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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A couple of days ago I found a fairly serious exploit. ...
You visit the trader with your nerdy glasses on (with 5/10 Intellect and 3/5 Better Barter) and you browse/purchase from his secret stash. Then you take your nerdy glasses off. You are brought down to 4/10 Intellect and only 2/5 Better Barter, as you no longer qualify for the third rank. This gives you the default secret stash. In other words, using this method, you can get 2 unique secret stashes per trader, per visit.
Higher secret stash should just add a few further items into the same stash, not show a completely new stash. Hopefully the announced trader overhaul also changes secret stash

@Madmole, was curious what your thought process was for choosing guns for each of the attributes, mainly STR and FORT. It would make more sense for STR to get the machine guns, no? I mean a M60 versus a shotgun.
No, fortitude is the brute force soldier with heavy armor, strength is the miner. The attributes should really be renamed to class names asap to stop "perk A should be in attribute B because realism" posts.

Day1. Level 2. Game stage 2. FERAL WIGHT!!!!!!

Day1. Level 2. Game stage 2. Steel sledehammer!!!!!! :cocksure:

 
The only thing that concerns me with that is the odd chance of mines caving in because of the area damage and not accounting for it. Would we see more than one damage ui pop up for each block affected?

Loc
On one hand, configuring maths so splash damage never directly destroys a block would be trivial. On the other hand, the risk of cave-in (from an optional mod) might be just what mining needs.

 
What about that level five perk for each weapon and tool? It used to grant tier 6 crafting but no more. What if now it grants normal repair to full for that item? Without that perk all weapons degrade in durability by 20% with each repair.
Could also open up a possibility for a new book series. Each volume could reduce repair degradation by 10% for a different class of weapons or tools. The bonus for finding all the books could be the ability to repair destroyed workstations.
Instead of constant degradation, I would have a chance to either break or permanently damage the item.

So that a low level player is careful to touch that level 5 shotgun, as the chance to break it is like 15% and to damage it to 25% hp is like 30%

This will also make lower level items useful for longer, as the risk of destroying them is not that detrimental.

Only when the repair skill (item usage skill) increases, the repair can work near 100%

 
@MM, why was the barbed wire removed from the craft? The barbed fence is completely useless against the wild. The barbed fence is 2.5 times more useless than the barbed wire.

Go read the faq.

 
My new game rocks! Settled near a trader in the pine forest just near a nitrite node. Turns out that mine contains nitrate, coal and lead! Also got the gyrocopter accessoires schematic from the trader for completing tier 1 quest at the second day
Gotta love those triple mines.

 
For the new mining book: purification, makes a forge with a crucible get double the resources from raw ores. That'll help the guys building big, when Lens said he was going to mine for three days straight just to feed their basebuilding jones, it hurt a little to read that.

 
For a mining book, how about one that increases swings per second? Stamina still comes into play so you’d need to be sure to buy into sexual tyrannosaurus.

 
Melee needs work. When I'm backing up and I power attack with a sledge hammer and miss the zombie shouldn't be able to hit me when we attack at the same time. I'm moving away from his attack. I have a weapon which gives me what...2 or 3 feet more range. Yet the zombie can score a hit and I can't?
ya, this situation is a little annoying

that said; I'm really enjoying v18 guys. v17 sort of lost me but the changes in v18 make sense and pull the game back together for me, keep up the good work

 
@MM, torches, bonfires and forges could heat the map several times less during the day than at night.

This would be logical, since, according to the idea, zombie screamers go to light and noise.

In the afternoon, light is much less noticeable. Noise during the day is also less audible due to the noise made by birds and animals that sleep at night.

 
"you need to reduce every row of asphalt down to ~10-100 hp"
Doesnt really work if you want to put these by an actual base though. They'll just insta die to zombies D:
You did see my post ? :smile-new:

There a new ramps ingame, but only in the creative menu - it is 1 height difference splitted on 4 blocks - dont know why they arent in the normal block selector.
View attachment 29999

Search for "narrow wedge".
 
somebody suggested a perk that reduces screamers when you are mining. please don't. the zeds really break up the monotony, if enough players actually want this maybe implement it as a visible noise level like the sneak so those players can back off to avoid screamers and other player can BRING OUT A 2ND AUGGGUEERR!!!

 
I GOT idea!
for the mining book!

reinforced forge!

you need around 50 steel , 1 crucible, 10 oil , 100 cement mix and 25 forged iron!

you get 4 more slots to smelt. so you get 6, smelts stuff faster and some things are reduce price.

but it causes a bit more noise then the primitive forge.

ill draw how it could look

here it is

View attachment 29997
Industrial forge is already planned.

 
Am I the only one who hase unusual amount of crashes? like every hour or so now
I'll have several a day sometimes. Filed a bug report so hopefully it's being addressed. Restarting steam might help a bit.

 
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