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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@madmole Hello dear Joel, I have been playing since 2013 exactly since version 4.1 7d2d. I've experienced everything from ever-increasing blood clumps to huge holes in the world. I've always loved having the opportunity to shape the world. Now after 6 years as a loyal player you come round the corner and say to me let the fingers out of the CM ? Somehow you lost a par sympathy point. Are the players who want to take advantage of the fantastic possibilities of building no longer important from now on? If so, you have discarded a nice part of the game.

Greeting Oldman

 
Maybe a suggestion for BM's. Any chance you could slow down the respawn of zombies or add a pause based on how many people are in? That way we can get 10-20 second lull's in the horde.

This may sound weird, but with two of us fighting in a base, we never had a chance to even really breathe, let alone repair anything. Cause of that, our bunker (concrete and steel) got completely destroyed, and the same with our fallback position (concrete again). We just never had a moment to do anything other than shoot, reload, and repair weapons. The entire time I had a M60 just wrecking heads and I couldn't keep up.

 
That is great luck! it's the second best thing to get, IMO. :)
I got a Auger early one time and it changed EVERYTHING!
then later that game (around day 23 or so) I found 2 in a workstiffs shop! i tried to sell them but they didn't sell for anything :(

- - - Updated - - -

We've done everything under KS, so we're done with it. Might update the graphics.
Damn there goes my dreams of a bison breaking through my base like the kool aid Man!

if i had money i would do it do it. but i'm poor.

but hopefully ill get a job soon!

 
Did the change to the torch heat map on the update last night make things go tits up for screamers? Guy on Discord:

"we are getting stupid amounts of screamer spawns

like im not doing anything and had like 4 at my base"

Anybody else seeing this?

He said he has two torches and is basically non stop fighting hordes now :D

 
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Did the change to the torch heat map on the update last night make things go tits up for screamers? Guy on Discord:
"we are getting stupid amounts of screamer spawns

like im not doing anything and had like 4 at my base"

Anybody else seeing this?

He said he has two torches and is basically non stop fighting hordes now :D
I dont even have torches and this is a problem with a single forge and campfire in the desert

 
Anyone know how to reduce gun flash in xml files? It's more apparent at night obviously. For those sensitive to flashing lights it triggers my migraines after prolonged play.

 
Maybe a suggestion for BM's. Any chance you could slow down the respawn of zombies or add a pause based on how many people are in? That way we can get 10-20 second lull's in the horde.
This may sound weird, but with two of us fighting in a base, we never had a chance to even really breathe, let alone repair anything. Cause of that, our bunker (concrete and steel) got completely destroyed, and the same with our fallback position (concrete again). We just never had a moment to do anything other than shoot, reload, and repair weapons. The entire time I had a M60 just wrecking heads and I couldn't keep up.
I imagine the horde that would stop every five minutes. The zombies would sit, light a cigarette, take out a deck of cards. Maybe a biker would start playing guitar, some spiders would start to dance. Then a screamer come to see you: "it's good for you? We're ready there ..." ;)

 
Maybe a suggestion for BM's. Any chance you could slow down the respawn of zombies or add a pause based on how many people are in? That way we can get 10-20 second lull's in the horde.
This may sound weird, but with two of us fighting in a base, we never had a chance to even really breathe, let alone repair anything. Cause of that, our bunker (concrete and steel) got completely destroyed, and the same with our fallback position (concrete again). We just never had a moment to do anything other than shoot, reload, and repair weapons. The entire time I had a M60 just wrecking heads and I couldn't keep up.
Explosives are your 100% friend on horde night. I do them with another person and he creates those lulls when he throws a few grenades and blows the hordes to bits as they bang on the front door :D

 
MM

I have a general play question.

Will there ever be a chunk reset delay option?

This mainly pertains to Nomadic scavenger thematic play.

I don't mean set to infinite, but it takes a great deal more

than five days to clear a sector. This is including mining,

scavenging, building, trading, fighting, and hunting. If enabled

*It could be limited to Pois within a set parameter of +Y height

-Y depth and lot footprint. Added parameters that would need to be met

100% or lower looty yield, No loot respawn, No air drop, 100% or less

player block damage, XP mult 100% or less, ai block damage 100% or greater,

difficulty level default of higher.* Written as a regulator Class so if

all prerequisites are met it is on if not then it is off.

This would allow more flexibility with temp outposts and bases.

It would also regulate not taking over buildings pre-fortified

prefab bunkers, or specialized prefabs.

This is because more than once you have posted to think broad stroke/based,

outside the box, and how it will with a single incorporation not take

away from game play but potentially enhance it.

Broad stroke: NPCs positve, negative, and neutral AI. Random events

being added will require eventually helping to build and maintain

civilian outposts. This leads into the trading aspect of goods and services.

