PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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From the patch notes


What does "after unreachable path" mean?

Under what new circumstances to zombies have a 60% chance to start randomly breaking ♥♥♥♥ instead of going after the player?
faatal said;

Not increased damage. 60% chance to switch to destroy area. Think zombies stuck in loops. Climb/fall/climb/fall.
Unfortunately, other destroy area improvements were not done until after build 8, so you won't get them until the next update.
 
Did anyone in central europe get the update yet?Seems it always takes a while longer for us 'til steam pushes updates there..
They usually update at the same time as the Americans for me.

Have you opted into the experimental branch? I'm pretty sure that's where the new update is. Somebody feel free to correct me if I'm wrong, it'll be a while before I get to play.

Yep, experimental branch, check the first post.

https://7daystodie.com/forums/showthread.php?104893-Alpha-17-1-Experimental-B8-bug-reporting-thread

 
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They usually update at the same time as the Americans for me.
Have you opted into the experimental branch? I'm pretty sure that's where the new update is. Somebody feel free to correct me if I'm wrong, it'll be a while before I get to play.

Yep, experimental branch, check the first post.

https://7daystodie.com/forums/showthread.php?104893-Alpha-17-1-Experimental-B8-bug-reporting-thread
Right, thanks. Thing is even called "Alpha 17.1 Experimental". Reading helps :D

Thought the whole experimental thing was over with.

 
Right, thanks. Thing is even called "Alpha 17.1 Experimental". Reading helps :D Thought the whole experimental thing was over with.
I wouldn't have thought a stable would have been released with a completely borked RWG but here we are :-)

"TFP really are amazing creatures, as I have said before. You can learn all that there is to know about their ways in a month, and yet after a hundred years they can still surprise you at a pinch.”

Gandalf : LOTR (paraphrased)

 
I played 4 days (4 hours) this morning and everything seems ok. We get a lot of things by looting, too much for a former player, but this can be decreased in the settings so I'm sure new players or casual players will be satisfied.

The management of food and drink seems perfect, it's clear and it works.

Well played guys.

Waiting for the 7th day to see how zombies deal with my base.

I hope you haven’t given up on the idea of allowing us to set the frequency of the red moons in a next alpha : I would really like to test small hordes every night;)

 
I wouldn't have thought a stable would have been released with a completely borked RWG but here we are :-)
"TFP really are amazing creatures, as I have said before. You can learn all that there is to know about their ways in a month, and yet after a hundred years they can still surprise you at a pinch.”

Gandalf : LOTR (paraphrased)
Great, now I envision them all walking around carrying their coffee mugs around the office with hairy feet, tiny little office cubicles, taking breaks for 2nd breakfast, and elevensies. That explains the delay in A17 so much now that I think of it. Lazy hobbits! (jk guys, enjoying the more frequent updates :p )

 
I played 4 days (4 hours) this morning and everything seems ok. We get a lot of things by looting, too much for a former player, but this can be decreased in the settings so I'm sure new players or casual players will be satisfied.The management of food and drink seems perfect, it's clear and it works.

Well played guys.

Waiting for the 7th day to see how zombies deal with my base.

I hope you haven’t given up on the idea of allowing us to set the frequency of the red moons in a next alpha : I would really like to test small hordes every night;)
The configurable blood moons was something I was really hoping would make it.

Have they fixed the issue of no loot when you drop loot down to 25 percent? Last I checked it was still broken.

 
try putting one of them in a shared storage chest. have him remove it and place it in the world. i think he will then have access to the storage. make him get the gas for both of you :)
Can the minibikes be picked up again?

