PC Alpha 21 Dev Diary

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There could be a bug with POI "Johnson's Warehouses" (the one with the flaming ramp):

I cleaned and looted the POI and switched off the fires at the ramp.

But when I came back some days later to get the remaining clay / cubblestone blocks etc. the flames where active again but I couldn't use the valve another time.

View attachment 28871

View attachment 28872

Btw. loot respawn / junk reset is disabled.
Pretty sure that's a bug, you can put in a bug report using the red banner at the top. Or if you would rather someone else do that, I can submit one instead. I was able to get the same behavior by turning off the switch, leaving the building, relogging, and going back into the building.

 
Hello, i was wanting to share some information about a21 and for the life of me do not understand why so many Chinese servers show up in my region list. Is there ANYONE out there who knows why this is? I play on Nimage.pngorth America West and all i ever see is chinese servers to play on when i try to join.

 
So with Alpha 22, i do wonder about the armor/outfits and other stuff @faatal

(no im not going to argue i think its a great addition. because it will turn most armor/clothes into something useful, like whos going to wear goth boots?)

i have a few questions about it. 

Is it a 4-piece system (hat, body, gloves, and boots) or a 5-piece (hat, body. legs, boots, gloves). i know it sounds odd but it would go a long way for customization/roleplay/whatever 

from what i remember we are NOT going to be able to wear/craft the Bandit armors. is this idea changed or remained the same, if so how come?

Are armors changed from what REAL models have been shown? like commando armor had a few things changed compared to the one model we can find In game ATM (mostly the hat being backward? again it sounds weird but just a small question. 

and

How is the radiation system going to work? will it just deal damage or work something like in the fallout games? 
 

for people who wonder why i space stuff out like this, for ME, its much easier too read cuz im a Dunce LMAO

i know its not a great time to ask but I AWAIT THE FORUM CRACK HE-
KRACKEN!


 
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Hello, i was wanting to share some information about a21 and for the life of me do not understand why so many Chinese servers show up in my region list. Is there ANYONE out there who knows why this is?


Well this isn't the first time this "issue" shows up I remember.

It was mentioned in A20 already, but I didn't keep track on this topic.

Did a quick search for you for a starting point of further investigation, maybe if you read the related posts you will find a solution:




 
How is the radiation system going to work? will it just deal damage or work something like in the fallout games? 
 



I know the beginnings of the radiation system are in A21. The mutant zombie (bubblehead) deals radiation damage with his spit, but so far it just deals direct damage to the player. I'm interested to see how it'll pan out once they've put more work into it to get the idea they're going for.

 
Hello, i was wanting to share some information about a21 and for the life of me do not understand why so many Chinese servers show up in my region list. Is there ANYONE out there who knows why this is? I play on NView attachment 28876orth America West and all i ever see is chinese servers to play on when i try to join.


Wish you would have shown your whole screenshot instead of just a tiny part. I just went on North America West and did get several chinese servers intermixed with others  but nothing like this.

 
I just went on North America West and did get several chinese servers intermixed with others  but nothing like this.
Looks like a frined of mine is having the same issue over on North American East..

Darksim — 08/10/2023 9:29 PM
"WTF's up with all these Chinese servers???"

image.png

Its not hard to see.. go to any region in the server list chinese servers everywhere

 
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I think someone was asking about this earlier, but they were misunderstood. Can we get the ability to custom edit the percentages in the world prefab editor instead of the arrows to increase and decrease percentages? I want 60% plains, 25% mountains, 15% hills. I should be allowed to type those values instead of playing the "mini game" decreasing one, then the other, then the other, then the other, before finding out that I cannot do it at all after 15min of trying. Guess 62% 15% 23% is it...

A percentage counter for the math impaired showing the total should suffice. If it doesn't equal 100%, throw an error.

This should go for all percentage-based terrain options.

 
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I think someone was asking about this earlier, but they were misunderstood. Can we get the ability to custom edit the percentages in the world prefab editor instead of the arrows to increase and decrease percentages? I want 60% plains, 25% mountains, 15% hills. I should be allowed to type those values instead of playing the "mini game" decreasing one, then the other, then the other, then the other, before finding out that I cannot do it at all after 15min of trying. Guess 62% 15% 23% is it...

A percentage counter for the math impaired showing the total should suffice. If it doesn't equal 100%, throw an error.

This should go for all percentage-based terrain options.


I agree that being able to enter in percentages would be a good QOL update. Until/if that happens, if you start every slider from zero and adjust each up one at a time it is pretty easy to get very close to the percentages you want. It took me no time at all to get 62% plains, 25% mountains, and 12% hills which is probably not going to be a very noticeable difference from 60-25-15.

 
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I agree that being able to enter in percentages would be a good QOL update. Until/if that happens, if you start every slider from zero and adjust each up one at a time it is pretty easy to get very close to the percentages you want. It took me no time at all to get 62% plains, 25% mountains, and 12% hills which is probably not going to be a very noticeable difference from 60-25-15.
The only problem is he is not going to get 62% plains and 12% hills. He is going to get 62% hills and 12% plains.  I do know if you rename the stamps, hills to plains and plains to hills it will work correctly.

100plains.png

100hills.png

 
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I agree that being able to enter in percentages would be a good QOL update. Until/if that happens, if you start every slider from zero and adjust each up one at a time it is pretty easy to get very close to the percentages you want. It took me no time at all to get 62% plains, 25% mountains, and 12% hills which is probably not going to be a very noticeable difference from 60-25-15.
Hopefully with gold they could do that they seem to be saving alot of QQL stuff for gold. Like optimisation 

 
Well, now I'm just upset and I don't know what to do.

Always been a staple in all of my bases to have a bouncy room.  It's cathartic, it's fun, and now it doesn't work any more.

Y mushrooms not bouncy anymore when they are on the floor?

DANGIT!  

Also, 10 cloth to make 1 tape and the bandage change kinda crap.

 
Any chance that our "wandering hordes" could actually be hordes? If you played Days Gone, they had like 30-50 zombies walking around together. It got bigger as time went on. Pls🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️🧟‍♂️
I loved Days Gone. Such an underrated game (that sadly won't get the sequel that was teased). Pretty sure some of those hordes were numbered 100+.

That being said, I think TFP's main concern with having hordes that have higher numbers than your typical horde night is the hit in performance. Based on your settings, the max number alive on a horde night is 64. It would be nice if wandering hordes could get large like that and I've always been curious as to why they don't have a setting for that.

In the meantime, I've been playing the GNS Hellish Horde mod that does a really good job of increasing the overall size of wandering hordes. It also adds special zombies like mutated and zombie bears (slight chance) to the blood moon hordes. Highly recommended.

 
It would be nice if wandering hordes could get large like that and I've always been curious as to why they don't have a setting for that.
My guess is it must have something to do with the Minimum requirements on the store page.

If they put (i.e.) 100 zombies alive in the settings and someone with the Min Reqs computer tries it, and the game hangs, then you have a problem.

 
the max number alive on a horde night is 64.


... and the max number per player is 8. Unless they can make sure that a wandering horde is only showing up for one player at a time that limit would count for them as well.

TFP posted an idea about an event system 1-2 years ago that they wanted to implement if time permits, it would be interesting to know where it is in their current priority list. That would have permitted them to surprise one player with a much larger list of zombies while the other players would have seen almost none at that moment. Though the difficulty would have been what to do if one starts a quest a few seconds later, for example in the prison.

 
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