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
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I just want to say, I kinda hope this doesn't happen or at the very least if it ever is added, it gets removed in like a week lol. I hate everything about the idea of your vehicle randomly just failing for no reason. Like, at that point I'd prolly just give up on all vehicles other than the bicycle.
Dino Vercotti: "You've... you've got a nice bike here, Dregonazure."

Luigi Vercotti: "We wouldn't want anything to happen to it."

Dino Vercotti: "You ought to be careful,"

Dino Vercotti: "'Cos things break, don't they?"

Luigi Vercotti: "Be a shame if someone was to set fire to it"

 
It is just good business sense to register the name. It’s better to have the name registered and not use it instead of wanting to use it then finding someone else registered the name. At that point you have to decide whether to pay someone for the name or come up with a different name altogether. Smart business move.

 
Unfortunately, in order to give them a chance of breaching the defenses, I'd have to turn the difficulty up to the point where the blade traps would be useless - paper mesh, basically. I could refuse to administer repairs, but I'm not going to do that. Instead I'll just make a separate video sometime of me spawning in 100 irradiated zombies (25 down each corridor) and let the blade traps work their magic. I'd rather that than let them sit there to gather dust. Lol
You know, I might have to try that type of design sometime! This is my first real time delving into the complicated world of electricity, and so far, I'm quite enjoying it.

Vultures? During the last horde (day 49), I couldn't get a break from them. During the most recent horde though? None. Nadda. Zip. It's semi-random, same with dogs and demolishers. The next horde I might get 10 demolishers, or 20, or none. I might get vultures during the next horde, or not. During each wave the game, as far as I understand it, the game tallies up each spawning entity (or groups of entities) based on some factors, such as, "Irradiated cop? 8%", and then the game may or may not spawn a/many irradiated cop(s) during that wave, for example.

All I can say is, be careful with turrets! Specifically with demolishers. Turrets have no bias in where they shoot.

Likewise. This is the first game, heck, the first world in this game, that I feel very much attached to and have that urge to keep on playing, which is incredible, to say the least. Normally I hop on a world and leave after day 20 or something, but now, even though I'm approaching end-game, I have no desire to hit the restart button. The Fun Pimps truly have crafted a gem here.
Ohhh... so it is possible for zero vultures? I did not know that, thought most hordes were more generically generated than that, just adding bigger baddies as game stage increased. It's more random than I thought. Good to know.

Yeah I have yet to face any Demolishers, and I have thought about what kind of mess my turrets could make as a result, that is why every single turret has it's own switch, and I only turn them on when I need them. Sometimes I barely if at all use them, they're more backup, and boy are they welcome when needed. Junk turrets are a bit different, I just let them have their fun, is more of a stun effect and I finish the job, plus we get full XP for those kills, so I am more attuned to letting them happen.

Electricity is fun, I love that part. I got into it super early, in my first long SP game I had one of those now gone 3 story buildings with the store on the 1st floor and the loft apartment above. I had a crazy complicated system, was so neat, is where I learned the ins and outs of it all. Even had one to shoot Z who wandered in because I constantly forgot to close my front door. Ha, so many times I'd hear a BAM and turn around to a dead Z just a few feet behind me, that thing saved my butt so many times. But is also why I now love my open door policy to my bases. Door #2 is near impenetrable, but door #1 is never even closed. I get wandering in kills constantly, and rarely if ever need to worry about screamers.

 
Oh dang, never thought of that either. Does sound more convenient, and yeah the ol "throw another log on the fire." thing, nice. Icing meet cake.
I only burn reg wood/planks. I've seen some people do doors, or frames. Some even burn coal, which I get confused by because wood is just so abundant by comparison, but if you have a ton of coal and it burns better then it makes sense. I just haven't played with fuel types in forges much at all, should though, I sure use them enough.
The logs are great for 8 minutes, huge time saver. A bit much for food unless you are batching a lot, but for forging/chemisty its great I often need a large chunk of time so its much less clicking, or throw a log or two in and you are good for that batch. Or a log and some change (wood)

 
The logs are great for 8 minutes, huge time saver. A bit much for food unless you are batching a lot, but for forging/chemisty its great I often need a large chunk of time so its much less clicking, or throw a log or two in and you are good for that batch. Or a log and some change (wood)
Glad to see this fixed because in A17 a log burned the same amount of time the amount of wood it took to make. So essentially they were the same :(

 
Ohhh... so it is possible for zero vultures? I did not know that, thought most hordes were more generically generated than that, just adding bigger baddies as game stage increased. It's more random than I thought. Good to know.
Yeah I have yet to face any Demolishers, and I have thought about what kind of mess my turrets could make as a result, that is why every single turret has it's own switch, and I only turn them on when I need them. Sometimes I barely if at all use them, they're more backup, and boy are they welcome when needed. Junk turrets are a bit different, I just let them have their fun, is more of a stun effect and I finish the job, plus we get full XP for those kills, so I am more attuned to letting them happen.

