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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I just noticed in the day 88 horde video that there is a gear icon beside each piece of gear that I presume contains mods in it. I was just going to request that very feature for a future release (it's so annoying selling your own gear by mistake), but it seems it has already been covered. Good change. ;)

 
I have contempt for walls of text for sure.

Are you are saying we added too much loot?
I generally hate writing them but I like this game a lot. No, More loot the better especially if it is a material you can't craft. As for A18 I don't want to come off as I hated everything I have seen. I stand by my statements about A16 but yes it had A ton of jank and needed to be changed. All things being said I can't wait for A18.

 
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I like the new way of getting and doing weapons and armorments as it is now explained.

Mainy because I play as a scavenger. I hunt kill loot explore, not necessarily in that order

and prior having to stop, micromanage parts layouts, combinations, and math was a sumovabeach

to maintain. This way seems to simplify it so the more intense i play the more useable things

i can find. I whack every piled bag in pois to get cobblestone and concrete mix to supliment

what i can't trade for or produce in early gamestage.

The new way if i understand it correctly fixes that.

Edit: leave the bags please and thank you

 
Hi faatal!
Appreciate all your hard work (and all the devs) to give us this wonderful game!

Would it be possible, to have the "mandatory" explosion on death be an XML attribute in the demolisher entity definition?

The reason I ask, is that having a "non stoppable" explosion is a huge difference to game play and hordes, and one that I fear will have huge issues with base building. It might be just fine, but you can imagine having a few demolishers exploding in your base dealing 5k damage, where you'll see bases crumble, storage lost, and basically either way generate hours of cleanup. And this without a way to actually kill them such as through headshots and avoiding it.

A simple "explode on death" true/false would solve that, allowing the community to play around with this setting. Heck, I'd include that in the cop as well, so we could see how it'd affect cops always exploding regardless of fa(a)tal damage or not.

The same goes for the detonation time delay. Putting in XML would allow players and modders a hugely more effective way to make changes.

Maybe on a more advanced, even an attribute as to "explosion on death" property to specify "demolisher/cop" allowing us to easily mod other zombie entities to have the same explosion potential. But anyway, just an on/off for the mandatory explosion would be sufficient for a basic approach!

(This of course if he always explode on death as I understood, if not, and you can actually terminally damage him and prevent headshots then it's more like cops and it's fine ;)

/Vedui :)
You can already change that. Demo's have:

&lt;property name="Explosion.RadiusBlocks" value="5"/&gt;

&lt;property name="Explosion.RadiusEntities" value="6"/&gt;

&lt;property name="Explosion.BlockDamage" value="5000"/&gt;

&lt;property name="Explosion.EntityDamage" value="800"/&gt;

&lt;property name="Explosion.DamageBonus.earth" value=".1"/&gt;

&lt;property name="StompsSpikes" value="true"/&gt;

&lt;property name="ExplodeDelay" value="2"/&gt;

&lt;property name="ExplodeHealthThreshold" value="0"/&gt; &lt;!-- Disable Health explosion --&gt;

&lt;property name="SoundExplodeWarn" value="demolitionzexplodewarning"/&gt;

&lt;property name="SoundTick" value="demolitionz_beep,.5,.9"/&gt;

 
Log out and log back in, horde restarts.
Yeah... sounds cheap though. Workarounds count as gameplay too I guess.

I had fun with 17.4 regardless. The Zd AI is top for me. Cunning little diggers.

 
MM or anyone who knows: Is there a file/screenshot of all the overhauled perks that we can use to decide early what play through we would be interested in. I know there is a video where you covered them, but I would like to look at them in detail. Thanks.
From the video (may be changed currently) ..

3 fortitude.jpg

5 intellect.jpg

Oh, and :sing:

1 perception.jpg

2 strength.jpg

4 agility.jpg

 
so bow/crossbow may not be a viable long term build then unless we avoid horde nights. doesn't sound promising. I know people were complaining about things like brass being against gun bunnies, but this may slant things too far the other direction. but I will have to reserve my opinion until I give it a good run.

crossbow is covered by agility?

is archery perks getting love or a book series? like quick draw, rapid reload, or multishot? using old d&d terms
In my current game I am playing agility. You start with bows and knifes. Knife power attacks add multiple bleeds, so a lot of my damage is from them bleeding. Agility also covers 9mm pistols and SMGs, stealth and parkour.

