PC Alpha 21 Dev Diary

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"Undead variants coming to Alpha 22 and Consoles. Stay Tuned!"


Might not be too hard to tie some basic stat variations to those zombies too. The zombie who runs %10 faster (or slower), hits %20 harder (or softer), etc.

-Arch Necromancer MorlocĀ šŸ’€

A21 finally moved that function to the land claim block and works when the player is offline yes? even with sleeper volumes?

Does the bedroll do anything at all regarding zombie spawns now?


Those would be great things to put into the tips list we see on the loading screen.

-Arch Necromancer MorlocĀ šŸ’€

 
I don't know if this is the right place to put this, but I'll leave it here. There are currently a few buffs that, combined, make you be 100% less damage, in other words, you're invulnerable for the duration. This completely breaks the game in PVP matches and, in my opinion, should be removed or its effect massively reduced.

Thanks.

 
Might not be too hard to tie some basic stat variations to those zombies too. The zombie who runs %10 faster (or slower), hits %20 harder (or softer), etc.

-Arch Necromancer MorlocĀ šŸ’€
I think they said they are going to do something like the twitch integration buff on zombies.Ā 

I think special skins for zombies like what we got for the bowler

cop zombies wearing Millitary Police millitary commander and Sheriff

Or janitors wearing orange, like a prison jumpsuitĀ 

Lab zombies being in black to fit in with business POI

But so far i love what i see!Ā 

I wonder what bikers and solders will look.Ā 

 
"Undead variants coming to Alpha 22 and Consoles. Stay Tuned!"

Thank god empty jars were removed, cause now I wouldn't have anything more to complain about! This is awesome! *dancing naked on the couch while eating pizza*

1 hour ago, beerfly said:
The Shoes Burglar.



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The structural integrity of this A22 bike is absolutely stunning! Will it still take only 10% damage when wannabe marvel juggernaut hits a curb?

 
Also this! New bike with new steel armorĀ 

View attachment 29063
This looks cool.

That being said, it made me chuckle a little bit as well. I would imagine this marauder armor is, at the very least, mid-ish game, maybe? And this dude is still cruising around on a bike?Ā šŸ˜†

On a more serious note, I really hope they're planning on implementing actual bicycle mods eventually. It's weird that the current bike has mod slots but no mods that actually work on it (afaik).

 
This looks cool.

That being said, it made me chuckle a little bit as well. I would imagine this marauder armor is, at the very least, mid-ish game, maybe? And this dude is still cruising around on a bike?Ā šŸ˜†

On a more serious note, I really hope they're planning on implementing actual bicycle mods eventually. It's weird that the current bike has mod slots but no mods that actually work on it (afaik).
I think marauder is endgame.Ā  Cuz in artstation. It says its steel

Screenshot_20230830_182223_Chrome.jpg

 
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As far as I know, from atleast A14 up to A20, the bedroll kept zombies from spawning around it when the owner was logged in ?

The bedroll didn't work with sleeper volumes introduced in A16, and has not stopped sleeper volume zombies from respawning?

A21 finally moved that function to the land claim block and works when the player is offline yes? even with sleeper volumes?

Does the bedroll do anything at all regarding zombie spawns now?
For some reason, players have perpetuated a belief that the LCB actually stops zombie spawns. My understanding (and no, I am neither a dev or a programmer) is that it has absolutely nothing to do with zombie spawning. That is controlled by the bedroll. Once you have cleared out an area, you place a bedroll and no new zombies will spawn within the area covered by the bedroll. If I recall correctly, that is something like a 15 block square that reaches from bedrock to the sky.

I could be wrong with the details, but I seem to recall @Madmole explaining it like this, once upon a time.

 
For some reason, players have perpetuated a belief that the LCB actually stops zombie spawns. My understanding (and no, I am neither a dev or a programmer) is that it has absolutely nothing to do with zombie spawning. That is controlled by the bedroll. Once you have cleared out an area, you place a bedroll and no new zombies will spawn within the area covered by the bedroll. If I recall correctly, that is something like a 15 block square that reaches from bedrock to the sky.

I could be wrong with the details, but I seem to recall @Madmole explaining it like this, once upon a time.
LCB's have done nothing in the past (as far as I know) and bedrolls have been used up to A16 when sleepervolumes came and pretty much ignored bedrolls.
Since A16 We have not used POI's to build bases in due to this, But for some reason (and I can't for the live of me remember from where) I think I read a devpost or something saying that LCB's should do that task now. (heck I could've dreamt it for as far as I know)

But. I done some testing in A21 with LCB's
After clearing out a Vanity tower I put down a LCB in the middle of it at (level 5 i think?), covering it all in the bounding box, (except the lower floors)
We left that town for a couple of weeks and returned to the tower. Loot had respawned, but no zombies had respawned inside (Except one soldier which might be a bug ?)

This is why I'm so curious about the status of LCB's. On other POI-bases we tried building there's both a LCB and several bedrolls, but still occasionally a zombie spawns inside the area.

 
This is why I'm so curious about the status of LCB's. On other POI-bases we tried building there's both a LCB and several bedrolls, but still occasionally a zombie spawns inside the area.
This is from the 7 Days Wiki (it has probably been updated for A21, since it mentions that 3 LCBs can be active at a time):

The Land Claim Block should prevent allĀ Point of InterestĀ ZombiesĀ from respawning within its area. Furthermore, if its protected area includes a Point of Interest then it should preventĀ Trader jobsĀ from selecting that POI as an quest location. This allows players to take over POI structures.

This does not prevent open world or horde zombie spawns,Ā only POI zombie spawns are suppressed. For example if a player were to go into theĀ Forest, place an LCB, surround the area in a 1-block wide by 3-block high wall, and leave the area for a bit, they might see a zombie or two within the undamaged wall the next time they return. In order to suppress open world zombie spawns in the area the player must replace or cover theĀ Forest GroundĀ or any surface block not placed by a player, with player obtained blocks such asĀ Wood FramesĀ orĀ Concrete Blocks. However, there may be special rules for certain entities such asĀ vulturesĀ that will still allow them to spawn. More testing is required.

 
Isn't that the one that now spews acid bubbles around him?Ā  :suspicious:
The effects aren't the same so I don't think so.Ā 

Then again maybe they evolved it into the mutated zombie

Uh... wee need much more zombie typesĀ 

😭

Just hope for sequel fast
Forget the sequel.Ā  All we need is a few more special zombies and we are good.Ā Ā 

We are good on ranged zombies but updates to the ones we have, and new ones

I won't go Into my ideasĀ 

But we could really uses a massive boss zombie, not in size but pressents.Ā 

And with the idea of zombies holding melee weapons like what MadMole talked about would be greatĀ 

I also remember him talking about mutated zombies that were able to uses weapons.Ā 

 
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