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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Agreed 100%. The current AI is so fun that it is worth a bit of adaptation to base design in order to account for it. I also like to think of the first two blood moons as the opportunity to discover their favored path. Then you have a corridor that you can work with to destroy them. People like me are so glad for the changes and the gameplay they bring.
Yup. If intelligent, calculating behavior and even inter species teamwork is seen in the wild. Even in certain insects!

Then a partially dead human brain might come up with something clever as well.

 
I think they are oversized intentionally to make them easier to see and match hand size better as they are released (spawned). That is how I found them set in the XML when I started working on them. I did reduce the Molotov size yesterday to reduce edge hits when you are throwing past something in addition to reducing their radius by 1m and using an actual radius check for players to their hips, so you don't set yourself on fire as easily.
I will make a shrine to you and offer up all the liquids that I would have otherwise been dousing my burning ass with in A18. You might have revived some horde base design aspects that I loved but couldn't use because of molotovs smashing into edges. I'm looking forward to trying out all the upcoming changes, big and small.

 
We might add a no blood moon option someday, and a way to rent a safe room from a trader but not right now. I don't see what the big deal is, you can already cheese the blood moon very easily, just not underground :)
There's already an option to switch off the blood moon horde. At least in A17. But that' not what they asked for.

By the way, it's a prejudice that players with underground bases want to hide from the horde. I had many underground bases and never hid from the horde. I fought them in my horde bases. Players with underground bases just use all the possibilities the game has to offer. Underground bases are also very convenient. When excavating I get most of the materials I need to build the horde base. Two birds, one stone.

I don't like the digging zombies either, by the way. They have already caused two mines to collapse. So I would also like to have an option to turn them off. They are just annoying.

 
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There's already an option to switch off the blood moon horde. At least in A17. But that' not what they asked for.
By the way, it's a prejudice that players with underground bases want to hide from the horde. I had many underground bases and never hid from the horde. I fought them in my horde bases.

Players with underground bases just use all the possibilities the game has to offer. Underground bases are also very convenient. When excavating I get most of the materials I need to build the horde base. Two birds, one stone.
Yup, I've always had a good portion of my base underground just because of needing to dig the stuff up anyway and because I don't like storing important things on any structures that could possibly collapse. (I'm also kind of a mole-person that enjoys a good vault.) Zombies learning to dig forced me out of the dark basement into more interesting houses with land and sky as well as my beloved basements. Designing and building the walls and gates so that I can fight and repair, even unseen if I want to kill screamers without them summoning, has been a fun project. It also gives me something to keep trying to improve. Before I just stayed under and ignored whatever I wanted to.

My horde base is still essentially a deep pit to gather them all up, but way more challenging to design and (try to) perfect than I ever would have bothered with when the zombies were barely a threat. I just changed it again anticipating the demolisher and I'm excited to put it to the test.

It's been kind of fun playing through the changes over the years- stringing it all together in my mind makes it feel like one immersive world where the zombies keep evolving and I have to evolve with them and stay smart to stay ahead.

 
Zombies do not avoid traps, because they don't even know what a trap is. Barbed wire? Blade trap? Electric wire? Darts? Walk through. Turrets? Zombie says "what is a turret?" Spikes? Walks around or jumps and walks on like any other block in their way.
In classic base defenses, the spikes were simply placed on the ground. Now you have to place the spikes flush with the ground. Many people don't know that and think that the zombies are running around the spikes.

With the old AI it was also possible to influence the attack of the zombies when you changed position. For example, if there was too much damage in one spot, you would just move to another spot and the zombies would attack there. The new AI always attacks the damaged blocks since they are the weak spots.

 
I've read what it is 5 times and my brain keeps deleting it because there is something very stupid about it I don't like.
Thanks for replying and thank you for the videos, A18 looks great.

(In case you were wondering, I was talking about for Windows not linux)

EDIT, I see fataal answered already,

I tested Vulkan last year in A17 and 80% of what was rendered was pink.
I tried Vulkan again today after seeing you mention it, since we are on a newer version of Unity (2019.1). Turns out all the pink rendering was shaders needing to be updated. Fixed that, but unfortunately even with the latest nVidia drivers, the renderer hangs after a few seconds in Navezgane in the editor or a build. Probably bugs in Unity's Vulkan code. I see 2019.2 has a bunch of Vulkan fixes, so maybe it will work the next time we update Unity. Possibly A19.

