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
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@Joel -- nice video! One of the things that impressed me was the "linking" to needed perk in order to craft "x". Many times I have had people ask what do I need to unlock "x"? Or they would tell me "it took forever to find what opened "x"". I see this as a definite welcome QOL enhancement.
We hear this often on the Steam forums as well. Players don't realize they can see the requirements by hovering the cursor over the lock icon. Removing the level gates, as well as the UI refresh with hyperlinks, will help. But it would be even better if you got that tooltip when hovering the cursor anywhere on the line, instead of only over the icon.

 
Very cool.

Love the no level gates. :woot:

I'd swap Heavy Armour for Master Chef between Strength and Fortitude. Heavy armour is, well, heavy...and cooking healthy foods seem like a Fortitude thing. All IMO of course.

Thanks for the preview...can't wait to see more!!

 
New video:


  • This 'spider sense' when a trap or enemy is nearby sounds great!
  • The background music is going to take some getting used to. Maybe it just felt weird because you weren't doing anything; there wasn't anything for it to complement.
  • Knocking the zombie's teeth out so it can't infect you will open up a whole new combat style. :thumb:
  • The weirdest change to perks is putting Master Chef under strength.
  • There's a typo under Electrocutioner level 1. The long description says "Your smart," instead of "You're smart."
  • One thing I like about the improved roads is that intersections have curved corners now.

 
10/10 video. Loving everything Im seeing/hearing so far. More weapon variety and loads of stuff for that to actually matter like a perk overhaul is awesome.

 
10/10 for unarmed and fist weapons...would watch again!

The generation and landscape looks better already then it did before . The random music is definitely nice and I made something like that for my Unity Project...a relatively minor thing...that adds so much more to a game!

Looking forward to getting back in and playing my time again for the next Alpha , definitely going to go full on unarmed for sure!

 
Did I see that tools level up with Miner 69'er now.
Also you mentioned you didn't want to make the video too long. Don't matter. If it was 1.5+ hours I would just consider it a movie and watch it with some snacks.
Yes tool crafting quality and damage are governed by miner 69'r.

That one was probably the biggest one, I can do shorter ones on smaller topics now.

 
In A17 weapon crafting skills are a must-have, in A18 they will be almost useless, because a bought or found gun will usually be a way better than a hand-made. could these crafting skills be changed in the way that they would allow you to repair/assemble only?
Weapon crafting skills are essentially free now since they are grouped with the perks you would buy anyway to master their use. Why would you not want to be able to craft a weapon and only repair it?

 
Thank you for the video, that was a nice surprise. Alpha 18 looks like a massive improvement and loving that music at the start of the video. I am glad level gates are gone, it means i can now get concrete again and build what i want. By the time i got concrete in Alpha 17 i had lost interest in building anything.
keep up the good work, I am off to watch the video again :smile-new:
Its easier to buy concrete and shovel it up from cement bags IMO, but to each his own.

 
Nice video, A18 lookin' real good, thanks.
BTW, I'm just wondering, is the smell system planned to ever come back?
Maybe once we get stealth balanced. There were too many moving parts before so we disabled it until stealth feels good.

 
Self imposed role play rules could excuse a broad range of problems, though. It's not a real justification for why the game should be the way it is. The other reasons cited - it makes mining more viable, it's too small an advantage to need addressing, there are technical issues in the way - are more relatable.
Its not meant to justify, we feel the best design is ladders with freedom and no food spoilage. Adding this garbage is taking away from time to do things we KNOW people do want, like bandits, factions, more npcs, more quests, main story, bugs fixed, optimizations and a gold version.

 
Having worked with the level design tools now, what slows me down the most when doing density work is the lack of a smoothing function. That is, the ability to take the selected blocks and 'blur' or average out their densities, to move closer to the densities of their neighbors.
Density 1 doesn't fix it, it already is density 1. What it needs is to consider the cube a marching cube block so it flattens out, but this leads to some bleeding in of terrain inside, so further measures would need to be made to stop that.

 
Only watched to the Master Chef perk, but I had a simple idea about an ability for it (since recipes can be found now).
For each perk level, reduce the number of resources needed to make the recipe. So, without the perk, meat stew would cost 10 meat, but if you max out that perk it only costs 1 meat.

It's practical in terms of game play, and also somewhat realistic - better chefs waste less when preparing food.
Yes recipe scaling is in and working, but your suggestion is way OP. I'll have to put some thought into it and see what else we can do.

 
@Joel -- nice video! One of the things that impressed me was the "linking" to needed perk in order to craft "x". Many times I have had people ask what do I need to unlock "x"? Or they would tell me "it took forever to find what opened "x"". I see this as a definite welcome QOL enhancement.
I have to say after viewing intellect / perception guy, STR guys' tree looked underwhelming. I like what you did with the intellect specialization in that they can craft turrets/stun baton, woulda been kewl to see that for the other base specializations as well - like Str can make a specialized club etc.

Thanks for the a18 nibble
Strength guy is a badass, and way easier than any other build so far. Agility starts a bit weak but gets pretty good once he gets ranked up a bit. You don't know what charging bull is yet. Its all new and will be revealed later when its fully working. There is an empty spot too, so it can always improve if we come up with another strength related perk idea.

 
Can raw meat raise heat? There ya go, smell system.
I'm not sure but we could make it do that. Then at least it wouldn't be a pain in the ass and a dead giveaway of your location when you have some on you.

 
MM
Thanks for the video.

How about this for the Grease Monkey perk levels though:

Bicycle Boffin

Pokketbike Ninja

Motorcycle Mechanic

Grease Monkey

Whirlybird Wonk

:)
I'll stick to my names thanks :)

 
Thanks for the Video Madmole
That was time you could have been relaxing, working on other things or even "Answering the Night Mother's Whispers" (We know)

The time and effort The Pimps have put into A18 is obvious and amazing and I can't wait to dive into 18 and beyond.

The new Perk system seems to make a lot of sense and the fine tuning to the RWG looks like just what the game needed.

Can't wait to see what you start to bring to the table when you start focusing on 19
Yes we feel like 18 will rectify a lot of the hard work that went into 17 unappreciated because it was tainted with some poor balance and performance. Better late than never. It really is a great game again, and we're playing every day to balance and fine tune it. This will be the best balanced build.

Hail Sithis.

 
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