PC Announcement: A18.3 b3 Experimental Languages

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Tried A18.3. Impressed by the sheer amount of constant zombie flow (it's almost as if the engine now spawns zombies correctly around me).
Tried a 3 day bloodmoon. No lag whatsoever which is impressive. Here is where things really went bad:

Enemies just kept phasing through my plate walls of cobble stone when they are stunned. Zombie dogs also phased through the plates despite the fact no zombie should be able to pass through them .

The phasing through plates/poles bug is tiresome and needs to stop. It's been going on since A16. Zombies should always be outside of blocks when stunned.

https://imgur.com/a/B8EkFmi
An entity normally has a single upright cylinder as a collider when walking around. When they ragdoll, it gets turned off, since it would get in the way of all the bones moving and colliding. When the ragdoll ends, it transitions back to the single cylinder, so there may be issues with where the cylinder appears at the end of the ragdoll.

The dog's and some other animal's cylinder is about 1m high, so even though pathing would not try to move through that space, they actually would probably fit. Short direct movements could move them through.

 
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One thing I've noticed is that walls and other obstructions do not seem to minimize or shield from Demolishers when they explode. Is this by design or something that can be adjusted? I've played around and determined that as long as I am within the blast radius, I take a TON of damage, even when shielded by 4 steel blocks. Each block of separation mitigates some damage but this seems to be based on distance instead of material - 4 blocks of wood vs 4 blocks of concrete vs 4 blocks of steel all allow the same amount of damage to the player. Seems that if the material is stronger, less damage should be received - if this is possible, code wise...
That is probably correct behavior based on how the code works. It is probably just doing falloff with distance. Multiple line of sight checks across the height of the player vs the demo's chest would need to be done, with the strength of each block between tested to make it work like that and we have a full plate for A19 (A20...A??) already. It would be nice, but would take many hours to change and test.

 
1. on the stats page for the character, it says xp bonus 0%, put on the nerdy glasses which give 10% bonus, and it still says 0% bonus. I know it is giving it, but it is not reflected

2. spv's mp

we need 2 spawn lists in entity classes. one for SP play, and 1 for MP play. MP ramps up way too fast.

even tho mp has more guns, they are still loot calculated at the individual gs of the player who opened the container. so low level loot, therefore low level gear.

in sp I get cops in my horde by week 3, in mp with 3 players, all with the same gs as an sp player, we get em on week 1. in sp, I was on day 35 and still no demolishers, in MP, pve group, we get em by week 2. this doesnt allow for much time except to grind mats most of the time. we have a good world to explore and poi's to do.

it should be that mp get the same type of zeds at the same week for sp, just more of them, lots more, and the specials should show up at the same rate as sp, again just more of them.

so if in sp cops dont show til week 2, then in mp cops should not show until about week 2. just for 2 player, about 2.2x the amount of zombies from an sp game should show

So, either we need a separate spawn list for mp horde night, or please look into MP Gamestage calculations. sleepers and regular play work just fine

 
1. on the stats page for the character, it says xp bonus 0%, put on the nerdy glasses which give 10% bonus, and it still says 0% bonus. I know it is giving it, but it is not reflected
2. spv's mp

we need 2 spawn lists in entity classes. one for SP play, and 1 for MP play. MP ramps up way too fast.

even tho mp has more guns, they are still loot calculated at the individual gs of the player who opened the container. so low level loot, therefore low level gear.

in sp I get cops in my horde by week 3, in mp with 3 players, all with the same gs as an sp player, we get em on week 1. in sp, I was on day 35 and still no demolishers, in MP, pve group, we get em by week 2. this doesnt allow for much time except to grind mats most of the time. we have a good world to explore and poi's to do.

it should be that mp get the same type of zeds at the same week for sp, just more of them, lots more, and the specials should show up at the same rate as sp, again just more of them.

so if in sp cops dont show til week 2, then in mp cops should not show until about week 2. just for 2 player, about 2.2x the amount of zombies from an sp game should show

So, either we need a separate spawn list for mp horde night, or please look into MP Gamestage calculations. sleepers and regular play work just fine
I completely 2nd this - I'm playing with my little brother and found that this is no longer really a survival game, more like, rush loot as you're guaranteed to be overwhelmed. I understand this is a game based on 7 days, and to then die, however it has really good potential of having an adventure side to it, explore, gather things to survive, build.. I just find the rate at which we get things are a bit fast. By week 3 we had lvl 4-5 Ak's, learnt the schematics to build the Truck/Gyro so I find we got these things WAY too fast, just like the horde night mobs.. 5x demolishers on week 3?! Maybe it's just me wanting it to take longer to get good weapons and to have to work for it longer extending the adventure more but.. anyway we've only had to visit 1 major POI hub and a few small POI close by and we end up at end-game mobs, weapons, tools, etc.. making it a rush loot game more than an adventure survival.

