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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That is a very nice tweak. Nothing in a nest is a bit climate changy. Also, deserts have too many nests.

BTW my sincere congratulations to Kinyajuu for his amazing Random Gen baby. I tried a couple of RWG seeds and I could not find anything amiss. That is, in the 8k x 8k map. Even the roads were very polished.

If I'm forced to complain about something, it would be that some roads and paths lead to nowhere at all. Maybe a Random encounter or a sports bag or something at the end of those?. Still some dented road curves on some isolated dirt paths, but nothing jarring or ugly.

And OMG the landscapes !

Breathtaking 9 out of 10 times.

We should make a screenshot contest!
Justin deserves credit as well, he built all the height maps in 3d and rendered out the images and edited the graphs that blend them all together to create the unique landscapes in every biome, as well as did all the trees and terrain textures/splat maps. Robert did the code for the graph and added support for image based terrain.

 
I'll say the Jackolaterns' light is...underwhelming
I haven't seen it yet except a screenshot. It is a candle in there, what did you expect a massive flood light? Its a decoration night a huge spot light.

 
Ok. If this happens you can HAVE the Tier 5 Quests. Ill gladly take this over a tier 5!
Yes a tier 3 with zeds could be a tier 4 with repair/protect npcs/and a tier 5 with clear the bandits. It would be awesome. If we add some filters we could even repair it and make it cleaned up more for when settlers live there, and reinforced with bandit stuff on the bandit version like land mines and booby traps, corpses of settlers, burning barrels, etc.

 
Justin deserves credit as well, he built all the height maps in 3d and rendered out the images and edited the graphs that blend them all together to create the unique landscapes in every biome, as well as did all the trees and terrain textures/splat maps. Robert did the code for the graph and added support for image based terrain.
As Rick would say: They are all ANIMALS! lol.

 
It would be cool to know the team and what every one of them do. So we can thank them properly. Good F'ing work Pimps. I'm loving everything about A18!

Btw, have you thought about giving First Person animations more frames per second? The game is running beautifully at 120fps but the animations are like stocked at 30fps (more or less)

 
Justin deserves credit as well, he built all the height maps in 3d and rendered out the images and edited the graphs that blend them all together to create the unique landscapes in every biome, as well as did all the trees and terrain textures/splat maps. Robert did the code for the graph and added support for image based terrain.
Ya I was just appreciating how, at least in the 3 or 4 starts I've done, the terrain off road is now much less 'fairway' and a lot more 'hazard'. Tougher for vehicles to navigate. As it should be I must say. I look forward to some road building around my base when A18 is stable...maybe even a golf course. :)

So, kudos to all those due.

 
It would be cool to know the team and what every one of them do. So we can thank them properly. Good F'ing work Pimps. I'm loving everything about A18!
Btw, have you thought about giving First Person animations more frames per second? The game is running beautifully at 120fps but the animations are like stocked at 30fps (more or less)
Oh boi...you just blatantly admitted never to have looked at the ingame credits rolling text! ;)

Cheers

 
Yes, I know that you can compare any weapon with any other, and equip any item with any of its respective ammo's. My example was that my current equipped and unmodded level 4 wooden bow (which was using Steel arrows), when compared with a level 6 compound bow was telling me that the compound bow did -6 damage compared with the wooden bow. And that I never managed to craft/spawn in with a cheat menu (for testing purposes) a level 5/6 wooden or compound bow that managed to be better than -8 for level 5, or -5 for level 6, in over 20 attempts for each.
However, this was only because of the Steel arrows I was currently using.

To make them compare the bows directly I would have had to craft a Stone arrow, re-equip it to my current bow, and then compare them to see how the damage differed between the two, because the newly looted/crafted bow was using Stone arrow stats instead of Steel arrow ones.

Before figuring this out, I had just assumed that my current bow had just been super lucky with RNG on its stats, hence why I tested it using the cheat menu, to see how long it would take to spawn a better bow, and never managed to.

I get that in the grand scheme of things, this is probably about as trivial an issue as its possible to get, but with random stats on items being a thing (which I love btw), being able to more easily see stat comparisons between items without having to actually craft something first would be a tad more user-friendly IMO.
I'm going to go one step further. If ammo is changeable, WHY is it included in the comparison damage stat anyhow? The arrow's damage should be the arrow's, and the bow's should be the bow's.

Bit of a hobby horse for me, but the comparison system is terrible. You should be showing raw numbers, not numbers modded by ammo, you should be showing stats AND NAME of the item you're comparing, since it's not always immediately obvious what's being compared against, and green/red should be used to show the one that's better, not as an accent to a modifier. It's really a fundamentally bad UX design.

Example: I loot an iron helmet. I go to look at it, and it's showing me Heavy Armor 12 (-1).

1. What the hell does that even mean? Did I accidentally click another piece of armor in my bag and not realize it? Is it comparing it to what's equipped in my head slot?

2. What if what's in my head slot is a Leather Hood? That's Light Armor, and from previous comments I've been led to believe that they are NOT in fact the same stat, so why are they being compared?

3. What is that -1 there for? Is it because the equipped item is worse, or is this item worse than the equipped one? Is that the same way it works if it's a selected item?

4. Let's circle back. Say it's saying 12 (+1) instead. So is the equipped item better by one? It's a leather hood? Am I going to take less damage or more damage by replacing the leather hood with the iron helmet?

And I've been playing for over a year now, over 500 hours in-game and lots of forum reading. Not a patch on some folks, but I guarantee you if I'm this confused after 500 hours, Joe Noob off the street is going to be totally lost.

