PC Alpha 20 Dev Diary

Status
Not open for further replies.
I'm not sure if it was done but I told them to make steroids debuff all broken leg movement penalties so it has late game value. Maybe that didn't make it in?


lol. Enough strength to carry a moving van worth of gear, but you have to limp at a snails pace.

 
I'm not sure if it was done but I told them to make steroids debuff all broken leg movement penalties so it has late game value. Maybe that didn't make it in?


That's good to hear. :)  I was puzzled why it was placed so heavily down the Intellect tree.

With that being said, I don't know if it's made it in or not... If no-one else can confirm, I'll test it out later.

On a complete side note here, but what happened to the new dog sleeping animation that was presented in previous streams? I've noticed that didn't make it in, either.

lol. Enough strength to carry a moving van worth of gear, but you have to limp at a snails pace.


em2qkux.jpg


 
I am happy with the new short grasses and terrain textures.  My only wish would be that putting a land claim block down would mow all the tall grass within the land claimed area (and maybe give it menu option on the LCB radial in addition to show/hide boundary).  I have a very poor substitute as a mod that make the whole world look like The Duke's crazy brother Mowin' Matt went wild on the world.

 
Nope, they completely bypass the natural progression that gives the player a feeling of accomplishment. WIthout needs and desires, the game is boring so I had them make them ALL broken. Now when you finally craft one or buy one you feel extremely rewarded instead of meh I'm already at late game tech because I found a trader with all the workstations intact on day 1. @%$# that.


Thank you!

I think it was when A18 launched and I was super excited to play (and to get out of A17 lol), but my first trader had all working stations. So, I generated a new world and the same thing happened again. Naturally, I complained... but it's good to know that I'm not the only one seeing how much something like that can give too much advantage and ruin your game.

 
I am happy with the new short grasses and terrain textures.  My only wish would be that putting a land claim block down would mow all the tall grass within the land claimed area (and maybe give it menu option on the LCB radial in addition to show/hide boundary).  I have a very poor substitute as a mod that make the whole world look like The Duke's crazy brother Mowin' Matt went wild on the world.
That could be exploited by repeatedly placing LCBs all over the place (even if honestly I don't know what the purpose of that would be lol).

 
That could be exploited by repeatedly placing LCBs all over the place (even if honestly I don't know what the purpose of that would be lol).
Ever try to hit a rabbit from range through grass? No grass means no place for Bugs to hide and juke behind. Just an example of a possible exploit to the suggestion you were replying to.

 
Last edited by a moderator:
Wheels. Personally, never used acid for anything but wheels. And even bicycle needs acid, to make wheels. And wheels by themselves are more rare than acid, at least they were in A19.

But somehow, we can now make machineguns out of pipe and glue, without even machine parts or springs. Surprisingly sophisticated pipes in Navezgane these days.
Makes sense. Machine guns predate bicycles.

Take that literally like 15 people who argued with me until they were blue in the face in A19 that the bow wasn't terribly under powered!
That depends on whether "bow" is meant to be "bow" or "all weapons in the archery skill". The primitive bow sucks(ed), but so do other primitive weapons. But I think there's an issue with the perspective here. If you think Strength and Fortitude are balanced, then bows were useless. If you think Strength and Fortitude are OP, then bows were fine.

As for the crossbow, it ruled already. I don't think the buff applies to it.

I'm not sure if it was done but I told them to make steroids debuff all broken leg movement penalties so it has late game value. Maybe that didn't make it in?
It looks like it did. I checked the fort bites buff, and the fort bites and recog recipes since these are the ones at the top of the chain. I added in the steroids to the comment as an afterthought. Curiously, looking at the progression, Physician 2 now doesn't unlock anything at all???

 
Even if I rushed to try to craft it, I can't because you can't make steel without a crucible
I am of the opinion, not backed up by facts but viewing, that unless you are extremely unlucky or in a tiny town, you can easily get the 37 steel need for a moto exceedingly quickly now.   I have seen a half dozen vending machines, all broken, and well over a dozen street lights in the small part of the town we have explored on day 1-3.  Granted, I have yet to verify in the xml files, but on average I expect to get about 1.5 steel(based on A19 expectations) from each of those using a wrench, so more than enough for a moto. 

