PC Alpha 19 Dev Diary

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Somehow the idea of a knight in a full set of plate pulling out a dagger to fight with strikes me as comical. I don't see the game making skill at fighting with heavy armor and skill at fighting with little knives separate skills requiring dedication to separate skill paths as a bad thing.
A poignard or a parrying dagger seems ridiculous to you? How about a modern soldier in full flak armour carrying a knife when they have a fully automatic assualt rifle to use? Neither is ridiculous when you lose your primary weapon.

 
A request for a19:

The inside ramp corner blocks and frames are terribly difficult to see its placement before setting. Can we have some type of other color shade show up on the wedge portion so we can better see it’s orientation?

 
One thing i would not mind seeing is the ability to wire more than one generator to a wire relay, or maybe a bigger wire relay to hold more generators on it, would make bases more interesting in the future.

 
Has anyone else had issues going through doorways?
I found two so far and both are in the Navezgane map.

The first one was in a house near the hospital and the other was the main entrance of hospital. I would try to walk in and it was like walking into a wall. I kept trying and I got in. It just looked like an open doorway but I could not go though.
I've gotten stuck on the hospital ER entrance many times. Not looked at it. Probably the ground slope there. Jumping gets me over the edge.

 
Is zombie pathing getting some work, I am still having issues.
No major changes planned for A19. If I find bugs, they may get fixed, but I have a long list of bugs, so it just depends on which ones are more important and how hard they are to fix. Important bugs and easy to fix bugs are normally attended to first.

 
I've gotten stuck on the hospital ER entrance many times. Not looked at it. Probably the ground slope there. Jumping gets me over the edge.

No major changes planned for A19. If I find bugs, they may get fixed, but I have a long list of bugs, so it just depends on which ones are more important and how hard they are to fix. Important bugs and easy to fix bugs are normally attended to first.
Thanks faatal.

Yeah I was thinking it was the ground to. were the ground meets the floor. I never had an issue with it before.

 
@faatal

Thanks for the new stuffs in every alpha release, especially related to performance, I loved the new occlusion algorithm, although it is still not perfect, it was one of the best optimizations so far imo.

Are there plans to fix the water mechanics for upcoming releases?

Are there plans to allow modders to add their own paintable shapes? I know these are generated dynamically, but it would be interesting and much more productive if we didn't have to resort to external models to supply missing shapes, and we could use the textures from the game's atlas as well, preventing excessive memory usage.

 
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One thing that I have noticed is that it seems a lot easier to fight though a building (dungeon crawl) with your fist than with a hand weapon.

I will go in with a spear and find myself constantly backing up. But with straps on my fist, I am constantly moving forward and busting heads.

I feel like I can be a lot more aggressive than with a spear.

 
Um, that`s not the Minecraft`s forums.
Yeah I know.. I stopped playing about 2 months ago. And I saw there's an experimental version with languages? But after a month the experimental version still hasn't been send to stable?

It's a known tactic, I know :)

 
Actually it's simply... as long as it takes.

Localisation in 13(?) languages is in no way a trivial task.

 
Yeah I know.. I stopped playing about 2 months ago. And I saw there's an experimental version with languages? But after a month the experimental version still hasn't been send to stable?
It's a known tactic, I know :)
I didn't thought about that actually, true, a month is not typical for experimental. I personally blame the guy who invented the languages. Not the computer ones.

At least demolishers love my ass.

 
Actually it's simply... as long as it takes.Localisation in 13(?) languages is in no way a trivial task.
I'm just waiting to hear Jen's new voice. :)

But there is one thing that I have been wondering. Why is it that Jen is located in the middle of the hardest biome in the game?

 
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One thing that I have noticed is that it seems a lot easier to fight though a building (dungeon crawl) with your fist than with a hand weapon.
I will go in with a spear and find myself constantly backing up. But with straps on my fist, I am constantly moving forward and busting heads.

I feel like I can be a lot more aggressive than with a spear.

shhhh! Don't tell everyone fortitude is the most fun build in the game! haha

 
shhhh! Don't tell everyone fortitude is the most fun build in the game! haha
lol. Ok, I just have to remember to bring a piece of leather with me when I do that. To repair them. Otherwise there useless.

 
In the Player UI under Stats. we see most settings and they help a lot when outfitting gear and seeing what works.

Can we add:

-- Noise level? since some armor has a noise value it would be nice to know that stats

-- Jump strength - not sure how to use this and how it related to fall distance/damage in blocks.

 
Here’s some more clues:
It is a feature having to do with the UI

It is configurable via xmls.

The Great Escape is the right direction.

In the movie The Great Escape there is a character named Hendley Garner who was nicknamed "the scrounger". His job was to collect items that people needed. Not sure if this is going to be another perk, hopefully it's more than that.
Ok I think I figured it out...(if not, it should still be made)

It might be that we will have to use some kind of detection device (metal detector or whatever) to figure out where ore veins are underground.

No more giant above-ground-rock-type-ore-blocks" that sream "HERE I AM" (which I never liked anyways), but a skill that you have to learn (perk) and build (device).

Then you have to equip your detector and walk around, and when you are near/above an ore vein it is displayed on your "radar/UI/compass-thingy", similar to the already implemented "animal tracker" perk (and even more logic/realistic in case for the metal detector)

Well, at least it would fit to the clues

-part of UI

-configurable via .xml (range/depth of detection)

-codeword Hendley Garner/Great Escape (guy who collects/finds/aquires things that are needed)

Again, even if I'm guessing wrong...make it so! (just imagine the Captain Picard meme here, too lazy to upload it :smile-new: )

 
What about character models? preferebaly believe this is a huge thing needed to be fixed...they

look like they are models froma PS1 game imo

 
One thing that I would love to see is bicycles found in the world please. Maybe find one in a garage or even out in the street. Could just be made to randomly spawn were the player would find them.

 
-codeword Hendley Garner/Great Escape (guy who collects/finds/aquires things that are needed)
You are spot on with the gist of the clue but your guess was incorrect.

I do like your idea though. Some sort of ore detection tech would be fun to acquire/craft and then use.

 
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