PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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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.
I have reduced turning rates on all (I think) enemies and animals. None of them should be snapping to a direction. That includes vultures, which turn at a moderate rate, regardless of altitude. They also have smoothing (reduction in turn rate) as they reach the target angle.

AI movement now has a separate movement yaw and direct line movement, so they can side step, curve or go in reverse as they move, regardless of visible facing, which fixes the fun circling issues of old. Attacks still use visible facing, so no, they are not going to hit you sideways or backwards. ;)

 
I have reduced turning rates on all (I think) enemies and animals. None of them should be snapping to a direction. That includes vultures, which turn at a moderate rate, regardless of altitude. They also have smoothing (reduction in turn rate) as they reach the target angle.
AI movement now has a separate movement yaw and direct line movement, so they can side step, curve or go in reverse as they move, regardless of visible facing, which fixes the fun circling issues of old. Attacks still use visible facing, so no, they are not going to hit you sideways or backwards. ;)
How well do they cope with flying between tall buildings? Would a vulture in the city be a threat or an amusing distraction?

 
Vultures will bump into buildings and randomly pick a new waypoint or circle point, so it works, but could be better. The new ground distance code will push them up or down each time they start a new wander state, so once over a building they would climb, then drop as they get over the streets.

Oh, and when they see you, they will dive at about 3x the old move speed and pay you a visit.

 
So the feather delivery system is even faster, nice! =)

...looking forward to getting picked up and flown to a nest...v

 
You can say they are sleeping, resting, thinking, knitting or whatever works for you, but snakes, vultures and some other animals can now be sleepers, just like zombies, meaning they sit there until you damage them or they see or hear you.
Sweet! So does this mean we can add vultures to wrecked open to the air buildings eventually?

I have not tested in a horde, but Gazz and I just talked about that issue this week and I plan on adding some method to get them following or going to the horde destination. If I don't get to it, for A17, they will still behave somewhat better, since their long vision will allow them to see you sometimes and start coming your way.
Cool! Hope you or whomever, can get them working with the bloodmoon hordes as well at some point. :)

 
Looking for input on adding a Compost for A17

Craft a compost using wood or iron, fertilizer & nails

- Add Spoiled food, plant fibers, dirt fragments & plants (spoiled food is from Starvation Mod, I believe)

= Fertilized Farmland

 
A17+ Wish List

I am hoping for the following improvements in the future (not A17):

  1. Removing 10 or 100 items of a stack by holding SHIFT or CTRL and right click
  2. One handed Riot Shields then only allowing one handed weapons (e.g. pistols)
  3. Food Spoilage unless in a powered refrigerator


Hoping and waiting for A17 which will consume hundreds of hours of enjoyment!

Thanks!

 
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Vultures will bump into buildings and randomly pick a new waypoint or circle point, so it works, but could be better. The new ground distance code will push them up or down each time they start a new wander state, so once over a building they would climb, then drop as they get over the streets.
Oh, and when they see you, they will dive at about 3x the old move speed and pay you a visit.
so its like Coyote and road runner...wait for it...wait for it...move out of the way and vulture hits the asphalt, Bam!

 
I have reduced turning rates on all (I think) enemies and animals. None of them should be snapping to a direction. That includes vultures, which turn at a moderate rate, regardless of altitude. They also have smoothing (reduction in turn rate) as they reach the target angle.
AI movement now has a separate movement yaw and direct line movement, so they can side step, curve or go in reverse as they move, regardless of visible facing, which fixes the fun circling issues of old. Attacks still use visible facing, so no, they are not going to hit you sideways or backwards. ;)
That's some of the best news yet! No more spinning and a realistic yet dangerous melee combat... Perfect!

 
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