My 2cents

 
Is this version close to being adopted as the stable version?

It's been out for a while, seems to be well received, and it doesn't seem like there are many bugs reported for this version. Plus, from the other threads, it seems like most of the devs are working on A19 now (or whatever it will eventually be called).

I ask, because there were some changes that did break some DMT mods. The one I'm thinking about has an 18.3 version but (understandably) won't be rolled out until 18.3 is stable.

 
Is this version close to being adopted as the stable version?
It's been out for a while, seems to be well received, and it doesn't seem like there are many bugs reported for this version. Plus, from the other threads, it seems like most of the devs are working on A19 now (or whatever it will eventually be called).

I ask, because there were some changes that did break some DMT mods. The one I'm thinking about has an 18.3 version but (understandably) won't be rolled out until 18.3 is stable.
it will be out when it will be out

 
Is this version close to being adopted as the stable version?
It's been out for a while, seems to be well received, and it doesn't seem like there are many bugs reported for this version. Plus, from the other threads, it seems like most of the devs are working on A19 now (or whatever it will eventually be called).

I ask, because there were some changes that did break some DMT mods. The one I'm thinking about has an 18.3 version but (understandably) won't be rolled out until 18.3 is stable.
Localization has issues we are trying to fix. People are working on it, but the majority are on A19.

 
Localization has issues we are trying to fix. People are working on it, but the majority are on A19.

Beg to wonder if it be easier to push out the next experimental instead, this at current time of reading maybe the wonderful build A19.... :smile-new:

 
...yeah, some german text needs to be fixed - like "Verhungerung" .

This word doesnt exist and also i never heard of it.

Not sure from where u get ur text translated, it is wrong but it made me smile...

Regards

 
...yeah, some german text needs to be fixed - like "Verhungerung" .This word doesnt exist and also i never heard of it.

Not sure from where u get ur text translated, it is wrong but it made me smile...

Regards
what you mean it doesnt exist? google translated it to "starvation". did i miss something? :)

 
...yeah, some german text needs to be fixed - like "Verhungerung" .This word doesnt exist and also i never heard of it.

Not sure from where u get ur text translated, it is wrong but it made me smile...

Regards

what you mean it doesnt exist? google translated it to "starvation". did i miss something? :)
One of you is wrong lol haha....

Translated to starvation for me to lol 🙄🙄🤔

 
One of you is wrong lol haha....
Translated to starvation for me to lol ������
Ok. So I put in "starvationly" into google translate and it gave me "hungrig", the german word for "hungry". So it would be fair to also change any use of the word "hungry" to "starvationly" in the english client.

Deal? :cocksure:

 
Ok. So I put in "starvationly" into google translate and it gave me "hungrig", the german word for "hungry". So it would be fair to also change any use of the word "hungry" to "starvationly" in the english client.
Deal? :cocksure:
For those who don't know, they were probably going for "Verhungern." That's the noun form, the verb form can mean either "be starving" or "starve to death."

 
Beg to wonder if it be easier to push out the next experimental instead, this at current time of reading maybe the wonderful build A19.... :smile-new:
It could easily be pushed out now, but they wanted to spend a week fixing translations, so they are.

 
It could easily be pushed out now, but they wanted to spend a week fixing translations, so they are.
Oh my, push push me’laddy let

It goooo let it gooooooo.

Really though. Experimental is just that let us experiment with it as is, seriously don’t let the simple translations of all things hold the mighty Alpha back. ..... ;p

 
It's not just simple things.

Quests would occasionally not tell you what to do and a tutorial quest that tells you to "craft" without telling what... that's not shipable quality. =P

 
It's not just simple things.Quests would occasionally not tell you what to do and a tutorial quest that tells you to "craft" without telling what... that's not shipable quality. =P

I'll sit back down, I got well to excited then for my own good. :excitement:

 
It's not just simple things.Quests would occasionally not tell you what to do and a tutorial quest that tells you to "craft" without telling what... that's not shipable quality. =P
Tell that to the devs of other games. Please.

 
Looks like Wood ctr plate can't be upgraded like a normal wood plate, seems like a bug.

Also can't select a wood 1/4 block corner with frame or build it on a table saw. There's a 1/4 block ctr but no non-ctr varient.

 
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