Yes, it has been stated many times, it will be fixed.Will the smell system be finally fixed in A17? I've heard nothing on that front..
Cool. Can I ask where you have this info from? Because I don't see it on the first post here, in the list of upcoming changes and introductions.Yes, it has been stated many times, it will be fixed.
Summer of 2018 will be better time to ask. Devs heads are steaming, so its worth the wait. As alwaysHi pls ewryone know, date of reles Alpha 17?
or time? weeks or moths?
THX
NoHi pls ewryone know, date of reles Alpha 17?
or time? weeks or moths?
THX
P(release) = 1 if t --> ∞Hi pls ewryone know, date of reles Alpha 17?
or time? weeks or moths?
THX
As i understood smell is part of the new stealth system.Cool. Can I ask where you have this info from? Because I don't see it on the first post here, in the list of upcoming changes and introductions.
Kinyajuu, thanks for the explanations. Not sure some of these changes will be better but no way to tell until in game.on gun crafting and mod NOTcrafting:
You cannot craft mods, they will be found in loot, treasure, quest rewards, and possibly secret stash. They don't need tiers since we aren't limited on item ids anymore, that means more specifically named mods that might do similar things but with wildly different side effects. This is more horizontal so it didn't make sense to have one thing be T1 and another be T2 when they aren't technically better than the other, they just share a common main stat. This means you won't be looking for a purple mag extender. You'll be looking for a 45 round AR banana clip, 20 round extended pistol clip, etc. One variant may cause it to randomly jam (jerry rigged some crazy spring system to allow for it) while another might alter the kick from the change in weight. Just two examples off the top of my head, nothing that's put in as such yet. I exposed a LOT of variables so we have tons of things to mess with.
We have a progression system that we have put a lot of design work into for a17. You won't be crafting high tier items in week 2, not without sacrificing on improving something else early on. You'll be allowed to focus on just grinding up your intellect/crafting skill all you want. But doing so means not improving your max stamina, max hp, melee abilities, tool usage, etc until later on. So sure, you'll be able to make nice guns but you'll be crap at handling them until you start putting points into that too.
You definitely won't be swimming in exactly what you want. We've always been pretty good at keeping that from happening.
The Rate of fire mod in the video was a 200% fire speed. It was simply for showing off what the new systems are capable of and you likely won't find a mod in vanilla that would make the pistol fire 600 rounds per minute. Showing a slight difference in speed isn't all that exciting but even a small bump in RPM, say 60, means another round of X damage per second. So numerically it adds up faster than visually hence cranking it up to 11.5 for the video.![]()
/mini_data_dump
I too never heard on smell, but I believe AI is been working on currently, and if Zombie AI is set/worked upon for change it will/have chance of complete overhaul as other parts, so smell, hearing ability, vision anything can get change with rewritten AI. If AI just get fixed, then surely they fix smell on old AI, but hints were provided for complete rewritten AI, so it might will get changed and work. My Guess.Cool. Can I ask where you have this info from? Because I don't see it on the first post here, in the list of upcoming changes and introductions.
One of these days you'll have to melt our brains by doing a /mega_data_dump./mini_data_dump
Is this why we have hazard costumes ingame ? Just in case ?One of these days you'll have to melt our brains by doing a /mega_data_dump.
But please, for the love of all things holy, don't give us a /guppy_dump.
yes we havn't used clips since WW2, Korea and parts of vietnam.there are NO CLIPS for these guns ! They use magazines... :fat:
Isn`t the volume of the magazine detirmines how much ammo on automatic you spent ? Auto fire with small magazines is somehow sane though. Good point.One thing that I would like to point out when upgrading any gun to fully automatic. Watch your ammo.
I learned that the hard way playing Fallout 4. I had a gun that seemed like I would never run out of ammo because it was so plentiful. But I upgraded it and burned though a few thousand rounds pretty quickly.
Although part of the problem was the damage stats were lowered and it was harder to control while firing.
the whole point of limiting smg's magazine sizes (ie any weapons that is not a full sized machine gun.) was to limit how many rounds rounds went through that barrel in x amount of time. the reason for this is because barrels melt, really easy. even a belt fed 240 golf could only stand maybe 100 - 200 rounds (300's pushing it) before the barrel started to droop. and you had to get really good at changing out barrels, and know when to do it. because if you didn't do it early enough you melt the barrel bag and it sticks to the barrel then you have a harder time switching the barrel back when it cools down.Isn`t the volume of the magazine detirmines how much ammo on automatic you spent ? Auto fire with small magazines is somehow sane though. Good point.
a good stealthy person always knows how hidden he is. moving around waiting to see if the zombie spots you means your a horrible sneaky snek and you should not be doing it.Man that new stealth indicator is killing my immersion. Visual queues like a zombie chasing you would work quite well, can something like that be implemented?