Awesome change! Finally you see big damage to a POI after 30+ zombies (random horde mod) tried to get to you on the roof somehow.It means zombie will hit blocks that are supporting buildings that they would not hit before. Say you build a bunch of poles and a platform above and stand on it. They will now hit the poles and not just wander around.
Please say it has nothing to do with “Streamlining”Madmole is busy working on one of the next big A21 reveals (may God have mercy on our souls)…
Zombies are random within their sleeper volumes as far as which sleeper blocks they pick and the count of zombies, but it is up to the designers to set. If they put 3 sleeper blocks in a room and set it to spawn 2-3 then there is not many variations available to the spawning code.I was wondering if there are plans to make zombies less predictable. For example in buildings they sit/sleep in the same spot in every POI, there are few if any random roamers that go into buildings really. I'd like to see roamers inside the POIs in addition to sleepers and randomized amounts of zombies in POIs. Zombies would be neat if they have object point of interests they could interact with. Going into a POI you've been in before would be more interesting if you had no idea where the zombies would be before hand. For example, beat on glass, scratch at doors, pick up a weapon, try to unlock a door, pound on things with realistic sounds, knock over trash cans / partially breaking a door/wall and climbing through.
I can attest to this part. random vending machines, if they worked, they still do on a reset, if they didnt, then they still dont. if a randomized container was lootable, it stayed lootable on reset even if it had the option to be changed to a non lootable one.There is actually a bug passed to me today about reset POI helper blocks not being random, so it could be effecting zombie spawns too.
It means zombie will hit blocks that are supporting buildings that they would not hit before. Say you build a bunch of poles and a platform above and stand on it. They will now hit the poles and not just wander around.
I'd like to drive it, but it will not be driveable due to how it was modeled. Opaque windows, no interior and 2 piece attached wheels. It is more efficient that way, but not usable for me.
I'd like to know 2 things specifically.
Will our player character's arms finally be clothed, instead of being completely exposed?
Will we finally get at least 1 different, simple model, to represent food items? Holding up a can for canned foods, a sandwich for a sandwich, a raw vegetable?
Whatever that lump of orange-yellow mystery matter is, it doesn't look like food.
Pretty sure he's working on that crafting overhaul stuff he talked about before.If a heli is the thing Madmile is working so hard on, would be neat
What mean "VO"?
Means new voices for the traders. Or, at least more dialogue.What mean "VO"?
Well design looks rly good -helipad, bus as part of building ( i love that) , cool fance so 10/10
Trader balance? sounds like a positive spin on trader nerfs, which are needed because the trader is imbalanced as heck atm. I think trader prices are fine. The problem imo with the trader is that his current inventory ignores alot of the gamestage progression. I wonder what the new specialization will mean though.