PC Alpha 19 Dev Diary

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I'll be out of pocket for most of the week, so have fun guys. There should be some good amount of stuff to show when I get back.
Can't wait, thanks for all of the info you've given us so far!

 
@Madmole:Something thatr has been bugging the heck out of me:

Can mod descriptions have a list of what items can be put into?

There are several scopes, and you have to load all the guns and the scope mods into your inventory because certain ones only can be used in certain weapons, BUT its a mystery which ones go where.

As far as I know no one has even posted a master list anywhere of all the mods and what they can go in.

There might be future vehicle mods that are specific to specific vehicles, and going forward that will make mods easier to use, and it would be a hint/pointer for new players what they should do with them.
Rather than listing it on the mod, i'd prefer if each weapon had a list of what could be equipped on it.

Most guns are fine, but oddball stuff like the magnum and the crossbow can be... annoying to mod.

IIRC there used to be a list on the wiki, but the wiki is always one or two updates behind.

We're wanting to display an icon archetype of what weapon a mod goes in in those square boxes.
Lots of mods can be used on multiple weapon archtypes.

Not sure how much you could display with a single icon, really.

Silencer goes on rifles, automatics and pistols. Red dot goes on... basically everything, including the crossbow, but not the regular bow. Lots of guns can have the 2x scope.

Shotgun tube obviously only goes on the pump-shotgun. shotgun shortbarrel/longbarrel only go on pump, but overall feel kinda redundant , since the double-barrel is sawn-off by default.

If you could add a long-barrel (complete with visual change) to the double-barrel shotgun, I'd love it, but I doubt it.

i don't know WHAT goes on the junk turret, to be honest. drum mag does, and is pretty good. Red dot, maybe? I know that you can't ADS so I don't think either of them are any good for it. Tripod?

For the melee-weapons... who knows, really?

I tend to just grab every mod I own, every couple of days and see what turns green when I crack a weapon open.

 
"It was released through Early Access on Steam for Microsoft Windows and Mac OS X on December 13, 2013"

We are rapidly approaching "7 Years to Dev"...

Are we there yet?

 
Yes but universally, I think there are common things I've read 100's of times over the years, that would be a good place to start. Food allergies were my problem, and they can be developed by eating the same foods every day, so rotate your foods, and get allergy testing. I was allergic to nearly everything I ate in abundance for years: Eggs, peanuts, cashews, milk, cheese were the big ones. Interesting for years I removed the yolks when low fat diets were in style and later I went back to eating them because low fat diets are bs, but my allergy report showed mild sensitivity to yolks and high sensitivity to whites, the thing I always consumed.
But yes it is a slow process figuring out what works best and what you can live with, and how to craft good foods without your favorite ingredients :)
Not so long ago I read an article that stated that some food alergies are cause by low food variety. If you did not eat particular food for long time, your immune system might forget it and it will view it as pathogens.

 
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"It was released through Early Access on Steam for Microsoft Windows and Mac OS X on December 13, 2013"
We are rapidly approaching "7 Years to Dev"...

Are we there yet?
Actually we're approaching 6 years......

 
I'll be out of pocket for most of the week, so have fun guys. There should be some good amount of stuff to show when I get back.
Have yourself a good one!

I myself won't be around the forums at all for a long while since I want to have A19 (or whatever it will be called) be as spoiler-free as possible (unlike last time), so I look forward to whatever y'all have in store for the future. :)

P.S. Just a reminder of my idea (from last alpha) that instead of the trader giving you straight up pharmaceutical supplies, they could give you a box of medical supplies that, depending on what tier quest you did, will contain a (different) random assortment of medical supplies once you open it. (: (Ex. Tier 1 could give you, for example, a random assortment of pain killers, and/or first aid bandages, etc. and Tier 5 could give you, for example, a random assortment of first aid kids, and/or recog, and/or fortbites, and/or painkillers, etc. etc.)

 
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Could we have new zombies? i mean new skins. i am tired of the same ones. Also what if we can encounter a zombified survivor wearing armor. That would be cool, seeing a zombie wearing full steel armor running at you , or perhaps wearing just cloth armor. :strawberry:

 
We're wanting to display an icon archetype of what weapon a mod goes in in those square boxes.
Awesome! Its SO tedious trying to figure out what can go where.

- - - Updated - - -

Could we have new zombies? i mean new skins. i am tired of the same ones. Also what if we can encounter a zombified survivor wearing armor. That would be cool, seeing a zombie wearing full steel armor running at you , or perhaps wearing just cloth armor. :strawberry:
If you actually read this thread, you'd have noticed that they have already shown and are upgrading the original zombies. ;)

 
Madmole, I updated 2 poi and made some of my own, I will show them but after a week maybe less, I would like for what I built to appear in the game. I like to do poi for this game.

 
super corn is op when you have mass amounts of it lol on a side note I cant wait for alpha 19 and maybe could the development of a19 be prioritised? but well I don't know whats really best since im not really a game dev thanks pimps (:

EDIT: what I mean by prioritising the development of a19 is like slowing down the updates for things like 18.x

 
What is a non-vehicle mod?
I was talking about what I'm working on the next few months, other guys are doing other stuff. Art is making traders gorgeous, and all the old weapons are getting a pass.
Non-vehicle mod: Any weapon/armor/tool mod not related to vehicles."Are there new mods planned apart from the vehicle mods" was my question.

BTW the "supercorn = gas/glue" is an amazing idea that I didn't even think of because right now supercorn is clutter food given all the variety that we now have in the game.

 
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We should be getting a new sniper, a t3 50 cal sniper with 5 bullets mag, and the existing one should be a t2 weapon with a bigger mag, like 10-12 bullets, but less damage than the hunting rifle to compensate the ammout of bullets. It just makes sense, i mean the actual sniper we have right now feels more like a smg upgrade to the pistol, less dmg but the mag size and fire rate compensates.

 
Madmole, I updated 2 poi and made some of my own, I will show them but after a week maybe less, I would like for what I built to appear in the game. I like to do poi for this game.
To get them into the game, add them to rwgmixer.xml or Worlds\Navezgane\prefabs.xml.

 
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