 
You can already change that. Demo's have:
&lt;property name="Explosion.RadiusBlocks" value="5"/&gt;

&lt;property name="Explosion.RadiusEntities" value="6"/&gt;

&lt;property name="Explosion.BlockDamage" value="5000"/&gt;

&lt;property name="Explosion.EntityDamage" value="800"/&gt;

&lt;property name="Explosion.DamageBonus.earth" value=".1"/&gt;

&lt;property name="StompsSpikes" value="true"/&gt;

&lt;property name="ExplodeDelay" value="2"/&gt;

&lt;property name="ExplodeHealthThreshold" value="0"/&gt; &lt;!-- Disable Health explosion --&gt;

&lt;property name="SoundExplodeWarn" value="demolitionzexplodewarning"/&gt;

&lt;property name="SoundTick" value="demolitionz_beep,.5,.9"/&gt;
I’m curious what kind of craters would result from changing the .1 to a 1.1 for Explosion.DamageBonus.Earth....

 
I drink it like a man. In a jar. With the lid still on.
What, you dont drink it straight from the utter? I thought that was how real men do it. 😅

 
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Welp, I was going to do a Fetch quest at the Shotgun Messiah Factory. Turns out, the Satchel was ten steps into the place. XD

Edit: Easiest quest ever. I completed it in under 15 seconds.

 
Hen MM, I don't see any mention of AI changes on the first post and have not seen any discussion on it. Has there been any significant changes in zed pathing and behavior in 18?
There are many little changes, but the major ones that come to mind are the zombie speed boost randomly when taking damage, sleeper volume trigger improvements and player breadcrumbs that AI now use to follow.

 
That just doesn't add up. If you have to go to a dangerous place to find the rare thing that lets you craft better, you might as well just find the nice ____ and be done with it.
I'm open to grandpa's crafting elixer that randomizes player crafting stats while your on it, so you might craft a dud or a nice one.
I should have finished my thought. It could look like a perk that once had, the player could craft a special part that when used provides a chance to "crit" when crafting an item.

However, the Grandpa's elixir route makes more sense for 7 Days and has the same function. I wasn't exactly sure how "gamey" (not intended as a negative) your vision for crafting allowed. It sounds like an enjoyable addition for crafting while leaving room for the best stuff (like the legendaries) to be found only through looting.

 
There are many little changes, but the major ones that come to mind are the zombie speed boost randomly when taking damage, sleeper volume trigger improvements and player breadcrumbs that AI now use to follow.
Breadcrumbs? They're in? Any more details on how it works?

 
OMG! Well paint me green and call me Kermit!

I was just about to turn my back on an INT build... until MM said something and then I started thinking...

I'll have to play the game to get the details and the play style would be completely different than any other...

BUT there is something powerful there. I don't want to spoil it if I'm right. :D

 
Hadn't seen that.
I'll try it in my game and see if I can make a video.

Thanks MM, hope TFP working smoothly on A18, can't wait for the update:smile-new:

Looking forward on your new looting system, must beat the late-game experience in A17.

 
ММ, have you thought about making air drops more useful and unique?
Here are some ideas:

- super loot, which can only be in an air drop and which cannot be created (super antibiotics or unique enhancing drinks, unique schemes or books, special super cartridges or grenades ...)

- limited time until the box with loot disappears (did not manage to pick up during the day, the box self-destructs)

- maybe the plane drops different boxes with different markings, which need to be opened for a long time, like safes (fortified military boxes with ammunition, fortified medical boxes, fortified box with tools and diagrams, and so on)

- the danger of getting an air drop: zombies, wolves, zombie dogs, zombie bears or bandits at the place where the box falls, which constantly arrive at the point until you pick up the loot, and you have to fight back and try to destroy the box and so on ...
We already changed it out so they have a chance to drop every major loot group in the game instead of mainly useless food and semi useless drugs.

On the list for someday is to make npcs/zeds attracted to them so its not just free amazing loot. It works fine for pvp but for sp coop there needs to be bandits/zeds attracted to the drops.

 
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