Acid and/or wheels are the hold up now(I saw your lower comment about the perk book for more harvest acid.. good RNG!)     Frankly, I have told people I know EXPLICITLY to not craft bike or minibike as that completely wastes those precious wheels you need later for a moto

 
I am of the opinion, not backed up by facts but viewing, that unless you are extremely unlucky or in a tiny town, you can easily get the 37 steel need for a moto exceedingly quickly now.   I have seen a half dozen vending machines, all broken, and well over a dozen street lights in the small part of the town we have explored on day 1-3.  Granted, I have yet to verify in the xml files, but on average I expect to get about 1.5 steel(based on A19 expectations) from each of those using a wrench, so more than enough for a moto. 

Acid and/or wheels are the hold up now(I saw your lower comment about the perk book for more harvest acid.. good RNG!)     Frankly, I have told people I know EXPLICITLY to not craft bike or minibike as that completely wastes those precious wheels you need later for a moto
Yeah. Would you spend 1 acid to craft 5 can of sham? I suppose late game it might be a possibility, if you don't intend crafting learn elixir, moonshine or recog. But where it is really biting me right now is Chemistry Station. It's almost an either/or with the motorcycle!

 
Yeah. Would you spend 1 acid to craft 5 can of sham? I suppose late game it might be a possibility, if you don't intend crafting learn elixir, moonshine or recog. But where it is really biting me right now is Chemistry Station. It's almost an either/or with the motorcycle!
Yea, I never really made sham but a few times.  Mostly my acid mid-late game was reserved for awesome sauce(IIRC), but that was also limited by dog food as well and now will be limited by both

 
I don't see all that big problem with Acid, honestly.

I myself have found at least 5/6 bottles in the first 7 days (120mins/day) but I also read on Steam that others have had bad and good luck alike.

 
I don't see all that big problem with Acid, honestly.

I myself have found at least 5/6 bottles in the first 7 days (120mins/day) but I also read on Steam that others have had bad and good luck alike.


Yep, sounds like RNG basics to me.  Sometimes you win sometimes you lose.  I am in the boat of not having any acid, but not having anything I want it for as well. 

Hell it took my group 3 days to get a Pot just so we could make some bacon and eggs.

 
A nerf that WAS in the patch notes however was Honey from stumps and good lord y'all were not messing around! Outdated wiki states 40% drop chance, looking in block.xml I see:
 

<block name="treeStump">

...

<drop event="Destroy" name="foodHoney" count="1" prob=".2"/>


Am I reading this right the chance is down to 20%? Feels more like 2%. Chopped maybe two dozen stumps before getting honey but may be bad luck. 

All great changes. Most of the fun for me is adapting to the game so long as the challenges feel fair and surmountable.

Long live the primitive age of Alpha 20!!
I tested this to see how much honey I would get out of 100 with default settings and it seems higher than 20%. 

3x I placed 100 tree stumps and tested it with dev hammer and level 1 axe (maxed out miner69 for time)

Rd1: 58 w/ dev and 35 w/ axe
Rd2: 53 w/ dev and 37 w/ axe
Rd3: 54 w/ dev and 34 w/ axe

This still seems a bit too high IMO. I was hoping it was closer to 20% (unless I got lucky all 3 times).

 
Last edited by a moderator:
Turn On The Power Quest: I'm seeing a lot of streamers complaining there's nothing to offset the increased difficulty of a night quest. Thoughts?

 
Question:  Have the mechanics of feral sense vs. stealth been detailed yet?  Does stealth just reduce feral range detection or is more going on with light/noise/distance?

Anecdotally, I have found with only 1 rank in stealth I am able to do stealth archer with some success, but it is definitely more challenging than before.  The biggest difference feels like multiple zombies wake at once rather than the one at a time before.  I'm rather enjoying the extra challenge.
Yes, reduce. Stealth works the same by reducing light and noise levels, while feral sense decreases the thresholds needed to see and hear the light and noise.

 
Status
Not open for further replies.
Back
Top