PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
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    Votes: 1 33.3%

  • Total voters
    3
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like this:
cat-in-bottle.jpg
roflmao

 
Are there any plans to place hunger and thirst on the HUD somewhere?

I'm a new player and I find it a little strange that I have to open a menu to check on my food/water values. Seems like that would be the kind of information you'd want readily accessible at all times in a survival game. I know there's a hunger/thirst warning, but that doesn't kick in until it gets quite low. I'd rather be able to know right away if I'm able to eat the food/water I have to top myself off or if I should wait until it gets lower without having to go into the menu, change to the stats tab if I wasn't already on it, and then find the number, then do the math in my head of whether or not I can eat/drink right now.

Come to think of it, it would be nice if the item stats just showed the difference between the amount of food/water the item restores plus your current food/water level and the max possible food/water level, just to make it easy to immediately know instead of having to figure it out.

Oh, and am I just crazy or is the gear comparison backwards in the menu? It took me a bit to realize that when I inspect a new piece of gear, the pluses and minuses next to the numbers are a comparison of what I already have on to the item I was inspecting, when in most games it would be the other way around. This means that red negative numbers are upgrades and green plus numbers are downgrades when you're inspecting a piece of gear, unless there's some setting I'm not aware of. Very odd!

None of this is super important, this is some quirks and QoL stuff I noticed. Maybe this kind of thing is being saved for a later stage of development, I just thought I'd share what I've noticed as a newbie! Thanks!

 
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Are there any plans to place hunger and thirst on the HUD somewhere?
No as the devs feel it is better to have less clutter on screen to help with immersion, which I would have to agree with.

FYI just in the case you did not know. When your thirst or hunger gets low you will have an icon pop up on screen informing you of those stats. You can also install a simple mod that will show hunger and thirst on the HUD.

 
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We talked about wandering traders or npcs you help you can trade with a bit before they despawn. Nothing firm yet.
I could see quest scenarios like:

-- Help the lost NPC get to a certain house

-- Help the NPC find a treasure

-- Protect an NPC on a walk from trader to his house/town - (WOW makes uses of several of these types of quest - they are cool)

-- Pick up a quest or unique trade item. this would force a player to share "hey I found Leroy who sells the Pink Oven Mitt of doom at coordinates..."

lots of options - you have the NPC, the quest system and it could tie into the bandits as well.

 
No as the devs feel it is better to have less clutter on screen to help with immersion, which I would have to agree with.
FYI just in the case you did not know. When your thirst or hunger gets low you will have an icon pop up on screen informing you of those stats. You can also install a simple mod that will show hunger and thirst on the HUD.
I know the icon is there, but it doesn't appear until you're already very low (around 60ish I think). I'd rather know if I have "room" to eat right now so I can declutter my inventory. I don't think a couple little bars is really very much clutter. Plus, it's not clutter if the information it's displaying is important. Oh well, I guess I'll have to mod it in, though I still think it's a mistake to not include it by default, I think most players would want to know a basic piece of info like their current hunger/thirst in a survival game.

 
TFP releases on a schedule of "It's done when it's done." So, don't get too wound up about not having a date, or if a date is given and it gets missed. :)

-A

 
why yes, yes it is.
Bridges will be in A18 when needed to cross water and have a new more modern looking prefab.

Not sure if, in that video, they used the prefab that is in A17 and placed them by hand or if I accidentally copied some stuff over when I was doing 17.4 fixes.

 
To someone that was asking about melee grazing hits a week or so ago, sorry, was very busy.

Grazing hits will not hit the entity directly under the crosshair, they will only be hit by the direct hit.

Grazing hits will give 10% of the damage of a normal direct hit.

Grazing hits have their own events for buff proccing, etc.

All of these values are adjustable via XML, mods, perks, etc.

I want to at some point give you a full damage hit from the next glancing blow after dead center if dead center doesn't hit anything. This may come prior to or just after A18. I have to see how best to implement it without it being OP though.

 
Bridges will be in A18 when needed to cross water and have a new more modern looking prefab.
Not sure if, in that video, they used the prefab that is in A17 and placed them by hand or if I accidentally copied some stuff over when I was doing 17.4 fixes.
I corrected and rotated the two existing prefabs that are in A17.4 and then let the code of the random gen do the placing. Just needed some more water on the map (and if the prefab is not renamed this generated errors during creation).

 
Bridges will be in A18 when needed to cross water and have a new more modern looking prefab.
Not sure if, in that video, they used the prefab that is in A17 and placed them by hand or if I accidentally copied some stuff over when I was doing 17.4 fixes.
Awesomesauce. Word on the street that was generated. Not sure if it was XML or dll that enabled it though.

...I kinda liked the steel grates btw.

 
It's funny as we were promised alpha 18 in the first half of 2019 first, then end of July, beginning of August, now when is done. Are these devs competing against Todd Howard for the "Liar of the year" cuz I really don't get it...
You can find press releases that are looked over a few times so no spontaneous information directly from developers gets through over on the official site.

If you view date estimates that they missed as lies, then yes, TFP is easily the most crooked lying developer on the planet. Howard is an amateur in lying compared to them. They made an art form out of it. :cocksure:

 
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I corrected and rotated the two existing prefabs that are in A17.4 and then let the code of the random gen do the placing. Just needed some more water on the map (and if the prefab is not renamed this generated errors during creation).
That makes sense. diff prefab, diff name but the code is there, well, parts of it anyway. Whoops.

 
Bridges will be in A18 when needed to cross water and have a new more modern looking prefab.
Not sure if, in that video, they used the prefab that is in A17 and placed them by hand or if I accidentally copied some stuff over when I was doing 17.4 fixes.
Can confirm it spawns very rarely on 17 rwg maps. It will throw a null on world previewer.

2019-07-31T15:14:10 215.861 ERR Loading prefab "rwg_bridge_end_01" failed: Block name to ID mapping file missing.2019-07-31T15:14:10 215.862 ERR Loading prefab "rwg_bridge_tile_01" failed: Block name to ID mapping file missing.

2019-07-31T15:14:10 215.862 ERR Loading prefab "rwg_bridge_end_01" failed: Block name to ID mapping file missing.
it is quite rare though

 
That makes sense. diff prefab, diff name but the code is there, well, parts of it anyway. Whoops.
It is fun to play with though.

If you get some time, can you do a run down on the future of the rwgmixer? pls and ty.

 
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