You guys really, really need to put a little pop-in window with the name of the compared item at the top and all the stats side-by-side, with whichever one is better in green and the other in red. Don't do math for them, just highlight better vs. worse and let them look. And for the sake of the gods, if Heavy Armor and Light Armor do different things in terms of protecting you from damage, DON'T compare them. Either that, or just make them "armor" and scale them properly against each other.

I can do a mock-up if you'd like of what I mean by the pop-in window and side-by-side, but it's going to look fairly crappy. Basically, shift the current object's stats left in the window as-is now (any time there's a comparison), add in the stats of the item being compared against in the now-open space to the right, and have an item name (or even "equipped" or "selected") at the top.

 
I was jist watching old 7 day videos.

Had me thinking, how come you guys removed the single wooden spike?

the one that could be upgraded to steel?

I believe I use Khaine's mod to bring them back, but I miss them in the main game. :/

 
I'm not sure if this ever has been mentioned before: It would be cool if you knew in which direction the quests were. I would be more willing to take the 1.5km quest if I knew it was back in the direction of my base. (Ideally, I would love to be able to view them on a map so that you could see their relative positions, but that might be asking too much.)
Well... Launch a game, meet a trader, ask for a quest and enjoy :)

 
I'm not sure if this ever has been mentioned before: It would be cool if you knew in which direction the quests were. I would be more willing to take the 1.5km quest if I knew it was back in the direction of my base. (Ideally, I would love to be able to view them on a map so that you could see their relative positions, but that might be asking too much.)
The quests tell you which direction it is; I believe it looks like this:

Fetch quest 1.5km(NE)

I can't get in game because I have to do some housework and don't want to lose a few hours.

 
Yes a tier 3 with zeds could be a tier 4 with repair/protect npcs/and a tier 5 with clear the bandits. It would be awesome. If we add some filters we could even repair it and make it cleaned up more for when settlers live there, and reinforced with bandit stuff on the bandit version like land mines and booby traps, corpses of settlers, burning barrels, etc.
I really really like this idea.

Since we're discussing bandits... any sense of when they'll be in the game? I'm not asking for specific dates or anything, more like which alpha you think will have them. Is this an A19 goal, or further out?

I ask because once bandits are in the game, there's a lot better chance that we'll be able to mod in friendly NPCs too, and that's what would make this game perfect for me.

 
I haven't seen it yet except a screenshot. It is a candle in there, what did you expect a massive flood light? Its a decoration night a huge spot light.
Mine isn't giving off any light at all. If you duck down and look in, you can see the candle, but that's it. It looks like when you cheat a poi light into the game and it doesn't actually give off any light. Probably a setting in the block that needs to be changed

 
It would be cool to know the team and what every one of them do. So we can thank them properly. Good F'ing work Pimps. I'm loving everything about A18!
Btw, have you thought about giving First Person animations more frames per second? The game is running beautifully at 120fps but the animations are like stocked at 30fps (more or less)
That has been industry standard forever. It interpolates smoothly, adding more frames wouldn't be noticed and just bloat memory by a lot IMO.

 
I was jist watching old 7 day videos.
Had me thinking, how come you guys removed the single wooden spike?

the one that could be upgraded to steel?

I believe I use Khaine's mod to bring them back, but I miss them in the main game. :/
Ugly and OP. was meant for large king kong fence top decortions but everyone used them instead of the proper ones we intended them to use.

 
I really really like this idea.
Since we're discussing bandits... any sense of when they'll be in the game? I'm not asking for specific dates or anything, more like which alpha you think will have them. Is this an A19 goal, or further out?

I ask because once bandits are in the game, there's a lot better chance that we'll be able to mod in friendly NPCs too, and that's what would make this game perfect for me.
I want to do away with alphas. Instead you will get "the book update", "The vehicle update", "The bandit update", etc. We will see though. There are some big things we want to do that will take 6 months or more, so I'd hate to not give any updates when we could do smaller content updates in the mean time, THEN get you the bigger stuff. Bandits are probably 9 months out I'd guess, but I could get you guys new books in 3-6 weeks, and vehicle mods 2 months after that. Legendaries could go in too.

 
I like most of A18, but I can't help but feel stealth is broken. I've found the mod for advanced mufflers and made 3 of them, I've got the stealth perk to 3, and read most of the night hunter books, including the one that makes you sneak better at night, but even so, I'm getting more Z's then in A17 wake up on me, or be already freaking awake when I get on the same floor as them. And I suspect a few were awake when I was one floor below them.

Also I seem to get a lot of wandering Z's when I'm looting a POI. I try to kill them from the door, but sometimes I need to move outside, and then *POOF* I have Z sleepers in the POI where I had cleared or was no sleeper before.

Anyway we can have a "grace" area / or time once we've entered the POI to not re-spawn sleepers? And can you all fix those 1 hex wide stairs, dear lord I make a lot of noise on those things, especially on mis-matched areas when you go from one level to the other. It's almost less noise to lay down wooden plates to bypass those.

 
Well... Launch a game, meet a trader, ask for a quest and enjoy :)
The quests tell you which direction it is; I believe it looks like this:Fetch quest 1.5km(NE)

I can't get in game because I have to do some housework and don't want to lose a few hours.
Tell me that is new. If it isn't, I'm a dunce, and I blame it on the fact that I usually am fixated on the other information that I totally forget to notice the direction.

Thanks, TFP, for doing things the way I would like before I even ask! (The map thing still would be cool. Each trader just has a quest map hanging in the room with them. Consult it for quests instead of asking the trader.)

 
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