PC Alpha 21 Dev Diary

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I know we're still looking towards A21 and bandits are not in there but I was wondering if there is any talk of having bandits optional as a setting when creating a new game or when creating a new map?  I am very interested in seeing the bandits in the game but the game, for me, is a zombie game and I enjoy the game because of that being the focus.  Once you are fighting regular people, then it starts to become too much like other games.  I have a feeling I'll want to play the game without bandits at least once in a while and would rather not have to install an older version to do so.  I'm not saying adding bandits is bad; I'm only saying that I think I'll enjoy playing without them in the game sometimes. :)

 
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I have long neglected bow+arrow in my playthroughs, so I'll give it another shot in A21.

For "mass-control" I want to use exploding arrows (which I always have lots of in my hoarding boxes, but always forget to use).

So now I'm wondering:

What to do to get the most damage out of those in A21?

Not that I ever really bothered before how they work, but now with the skill changes in A21:

Will these be governed by "bow and arrow" skills, or by "explosives" skills?

Or both maybe?

Are there specific books for exploding arrows?
As far as I understand it from what I've seen on the dev streams, the existing perk books are separate from the skill books. So you'll still have art of mining and the bonuses it grants, separate from the books which you loot to learn the actual pickaxe recipes.

Likewise, you'll have the Ranger books which grant the ammo types like in the current Alpha 20, but the archery skill books will instead grant the bow recipes. And the archery perk will boost damage, reload, etc.

A20 (Current) : Learn bow crafting from recipes, learn the ammo crafting from RAngers Guide to Archery, and control Bow Quality and damage from the Archery perk.

A21 (Soon) : Learn bow crafting and control bow quality from the skill books, learn the ammo crafting from Rangers Guide, and control damage and other bonuses (Including more bow parts) from archery perk.

 
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I know we're still looking towards A21 and bandits are not in there but I was wondering if there is any talk of having bandits optional as a setting when creating a new game or when creating a new map?  I am very interested in seeing the bandits in the game but the game, for me, is a zombie game and I enjoy the game because of that being the focus.  Once you are fighting regular people, then it starts to become too much like other games.  I have a feeling I'll want to play the game without bandits at least once in a while and would rather not have to install an older version to do so.  I'm not saying adding bandits is bad; I'm only saying that I think I'll enjoy playing without them in the game sometimes. :)
I haven't heard any, partly because bandits and factions are the end game storyline, so I don't see a way around them for gold.

But maybe gold will include a different game mode that doesn't use the storyline and it could be played similar to how the game is now, completely open ended.

 
@Khyron thx for the effort. Not really what I meant though (or I just don't understand the new system at all)

Still unsure what type of ammo an explosive arrow is, or what is increasing its damage.

Is it a "bow-ammunition" and therefore damage will increase with perk/skill/book/whatever into bows,

or is it considered an explosive, and so damage increases with perk/skill/book/whatever into "demolitions" (insert correct name here)

Will I be able to craft higher tier explosive arrows when I find archery skill books, or explosives skill books?

Or is it even separated? Arrow damage for the direct hit, and explosive damage for the splash/arial damage.

Do I have to spec/skill/perk/whatever in both "professions" if I want to max that out, or is this specialized/bound to only one of them.

 
Всем привет. Может кто-нибудь подскажет, есть ли у разработчиков планы сделать так, чтобы трупы зомби дольше лежали на земле и не исчезали так быстро? Раньше, если не ошибаюсь, из них даже можно было извлекать тухлое мясо и их тела действительно пригодились. Теперь они исчезают очень быстро и очень неприятно. Кто-нибудь может сказать мне, есть ли какой-нибудь мод для зомби, чтобы хотя бы полежать на земле несколько минут?

 
Всем привет. Может кто-нибудь подскажет, есть ли у разработчиков планы сделать так, чтобы трупы зомби дольше лежали на земле и не исчезали так быстро? Раньше, если не ошибаюсь, из них даже можно было извлекать тухлое мясо и их тела действительно пригодились. Теперь они исчезают очень быстро и очень неприятно. Кто-нибудь может сказать мне, есть ли какой-нибудь мод для зомби, чтобы хотя бы полежать на земле несколько минут?


I think the rapid disappearing dead zombies are a part of "Game Optimization."  Also, you can't harvest rotten meat from them anymore.

My wife can read Russian so blame her if I misunderstood you.  :)

 
I haven't heard any, partly because bandits and factions are the end game storyline, so I don't see a way around them for gold.

But maybe gold will include a different game mode that doesn't use the storyline and it could be played similar to how the game is now, completely open ended.
Yeah, but I also have a strong suspicion that the story will only be in pregen maps and not random maps because unless they are forcing certain things to appear in random maps to make the story progress, then you don't really know what will be there and where it will be located and so a story may not work well.  Besides, I'm sure that any story will not make any sense in an overhaul mod.  And any story will only really be interesting the first or second time through and afterwards will most likely be ignored by people, so having an option to not do "story mode" would be valuable, imo.  :)

 
meilodasreh said:
@Khyron thx for the effort. Not really what I meant though (or I just don't understand the new system at all)

Still unsure what type of ammo an explosive arrow is, or what is increasing its damage.

Is it a "bow-ammunition" and therefore damage will increase with perk/skill/book/whatever into bows,

or is it considered an explosive, and so damage increases with perk/skill/book/whatever into "demolitions" (insert correct name here)

Will I be able to craft higher tier explosive arrows when I find archery skill books, or explosives skill books?

Or is it even separated? Arrow damage for the direct hit, and explosive damage for the splash/arial damage.