Electricity is fun, I love that part. I got into it super early, in my first long SP game I had one of those now gone 3 story buildings with the store on the 1st floor and the loft apartment above. I had a crazy complicated system, was so neat, is where I learned the ins and outs of it all. Even had one to shoot Z who wandered in because I constantly forgot to close my front door. Ha, so many times I'd hear a BAM and turn around to a dead Z just a few feet behind me, that thing saved my butt so many times. But is also why I now love my open door policy to my bases. Door #2 is near impenetrable, but door #1 is never even closed. I get wandering in kills constantly, and rarely if ever need to worry about screamers.
That's one of my favorite things about the hordes; there is indeed a little bit of randomness to them. :) (Code wise, it isn't exactly random; it's all specifically calculated, but we generally don't know what's going on behind the curtains.)

My advice: AP ammo. It helps an absolute ton. But yeah, like I said, your turrets might "accidentally" hit the demolisher in its sweet spot, so again I cannot say enough, deactivate them when a demolisher is nearby unless you're totally/almost totally dependent on them.

Do you get XP for trap kills right off the bat, or do you have to put points into the skill? (I think it's Advanced Engineering?)

Lol Awesome.

I'm probably going to stick with this world until stable comes out. I don't want to start a new world until I am really itching to, or if the game forces me to; I think that's one of the keys to replay-ability on my end.

 
The logs are great for 8 minutes, huge time saver. A bit much for food unless you are batching a lot, but for forging/chemisty its great I often need a large chunk of time so its much less clicking, or throw a log or two in and you are good for that batch. Or a log and some change (wood)
Nice. I usually, not always, but usually click in just as much time as the forge/campfire/chem station says it needs for what it is doing, that way it shuts of when it is done, and is easier to tell when that happens from afar. Yeah it works well with reg wood in the campfire, but for big jobs, like cranking gunpowder or glue in chem station, or smelting tons of material in a forge, logs would be nice. Gonna give it a try.

Have a quick question, maybe I'm not the only one, but sometimes the proposed time vs actual time in the chem station seems off. Like, I'll load what it says it needs, then come back and it's out of fuel and still has work to do. Am I missing something or has anyone else experienced such fluctuations/miscalcs as well? Only really happens in the chem station iirc.

 
well a rad suit would be a use, that would require a radiated area (well one that isn't the border of the map).
The basic necessities for that are already in the game just not turned on yet, so that is definitely coming. Currently the radiation zone that we know and love is radiation 3, but there is also a green radiation 1 zone and a blue radiation 2 zone that is not yet implemented, except for in mods.

That would allow them for instance, to have the parking lot of the shotgun Messiah a radiation 1 zone, which maybe you could go into and only get a little bit sick, but a radiation 2 zone inside the building, where you would die without a hazmat suit or other proper protection.

Personally I am using mod slots... if you have two mod slots used in your armor with radiation protection item modifiers you can safely enter the green zone, but you need five to safely enter the blue zone...

 
The 7 year war lasted 7 months?
No no, I wasn't gonna finish the story about the events that started the 7 year war. There are volumes and volumes of books, about 777 in the recorded history. Would take one 7 years to read it all.

 
Glad to see this fixed because in A17 a log burned the same amount of time the amount of wood it took to make. So essentially they were the same :(
Thats still the case, it tooks 10 wood for one Log.

1 wood burns 50sec. and 1 log 8:20min.

10 wood and one log both burn for 500sec.

I think what he ment, was that one would have less mouse-clicking needed when fueling the forge with logs instead of wood

 
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Nice. I usually, not always, but usually click in just as much time as the forge/campfire/chem station says it needs for what it is doing, that way it shuts of when it is done, and is easier to tell when that happens from afar. Yeah it works well with reg wood in the campfire, but for big jobs, like cranking gunpowder or glue in chem station, or smelting tons of material in a forge, logs would be nice. Gonna give it a try.
Have a quick question, maybe I'm not the only one, but sometimes the proposed time vs actual time in the chem station seems off. Like, I'll load what it says it needs, then come back and it's out of fuel and still has work to do. Am I missing something or has anyone else experienced such fluctuations/miscalcs as well? Only really happens in the chem station iirc.
I did notice some fluctuations in terms of time to burn in the campfire as well as the chemistry station, and this "issue" has been around for a long time; it's generally best to put in a least an extra minute of burn time (2 at the most, to be sure, especially if you're crafting large bundles of items) when you have any station running - forges, campfires, and chem stations. (:

 
Dont forget to vote on the new Dev Diary Poll!

"We want to make the first twenty hours polished and amazing, 0 0%

so they actually get addicted and see many many 100+ hour characters. 0 0%

How can they get to 50 hours if they quit before 20 0 0%

because of bugs, poor performance or lack of balance? 0 0%

We are not targeting casuals or skipping late game." 0 0%

--- Joel "Madmole" Huenink 0 0%

 
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