PC Alpha 21 Dev Diary

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The feet and arrows symbolizes the movement, forward (slightly right and left too), but no back movement.

The kid looking upwards screaming in disbelief of the humongous thing he's looking at.

The loop arrow thingy in his chest symbolizes the sacred loop of time, what has been, it will be again.

So...Dinosaurs are totally confirmed for Alpha21.
snowdog, he isnt talking about, you, stop grinning and put your pants back on

 
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@Roland Asking from my side. I saw video talking about Bandits that they are not gonna be in Alpha 21 "maybe". Question from my side then is - If you guys hire someone who mod 7 days to die from side  like Darkness Falls who has npcs Ai in there modpack if there is chance to hire they "owner" or someone who mod this pack to help you guys with Bandits Ai/Movement or there is chance for them ? Just asking if this could help or not. Or maybe you have code for bandits and those stuff to send privatetly to them or something ? Or there is some other way ? Or it´s definitely no for Bandits for Alpha 21 ? - sorry for bad spelling not my main Language 

 
@Roland Asking from my side. I saw video talking about Bandits that they are not gonna be in Alpha 21 "maybe". Question from my side then is - If you guys hire someone who mod 7 days to die from side  like Darkness Falls who has npcs Ai in there modpack if there is chance to hire they "owner" or someone who mod this pack to help you guys with Bandits Ai/Movement or there is chance for them ? Just asking if this could help or not. Or maybe you have code for bandits and those stuff to send privatetly to them or something ? Or there is some other way ? Or it´s definitely no for Bandits for Alpha 21 ? - sorry for bad spelling not my main Language 
As great as I think Darkness Falls mod is, I wouldn't take that mod's NPCs AI as a blueprint for the new bandits, lol  :lol:

 
As great as I think Darkness Falls mod is, I wouldn't take that mod's NPCs AI as a blueprint for the new bandits, lol  :lol:
I know :D  But just asking if there could be some help from their side - Darkness Falls to somehow help make bandits able to be in Alpha 21 😅

 
@Roland Asking from my side. I saw video talking about Bandits that they are not gonna be in Alpha 21 "maybe". Question from my side then is - If you guys hire someone who mod 7 days to die from side like Darkness Falls who has npcs Ai in there modpack if there is chance to hire they "owner" or someone who mod this pack to help you guys with Bandits Ai/Movement or there is chance for them ? Just asking if this could help or not. Or maybe you have code for bandits and those stuff to send privatetly to them or something ? Or there is some other way ? Or it´s definitely no for Bandits for Alpha 21 ? - sorry for bad spelling not my main Language
You greatly overestimate the capabilities of modders compared to developers.

 
Made an account to ask one thing, which I haven't seen asked yet (though this thread is gigantic so I may have missed it)

With regards to the interactive fire hazard... 
"Flaming broken gas pipes blocking the way" 

Having played a lot of Darkness Falls, I must say I am quite used to being set on fire. What is stopping someone from just running through the flame and drinking water immediately? It doesn't seem like much of an obstacle. Will it do damage as well as causing the on fire buff?
Whilst it does look quite cool, I can't help but feel it's just another one of those "make the player walk into a zombie ambush" kinda POI design features. You go to turn it off and oh my! Zombies are falling from the ceiling, who could have guessed?

Regarding the more controversial changes, I'm trying my very best to reserve judgement until I play A21 and see how it actually feels to play.

 
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@Roland Asking from my side. I saw video talking about Bandits that they are not gonna be in Alpha 21 "maybe". Question from my side then is - If you guys hire someone who mod 7 days to die from side  like Darkness Falls who has npcs Ai in there modpack if there is chance to hire they "owner" or someone who mod this pack to help you guys with Bandits Ai/Movement or there is chance for them ? Just asking if this could help or not. Or maybe you have code for bandits and those stuff to send privatetly to them or something ? Or there is some other way ? Or it´s definitely no for Bandits for Alpha 21 ? - sorry for bad spelling not my main Language 
It’s definitely not no on bandits for A21. We haven’t reached content lock yet so anything is still possible. Don’t listen to people who want to sensationalize the situation for their own gain. 
 

