PC Alpha 20 Dev Diary

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I ask question on zombie Stripper Has the name been changed to Zombie PartyGirl? (If so, did she get any changes)
 or maybe it's a new zombie that hasn't been shown yet?

Have any Zombies removed from A20 ?

Thanks
Stripper is now party girl. I think football player and cheerleader. Maybe old timer and a few others.

Not sure if this has been discussed before but* I recently caught up to (mostly) every reply in this thread and was wondering something that I don't think has been answered clearly (or, 100% it has, and I can't read—very much the reality here lol). 

I know that a later alpha, either 20 or beyond, will feature an overhaul to the outfit system; dropping from 10 slots to 4, and a "whole" suit giving one or multiple perks. When the question was asked previously—I may have read it wrong,—it was said there is no perk provided if you didn't have a full set of armor. I have also read, I am 60%ish certain, that you possibly won't find all four pieces of armor in one go, and instead find either a book to make said armor, or one or two pieces at a time depending on other perks and factors. Is it alright if someone can explain a little more plainly or in-depth of what that means? 

My questions boil down to this, basically, and again I'm sorry if I've explained this badly:

  • If I were to wear pieces from multiple different sets of armor (think helmet from one set, legs from another, etc)—is each piece going to give a miniscule bonus, and the total of all four pieces gives you the full bonus, or is it no extra bonuses at all? 
  • Does the previous question also affect a set's armor rating; as in, if I were to wear only one or two pieces from the same set of armor, would I not get an armor rating, or will it work like it currently does where each piece gives a certain armor rating?

    In a similar vein, will there be an extra armor rating bonus for wearing all four pieces of the same set?

[*]And, if it is and or none of those, does it work more like the current system, or a system in which if you have anything less than a full set, you don't get anything at all? 

Again, sorry if this was roundabout, I'm terrible at explaining things and my thought processes are very jumbled a lot of the time! x
Not A20. We have a new programmer who is working on it. Should be A21.

The details are probably in a document, but I don't know them. That could all change anyway, so I would not count on anything.

 
I've puzzled through my own POIs and largely concluded trimming or padding them to hit the standard sizes is best and quite doable, specially when we get to offload things like large parking lots to the Tiles. Wilderness POIs are cool at whatever size.

The "tough decision" folks face are POIs in the 110x110 to 150x150 range, as there are no TFP Tiles with a POI Marker that can hold them and they might not be able to trim. A Custom Tile will work, but since there isn't a standard size up that large, the POIs will probably get placed in the manner of being justified to the front and then centered, which Richard described. It would be handy to for the community to come together and say XL = 140x140. Then make Tiles to support that size. It may be that only 140x140 fits on "cap" tiles where you only have one road interface to support.

For those with POIs larger than that where placement within a Township is desired, then you're kind of stuck. That's one reason why folks are looking for a way to basically tie two Tiles together and then limit the POI selection for the POI Markers on those Tiles. (If you're gonna lock tiles together, you might as well support 2x2 Tiles ... so that folks get 300x300 blocks and I think that would end it, unless you want something like a long runway for an airport, maybe?)

Custom Districts look like they'll be fun. One challenge I face there is that my custom Tiles could be rotated and will border other Districts. This means if I were to try to standardize a transition between Tiles (like an elevated walkway), it would work great between the Tiles of my District, but just end in mid-air when pointed towards a Tile in another District or the Wilderness. So, all that sort of thinking has to remain within a Tile, not between Tiles, unless Parts became smart enough to make selections based on (1) if the Part touched the edge of the Tile and (2) the neighboring Tile was not of the same District.

These aren't complaints. I've just been having fun thinking about things and trying to predict the future.
Also something to keep in mind is builders will be able to pack more into smaller spaces because of all of the new shapes.  

All of the new/updated POIs, especially those in the downtown area will be good examples on how to use them.

I wouldn't be surprised if most builders are able to reduce their POI footprints by at least 25% using them.  Food for thought. 😃

 
Not sure if this has been discussed before but* I recently caught up to (mostly) every reply in this thread and was wondering something that I don't think has been answered clearly (or, 100% it has, and I can't read—very much the reality here lol). 

I know that a later alpha, either 20 or beyond, will feature an overhaul to the outfit system; dropping from 10 slots to 4, and a "whole" suit giving one or multiple perks. When the question was asked previously—I may have read it wrong,—it was said there is no perk provided if you didn't have a full set of armor. I have also read, I am 60%ish certain, that you possibly won't find all four pieces of armor in one go, and instead find either a book to make said armor, or one or two pieces at a time depending on other perks and factors. Is it alright if someone can explain a little more plainly or in-depth of what that means? 

