Jost Amman
Well-known member
I've seen so many vids for A19 this time around that it'll feel like I've already been playing it even before actually playing it lol 

Now you know how I felt when I watched YouTube videos of 7D2D from A10 to A17, before I got to try it for myself when A17 released.I've seen so many vids for A19 this time around that it'll feel like I've already been playing it even before actually playing it lol![]()
I'll probably be watching the "Welcome to A19" videos since they'll probably be showcasing everything we already know anyway, but as for the streams, I'll give them a hard pass.I'll try to keep it in my pants until monday so I can stream it myself without spoilers... I like surprises. What about you?
Which means it will go away on its own below 5% and require medicine above 5%. That isn't inconsistent with what MM said.You might want this changed in that case.I quote from the A19 patchnotes:
"An infection is completely harmless and will even heal on it’s own… until it reaches 5%."
Found this in the second fixed section:
Handheld junk turret does not get the rate of fire increase from the perk
Unless they removed the increase to dismemberment chance and head shot damage from the Int attribute I think I can understand why the Junk Sledge and Junk Drone aren't scaling with it. I would like to see "Robotic Damage", "Maintenance" and "Hydraulics" books applied to the sledge at least (Maintenance to the Drone if it ends up having durability loss from attacking and healing). Hopefully they fixed (or fix soon) the issue the Junk Sledge had with targeting and engaging zombies within a close proximity. Do we know if the Sledge and Drone scale with Turrets Syndrome ranks (honestly I forget if TFP ever mentioned it)?Hopefully that applies to the Junk Sledge! It's kind of weird for Junk Sledge and Junk Drone to be crammed into the int tree, but then not scale with Int or the Tech Junkie perk either one
The drone does not at this time (it's also unlikely to be in A19 Exp). Don't know about the sledge. The devs said that the drone still needs a balance pass which makes sense as they are still trying to iron out pathing issues with it.Unless they removed the increase to dismemberment chance and head shot damage from the Int attribute I think I can understand why the Junk Sledge and Junk Drone aren't scaling with it. I would like to see "Robotic Damage", "Maintenance" and "Hydraulics" books applied to the sledge at least (Maintenance to the Drone if it ends up having durability loss from attacking and healing). Hopefully they fixed (or fix soon) the issue the Junk Sledge had with targeting and engaging zombies within a close proximity. Do we know if the Sledge and Drone scale with Turrets Syndrome ranks (honestly I forget if TFP ever mentioned it)?
My guess is they are leaving drone perk balance until they get the major stuff nailed down first.The drone does not at this time (it's also unlikely to be in A19 Exp). Don't know about the sledge. The devs said that the drone still needs a balance pass which makes sense as they are still trying to iron out pathing issues with it.
Agreed. I'm not sure how much time they have had to play test the drone considering its still a WIP.My guess is they are leaving drone perk balance until they get the major stuff nailed down first.
Turrets don't path find. That was a network data issue. Turrets run on the server, but didn't send their hits back to the client that owned them.Interesting, so clients share the AI pathfinding workload?
Alternative interpretation of the sentence: Infections increase over time, but side effects (like maybe lowered stamina) start at 5%.Which means it will go away on its own below 5% and require medicine above 5%. That isn't inconsistent with what MM said.
LOL. You could say that, but I did see Ryan check in a fix anyway.This isnt a ship stopping issue though so probably not 100% top priority?
He didn't quote the whole section which doesn't really support that alternate reading. Here's what the section says in its entirety:Alternative interpretation of the sentence: Infections increase over time, but side effects (like maybe lowered stamina) start at 5%.
Infection is not something that enemies cause directly. Any critical hit has a chance to cause an infection. An infection is completely harmless and will even heal on it’s own… until it reaches 5%. At that point it starts getting worse and you need medication to cure it. While you have an infection any hit you take will make it worse.
Blood moon zombies always know where players are unless the player has immunity after they died. The teleport/death is for when you run off or drive off into the night and get far enough away from the existing zombies, that they can no longer path to you. They would then be stuck and use up a slot in you max spawn count, so no new ones could spawn either. The simple fix is to teleport them near you just like they normally spawn near you or kill them and let the next one spawn.Okay - did a quick first pass through the rn and one item did stick out.
Blood moon zombies will 50/50 teleport closer or die if target player is far away
@madmole - can you explain this a little further? I assume that means that if your bedroll is some distance away from where you are fighting the horde and you are killed, some zombies will move to a location close to where you respawned so there is a risk of them finding you and attacking. I am okay with that, but does this also mean that if you are found and fight back, the horde spawn will start up again and rush you in the new location?
Sounds like a great way to get people into a death spiral...
Backpacks don't have a chance to disappear from game design. They have a chance to disappear from the elusive "my packpack is gone" bug, which is the addition logging the change notes are referring to (improved logging to show id, player id, removal reason and entity unload). We need to reword that change.about the backpack having a chance to disappear, its moddable right?![]()
Raner did a pass adjusting some zombie hitboxes. Not sure what else changed where it would feel much different. Little things add up. I'd still like a bigger overhaul of hit ranges, interpolation and network timing at some point.@faatal Loving the more robust hit boxes and detection which was lacking in A18. The only thing missing is a small bloody decal on the zombie knowing you've visually hit mainly from guns. Could this make its way to A19?
Ah - I had it backwards in assuming it would come into play on a death. Glad to hear I was wrong. But as for a fix for the people running from the horde it makes sense. Thank you.Blood moon zombies always know where players are unless the player has immunity after they died. The teleport/death is for when you run off or drive off into the night and get far enough away from the existing zombies, that they can no longer path to you. They would then be stuck and use up a slot in you max spawn count, so no new ones could spawn either. The simple fix is to teleport them near you just like they normally spawn near you or kill them and let the next one spawn.
It is not a huge difference. It adds randomness to the aggro (day speed) when an animal or zombie is created, so it provides more variety when they are chasing you. 5 Arlenes would each have slightly different speeds as they follow you. Can be changed in xml.
- Zombie random move speeds based on difficulty
Whoa, this is a completely new change (to me at least) that could be pretty interesting. I like it, although later on basically all zombies run anyway so I just expect everything and it's mother too to be feral. This is pretty interesting for early game, and a good change imo.