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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MadMole, How bout allow us to make synthetic feathers. You think all arrows are made out of bird feathers? Give us a recipe and make them at station.
look at recipes for steel arrows and steel bolts aka AP... you will see that it is starting.. neither of those 2 use feathers nor wood. :)

as of b152.... :)

 
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I'm willing to admit I was wrong on this subject. I just felt bad cause I'm the one that caused the nerf in the first place. Since the latest patch the divide isn't noticable because of the pass on loot. If others are good then I'm good on this subject.
No worries, my concerns about archer viability in the new A18 with rougher hordes and lowered feathers was why it was my first run through. My reasoning being was that it was a good way to stress test the the new changes as well as the pressure of the new hordes. I was not expecting full agility to be as ludicrously powerful as it is myself lol. I dinked around a bit with various stats and then decided to test strength/intellect next. As a player I'm drawn to "underdog" builds. I like to challenge both myself and common player conceptions regarding those builds. Most of the time I find them more than workable, sometimes I find things that need to be improved to be competitive with other options but that they are still viable. It's very rare indeed I find builds that people say are struggling that are actually non-viable.

Even with all my fuss in this thread about turret vs all other ranged options they are more than viable to survive nomad with 32 zombies at a time. They are just not competitive with other options that would let me survive the exact same situation easier because they are all significantly more powerful.

 
So, I changed my keybinds for "next slot" "previous slot" under controls trying to remove them from the scroll mouse wheel but Scroll wheel still works for that. Any plans to fix this? I greatly prefer to have nothing on the scroll mouse because I use it to reload in most games and accidentally moving the wheel changes my hotbar selection.

Also when Aiming down sight, after the first shot (hunting rifle) it locks me in to ADS mode, any plans to add an option to manually control when you ADS? It's been awhile but I believe it used to only lock you in to ADS when you quick tap RMB. That was so much better

 
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Is there a change log from b148 to b152? The notes say changes from b135-b152... Hard to tell what was added just from the last build to now..

 
Awwww....Guppy. Don't be so stingy

Here's what changed since b149:

Added:

  • Oil Recipe / Schematic
  • Display Direction to quest locations from traders.
  • Create smaller version of the icon atlas (for low VRAM)



Changed:

  • Campfires, workstations and torches heat map activity cools down faster.
  • 4x the torches and candles can be used without triggering a screamer.
  • Increased mass of deer, mountain lion and vultures
  • Steel arrows/bolts are crafted from polymer, not wood
  • Machete and Clubs Heavy Fire anim update
  • Quality 6 items are not craftable
  • Tier 3 items scrap for more parts than T2 and require more to craft
  • Drum magazine can be installed on the SMG
  • Increased ammo capacity on junk turret
  • PerkTurrets increases ammo capacity when reloading a junk turret
  • Increased stack size of junk turret ammo
  • Increased texture budget to 90% of VRAM
  • Decreased texture streaming max reduction to 2
  • Increased nightmare move speed by 5%
  • Bird nests drop 1 more feather
  • PerkTheHuntsman better description




Fixed:


  • Garage Door Industrial (Powered) not unlocked when reading schematic
  • Mild Anemia buff persists
  • Forge does not give max resource back when you chose max.
  • Using the rotating yellow exclamation mark should activate the quest on the HUD.
  • Quests were showing "Locate" instead of "Head to Rally Point".
  • Blade Trap NRef
  • Rank 4 demo expert has typo
  • Treasure maps and Challenge Notes can be kept after reading.
  • Hover display on Pack Mule 4 is incorrect
  • Exploding/Flaming arrows/bolts are double gated by books
  • Burning Barrel sound persists in pause menu
  • Ranged attacks defaulting to bashing damage, which caused huge ragdolls
 
Quality 6 items are not craftable????
Didnt they just make them craftable and now its not craftable anymore?
AP_18052836313206-e1537899724283.jpg


 
Quality 6 items are not craftable????
Didnt they just make them craftable and now its not craftable anymore?
Hurry! Stop the download!! Unplug the internet!! It's offline mode from here on out!!!

LOL

/b149 forever....

 
I am a big proponent of Tier 5 quests, but I can understand that the resource allocation and development time is too great to justify making more.