My questions boil down to this, basically, and again I'm sorry if I've explained this badly:

  • If I were to wear pieces from multiple different sets of armor (think helmet from one set, legs from another, etc)—is each piece going to give a miniscule bonus, and the total of all four pieces gives you the full bonus, or is it no extra bonuses at all? 
  • Does the previous question also affect a set's armor rating; as in, if I were to wear only one or two pieces from the same set of armor, would I not get an armor rating, or will it work like it currently does where each piece gives a certain armor rating?

    In a similar vein, will there be an extra armor rating bonus for wearing all four pieces of the same set?

[*]And, if it is and or none of those, does it work more like the current system, or a system in which if you have anything less than a full set, you don't get anything at all? 

Again, sorry if this was roundabout, I'm terrible at explaining things and my thought processes are very jumbled a lot of the time! x
Alright. Madmole explained this in a dev stream back in 2020 so I can explain it to you as per the original design (the basic idea won't change, but the effects might be different in the final version):

1- A set is 4 pieces: Head, body, arms and legs . 

2-There are 2 things you need to think about separately: individual piece buffs and full set buffs.

-Individual piece buffs example:

Farmer Outfit:

Body armour individual bonus: 

QUALITY 1 (grey): adds 10% chance to harvest an extra crop.

QUALITY 2 (orange): adds 20% chance to harvest an extra crop.

QUALITY 3 (yellow): adds 30% chance to harvest an extra crop.

QUALITY 4 (green): adds 40% chance to harvest an extra crop.

QUALITY 5 (blue): adds 50% chance to harvest an extra crop.

QUALITY 6 (purple): adds 100% chance to harvest an extra crop.

Hat/headset individual bonus:

Adds a 10% chance to find a seed in loot. Also, adds a 10% to harvest a seed when harvesting.

Don't know the details of the quality level for the hat, it might be something in the lines of 1%/2%/3%/4%/5%/10% depending on quality level.

Boots:

Decrease stamina use when sprinting in grass by 10%. It might also be quality-affected.

Gloves:

Increase Rifle damage by 10%. It might also be quality-affected.

Then, there is the Full Set Bonus:

Carrying food items never encumber you. Increase armour rating by 10. Not based on quality. You will get the full set bonus when every piece is from the same outfit, period.

If you use THE FULL SET of the farmer outfit, you get the full bonus of the farmer outfit, if you use 1 piece from any other set, you won't get the full set bonus, but you get the individual buff of that different piece of armour plus one from each and everyone left in your body from the farmer outfit or any other outfit, obviously.

You will never get the full set bonus if you use different kinds of pieces. It MUST be the same set, because the bonus is pretty hefty for any one of them.

 
Honestly, after seeing these RWG changes, Im more excited to play vanilla rwg over Nitrogen maps for the first time in years. (Sorry for the possible duplicate posts)

 
Honestly, after seeing these RWG changes, Im more excited to play vanilla rwg over Nitrogen maps for the first time in years. (Sorry for the possible duplicate posts)
To be honest I've never used Nitrogen maps. They sound polluting and unhealthy. 

 
Honestly, after seeing these RWG changes, Im more excited to play vanilla rwg over Nitrogen maps for the first time in years. (Sorry for the possible duplicate posts)


I'll probably use RWG for the first few play throughs and then (presuming it gets updated to work with the new tile system) use KingGen after that to add CompoPack stuff. Especially for Darkness Falls so I don't have to deal with Khaine's sadistic bumpy terrain

 
Alright. Madmole explained this in a dev stream back in 2020 so I can explain it to you as per the original design (the basic idea won't change, but the effects might be different in the final version):

1- A set is 4 pieces: Head, body, arms and legs . 

2-There are 2 things you need to think about separately: individual piece buffs and full set buffs.

-Individual piece buffs example:

Farmer Outfit:

Body armour individual bonus: 

QUALITY 1 (grey): adds 10% chance to harvest an extra crop.

QUALITY 2 (orange): adds 20% chance to harvest an extra crop.

QUALITY 3 (yellow): adds 30% chance to harvest an extra crop.

QUALITY 4 (green): adds 40% chance to harvest an extra crop.

QUALITY 5 (blue): adds 50% chance to harvest an extra crop.

QUALITY 6 (purple): adds 100% chance to harvest an extra crop.