Do I have to spec/skill/perk/whatever in both "professions" if I want to max that out, or is this specialized/bound to only one of them.
Exploding Arrows and Exploding Crossbow Bolts gain damage solely from the Archery perks, and NOT from Demolition Expert.

There are no 'tiers' to arrows, only bows. There are different materials arrows are crafted out (Stone, Iron Steel) and the two 'special' arrows Flaming and Explosive. The damage done by those arrows is dependent upon your currently equipped bow and archery skill. Reading skill books will let you craft higher tier bows but the arrows will always be the same. If you've read 100 archery skill books you'll still make the same stone arrows as if you've never read any; only the bows themselves improve by reading the archery books. If you want to do more damage you will never have to re-craft your arrows, just craft a stronger bow or put perk points into archery.

 
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Riamus said:
Yeah, but I also have a strong suspicion that the story will only be in pregen maps and not random maps because unless they are forcing certain things to appear in random maps to make the story progress, then you don't really know what will be there and where it will be located and so a story may not work well. Besides, I'm sure that any story will not make any sense in an overhaul mod. And any story will only really be interesting the first or second time through and afterwards will most likely be ignored by people, so having an option to not do "story mode" would be valuable, imo. :)
The story will only be on Navezgane.Pregen cards are ordinary RWG cards for those who for some reason cannot generate a card for themselves.Correct me if I'm wrong.

 
The story will only be on Navezgane.Pregen cards are ordinary RWG cards for those who for some reason cannot generate a card for themselves.Correct me if I'm wrong.
That is my assumption, that they story is not for RWG and so allowing for no bandits in RWG should make sense as an option.  Just my opinion, of course.

But to say that pregen is only for those who can't make their own RWG map.... People play the pregen maps to experience Navesgane and the custom crafted maps that are made to look more realistic than RWG will make them.  I certainly don't mind the pregen maps that are included with the game but I need more variety than the same three (?) maps over and over again.

 
That is my assumption, that they story is not for RWG and so allowing for no bandits in RWG should make sense as an option. Just my opinion, of course.

But to say that pregen is only for those who can't make their own RWG map.... People play the pregen maps to experience Navesgane and the custom crafted maps that are made to look more realistic than RWG will make them. I certainly don't mind the pregen maps that are included with the game but I need more variety than the same three (?) maps over and over again.
Navezgane is a manually created map,Pregen is a map created using RWG.I don't understand why you put them in the same row.
How can I get the Navezgane experience by playing on the RWG map?These are different things.If you play Pregen, you play RWG.
Only Navezgane is similar to the real terrain because it is made by hand.That's why I asked one day if we would get more manually created maps like Navezgane.Because Pregen = RWG.Pregen not custom crafted maps

 
as stated by mstdv... Navezgane is a manually created map by the design team and all cities and pois are placed in selected areas and made to try to make some variety. no rwg genning or codes are used for Navezgane.

the landscapes (hills mtns, streams, lakes and roads are all placed in selected areas).

PreGens are created by the QA team as many as possible and at 6,8 and 10k and then they are scoured for bad areas, missing towers bad roads and anything else that is deemed as missing or not right.

the best single 6,8 and 10k map is chosen and placed into the game for stable play.

Navezgane is for story play later. PreGens are for those who want something different from Navezgane or for those who cant or dont want to gen their own maps.

so Nav is all created and pregen follows RWG rules using the mixer.

:)

 
beerfly said:
Will @Kinyajuu be in the stream tonight, btw ? Love his work on Random World Generation and can`t wait if he could share more about what and how he is doing 🍿
Dev Stream 4 will be Robert, Steve, Me and Lathan in that order.

Robert plans on showing a lot of RWG.

Riamus said:
I know we're still looking towards A21 and bandits are not in there but I was wondering if there is any talk of having bandits optional as a setting when creating a new game or when creating a new map?  I am very interested in seeing the bandits in the game but the game, for me, is a zombie game and I enjoy the game because of that being the focus.  Once you are fighting regular people, then it starts to become too much like other games.  I have a feeling I'll want to play the game without bandits at least once in a while and would rather not have to install an older version to do so.  I'm not saying adding bandits is bad; I'm only saying that I think I'll enjoy playing without them in the game sometimes. :)
Maybe, but we are a ways off from making that determination. In any case, mods could remove them from spawning.

Riamus said:
Yeah, but I also have a strong suspicion that the story will only be in pregen maps and not random maps because unless they are forcing certain things to appear in random maps to make the story progress, then you don't really know what will be there and where it will be located and so a story may not work well.  Besides, I'm sure that any story will not make any sense in an overhaul mod.  And any story will only really be interesting the first or second time through and afterwards will most likely be ignored by people, so having an option to not do "story mode" would be valuable, imo.  :)
We could make the story work in RWG by simply spawning what we need at various places.

 
I wanted to ask, did TFP's take out some of the music in the game?

If so, do they plan to put it back in?

Some songs like the area around the players sleeping bag and some other songs seem to be missing. 

 
Navezgane is a manually created map,Pregen is a map created using RWG.I don't understand why you put them in the same row.
How can I get the Navezgane experience by playing on the RWG map?These are different things.If you play Pregen, you play RWG.
Only Navezgane is similar to the real terrain because it is made by hand.That's why I asked one day if we would get more manually created maps like Navezgane.Because Pregen = RWG.Pregen not custom crafted maps
Ok, I had thought Navesgane was placed on a pregen map.  If that isn't the case, then that was an error on my part.  I know pregen are RWG, but that doesn't mean you cannot manually add towns and POI to it while leaving the rest generated.  I had thought all of the pregen maps had manually added content.  I'm sorry if I was wrong about Navesgane and other content being placed by hand on a pregen map.

 
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