PC Alpha 19 Dev Diary

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The compound bow has only 3 I think, and the compound crossbow only one (or two if the ergonomic shaft one works with it.) The arrow rest doesn't work in the compound crossbow so it only has the string mod.
You can also stuff 'The Hunter' and Reflex Sights into Crossbows. And I'm pretty sure there's one more. Rad-Remover possibly?

 
That's always a good tip right there.
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It's really all about planning. No different than having a bandage on your hotbar. I use the ♥♥♥♥ out of beer on a melee build. For horde night I try to have a grandpa's learn'n elixer to maximize xp gains. Fallout without chems would suck, this is just like that, or diablo, etc. Like anything you can use it or not, but there is no way I'll do dishong towers or the construction site without my Oh ♥♥♥♥z Drops"Be prepared for those Oh ♥♥♥♥z moments! Fall damage immunity for 2 minutes."
I really love the idea of more consumables, but I see some problems

1. If they are reaction based consumables, you need to use in split second, they need to have hack of a fast animation to be of any use.

2. The usage has to be predictable, or it needs to be used often enought to deserve a spot on the toolbelt.

Honestly I hate the idea of magical candy that does that stuff. It feels cheap and unrealistic. I know this is game, but some degree of realism should apply. Eating magical candy that prevents fall damage feel really stupid. Parachute would make much more sense. You can use assets from airdrops and I reckon decreasing fall speed with it is no problem either.

Aside from that I would replace melee dmg candy with adrenaline and barter candy with cologne

 
I finished fixes for and testing of Unity 2019.2 (the latest .17 version) today and we will be using it for A19.
The main change players would notice is they fixed the texture compression artifacts, which could be seen in our clouds. Vulkan still crashes on Windows. It takes longer to crash, but it still does and FPS is lower anyway. I tested DX12, but it has lower FPS than DX11 and causes an error with post processing, so that is not ready for prime time.

We do get faster builds and incremental GC works in the Unity editor, so smoother testing for us. Yay!
Thanks! Interesting...

 
I wonder if we'll be able to pick pocket NPCs in the future. Maybe even leave a live grenade in place of their dukes...

 
I wonder if we'll be able to pick pocket NPCs in the future. Maybe even leave a live grenade in place of their dukes...
When you said the "pocket" part of "pick pocket", my mind immediately wandered to a concept that I quite like, called "pocket traders", or perhaps even "traders in a jar". Just imagine miniature traders that you can carry around with you that you can trade with at your leisure. ;)

 
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