Hat/headset individual bonus:

Adds a 10% chance to find a seed in loot. Also, adds a 10% to harvest a seed when harvesting.

Don't know the details of the quality level for the hat, it might be something in the lines of 1%/2%/3%/4%/5%/10% depending on quality level.

Boots:

Decrease stamina use when sprinting in grass by 10%. It might also be quality-affected.

Gloves:

Increase Rifle damage by 10%. It might also be quality-affected.

Then, there is the Full Set Bonus:

Carrying food items never encumber you. Increase armour rating by 10. Not based on quality. You will get the full set bonus when every piece is from the same outfit, period.

If you use THE FULL SET of the farmer outfit, you get the full bonus of the farmer outfit, if you use 1 piece from any other set, you won't get the full set bonus, but you get the individual buff of that different piece of armour plus one from each and everyone left in your body from the farmer outfit or any other outfit, obviously.

You will never get the full set bonus if you use different kinds of pieces. It MUST be the same set, because the bonus is pretty hefty for any one of them.


Excellent summary. To answer another question by the OP: I don't know if it was shown in Madmoles discussion of the original design, but I would assume that the individual items would have armor values similar to the armor now.

* Because they are supposed to be clothing/armor

* Because of balance in early game (it is not guaranteed that you find complete sets, but you need armor even in early game)

* Because armor 10 for a complete armor set would be very weak so it is surely just a bonus to armor, not the complete armor value.

 
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Dude you wouldn't believe how many people unironically act like that. You'll be in the deepest turbo nerd obscure hobby, and mention anime and you'll still have people start screeching about anime being too much.

I'd say trying to coax some of the Vtubers into playing would be a solid move for TFP because the viewer base is ultra dedicated and will watch them play literally anything and then go buy it, and several of the members are already interested in the game so a chance to stream A20 before it releases would probably be cool with them as long  as they were told far enough in advance to  fit their schedule.

From what I remember from A19, most of the streams were around 600-1800 viewers max, so getting someone like Pekora who averages like 25,000+ live viewers would be pretty huge imo
Well this is logical because people are tired with anime. This same problem is with furry. ok few arts okay but if  there is spam of this people are  annoyed.

And in my opinion this type of people should be not a target. 

Why? because people like that prefer diffrent types of games.

So i suggest better option is to focuse on people who like lore and theories because : 1. they will buy next game for sure to learn what is going on. 2. you can make even more edge stories and they will like it . 3 you can easy keep "hype" - like fnaf. 

image.png

OMG! THIS NEWSSTAND IS SO GOOD AND IN POLISH STYLE ( SEE RUCH KIOSK IN GOOGLE IF YOU WANT)

OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG

IDK WHO MAKE THIS BUT THX SO MUCH ! OMG OMG OMG OMG

DAMMNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN

DO YOU GUYS UNDERSTAND THIS!!!!

@Roland @meganoth @Blake_ @Morloc   i'm so happy guys! omg

BTW TO DEVS! : CAN ANYONE SAY WHO MAKE THIS BECAUSE I WANT TO SAY THANKS TO THIS PERSON???

I'M IN PARADISE

JUST ADD SKELETON TOO AND IT will be perfect! 

 
In A20, can a modlet's Prefabs folder have folders within it? That is, will RWG search the Prefabs folder in depth, or just the top level?

EDIT: I guess I could try it in A19 first. I've not had a reason to need it before and don't remember there being subfolders in the vanilla Prefabs folder.

 
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So i see that we have devs working on A21 stuff...why are their resources there and not on polishing up/getting bugs fixed on A20? are their skills not worth while there or can they just not help in anyway way? AKA they dont know how to fix bugs and are only designers/artists? just wondering....cause if they can fix bugs why not...would be a shame if A20 was delayed a month or so just cause you did not pool your resources in the right places at the right times

MajorMunchy said:
So i see that we have devs working on A21 stuff...why are their resources there and not on polishing up/getting bugs fixed on A20? are their skills not worth while there or can they just not help in anyway way? AKA they dont know how to fix bugs and are only designers/artists? just wondering....cause if they can fix bugs why not...would be a shame if A20 was delayed a month or so just cause you did not pool your resources in the right places at the right times
then i see this lol so maybe i am right..?
 

Welcome to the Alpha 20 Dev Diary. Here we will discuss upcoming features for Alpha 20.

RELEASE TARGET: October/November

 
Well i was thinking about everything connected with tiles and i notice few things:

1. bus stop with pictures of missing/dead people looks rly good and my question is - can we expect more similiar  "elements"?