Protecting and fighting NPCs. Which ties into the Quest system. Initial quest

Providing specified materials in quantity to a Trader, upon completion a pre

designated lot is set to a Civilian outpost. Trader sets a Poi, using the fetch

kill option already in game. Quest 2 is finding and escorting the NPCs to the

outpost. Quest 3 is establishing the outpost.

This comes back to the quest system, this time Npc enabled, they will need

periodic help to survive Food hunted for a quest becomes a fetch package this

ties into random event, materials promote mining and resource gathering.

Electricity, the creation of gas, water purification, the ability for various

fortifications are already enabled. This combined with vehicular travel allow

for traversing the map to remote events and activities. This promotes using more

of the map. So each ties into the other opening Nomadic style vs sedentary presently.

Sedentary play could be develpment of a faction outpost or city, The horde and

bandits seek to destroy the main base and the outpost "random event". Nomadic

the same over a larger area. PVP = Faction vs Faction and invasion. Coop is

civilization rebuild. Single play is same but more of a "Chuck Norris, Road

Warrior, Outlander" character. The outpost fortificatons can be expanded upon.

The two are not directly related, the Nomadic and the NPC inclusion, but they are

related by how a player or players would choose to play. Travelling potentially 8k

1 way, to complete a single quest is expensive time wise. Quest: reparing, homes,

buildings for the incorp of new NPCs. Building perimeter armorments. Supplied by

scavenging initally and pepetually by Trader/NPC quests.
 
I have seen a major increase in the number of screamers in the current experimental (b4). I have not started a new game. I am on 60 minute days. There are no torches but about 6-8 candles in the chunk. I have three forges and a chem station. I also have a generator running and two shotgun turrets as a screamer/wandering horde early warning system.

I haven’t had a chance to test it but it seems like the workstations are now increasing chunk heat much more they used to. With all four workstations running (3 forges and chem lab) it takes less than 5 minutes to spawn a screamer. Once I kill the screamer from my roof another will spawn in less than 5 minutes as the heat continues to tick up as I’m locating and killing the initial screamer spawn. Clearly I am generating a lot of heat and I fully expect to have a bunch of screamers but this seems a little excessive. Maybe this is an unintended effect of changing how heat is handled based on day length.

 
I have seen a major increase in the number of screamers in the current experimental (b4). I have not started a new game. I am on 60 minute days. There are no torches but about 6-8 candles in the chunk. I have three forges and a chem station. I also have a generator running and two shotgun turrets as a screamer/wandering horde early warning system.
I haven’t had a chance to test it but it seems like the workstations are now increasing chunk heat much more they used to. With all four workstations running (3 forges and chem lab) it takes less than 5 minutes to spawn a screamer. Once I kill the screamer from my roof another will spawn in less than 5 minutes as the heat continues to tick up as I’m locating and killing the initial screamer spawn. Clearly I am generating a lot of heat and I fully expect to have a bunch of screamers but this seems a little excessive. Maybe this is an unintended effect of changing how heat is handled based on day length.
Yeah it is almost unplayable now at our bases because of too many screamers. By the time ive killed the first one and its horde 3 more have spawned. 1 Workstation and 2 forges are the only things running...

 
Yeah it is almost unplayable now at our bases because of too many screamers. By the time ive killed the first one and its horde 3 more have spawned. 1 Workstation and 2 forges are the only things running...
Using portable turrets if you have not had time to put spikes might be helpful.

 
Using portable turrets if you have not had time to put spikes might be helpful.
There seems to have been a pretty big change between b2 and b4 with respect to heat generation. Screamers have never bothered me before but I have started keeping up the chunk heat info from the debug menu so I know when it’s safe to leave the base.

 
Restarted our game with different settings recently. I decided to mainly focus on an Intellect build. I did Agility build last play through that lasted 140 days at 120 min days. Though we did 40% xp for that play through because we had more players. Recorded most of our Day 21 Horde night which was a blast and a breeze (gs 100ish - nomad difficulty, 120 min days, am actually considering going up 1 or 2 difficulties).

Came up with a base design that, so far, has carried me through. Actually started it before day 7 horde which I normally never do. I usually stay on road til about day 28 then do a semi reinforced POI til after day 42's horde (all the while working on a horde base here and there). It's definitely not close to being done, I have more envisioned, hell I might even build my factory up top if it continues to hold its own. Put up minimal wood/iron spikes thus far and no electric traps yet. Those junk turrets though, are nooo joke. I hardly ever kept 2 going at same time this horde night, though I'm sure that'll change in upcoming horde nights. I mined my butt off after getting STR to the point where i could have miner 69er at 4 and motherlode 4. So, thought I would share:

My favorite picture of the night was:

EdRbsKt.png

video:

All hail King of the genre: The Fun Pimps!! :) &lt;&lt;high-fivez&gt;&gt; all around

 
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