 
Not going to be playing experimental, between running a server and trying to maintain a recording schedule for my wife's and my channel. So, I am curious about this line in the notes:

"Glue requires only 1 bone now instead of 2. "

Can someone confirm that making glue in the campfire vs chem station is the same, or has something else changed? I figure there would still be some benefit to making glue in the chem station still, would be odd otherwise? Especially considering I was nearly level 90 before I found a 2nd beaker. (which seems addressed in the patch notes as well)

 
Great, now I envision them all walking around carrying their coffee mugs around the office with hairy feet, tiny little office cubicles, taking breaks for 2nd breakfast, and elevensies. That explains the delay in A17 so much now that I think of it. Lazy hobbits! (jk guys, enjoying the more frequent updates :p )
It's a little known fact that, although heavily built, MadMole is just under four feet tall. You should see him in full dwarven armour... where do you think the name comes from? :-)

- - - Updated - - -

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Last I checked you no longer need a beaker to make glue in a campfire.

 
If connection to server fails, try removing steamnetworking as a disabled function from the serverconfig.xml

I thought we were getting away from this, now we're being told to use it again? I have users with connection issues sometimes, but far less than those who have no issue.

 
The configurable blood moons was something I was really hoping would make it.
Have they fixed the issue of no loot when you drop loot down to 25 percent? Last I checked it was still broken.
Known Issue still i think "Loot abundance setting needs another look" (from patch notes)

 
Last I checked you no longer need a beaker to make glue in a campfire.
I was just referring to making a chem station with the two beakers, then making the glue with the chem station vs campfire (1 bone vs 2), not crafting the glue itself :p

 
I am waiting for updated RWG and the crafting station timers to be fixed. Things are taking way too long to craft even with the intelligence perks. I know it is a known issue, but it really needs to work.

 
What does "after unreachable path" mean?
Under what new circumstances to zombies have a 60% chance to start randomly breaking ♥♥♥♥ instead of going after the player?
faatal said;

Not increased damage. 60% chance to switch to destroy area. Think zombies stuck in loops. Climb/fall/climb/fall.
Unfortunately, other destroy area improvements were not done until after build 8, so you won't get them until the next update.
Yes, I know he did. It doesn't answer my question, though - or I wouldn't have asked it.

Does anyone know what the circumstances are that trigger this behaviour? What does "after unreachable path" mean?

Clearly it's something to do with climb/fall loops, but what is the actual situation under which this behaviour kicks in?

 
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By the looks of it the zombie remembers the previous path and if the next path would repeat the previous path then there is a 60% chance the behaviour changes to destroy area. No idea how, or if, that's implemented internally but that's how I'm reading the description.

 
Yes, I know he did. It doesn't answer my question, though - or I wouldn't have asked it.
Does anyone know what the circumstances are that trigger this behaviour? What does "after unreachable path" mean?

Clearly it's something to do with climb/fall loops, but what is the actual situation under which this behaviour kicks in?


example: build a cheezy pole with a platform on it and then build a ramp/steps or other means to force zeds to blindly follow the path up. they ignored the pole you are standing on.

now stupid zombie after a couple fails will think that maybe its time to bring down the pole if you cant get him the other way.

bout as simple as i can explain it, i hope it is enough. :)

 
Got the problem with stamina regeneration. I get hungry constantly when digging(or whatever I do) and eating food does nothing. So here is one.

Anyway, thank you for the good job guys ! Waiting for a fix for my problem. Cheers.

 
By the looks of it the zombie remembers the previous path and if the next path would repeat the previous path then there is a 60% chance the behaviour changes to destroy area. No idea how, or if, that's implemented internally but that's how I'm reading the description.
I feel like if a zombie falls trying to get you, the second run has 50% chance, if he falls again, 3rd run 75% chance, on the 4th run, if he falls again, he gets mad and goes into DestroyArea 100%. Some people can get lucky enough to not trigger it, this way they will be forced to at some point. And after 4 runs, you will more than likely kill said zombie as is. Not to mention with this chance thing, people will just make their stuff take much longer before the drop. Granted though, how much resources would be taken by having this counter for each zombie and to keep track of it? I wouldn't think much, but even if it was, what if there was just a collective number based on number of zombies alive. More alive, more drops have to happen for it to tick to next level. And each time the first zombie triggers the DestroyArea through this way, it lasts at that percent for about 5 seconds without increasing, then drops to start of previous level? I'm just wondering what the other things are that Faatal said were post-build 8 for DestroyArea.

 
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