As to modders helping,  it wouldn’t work. The code they are modding for NPCs is old legacy code and old legacy models. Everything being worked on for future bandits is brand new from models, to animations, to AI, to implementation and spawning. There’s nothing that current mods could contribute to speed things up because the “versions” are completely different.

“Bandits” are not just bandits. They also reach into and have connections to 3rd person player animations and clothing and armor sets. There is a lot being worked on and it is impossible to know how much will be ready and whether or not some initial aspects can be parsed to be included in A21. 
 

Right now faatal has wandering bandits enabled while he tests. Will that much remain in A21 when they release it? I don’t know. I hope so. It’s still a maybe. 
 

We are in the final stretch though!

 
Made an account to ask one thing, which I haven't seen asked yet (though this thread is gigantic so I may have missed it)

With regards to the interactive fire hazard... 
"Flaming broken gas pipes blocking the way" 

Having played a lot of Darkness Falls, I must say I am quite used to being set on fire. What is stopping someone from just running through the flame and drinking water immediately? It doesn't seem like much of an obstacle. Will it do damage as well as causing the on fire buff?
Whilst it does look quite cool, I can't help but feel it's just another one of those "make the player walk into a zombie ambush" kinda POI design features. You go to turn it off and oh my! Zombies are falling from the ceiling, who could have guessed?

Regarding the more controversial changes, I'm trying my very best to reserve judgement until I play A21 and see how it actually feels to play.


Not all flame hazards setup will spawn zombies to attack the player.....😁

As for what happens if you try to walk through it?  I volunteer Roland to be our guinea pig...😁

 
What is stopping someone from just running through the flame and drinking water immediately? It doesn't seem like much of an obstacle. Will it do damage as well as causing the on fire buff?
From what I see in the video that was posted regarding the fire hazard, there's a locked door on the other side of the fire as well (that unlocks/opens when you turn off the fire), so I'd imagine you'd be taking constant damage over time if you try to break the door down without dealing with the fire first.

EDIT: Do you play with multiplayer/friendly fire settings set to "no kill"? If you do, fire from sources like molotovs don't do damage to you. If you have it set to any other setting like Strangers only, you'll notice the fire debuff does actually do damage over time

It would be interesting to see if the new fire hazard follows the same behavior for molotovs with this setting or not

 
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It’s definitely not no on bandits for A21. We haven’t reached content lock yet so anything is still possible. Don’t listen to people who want to sensationalize the situation for their own gain.
 

As to modders helping, it wouldn’t work. The code they are modding for NPCs is old legacy code and old legacy models. Everything being worked on for future bandits is brand new from models, to animations, to AI, to implementation and spawning. There’s nothing that current mods could contribute to speed things up because the “versions” are completely different.

“Bandits” are not just bandits. They also reach into and have connections to 3rd person player animations and clothing and armor sets. There is a lot being worked on and it is impossible to know how much will be ready and whether or not some initial aspects can be parsed to be included in A21.
 

Right now faatal has wandering bandits enabled while he tests. Will that much remain in A21 when they release it? I don’t know. I hope so. It’s still a maybe.
 

We are in the final stretch though!
1. Is it possible to get more information about the damage of bandits by blocks (custom buildings)?Will they provide the same threat as ordinary zombies or wandering hordes, or can a raid of bandits on your base be comparable in damage to a horde of zombies?

2. Maybe there will be some perks associated with bandits?

3. Will Navezgane be extensively updated in A21?

4. Will there be any other hand-made maps besides Navezgane?

Thanks

 
Nice work everyone on the 7 Brutus Denied 5 puzzle. Here is a visual puzzle for another A21 feature that has nothing to do with Hunger Games.

Can you solve my clue and figure out what is coming to the game?

View attachment 26504

Ooooh! Puzzle! 

So daily specials. We get a choice of 3. Ehm. Goonies refers to treasure. And the timer runs out after 15 days. 

So I'm guessing every day of the first 2 weeks we get a choice of 3 buried treasure/supply quests? 

 
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