PC Alpha 19 Dev Diary

Status
Not open for further replies.
More like...

oJJg5fz.gif
i mean they look the same!

 
Concerning the question about corner blocks. I assume Gamida is asking about about corner blocks for "thin" blocks  (like wooden bars, wooden fences, poles, etc.). When you use these blocks to fill a corner, one block has to be inside the corner block area and the block for the other side of the corner has to be in another block area (or  on the outside). A lot of voxel/building games have corner blocks for walkways, railings, and thin walls.
Yes. If you add the bars to your base when you get to a corner you have to go outside to add one because the adjacent one is blocking it. I was hoping an L shaped bar could be made to add in the corners.

 
Last edited by a moderator:
We lost stripper zombies?!?

That was like half the reason I kept playing every new release....

I hope somebody mods them back in :(

 
Since you guys are making those quests better, can "Clear" get some love too at some point? Clear quests are just never worth it above like tier 3 max imo. Doing a Tier 5 clear quest takes longer than doing like 5 or 6 fetch quests and doesn't give much better rewards than a single fetch quest, and often you can't even complete it because vultures count towards the quest and they fly off and get stuck somewhere dumb and you can't find them.

Clear would be a lot better if vultures didn't count, and if the enemy markers spawned WAY faster. Like, spawned to mark the last 25% of remaining zombies or something instead of the last 2-5 or what ever the current value is.
I remember having a lot of trouble with vultures flying away in A17, but so far in A18 that hasn't been an issue. Clearing anything smaller than an apartment building works great with the HUD indicators showing spawned enemies, and the exact location of the fetch bags on the compass removed all my gripes about that aspect. I was really impressed with the quest improvements when I started my playthrough.

But yeah, clearing factories and skyscrapers in 4 and 5 tier quests is still a nightmare. There are tons of side rooms with sleeper spawns that don't activate until you are practically in the room, and the enemy indicator only shows positions of spawned enemies and not these "ghost" enemies stuck in spawn limbo. We spent a good 45 minutes after clearing every floor on the Dishong Tower just looking for rooms to get the last enemies to spawn. Eventually on the construction floor I found a door blocked off and mostly hidden with cement bags, and inside was one wood crate and two spawned enemies that finally finished the mission. It really killed the fun and we considered just giving up many times.

Seems like when there are no enemies in the building after X minutes that the quest should force sleeper spawns in an area inside. At that point the compass would work as intended to guide players. Or alternatively, have the compass just point towards these sleeper areas so the players can get close enough to spawn them.

 
If any of the Devs can answer this.

The issue i have with lights is when you walk away from them they get dimmer then turn off and as you walk closer they turn back on

Has this been fixed or improved?

 
Guys, Please remember that this is the developer diary for communicating with the developers. If you feel like just gabbing then go do it in General Discussions. Please don't feel like you have to leave this thread open on your browser and just comment on every single post that comes through. If you just want to talk about the game in general we have a whole nother forum for that. We allow some leeway for joking around and such but lately it has gotten ridiculous. 

 
Status
Not open for further replies.
Back
Top