PC Alpha 20 Dev Diary

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Guys, a couple words about Wasteland.

Fail better.

Gives a lot of cold sweat, the reward is either being almost crippled, infected, lost to death, but with better loot.

Or dead.

Worth every heartbeat. Don`t be scared, explore and find ways. 

 
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#DiggingGate again?  I thought we were past that already.  Personally, I'd rather faatal spend his time on bandit AI, getting water to work and maybe rafts working instead.

Maybe the devs will be more open to more options after all of the core features are finished.


DiggingGate will disappear as soon as LBDGate goes away........

 
Question: SMG Turrets and Shotgun Turrets no longer seem to set off demolishers, but junk sledge and junk turrets still do. I didn't see mention of this on either the patch notes nor on the Public A20 KI List yet. Is this a bug? a balance change? intentional difference between turret types?

I appreciate base turrets helping to kill demolishers, but if intentional, it seems odd to me that the *placed* portable turrets weren't also included. 

 
Question: SMG Turrets and Shotgun Turrets no longer seem to set off demolishers, but junk sledge and junk turrets still do. I didn't see mention of this on either the patch notes nor on the Public A20 KI List yet. Is this a bug? a balance change? intentional difference between turret types?

I appreciate base turrets helping to kill demolishers, but if intentional, it seems odd to me that the *placed* portable turrets weren't also included. 
Robotic turrets (and sledges) count as a gun yielded by the person who placed them. The person get the kills, the XP, their perks and attributes count, etc.

Auto Turrets are completely independent of the person who placed them, unless that person has Advanced Engineering 3+. Even then, I don't think the person get the kills nor does any of their perks and attributes count.

 
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Nope. Not buying it. That doesn't explain how to go from dead pig to 3 lbs. of pork belly, which is what's really in question.

Exceptions also don't make the rule. There'd be no reasonable expectation of a written/printed "recipe" explaining butchering, carving, smoking, cooking bacon in a home. When I say nobody would have this...sure, there's that one guy; Statistical Anomaly.
Statistic Anomaly?  How many egg/bacon recipes are you finding?  In my 8 A20 runs I still have yet to find one.  And while I do assign a perk pretty near the beginning, that can represent all kinds of amassed general knowledge (from reading books, talking to traders, whatever) that allows me to get SOME decent meat from an animal.

Assuming you are referring to a home in a 'city', as I actually have a few friends who live in rural areas nearby, that do know how to prepare pigs, cows, chickens, etc.   Recipes do not have to represent bound books, they could be notes, etc.

Your comments also seem to be based solely upon a 7D2D world happening really quickly in a current time frame.  It doesn't have to be that at all.  It's something that could take a while in a not too distant, but unknown time frame, future.  And while people are dying off, others are doing what they can to stay alive - including sharing knowledge, etc.  How many 7D2D forum visitors play in a nomad style?  (quite a few.  How many nomads would there be in TFP 7D2D future world?)  Couldn't they be sharing recipe knowledge with other people that stayed in a poi, or wrote some things down and accidentally or not left them behind in a poi?

I suspect that once TFP rolls up the game into what they want it to be they'll use very bright people with a LOT of imagination to help define the story and the world and why it works the way it does.  Maybe then 'reality' and 'immersion' will be more 'acceptable'.

 
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Bacon and eggs seem to easy to make for a recipe?  Just rename it to gluten free bacon and egg pie and update its icon.  Immersion resolved....😁

...or Pristine Bacon & Eggs (poached & un charred lol)

 
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Bacon and eggs seem to easy to make for a recipe?  Just rename it to gluten free bacon and egg pie and update its icon.  Immersion resolved....😁

...or Pristine Bacon & Eggs (poached & un charred lol)
But were the eggs pasture raised and the pigs forage fed for optimal omega 3 fats?  That omega 6 fat is what brought on the zombie infections.

 
hey i dont really have much options as to how i would go about asking is there any way to increase the amount of towns generated in rwg past the capped limit so i thought i would ask it here: in the rwg.xml file i generated 2 10k worlds one with the default values with towns being set to many which i believe is 4? then in the next modified 10k world i set it to the value 10 and i noticed in the generation that it said generating 50 towns or something like that but in the end both worlds had the same amount of towns so i am wondering is that a hard coded limit or is there any way to bypass this and

generate as much towns as i would like and or cities 

any help on this subject would be greatly appreciated.

 
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hey i dont really have much options as to how i would go about asking is there any way to increase the amount of towns generated in rwg past the capped limit so i thought i would ask it here: in the rwg.xml file i generated 2 10k worlds one with the default values with towns being set to many which i believe is 4? then in the next modified 10k world i set it to the value 10 and i noticed in the generation that it said generating 50 towns or something like that but in the end both worlds had the same amount of towns so i am wondering is that a hard coded limit or is there any way to bypass this and generate as much towns as i would like and or cities 


There should be min/max tile variables listed in the rwgmixer files for 6k/8k/10k world sizes that you can mess around with.

Be warned though, modifying these values can seriously impact performance.

 
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There should be min/max tile variables listed in the rwgmixer files for 6k/8k/10k world sizes that you can mess around with.

Be warned though, modifying these values can seriously impact performance.
i like  to test things i know all the consequences of modifying things thanks for the info and ill let you know if modifying the tiles min and max values

 
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There should be min/max tile variables listed in the rwgmixer files for 6k/8k/10k world sizes that you can mess around with.

Be warned though, modifying these values can seriously impact performance.
it works but then it will only spawn in like 2 or 3 cities which is odd overall im seeing positive results and suprisingly minimal fps loss i have generated a mega city with atleast 200 tiles and my fps seems completely fine 

 
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