
Last edited by a moderator:
Why would they spend all that time working on them not to put them in? You should look at the first post in this thread before your next question...

 
Why would they spend all that time working on them not to put them in? You should look at the first post in this thread before your next question...
yeah... because TFPs have never implemented a feature only to remove it again a few alphas later.

#nohate #justfacts

 
Why would they spend all that time working on them not to put them in? You should look at the first post in this thread before your next question...
just wondering since it may be subject to change upon release or a19 you never know

 
What will be added to A18 if I change my review? :D
Huge, perfectly round, very huge boulders... with smiley faces painted on and on hoard night they roll down the hill, smash all you defenses... and explode.

Edit: Sorry, I just finished watching a Monty Python show. :) &lt;--- Like this but bigger.

 
Hey Madmole, have you ever had thoughts on a power tool that is better than the wrench for speeding up harvesting cars? I did notice in A17 it slowed down and was curious, i've always wanted like a portable powered ratchet to tear stuff apart, i know not too realistic but i think it would help, and when it comes to electricity, I hope one day we can get a perk book to unlock bigger generators that only need gas and not engines inside of them to run.

 
Hey, just watched the video demonstrating the books. Well done! Correct me if I'm wrong, but things I immediately noticed different were cloud movement and the music. And was the bunny cuter? I think the animations were better as well? The perk tree seemed different as well? Not grouped like it used to be.

And I'm liking the higher resolution icons.

 
Huge, perfectly round, very huge boulders... with smiley faces painted on and on hoard night they roll down the hill, smash all you defenses... and explode.

Edit: Sorry, I just finished watching a Monty Python show. :) &lt;--- Like this but bigger.
I'd pay money for that.

 
Why? A17 had it's rough points, but it was mostly redoing old systems that were a bit clunky, and needed updating to make them more versatile. Just needed some time to get it up to snuff and beyond with what a16 was. A17 brought a lot to the table to make that happen. A17 was worth it, in the long run. at least imo. edit: I just think people needed to view it, for what it was..
Couldn't agree more.

A17 had an enormous degree of change, and simply needed a bit more work to make those changes great.

It changed from being a game where you had to be petrified of the night to a game where the night was of little consequence to your survival. I've even survived a horde night outdoors, with an injured leg, without any real stress (admittedly, I'd dropped some Z speeds for my Dead is Dead playstyle).

Whether they wish to regain the terror of night, or keep the benefit of 24 hour combat play remains to be seen.

I like no longer having to be holed up for the duration of the night (lets face it, if you don't have to do a ton of crafting the nights in a base can get pretty dull).

I'd like to see the return of more wandering Z's in the biomes, and in the city POIs, plus the threat of a better targetted wandering horde... I rarely encounter those threats anymore.

A few more tier 5 quests would be good too, coz currently once you're fit for 5 it can get very repetitive very quickly.

 
Just a thought... it can be problematic not knowing where the outer border of a "Stay Within" quest exists, for two reasons - you sometimes want to back away from a stream of Z's, but without terminating the quest by stepping out of the quest zone (yes, I'm aware of the changing colour indicator wrt this).

Additionally, I've lost gear that I've stashed 'outside' of the quest building, but evidently within the border of a quest zone. A storage box I'd placed and partly filled with loot got wiped when I activated a quest without knowing the range of ground this quest covered.

From a looting point of view, it would be nice if we could stash loot somewhere in/within/outside the border of a quest zone without losing it once the quest is activated / reactivated.

Maybe a quest border can be shown, much like a Land Claim Block shows its area of effect... something to consider anyway.

Still my #1 game, and it's Beta ffs!

 
The constant NEED for stuff is flooding my brain and its like the feeling of you have 20 things to do and no time to do it is nagging at you making every second enjoyable. I mean my planner in my head is working overtime in this build because the needs/desires are so plentiful.
Yes, this!

That's one thing that I like so much about 7 Days to Die, that the content and options drive me to devise an efficient plan of attack for achieving a growing list of personal objectives; when suddenly the game reveals some new distraction to me and I have to scramble to reprioritize my whole plan all over again! Great fun!

 
Yes, this! That's one thing that I like so much about 7 Days to Die, that the content and options drive me to devise an efficient plan of attack for achieving a growing list of personal objectives; when suddenly the game reveals some new distraction to me and I have to scramble to reprioritize my whole plan all over again! Great fun!
100%. The game is an amazing time sink and everytime you get something done there's 2 new things you wanna do and it never ends.

Damn, I honestly can't wait to play. Only thing that saddens me is that it will probably be a bugfest on early stages of experimental and the stable release will probably be at least one month later, which leads me to think i'll have to wait 'til september at the very least "to play seriously". :miserable:

 
Status
Not open for further replies.
Back
Top