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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Ah! You are a very handsome man then Dave!
Oh you're making me blush, you!

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There's no way. I'm 100% sure you are skinny, fit and really white. As all geologists should be and must be.
Out of skinny, fit and white.. I'm 1 of the 3.. guess which one :)

 
Oh you're making me blush, you!
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Out of skinny, fit and white.. I'm 1 of the 3.. guess which one :)
Since they modeled the Tourist zombie after him, I guess fit! A little gassy, though, but very fit.

 
That's just bio-renewable gas.. it's good for society :)
Hmmmm now we know whos farts are responsible for global warming. You just want this rock we live on all to yourself, just admit it. =P :)

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Hmmmm now we know whos farts are responsible for global warming. You just want this rock we live on all to yourself, just admit it. =P :)
That gave me a what if...

What if the tourist farts near you and causes you to vomit?

 
Hello! Had to register and give credit to the PIMPS :cool: Good job, especially with the last alpha. Keep up the good work.

I've been following the game ever since A14 and it has come a long way.

I'm playing my own dead is dead SP game, mostly default settings: 60min cycle, 7d bm frequency, but turned off loot respawn time, air drops and blood mount count is 64. Having an absolut blast. S#!% gets intense on hordenights.

About to have a go at Day 63. Been trying out my old A17 base and had to make a few adjustments due to their AI and the demolisher. They certainly add a nice 'oh S#!%-moment' every now and then to the game, at least when there is 10+ :miserable:

@Madmole, or anyone else who can answer this question: It's regarding the difficulty settings and how much % dmg zombies deal to players and vice versa. AFAIK Nomad was even, as in 100% dmg for both player and zombie, while adventurer scales in favor of the player and warrior/insane scales the other way.. is this still the case in A18 and if so, does anyone know the % for each?

Thanks!

 
@madmole
hi madmole, ive got a question. im trying to add some trees to the sub-biome from forest in biomes.xml. but this didnt work.after some tries i deleted all other decorations except trees in sub-biomes and do a high prob. and in all my attempts i had no trees in any sub-biome. do trees not "spawn" or created in sub-biomes and only in main-biome???

greetings and thx for an answer
You have to create a brand new world to see the result. Navezgane works fine, just start a new game name each time you want to test it. SOme objects have a large deco radius and might not allow a tree to spawn near it, but very few, usually its trees that have that property.

 
That's just bio-renewable gas.. it's good for society :)
Disturbed Tourist zombie-gas harvesting confirmed for A18.2

Hmm, perhaps that's what all of the secret labs have been doing before the apocalypse happened? They discovered a way to harvest their gas, and somehow it caused the outbreak to happen + a war for Tourist-gas broke out globally.

 
I can vouch for all of that - especially electric fencing. Man that stuff is useful. I put pictures somewhere in this blog, but I made a box of trigger plates/dart traps around the outside of my base with electric fencing right before the plates/darts. They get stunned/slowed/damaged by the fence, then slowly move onto the dart trap setup and get blasted by them - since they are slow moving and meet the darts while still stunned. You gotta repair the fence posts after a night, but it works.
That is a great idea, slow them down so they eat as many darts as possible. Might help tame the nightmare run speed horde and ferals I have a bit.

 
I think the torches are giving off an insane amount of heat. its a known issue that faatal is working on for the next update. My horde night is coming up and i use torches in my build. Have not placed them yet but this should be interesting lol
EDIT - Ah i see you said no torches. Interesting as most of that convo was geared to torches. Perhaps all heat is broken?
I spent another 5 hours on heat today and redid parts of it that were hurting my brain and found I had made a bug, when I was fixing it before.

I think it works fine now in all the use cases (10 to 120 minute days, torch or workstation heat) based on a design of 4 campfires/forges or 20 torches get a screamer in about 10 mins as it was supposed to be doing.

 
That is a great idea, slow them down so they eat as many darts as possible. Might help tame the nightmare run speed horde and ferals I have a bit.
I think wolf posted a horde video with that setup?

 
I spent another 5 hours on heat today and redid parts of it that were hurting my brain and found I had made a bug, when I was fixing it before.
I think it works fine now in all the use cases (10 to 120 minute days, torch or workstation heat) based on a design of 4 campfires/forges or 20 torches get a screamer in about 10 mins as it was supposed to be doing.
Nice. Nothing worse than OPC

 
@madmole
hi madmole, ive got a question. im trying to add some trees to the sub-biome from forest in biomes.xml. but this didnt work.after some tries i deleted all other decorations except trees in sub-biomes and do a high prob. and in all my attempts i had no trees in any sub-biome. do trees not "spawn" or created in sub-biomes and only in main-biome???

greetings and thx for an answer

You have to create a brand new world to see the result. Navezgane works fine, just start a new game name each time you want to test it. SOme objects have a large deco radius and might not allow a tree to spawn near it, but very few, usually its trees that have that property.
I can confirm that DrTod is correct. Large decos like trees and cacti will not be placed in sub-biomes. They are only placed in main biome when the world is generated. I thought this may have to do with distant terrain but I tried with a few smaller trees that don’t have distant terrain and they were not placed either.

 
Yep that's the one. Will have to remember that trick when I decide to incorporate pressure plates. I went with motion sensors in my build so I could incorporate more traps (barb wire) on the path the zeds would be walking through.

 
Just a quick Shout out to the devs. THANKS for fixing the Bridges. I used to hate driving and slamming into the Upgrade of the bridges, then after 100 days having to wander around the map, repairing the slopes from my bumpers hitting them to prevent collapse.

One of those minor irritations that wasn't worth mentioning until you fixed it. &lt;salute&gt;

 
wo wo ..wo....

Playing game on new comp.... damn but it is good. It's tough for me to bite my toungue when I see others post in steam complaining.

I understand if they have performance issues but the changes made to the game are great.. I'll take one to the temple for ya when they get too mouthy and un reasonable... ban imminent.

 
I spent another 5 hours on heat today and redid parts of it that were hurting my brain and found I had made a bug, when I was fixing it before.
I think it works fine now in all the use cases (10 to 120 minute days, torch or workstation heat) based on a design of 4 campfires/forges or 20 torches get a screamer in about 10 mins as it was supposed to be doing.
Will we get a hotfix exp pushed out with this? I've been hounded by them incessantly, and the only way Icould clear them easily was to log off and restart.. that wpuld give me enough time to cook some food and grab water...lol!

 
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