Just a quick check up on 7d2d. While I'm not happy with A17.2, 17.4 brought back the fps for me, my 40 fps base with 1/4 texture is now 80 fps with 1/2 texture. Good job FP optimization staffs. Will make a new world and check it out fully when I have the time.
And A18 dev diary got me really excited. Some of the A17 issue for me is being addressed, such as quality now influence damage output again. Finding gun part/ schematic instead of finding a gun flat out or just buy perk point and craft a gun, max crafting quality < loot quality, this make me a happy scavenger. And it seem like the progression tree is getting rework and book is reintroduce again, making the game play less dull and more reason to scavenge stuff.
still reading the thread for MM replies (pg 340 of 586, rip) but if someone (or @madmole ) would be so kind to let me know if these issues have been address?
- Zombie AI, I read somewhere that it will be revert back to the old dumb straight-path-to-you kind of zombie, and the current seeking weak block AI will be given to raider. Is this true? One of the main reason I got burn out so quick in A17 was zombie seek the weak block, if a block get damage, they all flock to it and base design was mostly maze.
- Will Zombie drop more loots like A16 and older. Another reason A17 was so dull for me was there is no incense to kill a horde, it a waste of resource. A16 and older when you kill a zombie horde, you at least get something back for the resource spent killing the horde. A17 I just hop on a bike whenever there a horde and kite them away from the base. And the loot bag doesn't even last long enough for you to get it.
- Haven't got around to play A17.4 yet, but does it (or A18) address the issue of POI become a clown car with sleeper zombie? IMO POI should just spawn awake zombie like what ever the amount of sleeper there were in A17.2 and have 1-3 sleeper to jump scare you.
- Will there be more zombie wondering on the city/town street?