2. . there is a lot of blood everywhere but there is anywhere dead bodies outside - in old alpha you could find dead corpses on road and it was so good so will added corpses on benches roads on bus stops ?

3. well number of cars is so small so we can expect more cars in the future on street? maybe crashed cars , military cars on the road etc?

4. will be in future some "blockaded" on roads like collapsed building lying on road. military barricade , maybe crashed plane or cars etc?

5.  well we see a lot of "flat junk" on road but small number of object junk so will be more of them in future?

 
Watched the latest stream.

...I was blown away more than a lady boy in Bangkok.

Like, wow.  Fantastic stuff. 

Fantastic job kin, fantastic job builders. 

 
So i see that we have devs working on A21 stuff...why are their resources there and not on polishing up/getting bugs fixed on A20? are their skills not worth while there or can they just not help in anyway way? AKA they dont know how to fix bugs and are only designers/artists? just wondering....cause if they can fix bugs why not...would be a shame if A20 was delayed a month or so just cause you did not pool your resources in the right places at the right times


It's a team. Everyone does their part and acts in the role that is best for the whole. Might as well ask why an entire soccer team doesn't stand in front of the goal to all help the goalie block shots. Bugs are assigned to the programmers that are intimately familiar with the parts of the game that they have been working on. If your plan could actually work and be effective, rest assured, they would do it.

I'm a bit confused ... where is this coming from? What's the source? Is this in any way based in reality?


It comes from the first page of this thread. The source is TFP. Real as real gets. TBH, that is probably just a softening blow to get people used to the idea of Mid-November. The first target was simply an estimate, not a promise.

 
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It is worth nothing that the Release Target on the first page has changed since yesterday when it was original a quote from Rick saying experimental would likely be out by Oct 31st but I guess that target has been stretched a bit with how it's phrased now

 
It's a team. Everyone does their part and acts in the role that is best for the whole. Might as well ask why an entire soccer team doesn't stand in front of the goal to all help the goalie block shots. Bugs are assigned to the programmers that are intimately familiar with the parts of the game that they have been working on. If your plan could actually work and be effective, rest assured, they would do it.

It comes from the first page of this thread. The source is TFP. Real as real gets. TBH, that is probably just a softening blow to get people used to the idea of Mid-November. The first target was simply an estimate, not a promise.


My prediction is still mid-January. ;)

It is worth nothing that the Release Target on the first page has changed since yesterday when it was original a quote from Rick saying experimental would likely be out by Oct 31st but I guess that target has been stretched a bit with how it's phrased now


Nevertheless, I've been seeing an ocean of comments where people believe that October 31st is to be taken as gospel. In my opinion it was a mistake on TFP's part to include that info in the stream it was "announced" in as well as the front of the Dev Diary. Even though the front page has been changed once again, perhaps it would be best if it was relabeled a third time to be "when it's done". Even using the language of, "We have a tiny goal, not a promise, that experimental may arrive around x time", people respond with, "Gotcha, so it is guaranteed that experimental will be released at x time", and when it isn't, people may riot. Expect a wave of negative comments once Halloween passes, mark my words.

 
To be honest I've never used Nitrogen maps. They sound polluting and unhealthy. 
Nope. The nitrogen gas (as opposed to element) is not toxic and, in fact, comprises 78% of Earth's atmosphere. 

I'll probably use RWG for the first few play throughs and then (presuming it gets updated to work with the new tile system) use KingGen after that to add CompoPack stuff. Especially for Darkness Falls so I don't have to deal with Khaine's sadistic bumpy terrain
Do you realize you don't need to use KingGen to add CompoPack?

 
My prediction is still mid-January. ;)


The best way to not be disappointed.

In my opinion it was a mistake on TFP's part to include that info in the stream it was "announced" in as well as the front of the Dev Diary.


The troll in me is always happy when an estimated target date is given. lol

Expect a wave of negative comments once Halloween passes, mark my words.


We've weathered those same riots 19 times now and will again.

 
Watched the latest stream.

...I was blown away more than a lady boy in Bangkok.

Like, wow.  Fantastic stuff. 

Fantastic job kin, fantastic job builders. 


I predict alot of people might do a couple quests here and there but will get sucked in just roaming around the map now nomadic style.

The tile system does a nice job immersing you to want to just keep exploring every nook and cranny of a city.

Some of the POIs markers in downtown tiles are close enough together which leads some pretty cool emergent gameplay opportunities if players are willing to take a "leap" of faith.

That and turn on feral sense as well for even more intense fun.

 
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