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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Or turn down the difficulty. 32+ is pretty insane IMO.
EDIT:

WTF, I just checked my settings it was only 12 alive???? You guys saw 12 alive and it was insane. I'm impressed with our AI now if that was only 12 alive.
You are a normie now :)

 
I think it means spikes don't slow him down, he just flattens that crap like a freight train.
Trains for 7D2D A18 Confirmed!!!! About freaking time.... ; - )

(MADMOLE: Was it because you hired a bunch of train programmers after I bought a bunch of mugs and shirts?)

; - )

(bttw - even the large MM is meant as silliness... I have a sense you read most posts. And it's only a large font, not a large wall of text...)

 
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w6s6tIz.jpg
Been doing that since A15. (stacked chests) In Ravenhearst it's rows of stacked trash bags.... At least until I get to level 10 in ten weeks... ; - )

 
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It is actually impressive to see you try that design. Quick view of the capture and... spoiler alert man, they will go for the supports and you will die pretty fast, but we will have a blast watching it! Of course . I'm kidding. With demolishers in it will not be fast, it will be pure enternainment!
Its across the street from the old base, so I can retreat there if things go sideways.

 
uhm, those are placed badly and will go boom, put them above aiming down. place an iron bar between the dart trap and the zeds
dart trap

bars

space

space

pressure plate

edit: other option you have columns spaced 5 apart I see. put the darts off to the side and place a 1x5 trigger plate in place of the 5 that are down. have the dart traps about 4 away, aimed sidelong down the columns. so when they are at your walls, standing on the plates, they can be protecting your walls.

I have a lot of practice with these things in 15-17.4
Too late, this is outside my land claim I cannot simply pick anything up.

 
I also have a question re: the nailgun.
In A17 the nailgun is very sluggish and upgrades/repairs much slower than before. Was that intended? If yes, why?

If no, has this been addressed in A18? 🤔
Probably a bug, feels ok to me. Its not super fast but not annoying like it was.

 
One other question regarding the nailgun... Can you still dye it? I like having everything be blueberry blue. :p
It might have a dye slot, colors are now subdued you'll have to mod in ugly saturated stuff.

 
If you try a pillar defense, try adding 4 sets of pole blocks going 3 high around each main pillar. This will help mitigate the "single point of failure" in that design and doesn't add that much extra space.
Or not, the forum needs a replacement of the "Bow Incident" anyways! :D

Edit: Or delete all that and make clusters of 4 poles up to the iron bars so every bar has a support to the ground. Then again... "Bow Incident".
I'm pretty sure about every pillar has to go before anything will fall, steel has great SI. You guys have no faith, ol' painless will do all the heavy lifting, the traps are a last resort or slow them down while I'm reloading, I'm not even planning on utilizing. They won't even get close if I can see everything coming.

 
You can already change that. Demo's have:...

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

...
Nobody asking about this probably means everybody in this forum already knows but me :cocksure:

What is a "health explosion" ?

It is just a circular array (32 entries) of player positions updated every 1m the player moves. Zombies when they hear you, pick a random value from the current breadcrumb location up to AINoiseSeekDist back in the array and investigate that position.
The typical zombie uses:

&lt;property name="AINoiseSeekDist" value="8"/&gt;
"current breadcrumb location"? Is that the previous position the zombie investigated? In that case "back" wouldn't make any sense as the zombie would go the wrong way along the players path, so one of my assumptions is definitely wrong.

 
sry in advance for the long question. it start and end with a quick summary, u don't have to read all the details to get the hang of it, its just there for clarification if needed.
@MM - Are there any plans/changes to improve the current comparison system?

once you added a random stats and many books/perks that affect item stats/usage, a clear accurate more sophisticated comparison feature might now be a higher priority. with plans for introduction of legendary items with special stats, comparing might be an even more difficult task in future alphas.

I currently play Diablo 3 while waiting for a18e to drop, it is a pure looter game and their comparison feature still sucks after over 10 years from release. you have to carefully examine each stat and calculate in your head or 3rd party tool if an item is better or not to your build considering the skills and passives you use. the UI only gives u very basic info that is no longer relevant mid-late game and most stats/skills aren't even calculated into the UI info.

hope the system can be polished a bit more in the future to show more detailed info and statistics. from what i read it sounds like in a18 every new item found/crafted must be examined against all other items you already have, regardless of tier/quality, to determine what is best to use for a given situation (considering acquired perks/books), when previously once you understood what each gun is good for, you could just assume higher tier/quality is always better.

in a17 the UI only show color-coded result of comparison per stat. if a18 UI still does the same ignoring perks/books synergy, overall dps, ammo-efficiency , or other meaningful info, you might have to pull out a calculator to figure which is better or make an educated guess.

so basically i`m asking are there plans to extend the current system to reflect perk/book buffs and overall item benefits in the comparison UI so players can make a better decision with less guess-work involved and the need to go throw several menus (books/perks) to figure it out?

or do u feel the random ranges, new planed legendary stats, and book effects, are mild in general and not such a big deal so its not needed (except for OCD min-maxers) and tier/quality/chosen-class is still a good enough indication to decide what to use in any given situation?
Compare is improved, it was backwards in A17, but it still sucks comparing modded vs unmodded. I wish it didn't take mods into consideration and just compared base values, or showed base damage comparison in parenthesis or something.

 
Now now, a chef never reveals his secrets.
Lol, I'm going to pretend I didnt even see fatales post lol....i rather organically learn how to defend without knowing the exact calculation. 😅

 
Just out of curiosity, is it remotely possible to just set their heads and arms to ragdoll mode while walking? Wouldn't that give the Z's a pretty good shambling approximation?
Would never look good and would be expensive. An IK weight could work, but how can procedural modifications ever look better than a mocapped actor who did a great job? I'm going to translate to this as some people wanting more walking dead style shambling animations which don't fit our game because we had something like that in A1 and it was way too easy to headshot those slow moving zeds. THe crackhead animations are better for game play and increase the challenge without adding 500 zombies and slowing the game down.

 
Trains for 7D2D A18 Confirmed!!!! About freaking time.... ; - )
(MADMOLE: Was it because you hired a bunch of train programmers after I bought a bunch of mugs and shirts?)

; - )

(bttw - even the large MM is meant as silliness... I have a sense you read most posts. And it's only a large font, not a large wall of text...)
I don't always respond to silliness, but I lol'd. Thanks again for the business.

 
A18 makes normies out of pros. You guys will be crying rivers for the first few weeks then it will be too easy after the devs nerf everything related to making the game challenging
fixed :)

Just messing with you, but I really hope you stick to your guns :)

 
Nobody asking about this probably means everybody in this forum already knows but me :cocksure:
What is a "health explosion" ?

"current breadcrumb location"? Is that the previous position the zombie investigated? In that case "back" wouldn't make any sense as the zombie would go the wrong way along the players path, so one of my assumptions is definitely wrong.
It sounds to me like they would move from their current breadcrumb (last spot they investigated) and move to a newer breadcrumb that is closer to the player.

 
Lol, I'm going to pretend I didnt even see fatales post lol....i rather organically learn how to defend without knowing the exact calculation. 😅
Yeah I don't think players should know how things work behind the curtain, once the illusion is revealed it loses its magic. The only exception is is there is a bug we're trying to sort out.

 
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