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'm loving the helmet "transmog" mods, and I would love to see the other armor/clothing slots get the same treatment! Imagine being decked out in iron armor and BDU clothes, but looking like you just have a hoodie and jeans on with some cloth armor.
I just found the ballcap mod and put it on an iron helmet, hadn't had a chance to see this before now. More please!
I'm thinking of hitting up the boots next.

 
@mm

yeah no worries i'll stop with

Code:
&lt;removeattribute xpath="/items/items//effect_group/passive_effect[contains(@operation, 'perc_add') and not @tier and not @tag]"/&gt;
srsly a t5 knife been able to do 1 more dmg than a t2? No thanks :)

 
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Madmole, do you have plans to add more perks to help balance out the different attributes? I dont mean add on to what's already there, but completely new perk trees.
No. I might try to get each one to 10 perks on each one but that is probably it. I want to enhance stuff that is mostly an unlock so it has more value than the schematic found.

 
Madmole, do you have plans to add more perks to help balance out the different attributes? I dont mean add on to what's already there, but completely new perk trees.
I would second this. I love the perk setup , it's a great idea, however imo it needs reorganization. New trees would help sort some of those attributes that don't really fit where they are and/or are missing complimenting attributes from another tree.

 
hey madmole ,
now we have the farmplot for our plants. could it be, that the hoe is now useless???or does the hoe now has other funktion, we dont need it for farmland bzw. farmland is deleted. and could it be that now the plants dont need daylight for growing like in old alphas?

greetings
There is no hoe. Plants need sunlight.

 
Ya the flat barbed wire wasn't great but with its removal and the removal of the log spike trap and no indication from you guys about different trap types and styles for base defense and design make it frustrating for people who try to create a trap defense that isn't corridor based or just a swamp of spikes. I don't know If you guys do intend to add new traps but previous comments on your end makes it seem like you are against making a strong trap based defense viable(and fun to make). It feels like that part of the player-base who build AI/trap exploit bases are controlling the balance.
As for log traps make it so log traps can only be placed pointing up or to the side. I never used them facing down because it seemed to cheesy, it seems like you have a problem with balancing against cheese that not everyone uses. It would be nice if you didn't just remove traps because of cheese, some people are just going to do that and you will not stop it by just removing everything. As it stands we don't have a low damage high health trap like the log spike for trenches (yes I know they weren't very low damage as they were). It would have been nice if rather than removing them they were just balanced.

And before you think I hate A18, there is a lot I like about it but I gota speak out for the play-style that feels like is going to get removed if no one says anything about it. (it only feels like that is the case because of your statements about trap focused defense)
We want traps to look good and be unique. We add and remove things to achieve that goal. If anything A18 is "the trap build" because we buffed darts, added power doors (which could be useful for trap setups), added junk turrets, and added trap xp.

I don't have anything against traps, they are very helpful later game when the hordes get bigger and stronger. I am against a full on automated xp farm with zero risks and barely any maintenance. As long as the player puts effort and maintenance into it, its fine.

 
@mmyeah no worries i'll stop with

Code:
&lt;removeattribute xpath="/items/items//effect_group/passive_effect[contains(@operation, 'perc_add') and not @tier and not @tag]"/&gt;
srsly a t5 knife been able to do 1 more dmg than a t2? No thanks :)
Random is random, and it allows for a choice. Even if my crappy t5 does a bit less damage than an awesome t3, it has another mod slot and durability is something to consider, etc.

 
I would second this. I love the perk setup , it's a great idea, however imo it needs reorganization. New trees would help sort some of those attributes that don't really fit where they are and/or are missing complimenting attributes from another tree.
I've already explained it, everything fits perfectly right now.

 
Can we get a turret that shoots 7.62mm rounds for classes that don't use that ammo and are just stockpiling it? (agility for instance) :)

 
No. I might try to get each one to 10 perks on each one but that is probably it. I want to enhance stuff that is mostly an unlock so it has more value than the schematic found.
This is great news. I should have clarified my question better. I didn't want to reorganize the whole system, only add more perks to each attribute.

 
Question.

Is there a breakdown some where on the different difficulties and the damage zombies do, the different amounts they take etc for each level?

Just testing on scavenger and insane. The zombies have the same amount of HP but they lose a lot more HP in the easier level than insane. Just trying to figure out how it's broken down.

 
The Bow...

OK, thought it was the FPS issue everyone was experience but I was missing everything with the primitive bow, I never miss.

 


I took some long distance target practice on a Z in a dry lake bed so I could see the impacts dust...


 


It's Perfect, it is so realistic, if you ever shot a bow then you know what I'm talking about. I shot 1 since I was 3/4 whit my brothers & friends, BB guns, dirt clods, etc...nimbly peg...



I'm looking forward to a good hunt now, just aim high & lead your prey,



good Huntin...


 


I am moving out of here the end of the year so I'm breaking this rig down to 1 monitor for a quick move, packing it all up,



I'll be at a lower res so I can give a better perspective on game play...


 
Can we get a turret that shoots 7.62mm rounds for classes that don't use that ammo and are just stockpiling it? (agility for instance) :)
you don't need to perk into weapons to use it. It just deal normal damage instead of extra damage, plus 7.62mm guns are already high damage. So sell it at the traders or take it with you with a ak or m60 when exploring?

I don't have any point in pistol but I have like 2-3k of 9mm that I use when I need to thin the horde in 7th days or use as a fubar when there too many zed coming for me in poi.

and 7.62 turret sound op af.

 
By the way, is it intended for the stone shovel to do about as much damage as even a steel spear?

Code:
&lt;passive_effect name="EntityDamage" operation="base_set" value="12.4"/&gt; &lt;!-- meleeThrownSpearIron --&gt;
	&lt;passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/&gt; &lt;!-- random rng --&gt;
Code:
&lt;passive_effect name="EntityDamage" operation="base_set" value="12"/&gt; &lt;!-- meleeToolShovelStone --&gt;
Both showing 12 damage in-game, spear did 3hp more damage than the shovel.Pics after football. ;)

 
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