It did not hang in a Prefab playtest, but didn't notice any big performance change.
Thank you so much for trying and the update on it :)

 
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The AI generally seems to have problems with railings. For example, in Bear Den (Prefab Business_old_03) there is a bridge with a railing in the back room. Behind it are tanks containing zombies. The zombies wake up and then the CPU load goes up and FPS goes down.
There are only 4 or 5 zombies but the load on the system is worse than on a bloodmoon horde. I guess because the AI has trouble calculating the path. The zombies first try to dig their way under the railing, then stop and jump over the railing.
With railings, it seems they bumb into the railing, decide they've hit an "invisible" block and start attacking it. Since they're standing on top of the block they collided with, they start "attacking down", ie digging. Heavy guesswork though, not exactly an AI expert here.

faatal, since you're here spilling some beans, do you have any hopes getting those "AI-invisible" blocks into a properly pathable condition? Walking on horisontal poles, knowing if you can fit between "half-blocks as a wall" etc? With the variety of shapes in game, it's a tall order, but it just allows so much cheese it's not even funny. Or well, it's still damn funny, but anyway :)

 
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Yup, I've always had a good portion of my base underground just because of needing to dig the stuff up anyway and because I don't like storing important things on any structures that could possibly collapse. (I'm also kind of a mole-person that enjoys a good vault.) Zombies learning to dig forced me out of the dark basement into more interesting houses with land and sky as well as my beloved basements. Designing and building the walls and gates so that I can fight and repair, even unseen if I want to kill screamers without them summoning, has been a fun project. It also gives me something to keep trying to improve. Before I just stayed under and ignored whatever I wanted to.
My work base is partly above ground and partly underground. The aboveground part is surrounded by a wall and a trench filled with spikes. Access is only possible via a drawbridge. The garden is above ground. The storage and all workstations are underground. So I got a large base that occupies only a small footprint.

My horde base is still essentially a deep pit to gather them all up, but way more challenging to design and (try to) perfect than I ever would have bothered with when the zombies were barely a threat. I just changed it again anticipating the demolisher and I'm excited to put it to the test.
I use a funnel base design. The zombies are forced to run through a corridor with dart traps and blade traps. I am in a shark cage at the end of the corridor. The base is so effective at defending that I could go AFK and nothing would happen.

I'm not so enthusiastic about the demolisher. 5k damage would blow away my blade traps and even if I protected the dart traps with steel arrow slits it wouldn't last forever. Radioactive cops only do 750 damage when they explode, and even that leaves a noticeable damage to the blocks. A explosion 7 times as strong could destroy everything that is not steel.

The problem with the demolisher is that according to the current description it can only be safely killed in one way. You trigger the explosion before it reaches the base. This is not an option with my current base because I can only see the zombie if it is already in the base.

Therefore it would be important for me to know how many HP the zombie has and if traps at head height could trigger the explosion.

It's been kind of fun playing through the changes over the years- stringing it all together in my mind makes it feel like one immersive world where the zombies keep evolving and I have to evolve with them and stay smart to stay ahead.
Honestly, I have the opposite impression. The more the zombies becomes a threat are the more the player will be forced to rely on firepower instead of playing smart. The number of base designs decreases from Alpha to Alpha. Melee bases are e.g. almost completely extinct in A17. When the behavior of zombies becomes more and more unpredictable, the funnel bases are probably next.

At the end, all that remains is the simplest and most unimaginative base design. A tower with spikes around and the player is standing on top and shoots at the zombies. Not very smart.

 
Hi all. Is there any specific A18 release date ? :)
From just two days ago in this very thread.

Its not coming Friday, so it will be October. Sorry but too many MF's yet. This will give me more time to balance intellect, perception and more general balance as more members of the team are getting more free time to test. This will be enough time to have a really soft landing. So Oct 4th barring no disasters.
 
I'm glad the new double-barrel shotgun seems to have some actual oomph behind it! Remember how garbage the sawed-off was? Why is that mod even a thing in A17, anyway; who wants their gun to be less accurate for no reason??

 
My work base is partly above ground and partly underground. The aboveground part is surrounded by a wall and a trench filled with spikes. Access is only possible via a drawbridge. The garden is above ground. The storage and all workstations are underground. So I got a large base that occupies only a small footprint.

I use a funnel base design. The zombies are forced to run through a corridor with dart traps and blade traps. I am in a shark cage at the end of the corridor. The base is so effective at defending that I could go AFK and nothing would happen.

I'm not so enthusiastic about the demolisher. 5k damage would blow away my blade traps and even if I protected the dart traps with steel arrow slits it wouldn't last forever. Radioactive cops only do 750 damage when they explode, and even that leaves a noticeable damage to the blocks. A explosion 7 times as strong could destroy everything that is not steel.

The problem with the demolisher is that according to the current description it can only be safely killed in one way. You trigger the explosion before it reaches the base. This is not an option with my current base because I can only see the zombie if it is already in the base.

Therefore it would be important for me to know how many HP the zombie has and if traps at head height could trigger the explosion.

Honestly, I have the opposite impression. The more the zombies becomes a threat are the more the player will be forced to rely on firepower instead of playing smart. The number of base designs decreases from Alpha to Alpha. Melee bases are e.g. almost completely extinct in A17. When the behavior of zombies becomes more and more unpredictable, the funnel bases are probably next.

At the end, all that remains is the simplest and most unimaginative base design. A tower with spikes around and the player is standing on top and shoots at the zombies. Not very smart.
I do kind of miss standing behind my .5 pillars, whacking away as they fall down onto my log spikes, but I did that for several alphas straight. I am hopeful that some tweaks to AI will make more base designs viable for more people. I tried one of those funnels where they get to the end and 'reset' and it felt so boring and exploitative that I had to give it up. I also think the demolisher block damage may be tuned a bit high, but only if we see as many them as we did in their debut video. Up to half a dozen or so shouldn't be too hard to manage, imo.

