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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Well its nice to see it in the inspector rendered larger, some of those shapes are really hard to see what they are until you select it.
How about showing the larger image in the preview pane (like when selecting now), but when you hover over it?

You wouldn't need the little hover text bar showing the full name either because that already shows in the preview box along with the large image.

Or... a button at the bottom of the preview pane to confirm the selection. Esc is just really awkward to use in this case. It's perfectly fine and even expected for pause/menu.

 
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@Devs, Will there be indicators in the future of which weapons and tools mods can be placed on? right now it's trial and error and errors are expensive. most shotgun mods are only for the pump shotgun for example. I didn't know that until wasting the resources to make them for the double barrel. a simple explanation in the description would be enough.

 
wrenches have mod slots, but what mods go into the bloody things?
The tool and some of the melee mods work on it. I usually just throw extra mods on it that I am not using, but its not like the wrench needs it.

I am still unsure if +dmg on the wrench is a good or bad thing for resource gathering with it in a18, I havent bothered to check. I remember some past alpha that less damage gave you more resources is why I say that. (I forget which) Or was it more chances for a engine/battery, something like that, I forget.

 
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I refuse, now add half gator zombies with flamethrowers. :cocksure:
Make it so.

I find myself putting a point into the forge every game.... and I hate myself for it. It takes to look long to find the schematic for something I could get so early with 1 point. I have no good solution though, thoughts?
20% chance to find forge schematic in every broken forge.
I must be having terrible RNG luck. No forge schematic from any source, and I'm on day 11 (or so). The lack of a forge certainly is stunting my technological progress. Oh well. It lets me role play this run a little differently.

 
I read in the patch notes about being able to put up more torches and candles without triggering screamers.

At my base, I had 8 torches and 4 candles. I had 1 forge running at the start of the day, but shut it down around noon, a couple hours before seeing the first screamer.

3 screamers came by before the blood moon event. Is this normal?

 
well, the other tools for harvest have mods to increase harvests of specific types. perhaps we can get that for the wrench, a screw driver head for harvesting electronics, a socket for harvesting parts from cars?

 
Ya, I havent had it happen yet. But I imagine a player focusing on 1 perk early, getting deep into the perk,
and then realizing they cant craft the weapon at all until many hours and searching for more parts could really hinder their attempt at specializing.

An option to craft a lower quality would alleviate the frustration of that situation.
+1.

(Please don’t let this suggestion register as a design fail)

 
I would love it if you all would add a bird watcher perk.
The first level would allow you to find nest.
ornithologist's digest

:smile-new: a slight highlight glow around nests

harvest more meat or a chance to harvest eggs from chickens

increase feather drops from any bird, includes vultures

chickens no longer run from the sight of you

vulture bait, allows you to craft bait for vultures to come down and get so that you may get rid of the varmints

collect em all, and there is a 20% chance vulture wont attack you, well they will, but you need to be closer to death first

 
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@Devs, Will there be indicators in the future of which weapons and tools mods can be placed on? right now it's trial and error and errors are expensive. most shotgun mods are only for the pump shotgun for example. I didn't know that until wasting the resources to make them for the double barrel. a simple explanation in the description would be enough.
Yes mods will get improved usability.

 
Make it so.


I must be having terrible RNG luck. No forge schematic from any source, and I'm on day 11 (or so). The lack of a forge certainly is stunting my technological progress. Oh well. It lets me role play this run a little differently.
That is a future concept not implemented yet.

 
if i buy lucky looter lvl 2 with sunglasses on (perception+1), do i keep the perk after removing the glasses? :strawberry:

 
I tried a solo game of Nomad but 64 zombies on horde night and got messed up hard. It was the first horde night and I didn't have any ramps, tunnels, or anything. What I did have was a concrete base, 2 rows of spikes, a row of barbed wire, and double stacked wall of wooden bars in between those rows to slow them down.

I thought this would have been good enough, especially since in previous alphas, 64 zombies just didn't happen the first few blood moons.

I was so wrong. I probably would have made it if I had an AK or if I would have made up some molotovs or something. All I really had to work with were hunting rifles and shotgun. For some reason I didn't even find a single pistol in 7 days of looting, which was a first. Still, I was not concerned being the first horde night with some pretty good defense.

I had to have killed around 70, but they broke through and made it up to second floor. I ran around in tight circles shooting my shotgun, placing my junk turret, healing. I repeated this cycle over and over, coming near to death several times. Just when I ran out of everything, I got stunned and knew I was done, so I turned around to see what remained. There had to be nearly 20 zombies still in play despite all my efforts.

So, yeah... 64 zombies works. I won't be playing that by myself anymore, lol.

 
That sounds really cool actually lol I was thinking for my next playthough of playing either 90 min or 120 min with always running adventure difficulty.
For day 5 I increased to 120 min days and 75% AI block damage, since day 4 BM seemed a bit easy with 50% block damage.

Now:

24 hour cycle - 120 mins

BM freq - 1 day

Zombie night/feral/BM speed - Run

AI block damage - 75%

Loot abundance - 50%

Loot respawn - 15 days

BM count - 4 enemies

Mark air drop - on

Day 5 was a fun BM. Defending the kitchen of Berserker Bills. They came in from 4 spots, so i had to keep patching up holes. Stabbing through holes. Dropping spikes. Jumping on the ladder when they got in, then dropping down and power attacking in the back to bleed and retreat. Repeat. Used my bow a bit. No need for junk turret.

 
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