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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It`s 21st century, there are vending machines.
Btw, not bad idea if you walk in a trade post, you can find a couple or some npcs like enchanters, forgers, cooks too, why not.
New's flash. We had vending machines in the 20th century to. ;)

 
It`s 21st century, there are vending machines.
Btw, not bad idea if you walk in a trade post, you can find a couple or some npcs like enchanters, forgers, cooks too, why not.
21st century? Then I want these NPC's to be there.

Half life Dog.jpg

 
I play dead is dead so longest I ever made it was day 44 or so....In late game do vultures spew toxic greenish stuff like the cops?

If they don't maybe you can add this in-- or make a % of them do it..

(late game of course) wouldn't want anyones head to explode if they ran into em early.
I live in the wasteland biome and I have had like a rare encounter with them but higher gs in blood moons you will see the vultures that spit at you

 
A lot will certainly change in A18. XP are still important for progress but according to what I have read and heard so far not as important as in A17. You can progress a lot by finding the right books and schematics.
This is a true statement. I think some players will even take pride in not spending any points in a tree that has some things they want because they are a good scavenger and found what they needed to bypass buying the perk. This makes spending five points on rank 10 of an attribute an easier pill to swallow because you aren't nickel and dimed to death on cooking, mining, or intellect perks if you just want to dabble in those.
 
Sl related to this. if a Perk still requires an Attribute level, how will books work? could I use a 3/5 perk book without having the base attribute? OR are books completely not tied to Attribute base level?
Books have zero requirements to read and learn their perks. The completion bonus only requires you read all 7 books in the series to unlock it.

 
@Madmole
hi whats up?

i like it to unlock recipes by reading books. what do you thinking about reading a book for unlocking a recipe and receiving skill-exp for crafting this item.

for example youre unlocking the recipe bacon and eggs and your crafting skill-level is 1 and there is a 50% to get a normal bacon and eggs and 50% to get charried bacon and eggs with half stats/effectiveness. and if you craft some of that, you can level up you skill and at max level youre crafting 100% normal bacon and eggs.(learning by doing) and you got more goals in the game
We're not adding any learn by doing activities, its like trying to shove a square peg into a round hole at this stage in development.

We're talking about bringing back craft XP for A19 though, for things that require non farmable resources.

 
Not everyone is going to have nerd glasses or other things to help them level up. Some might have to level up without any of those boosters. Meaning they will level up much slower than you.
All the testers and team think its perfect now. Feel free to screw up the game how you want though. Don't complain when the demolishers come from every angle and you didn't have enough defenses up to slow them all down in time. Time and slow leveling is your friend. Rushing to level is your enemy, the sooner people realize that they might start having some success.

 
What? I have been seeing ambient lighting in the game for a good while now. Alpha 15 (I think). I can build a blockhouse without windows and it is dark inside in the daytime. Plus go into A in-closed POI without lights and again it's really dark in the daytime. Never mind the night.

So what is different about occlusion of Alpha-18?
It is not light occlusion, but occlusion of stuff that your GPU has to "paint". If there is no occlusion happening and you look at the wall of a house, the GPU also draws the inside of the house but then paints it over with the wall, because the wall is nearer to you.

I think 2m jumping will probably be removed anyway. It sounds like one of those hacky perks that got thrown into A17 because it was easy and could fill space in the perk tree.
I have to disagree on this. It is as hacky in its ability as the fireaxe that can put holes into a wall. And it works well, you get some extra access in a few places (not many as house roofs are too high and inside buildings there are not that many opportunities, but you also need to invest a lot of points for that (first perk-levels only remove fall damage)

 
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Hello Joel!

May I ask You a question.

Will "bullet tracing" effect be implemented into game? And also gun echo sounds?

I used to play at some pvp servers and i noticed, that sometimes it is hard to figure out from where you are being shot and i wonder if there any planned things regarding this direction.

Thanks in advance.

 
If I recall correctly (don't think I could find post as it was so, so long ago) 1 meter egress was removed because "if zombies can't do it then players shouldn't be able to do it"Then, if I also remember correctly, dogs and crawler were allowed to get through 1 meter holes but players still weren't.

So does that mean now that most, if not all, zombies will be able to get through 1 meter holes? If so will players be able to get through 1 meters holes too?

Have to go wash...saying holes so many times made me feel dirty...
No it means some zombies will be able to crawl through, provided we can pull off the engineering of them doing it in an immersive way. Players won't until we decide otherwise.

We removed it from players because level design went to a lot of work making players take a certain path and all that work was thrown out the window if people could cut through 1 block and get to the loot room. Things have changed some since then, so we can consider it more now but I wouldn't expect it to happen, there is no solid reason to add it and enabling it means fixing clipping issues and engineering work, for something people have been getting by with just fine for a while now.

 
Thank you!
Are there future plans for colored lights in A19 (outside of CM) or is that too taxing on the GPU?
Its not taxing at all, but making colored lights isn't a survival priority, its playing house.

 
MM, if when we meet demolisher/s attacking our base, would flee away cause them to keep them destroying the base, or will deactivate them as we go further, I really wish they live up for their name and leave us no chance of escape so easy ?

 
True regarding limited inventory space, but I don't necessarily think it's a bad thing to have to prioritize what you are carrying. I actually quite enjoy that the game makes you have to decide.
And I think a lot of people (including myself) enjoy the simulation style of gameplay because when night falls, we have a default of half an hour of mining and very little else. At least checking battery levels, tossing spoiled food, going from wood to sticks to whatever is another step that isn't endless mining.

But it's only a slight disappointment considering I understand you guys are trying to simplify things to push the releases out quicker.

Aside from it taking up inventory room, it's another thing to have to balance, draw, potentially animate, create recipes, etc, etc.
Sharp sticks are sharp sticks, they add nothing meaningful to the game play. We like multi step recipes for advanced things like vehicles, but for something basic new players need to do on day 1, KISS.

There is a lot of loot now and adding new things needs to be considered a lot more carefully. Like we removed oil from repair kits to streamline repair, and so I had to put oil in some other recipes to warrant its existence. Now you use it to craft traps, I figure the hydraulics and motors would need oil so I found a decent purpose for it.

 
Just out of curiosity, will occlusion help, hurt, or no change that one issue where you see other players underground bases if you could get the game view through see through the ground? Does that bug even exist anymore?
It should help with it some, but I wouldn't guarantee it.

 
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