I am a very stubborn person and it's been both bad and good for me, in life and in game. I don't think that I have crafted spikes since the log spikes because I value the xp too much and I hate the thought maintaining and looking at massive spike fields. I also just can't break away from making them fall into a pit. The extra bit of damage and the incapacitation is so useful.

I don't have the survival game with my A17 horde base anymore, but I do have some test builds I can show off if you are interested. They are lacking some of the features of the final design, but work as examples. They are designed for players with parkour maxed out(these are late-game, after all), but I made sure that it's not necessary while building(requires some changes here and there).

This is kind of the skeleton. It's a bit like a spider: the player fights from within the body, the legs extend to the wall and down into solid ground uninterrupted. The weak part("weak": they're made of steel both for SI and durability) of the legs are elevated, wedge-shaped and protected by those wedges jutting out. The zombies fall straight into the pit. The base of the legs are protected by several layers. This one can continue standing with 5/8 of the legs destroyed.

https://imgur.com/a/bSBKVCb

https://imgur.com/a/ax3weqB

Inside the "body": There are two platforms for fighting. The lower one has openings in the middle and at the corner for flinging bombs and molotovs down. There is a box, shielded from below, for extra supplies(typically mostly water for molotov mishaps.) You can only fall down if crouched(feature). The upper platform is level with the ground approaching the pit, good for another player to take out priority targets(cops) or kill and slow down groups.

https://imgur.com/a/wbvOMsc

They fall into a pit of reinforced concrete wired up with electric fences, dart traps, and turrets that I use in that order if things get a little too hairy. I rarely have to activate the darts or turrets, but use the fences quite a bit as they are strung next to the walls and keep them from damaging too much. I still use a compound bow for a good amount of kills.

Finally, I will share two pictures of a base I've been building anticipating the demolisher. The main differences are: only one floor within the body(so I can keep an eye on the approach while playing alone) and it's much easier to enter and exit in case I need to go outside to kite a demolisher away. Oh, and I would probably make a lot of asphalt for the approach ground.

I am reluctant to share them because, I warn you, this one is cheesy. It takes advantage of gaps that I know bug a lot of people. It honestly bugs me in this particular case, too-this is just the first design. The base above began like this and this one is being redesigned with the same wedge legs. I also prefer for it to be realistic, even when it's not required. So, please don't hate on the cheesiness. I haven't even horde tested this one.

https://imgur.com/a/ZgaAH5f
 
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Probably not and maybe. I'd like to see a bear trap you can reset every BM and do a little repair on here and there that is pretty awesome, and a flamethrower trap.
That would be cool. The beartrap could trap one zombie and keep it immobile for the rest of the night, with a chance of it losing its leg and turning into a crawler.

 
have you guys ever thought about adding fishing to the game to give us another food source we could get early on that would let us utilize rivers and lakes more then just for water plus i have run into a few "Bait" shops that could also be used as well. of course i'm just curious about it since it would be a kinda cool idea. love the game and cant wait for alpha 18!!

 
I think the problem with traps is visual. They look like they are filigrane, insubstantial, walk-through defenses while in reality they are solid blocks for the zombie AI. Consequently everyone tends to use them the wrong way.

So the center of a spike trap block should be filled with some solid structure and only the spike ends would be visible. Sort of like the spiked top surface of many security walls in reality look like with their glass shard spikes.

 
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I think the problem with traps is visual. They look like they are filigrane, insubstantial, walk-through defenses while in reality they are solid blocks for the zombie AI. Consequently everyone tends to use them the wrong way.
So the center of a spike trap block should be filled with some solid structure and only the spike ends would be visible. Sort of like the spiked top surface of many security walls in reality look like with their glass shard spikes.
true

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Dude, if you don t like the/a game, just don t play it!I do the same thing with the games, "i don t like it, i don t play it"! True, they are some thing s about you said in all of your critics about the game that i agree with you, but that doesn t mean i go on the forum s start making "noise" about it...

I don t play A 17, not because i don t like it, is just i waited to much for his release and when it was out i was super hyped about it, but after 3-4 days i was so disappointed because i was expecting more... Now i expect more from A18, but i m not that hyped about it... I will wait for the release and then i will see if i like it or not.

In another post you have complained about "zombies" and pain... I wanted to ask the same thing for a while, but then i realized if they don t need 2-3-4 bullets to the head, than the game will be just point and shoot to the head, not needing 10+ weapons to kill one... just one pistol and some ammo and you are set for "End Game"...

Sorry Mod s if i was to off topic.

( Sorry for bad Eng to)
ikr m8 plus i think its good that the zombies are smart a little change of past for zombies

 
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Would love to see fishing implemented into the game, currently there are mods that will get your line a bit wet :cocksure: &lt;as for TFP we are in good hands..

 
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