I can't say whether or not only 10% of players use Tier 5s, but I'd like to hear specific reasons as to why you'd avoid clearing them. In my game, the Tier 5s available so far have been the apartment building (9 out of 10 times), and sometimes the hospital. Though I suppose you can always get assigned one of the brand name factory POIs, which are certainly more difficult. There are roughly 5 traders that I run in a circuit for quests, and often times I get 2-3 quests at the same building. The best part about the quest system is that the POI completely regenerates once you start the quest, and Tier 5s are offered 100% of the time at the trader once unlocked. Essentially, you get unlimited kills for exp, and unlimited salvage and loot... if you know where to look. On top of that, especially if you put enough points in daring adventurer for +2 reward choices, you always get at least one 6 quality tool/weapon, and if all of the rewards you're offered are not upgrades to your current gear, just sell the most expensive reward for dukes.

Speaking from experience playing on warrior day 50, though I have been clearing T5s since day 20. Considering every single potential spawn, there are maybe four enemies that are a legitimate threat to the player. One of them is the zombie bear. The other three would be the radiated biker, radiated cop and radiated soldier, which spawn mostly near the loot room if they spawn at all. If you are in a large party, your gamestage is going to be through the roof, and its highly likely you'll be spawning radiated tough guys even on the regular floors of the POI. The positive is that nothing beats the fun of team gameplay, even if you run a stealth build and no one else on your team does.

Playing on an agility build which is really OP for quest clears (only if you're solo, lol), I can run the easiest Tier 5, the apartment, in around 25 minutes depending on how little I loot, using mainly a compound crossbow with iron bolts and a silenced pistol. I opted to use Advanced Muffled Connectors on all armor along with rank 5 in the sneaking skills to stay absolutely hidden. And I'll throw in ghillie suit legs as an added bonus. I would estimate that there are 150-200 potential spawns in the apartment, but hardly any get the chance to wake up. If I can proc the sneaking bonus on a headshot, everything dies in one hit besides big ferals/radiated. It's like shooting fish in a barrel, except the fish don't even move when you line em up.
Curious, you using light or heavy armor?

 
I gave a test today in my classes so I was able to actually keep up with the thread for once so I can't help but feel smug that Brian just heard about it now from the patch notes. :p

 
- Increased ammo capacity on junk turret - PerkTurrets increases ammo capacity when reloading a junk turret

- Increased stack size of junk turret ammo
Those are some good changes. Since all other stats just use them mainly for the knockdown and 1 baseline junk turret does less than 1/6th the damage of 2 fully perked junk turrets this shouldn't really affect junk turret viability for other classes much, working as more of a quality of life change for other stats. (Example using a 100 baseline value, for easy math, 50% damage increases it to 150 then 120% fire rate increases it to 330 then 2 turrets increases it to 660). But since turrets are your lifeblood in int that makes them infinitely more usable without turning you into a permanent reload monkey if you didn't have a drum mag in them.

This change alone is prolly enough to make Int feel like it can stand on it's own properly now. While my love still goes out to making turret usable as a handheld weapon (while still leaving it's DPS and hipfire very weak), this change fixes what's needed for turrets to feel satisfying as your main weapons. You can now realistically support your turrets with the much lesser amount of reloading needed and it doesn't really change their power in POIs since your magazines were typically enough for any single room anyways with you shooting or meleeing along side them.

 
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Since higher quality weapons and tools have an increased cost of materials, can we the option to select lower qualities so we are not forced to always craft the highest quality when we are short on parts?
That's a good point. I would add that this is even more important in PvE, where one player may be managing resources to supply adequate tools & weapons to a whole team.

 
I gave a test today in my classes so I was able to actually keep up with the thread for once so I can't help but feel smug that Brian just heard about it now from the patch notes. :p
No personal phone time at work! 😅

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This game have come a loooooong way View attachment 29884 View attachment 29883

"Persevere and you will triumph".
Wow that takes me back...thx

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Except most people are still getting the top picture lol
With texture streaming on...😅

 
We're talking about codes hidden in the houses to unlock the super chest, or on a boss, so crash landing cheese or nerd polers can't get the best loot without doing at least half the POI to find the code first.
Aha! And you told me a couple of months ago that it was a bad idea.

 
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