PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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One difference I’m thinking is not standing too close to the edge of your rooftop if there is any chance of a zombie reaching you. The current stun would leave you on the roof. A grab and pull, however...
Will the character get regdoll when stunned? Can be a strong stunning = regdoll, a weak stunning = slowing the player, and slowing the attack of the player?

 
I'd give my left kidney + my liver and maybe an eye , if you would code it that we can place blocks on grass / shrubbery.

That would help so much during early game building. The constant grass blocking or small stone / wood shrubs. ughhhhh

 
Whats this i hear about testing codes, i'm really excited about the jeep and weapon mods. are zeds going to to start digging again.?

okay that join date is all messed up, my password is a million years old. if this is a new forum why does it say feb joined LOL.

 
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Sleeper vultures have a sight range +1? What is that about? I don't think that they sleep with there eyes open. Also are not looking around because they are sleeping.
I wouldn't think of them as "sleeping", more resting or perched on buildings and light poles like vultures do IRL. "Sleeper" is just the term carried over from the zombie version due to the similar mechanics.

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I'd give my left kidney + my liver and maybe an eye , if you would code it that we can place blocks on grass / shrubbery. That would help so much during early game building. The constant grass blocking or small stone / wood shrubs. ughhhhh
If you mean that the shrub and small stones get replaced by the block you are putting down like grass already does, then +1 for that. I'll even add bird's nests, small logs, and small cactus to that list.

 
Hitler Vid? what does that mean?
You'll see in mid-July when EXP-A17 is postponed to August :p

JK JK!

Have you seen that clip from the movie "Der Untergang", where people add English subtitles to the German-spoken audio?

Well, it's like that, only 7d2d related :)

 
You'll see in mid-July when EXP-A17 is postponed to August :p JK JK!

Have you seen that clip from the movie "Der Untergang", where people add English subtitles to the German-spoken audio?

Well, it's like that, only 7d2d related :)
no i haven't. is there a link to the actual vid that they are talking about? it just seems really strange.

 
@faatal

Nice changes to the vulture! Right now when a vulture hoard spawns they kind of drift away like balloons. You have probably tested vulture hoards since your fixes, how well do they work?

 
@Roland - Is there a way i can request a type of poi to be added to the game, I have one in mind but it is larger than any so far in the game for what I have seen and I wanna detail it out for someone

 
An update...
Huge vulture AI overhaul this week, which was kind of bug fixing, so not really new features. ;)

Added: Sleeping to vultures and set home distance to sleeper sight range + 1.

Changed: Improved vulture return home, movement, turning, attacking and added attack relocation mode.

Added: Vulture circling mode.

Added: Vulture glide anim, which blends in/out depending on vertical motion and state.

Added: Vulture wander height check, so stays a nice random distance above terrain.

Added: Made vulture sight range long and added drifting toward closest visible player when in wander mode.

These changes makes vultures feel like a very dynamic enemy. Probably my favorite now, as they lazily drift toward you and wait for you to be injured and rapidly swoop down to rip your face off, aggressively chase you, pull up to find a new spot to pounce on you again and repeat. The variable movement rates look nicer, since flying up is a lot harder than down IRL.
Has their low flight ceiling turning been improved? One thing I had issue with about Vultures in A16, is when they are flying low to the ground, they can sometimes turn 45/90/180 degrees in an instant. It is as though they hit the low flight ceiling, and so the rest of the glide turn is ignored and they spin.

 
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