PC Alpha 20 Dev Diary

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Ah!  I hadn't thought about it that way; thank you for the insight.  I haven't looked at 7Days modding yet so I am not familiar, but have planned to give it a go after systems are more stabilized into place.  Perhaps following this release.
There is actually a mirror function within the prefab editor but it doesn't work with all the blocks so the results are hit/miss.

 
Piggy-backing off of someone else in this thread previously and also a few of my own questions:

  1. Will there in the future be updates to how decoration blocks are placed? I know there's a bunch of new shapes with rotations, but a lot of a19 decoration items (lamps, trash cans, coffee makers, candles, etc) only sit in the center and rotate in that central point. Will there be any updates planned for them to have rotations where they are on the outer edge of the square and/or in the corner of the square (in terms of block placement).
  2. Is there going to be a blog post (or something similar) showcasing the original and changed textures between a19 and a20 (if not, it's totally fine and I can do it myself when it drops if people want that)?
  3. Will there be an option when using RWG to lower the amount of grass that spawns in the world? I have a mid-tier system and I find that manually editing the XML (or in recent cases downloading a modlet) to lower the amount of grass in a map helps my FPS out a lot. I know there's an option for grass quality, but I don't know if grass amount would be tied to that or not. 
  4. "When placing a new prefab it is centered with its front side on the position you selected and are aligned with the ground level in that position"
    Was this shown off at all on a dev stream I haven't had the chance to watch, or is it possible to get a preview or explanation of what this means in a little more detail? Does it mean that when a POI is placed, it's placed not along a corner in front of the player, but on the front-facing center in front of the plater? (that's so cool if that's what it means, it's going to save a big headache placing POIs!!)


Sorry, I'm terrible at wording questions but I can absolutely clarify if needed!

 
A20 has been released to the streamers and they are in the process of downloading it. Streams should be starting soon.

 
please post steams as they go live if anyone can. I'm off and sick so it'll be great to just sit around and watch some of them.





 
If you search on youtube: 7D2D A20 stream, there are a lot of streaming now.

You'll see the red boxes "Live Now"

 
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Streams are live and I've had them check the drone stuff and I see why the devs never answered for the last year as it was as I feared =(

Answer for anyone curious is . . . intellect and robotic perk investment do not effect drone in any way. So a level 1 player with a drone is the exact same as a level 50 player with 10 intellect and all robotic perks and magazines. Seems weird to me that the attributes defining t3 capstone is not uniquely buffed for the attribute investment, since currently every build will just have a drone following them for "free" (perk investment wise). There's no reason for every build *not* to have the drone follow them, and they will all be the same as someone who fully invested into the attribute

I'm confused on why the patch notes say Drone is affected by attribute, so far nothing in the GUI shows any buff to drone and Jonah spawned one in at level 3 and it was fully functional and ready to go and QB1 read through all the magazine and intellect attribute stuff and nothing said anything about improving the drone

 
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I know they seem against giving it offensive capabilities, but that seems like a logical thing to tie to the perk so INT heavy build gets more from the drone than others. Then it could get the same style bonuses the junk turret gets.

But I agree, it's silly the perk gives no benefit to the drone, if true.

 
drone was redone to be basically a small pack mule for the player.. not something to make anyone over powered. so you basically have him/her follow you during a poi raid and fill it up as you go. :) enjoy... its not an air mounted turret weapon.

dont forget to ask it for a heal if you have medicated bandages in its inventory and it can give you light if you have the mod, or a mod that gives you a small heal over time when near it automatically.

 
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So every time you punch a crop, the seed doesn't automatically go back into the ground. There's only a 50% chance you get the seed. AFAIK, Living off the Land has received no changes. I guess farming is no longer sustainable???

Edit: Since you get 2 crops per harvest by default, I suppose if you max out Living off the Land, it'll be doable?

 
Streams are live and I've had them check the drone stuff and I see why the devs never answered for the last year as it was as I feared =(

Answer for anyone curious is . . . intellect and robotic perk investment do not effect drone in any way. So a level 1 player with a drone is the exact same as a level 50 player with 10 intellect and all robotic perks and magazines. Seems weird to me that the attributes defining t3 capstone is not uniquely buffed for the attribute investment, since currently every build will just have a drone following them for "free" (perk investment wise). There's no reason for every build *not* to have the drone follow them, and they will all be the same as someone who fully invested into the attribute

I'm confused on why the patch notes say Drone is affected by attribute, so far nothing in the GUI shows any buff to drone and Jonah spawned one in at level 3 and it was fully functional and ready to go and QB1 read through all the magazine and intellect attribute stuff and nothing said anything about improving the drone


I never messed much with the drone as a fully perked intellect player. Could it be that it is simply referencing that a fully perked player can have 3 robots functioning at once so an unperked player would have to choose between drone and turret?

 
I never messed much with the drone as a fully perked intellect player. Could it be that it is simply referencing that a fully perked player can have 3 robots functioning at once so an unperked player would have to choose between drone and turret?


