Not impressed....until the sledgehammer calls lightning, allows me to fly, can be thrown and automatically comes back to me at will.lol, maybe? *jots down a note*
This. This is what I've been trying to find out over the past few months. Given that A16 came out ~4 months ago, if AI improvements were going to be implemented in A17, one would assume one would have heard about this by now.So, reading all the updated (debatable) improvements on post 1, it's not mentioning AI improvements anywhere. Don't get me wrong, I'm loving most of what I'm seeing, however considering AI was touted as THE reason to upgrade to A17, is it still happening? Or just like most politicians primary promises, has it been dumped?
Since pimps anounce and show stuff that is viewable to public, I think they with answer when they have something to show.This. This is what I've been trying to find out over the past few months. Given that A16 came out ~4 months ago, if AI improvements were going to be implemented in A17, one would assume one would have heard about this by now.
I hope food spoilage never happens to be honest. It'd ruin the game for me. If it does happen I hope there is an option in modded options to turn it off. Just like weather survival needs to be in there as a on/off thing because to me it adds nothing to the game other than pointless inventory tetris.If items are now going to have buffs... Is food spoiling a real thing in the making or is it too early to ask? Barring the stacking issue and stuff I mean.
Its going to take a while before they have anything to show as they are porting it to a new version of unity and that takes time. Besides how smart do you people assume zombies are? About the only thing I could see them doing to fix the current AI is make the AI smart enough to bust blocks in a stair formation to get to you on a higher floor, which includes taking out supports if they can find no other way up to you. However this doesn't fix the underground base protection, maybe make crawlers and dogs able to dig down only on horde night? It'd make sense for those 2 types to be able to dig with them being so low to the ground.Since pimps anounce and show stuff that is viewable to public, I think they with answer when they have something to show. But an early answer is always welcome.
AI is not only for the zeds.Its going to take a while before they have anything to show as they are porting it to a new version of unity and that takes time. Besides how smart do you people assume zombies are? About the only thing I could see them doing to fix the current AI is make the AI smart enough to bust blocks in a stair formation to get to you on a higher floor, which includes taking out supports if they can find no other way up to you. However this doesn't fix the underground base protection, maybe make crawlers and dogs able to dig down only on horde night? It'd make sense for those 2 types to be able to dig with them being so low to the ground.
Lol. Hmmm...yep, you sold me. Where's the game? It's now going to become my favourite game. And TFP's think they're smart for increasing AI on z'd. Pfttttth! What do they know?speaking of zombies being dumb.... i seen a few zombie games on steam where they actually boasted having dumb zombies that merely wonder around randomly unless they see hear or smell lunch.
i mean really ... think about it... see a zombie, throw a rock to him and he/she will circle it forever until you kill it or get away. seems ok to me.and you all thought it was a bug. <rolls eyes around in innocence>
Generating a random float/int is supported (but still noted as broken on my list =) so pretty much anything can be set to any random value. If it doesnt work directly then you can put the value on a variable and use that.Can mods use random ranges of values in their parameters?If so, I envision using them as a back door to modding individual variation among zombies. E.g., each zombie can spawn with a different amount of hit points, a slightly different movement speed
<effect_group name="Critical Hits Alternative">
<requirement name="RandomRoll" target="self" min_max="-1,@CriticalChance" operation="GTE" value="-0.2"/>
<triggered_effect trigger="onSelfPrimaryAction" action="AddBuff" target="other" buff="kaboom">
</triggered_effect>
</effect_group>
Everyone knows that Mjِlnir actually does that but we're making a game, not a simulation, so sorry.Not impressed....until the sledgehammer calls lightning, allows me to fly, can be thrown and automatically comes back to me at will.
Oh WoW, Guys really really nice work. All the very Best Love all you Pimps,Hi Guys, I just wanted open up discussion of Alpha 17. Sorry we have been tight lipped about it, but I wanted to try something different this time where we talk about finished or work in progress features rather than stuff we simply planned. This leads to less frustration because usually once something is started we finish it, where its easy to plan a bunch of stuff and have it slip through the cracks, which is disappointing for all of us.
I will say we're ramping up the team, we've hired two new senior programmers, a concept artist, an environment artist, a designer, and we have about 5 new full time world builders. I'll begin showing stuff on youtube real soon. I have two keyboards hooked up at the same time now so I can annoy people if I want, or use the quiet keyboard if I want![]()
A17 News: Use these links to skip to the parts of the A17 thread where developers appear!
Wallpaper and Trader Bob Images
Trader Bob Compound Concept Art
First look at bicycle
First look at THE HOG
Concept Art Video
Bathtub and Modular Pallet art assets
Dungeon Prefab Video
Player Mocap and Vehicles Video
First look at new Stag
First look at school bus model
Zombie Ragdoll and more video
Madmole comments and answers questions
Madmole comments on newest video concerning Bosses and HP bars
Kinyajuu comments on A17 system overhauls
Kinyajuu comments on the A17 weapon mod system
Videos: Direct links to all of Madmole's A17 Videos!
If I was madmole and recieved 23 pages of whiny complaints over a non finalized HP bar I,d make everyone wait a LONG time for another video. In fact as much as i love the vids I hope he takes his sweet time.Coughs * VIDEO * Coughs
Not impressed....until the sledgehammer calls lightning, allows me to fly, can be thrown and automatically comes back to me at will.
So, reading all the updated (debatable) improvements on post 1, it's not mentioning AI improvements anywhere. Don't get me wrong, I'm loving most of what I'm seeing, however considering AI was touted as THE reason to upgrade to A17, is it still happening? Or just like most politicians primary promises, has it been dumped?
This. This is what I've been trying to find out over the past few months. Given that A16 came out ~4 months ago, if AI improvements were going to be implemented in A17, one would assume one would have heard about this by now.
Lol, if you been around since the start, seen the changes and whats been implemented then you know within your heart it Will be done, always. Updates are much faster these days = ) even if its months lolSince pimps anounce and show stuff that is viewable to public, I think they with answer when they have something to show. But an early answer is always welcome.
If I was madmole and recieved 23 pages of whiny complaints over a non finalized HP bar I,d make everyone wait a LONG time for another video. In fact as much as i love the vids I hope he takes his sweet time.
Seeing that you mentioned this, I noticed the original feral doesn't beat the fat-cop up anymore when hes puked on = (speaking of zombies being dumb.... i seen a few zombie games on steam where they actually boasted having dumb zombies that merely wonder around randomly unless they see hear or smell lunch.
i mean really ... think about it... see a zombie, throw a rock to him and he/she will circle it forever until you kill it or get away. seems ok to me.and you all thought it was a bug. <rolls eyes around in innocence>
A month ago you would have said: "Given that A16 came out ~3 months ago, if a new buff system was going to be implemented in A17, one would assume one would have heard about this by now"This. This is what I've been trying to find out over the past few months. Given that A16 came out ~4 months ago, if AI improvements were going to be implemented in A17, one would assume one would have heard about this by now.
Mod the crossbow to look like a hammer, mod the reload animation to show nothing and mod *bolts* to look like a hammer. in A17 you can add a ragdoll effect. So assign an impulse to yourself whenever you press right mouse button and you can fly as well. That's 2/3rd of MjِlnirNot impressed....until the sledgehammer calls lightning, allows me to fly, can be thrown and automatically comes back to me at will.