PC Alpha 19 Dev Diary

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A20 will be weapon complete for all classes. INT will never have amazing firepower, you sit on your @%$*#! and let your traps and inventions do most the heavy lifting.
oh 100%, just wish we had some thing better than "welp im somewhat stuck wherever i set up my base/turrets". i thinkim most sad that you cant use burning shadt on the stun baton anymore even though its a "shafted" weapon :(

 
welp there goes INT yet again, there needs to be a gun of some sorts in thins tree, make a stun gun or something idk, shock rounds only int can make? man int is lacking i feel
Int needs a T1 melee weapon that does not need a workbench or baton parts to make as well as a T3 option that needs steal to make. As for guns that is handled with Robotics with the t1 gun being the Robo Sledge, T2 is Junk Turret, and T3 will hopefully be the Junk Drone. Grant it there is room for a T0 robotics option that does not need a workbench or robotic parts to make.

 
I know more missions are in the works, but what I think would be pretty cool is if the traders had specialty missions that would unlock based on your perk choices.
 
For instance, if you had gone down a mining path, a more advanced buried treasure quest that requires going through harder material. 
If you perked into stealth, steal some package from a bandit camp but without being detected at all.
If fortitude, defend a position but while taking less than x damage. 
Strength, do a clearing but with only melee weaponry.
Agility, do a clearing but within a time limit.
Intellect, repair something in an infested area but using only robotics as cover.

 
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This is the dev diary, not bug reports.
This is the perfect opportunity to ask a clueless question: what was/is your role in TFP? Of the 3 staff members who post in this thread regularly, you're the one I know the least about; faatal bashes the code with a hammer until it behaves, madmole does a little bit of everything, what do you get up to? Any good dev stories to share?

 
This is the perfect opportunity to ask a clueless question: what was/is your role in TFP? Of the 3 staff members who post in this thread regularly, you're the one I know the least about; faatal bashes the code with a hammer until it behaves, madmole does a little bit of everything, what do you get up to? Any good dev stories to share?
he does xmls, snarks at players, hates on modders and probably something else productive

 
Yes, they were speed up by like 25%.
Chickens are perfect. They are a bit faster than before since 160+ and I looked for it the moment you changed it and I could still hunt them with my club, just not as easy. Rabbits are crazy difficult to kill due to their extremely realistic turning and running behaviour. Well done. I like it when you tweak stuff and make it better, which is usually the case.

On another topic:

One thing I noticed in a19 is that Zds have 2 behaviours that are not cool and are lacking in terms of gameplay.

1- They can stand just below you doing nothing `(idle animation) for more than a while. Could be excusable due to them being dumb, but it looks cheap and not thrilling.

2- Sometimes they focus on a wall and they start to hit it. You can stand right behind them just after that happens for minutes and they will not notice. You can even hit them and they would only notice you when their coded behaviour regarding % for noticing player (on hit) overrides the rest. That is a bug due to Zds not "updating" as they should. Now, it happened to me in multiplayer, so I cannot confirm that they were not chasing another player. My guess is that they were not. I'm yet to start a solo for testing AI.

Not tested in b180.

Pathing in general is extremely cheap. I can feel it in my potato. I would risk it fixing that bug regarding arrowslits without limiting their placement.

innocent question: Is the drone code gonna be useful for "follower quests " and/or bandits in the future or is it just a standalone thing? I'm asking you because your sidekick doesn't show up on the forums, just on the one stream.

 
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