Pretty sure TFP mentioned that you can only have one drone at a time and/or it doesn't affect your "robotics count". 

 
Streams are live and I've had them check the drone stuff and I see why the devs never answered for the last year as it was as I feared =(

Answer for anyone curious is . . . intellect and robotic perk investment do not effect drone in any way. So a level 1 player with a drone is the exact same as a level 50 player with 10 intellect and all robotic perks and magazines. Seems weird to me that the attributes defining t3 capstone is not uniquely buffed for the attribute investment, since currently every build will just have a drone following them for "free" (perk investment wise). There's no reason for every build *not* to have the drone follow them, and they will all be the same as someone who fully invested into the attribute

I'm confused on why the patch notes say Drone is affected by attribute, so far nothing in the GUI shows any buff to drone and Jonah spawned one in at level 3 and it was fully functional and ready to go and QB1 read through all the magazine and intellect attribute stuff and nothing said anything about improving the drone


I bet that will change.  Int is weak with little reason to stay in it for more than a few days Mid-Late game.

 
drone was redone to be basically a small pack mule for the player.. not something to make anyone over powered. so you basically have him/her follow you during a poi raid and fill it up as you go. :) enjoy... its not an air mounted turret weapon.

dont forget to ask it for a heal if you have medicated bandages in its inventory and it can give you light if you have the mod, or a mod that gives you a small heal over time when near it automatically.
But isn't it supposed to be under the INT tree? What benefit do INT players get with the drone that others don't?

 
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Just had a look in progression and can't see the drone hooked up to anything in there.

Including recipe unlocks.

 
drone was redone to be basically a small pack mule for the player.. not something to make anyone over powered.


Um okay, then hopefully Int gets a t3 weapon / item at some point . . .

People have been using the drone as a reason why Int doesn't need a t3 weapon, but ATM the Drone is completely unrelated to any attribute and is more like a vehicle where it's just an item that all can use. I guess drone doesn't require max int / robotic perk line to use because the devs spent so much time making it and they want people to use it, but that just means it's not special for intellect investment

A flashlight mod on it would be more impressive if the drone wasn't a late game item after everyone already has helmet light mods, and the heal uses your own resources you supply to heal you, so . . . it saves a hotbar slot I guess? Except since you have to talk to it to heal you, you can't do it in combat so it just saves a single inventory slot I guess?

I dunno, to me it's basically just a flying storage box at this point, which is neat but not much different than just pulling out your pocket jeep and loading it full of crap outside the door to your POI

I know they seem against giving it offensive capabilities, but that seems like a logical thing to tie to the perk so INT heavy build gets more from the drone than others. Then it could get the same style bonuses the junk turret gets.


Drone could have some really neat buffs based on perk investment, like if at different stages it buffed the mods on it. Like a max perk drone could give better health regen over time / chance to not consume healing items,  or a max perk drone could increase stamina regen more than an unperked one does with the stamina augment etc. Upgraded flashlight could either turn into a floodlight or maybe an alarm system to warn if zombies are near etc

It has a lot of options for non combat stuff, but it's pretty disappointing / confusing that they put so much work into it only for it to just be for storage late game

 
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I bet that will change.  Int is weak with little reason to stay in it for more than a few days Mid-Late game.


Huh?  I played late game with Int only and didn't find it weak at all.

Except since you have to talk to it to heal you, you can't do it in combat so it just saves a single inventory slot I guess?
I thought from the Dev Streams that once its healing function was activated, it would continued to do so after the cooldown expired and you have a specific amount of HP loss.  They messed up showing that feature because they put in normal bandages instead of the first aid ones.

 
Huh?  I played late game with Int only and didn't find it weak at all.


You probably used off build weapons like a shotgun. Int is good and bad. It's good because you can use the turrets as a back up to your actual main weapon, but it's bad because . . . it's a back up to your actual main weapon. 

If you try to play solely using stun baton and turrets you are going to have a really really slow, really meh time. Especially when your turrets drain 10,000+ iron to clear a single late game PoI and you have to go spend 10 minutes mining every day or two

Int is good in the sense that you can use a shotgun and throw your turrets out for big fights, but it's not really in a great spot over all IMO since so many of it's benefits are invalidated by just looting, finding books, or buying from traders. A lot of your perk points feel wasted if you spend them on most of the intellect crafting perks and then you find a forge schematic right after

Junksledges and the quest reward perk are the only reasons to spec into int at all IMO

I thought from the Dev Streams that once its healing function was activated, it would continued to do so after the cooldown expired and you have a specific amount of HP loss.  They messed up showing that feature because they put in normal bandages instead of the first aid ones.


Maybe, I haven't seen anyone use the healing function besides asking it to heal so you might be right. Still not much different than just keeping a painkiller on your hotbar like I'd assume everyone does

 
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Maybe, I haven't seen anyone use the healing function besides asking it to heal so you might be right. Still not much different than just keeping a painkiller on your hotbar like I'd assume everyone does
the mod is the auto heal even though you can ask it for a heal manually if you dont have the mod and another mods boosts your healing factor too.

drone mods.jpg

 
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