PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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none that I know of, lucky looter says loot 10% faster and narrow down treasure chest search diameter. doesnt sound very lucky, just sounds like fast eddie
You have to read the description of lvl 3 and above of the perk

 
Nerfed defense

I don't get it. Spiked logs are gone?

Wood spikes seem weaker, and won't even stop one zombie?

Then if you want to upgrade it you have to use forged iron and not scrap iron?

Forged iron is hard to come by and four units of it you might as well not even put down a wooden one because it cost just as much to simply place a iron one in the first place.

Why take log spikes out?

Why are spikes so weak?

At least let us upgrade spikes with scrap.

Guess I will have to go swimming on day seven.

 
Nerfed defense

I don't get it. Spiked logs are gone?

Wood spikes seem weaker, and won't even stop one zombie?

Then if you want to upgrade it you have to use forged iron and not scrap iron?

Forged iron is hard to come by and four units of it you might as well not even put down a wooden one because it cost just as much to simply place a iron one in the first place.

Why take log spikes out?

Why are spikes so weak?

At least let us upgrade spikes with scrap.

Guess I will have to go swimming on day seven.
That hasn't been my experience. A 'normal' zombie will hit a spike once and fall down and when they get back up if I don't plug them with an arrow to get the experience they'll die after they step on the spike a second time. They seem to be plenty strong. A spike can be hit a number of times by a zombie before the spike dies as well. We basically ring our base about 3 or 4 deep and at least two layers up against the wall and a blood moon horde pretty much beats itself to death trying to get to us.

 
I don't know if this is a bug or not, but on day 5 screamers were summoning ferals and radiated cops, and the 7th day day horde was really hard they wiped my base off the map. We had ferals of all types, radiated of all types, buzzards and zombie bears level 3 bows with iron arrows and level 2 guns with wood spikes sure didn't hold up long. I had difficulty set on 2 was that the problem? I was running a dedicated server.

 
I don't know if this is a bug or not, but on day 5 screamers were summoning ferals and radiated cops, and the 7th day day horde was really hard they wiped my base off the map. We had ferals of all types, radiated of all types, buzzards and zombie bears level 3 bows with iron arrows and level 2 guns with wood spikes sure didn't hold up long. I had difficulty set on 2 was that the problem? I was running a dedicated server.
A17 totals everyone's gamestage when it calculates horde levels. So if you had 4 gamestage 50 players, you get a level 200 gamestage. We saw ferals and irradiated on day 10 or so, and saw irradiated soldiers on day 14.

 
I don't know if this is a bug or not, but on day 5 screamers were summoning ferals and radiated cops, and the 7th day day horde was really hard they wiped my base off the map. We had ferals of all types, radiated of all types, buzzards and zombie bears level 3 bows with iron arrows and level 2 guns with wood spikes sure didn't hold up long. I had difficulty set on 2 was that the problem? I was running a dedicated server.
You said "we". How many people? What are your levels? Were you in a party? What do you have blood moon count set to?

 
•Reinforced Concrete does not downgrade to Concrete

I hope this means this wasn't happening.. but is happening now?

***************************************

 


(edit added comment by QA Tester-unholyjoe)


 


yep that is what it meant now it downgrades again.





 
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No mention of the performance hit that we endured between A16 and A17 as a known issue? Wtf? Cmon, fellas.

Happy about the punching a block after placing it being fixed, though!

 
  • Toolbelt message, it's depth and position etc can't be modified through XUi/windows.xml (not listed, hardcoded)
  • Durability text and durability bar when looking at a block can't be modified through XUi/windows.xml (not listed, hardcoded)
  • item_display_info in ui_display.xml doesn't support more than 7 item properties to be displayed on an item, for example: {itemstattitle8} and {itemstat8} etc. Suggestion: add more case scenarios in XUiC_AssembleWindow and XUiC_ItemInfoWindow to support more than 7 item/mod properties to show up.

 
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Posting a few duplicates in the first post changed list (for better readability). Duplicates marked with red:

Mods for tools to increase block damage

You can overeat a little so that your max stamina does not start dropping immediately afterwards


Vehicles can not be sold to traders



Decreased sleeper CPU use from movement and collision checking



Decreased sleeper CPU and garbage by not updating bag or inventory


Reduced materials needed to craft wheels.

Increased probability to find acid and a chance for more acid when found.

Increased block damage on Miner 69er

Lower quality materials like wood are 20% more durable against zombies

Steel can no longer be upgraded to stainless steel

Sleeper volume predefined counts to 12 to 910

Player death backpack despawns after 60 minutes. Timer only ticks while the map chunk it is in remains loaded.

Near Death Trauma debuff duration reduced to 30 minutes

Reduced vulture attack speed and bleed %

Taking damage blacks out less of the HP bar

Using up stamina blacks out less of the stamina bar

Bandages and First Aid Bandages restore more health.

Crop seeds are cheaper to craft

Reinforced Concrete does not downgrade to Concrete

You can overeat a little so that your max stamina does not start dropping immediately afterwards


Vehicles can not be sold to traders



Decreased sleeper CPU use from movement and collision checking



Decreased sleeper CPU and garbage by not updating bag or inventory


Slightly increased chance for acid under sinks

Default weather fog isnt as dense close to the camera

Description of boom headshot was ambiguous

Description about iron and level armor crafting perk requirements are more descriptive.

Optimized: Local player SetModelLayer (just set base and colliders, no cam/effect checks)

Optimized world entity is visible to local player check

Increased vulture attack delay to .9

 
That hasn't been my experience. A 'normal' zombie will hit a spike once and fall down and when they get back up if I don't plug them with an arrow to get the experience they'll die after they step on the spike a second time. They seem to be plenty strong. A spike can be hit a number of times by a zombie before the spike dies as well. We basically ring our base about 3 or 4 deep and at least two layers up against the wall and a blood moon horde pretty much beats itself to death trying to get to us.
What I did was to place one wooden spike in the path of a zombie and it was a weaker zombie. I had to get it to walk into it twice. The spiked trap broke and the zombie was still on her feet and still after me.

Fast forward to hoard night when you have dozens of zombies running up to your fort. You couldn't keep up with a bow.

To me all it would take is a hand full of zombies and they would be at the wall. At least with log spikes, I'd still be doing some damage.

 
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