PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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But if you really wanted to have the skill book consumed and wanted more incentive. You could make it so any new skill books you find add to your skill level.
For example: If you found two skill books on how to make first aid kits. You could use the first one to learn how to make them and the second one to increase your skill in medicine. This was something that we had in the game but did away with for some reason.
I do miss that style, and it would work for this again. Since now they have a use again lol

 
Thanks for all of the info about buffs. It sounds like it will be a modders' paradise!
It sounds like it'll be more than just a modders paradise. If it's just as versatile for the modders from what it looks like, it will be just as easy (easier) for the dev's to go all in as well. Sounds like the ground work is in place or, mostly in place, for them to get freaky going forward.

who knows what is in store for use now :D

 
I find it incredibly hard to find any real info in this thread. I question the point in calling it a developer diary when the only relevant posts to that title seem to be on the first page. I can appreciate the questions and conversations about the update, but all these mod questions and various other off topic conversations seriously just make me think there's zero moderation on this board and coming here is a pretty big waste of time. This has been a longstanding issue with me and why I feel no reason to contribute to the discussions here. I just hope the effort level behind the scenes is much more professions, because quite frankly it seems like a ♥♥♥♥ing joke half the time. 4 1/2 years in early access with alpha 16, the last large patch, released over 15 months ago. I understand you're fixing the issues you created with your newest update as I follow the development of this game closely. Not quite hard with one video a month and a bunch of pointless blathering on a public forum that isn't worth reading. As I come here each time I feel as if all I have to share with hopeful friends are tales of disappointment and frustration. I really hope you choose to follow a better format in the future.

 
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Part 1 of 2
Ladies and gents. With all the talk of how long this alpha has taken I thought I would take the time to show you a snippet of how the new buff/item/progression/mod system works. You'll find that the backend has grown exponentially as far as functionality and ability to create from just xml.

Here is a list of events usable on items/buffs/progression(perks,skills,attributes)/and item mods:

onSelfBuffStart,

onSelfBuffUpdate,

onSelfBuffFinish,

onSelfBuffRemove,

onOtherDamagedSelf,

onOtherAttackedSelf,

onOtherHealedSelf,

onSelfDamagedOther,

onSelfAttackedOther,

onSelfHealedOther,

onSelfDamagedSelf,

onSelfHealedSelf,

onSelfKilledOther,

onOtherKilledSelf,

onBlockKilledSelf,

onSelfKilledSelf,

onSelfPrimaryActionStart,

onSelfPrimaryActionRayHit,

onSelfPrimaryActionEnd,

onSelfSecondaryActionStart,

onSelfSecondaryActionRayHit,

onSelfSecondaryActionEnd,

onSelfRepairBlock,

onSelfPlaceBlock,

onSelfUpgradedBlock,

onSelfDamagedBlock,

onSelfDestroyedBlock,

onSelfHarvestBlock,

onSelfHarvestOther,

onOtherEnteredRange,

onOtherLeftRange,

onSelfEquipStart,

onSelfEquipStop,

onReloadStart,

onReloadUpdate,

onReloadStop,

onSelfFirstSpawn,

onSelfRespawn,

onSelfLeaveGame,

onSelfEnteredGame,

onSelfTeleported,

onSelfJump,

onSelfLandJump,

onSelfRun,

onSelfWalk,

onSelfCrouch,

onSelfStand,

onSelfAimingGunStart,

onSelfAimingGunStop,

onSelfCrouchRun,

onSelfCrouchWalk,

onSelfSwimStart,

onSelfSwimStop,

onSelfSwimRun,

onSelfSwimIdle,

onSelfHoldingItemCreated,

onSelfItemCrafted,

onSelfItemRepaired,

onSelfItemLooted,

onSelfItemLost,

onSelfItemGained,

onSelfItemSold,

onSelfItemBought,

onPerkLevelChanged,

The ones with Hook Up are easy to put in, was just waiting to see if we will use them or if there will be fun uses for modders.

But wait, that's not all! Here is a list of the PassiveEffects usable on any item/skill/perk/etc.

ITEM EFFECTS

EntityDamage,

EntityHeal,

BlockDamage,

BlockRepairAmount,

DamageModifier,

DegradationPerUse,

DegradationMax,

MagazineSize,

DamageFalloffRange,

MaxRange,

BlockRange,

WeaponHandling,

IncrementalSpreadMultiplier,

BurstRoundCount,

RoundRayCount,

RoundsPerMinute,

AttacksPerMinute,

ExplosionRadius,

ModSlots,

ModPowerBonus,

SpreadMultiplierHip,

SpreadMultiplierAiming,

SpreadMultiplierRunning,

SpreadMultiplierWalking,

SpreadMultiplierCrouching,

SpreadMultiplierIdle,

SpreadDegreesVertical,

SpreadDegreesHorizontal,

KickDegreesVertical,

KickDegreesHorizontal,

SphereCastRadius,

PhysicalDamageResist,

ElementalDamageResist,

Tier,

LightIntensity,

VehicleDamagePassedToPlayer,

VehicleSteering,

VehicleMaxSteeringAngle,

VehicleAcceleration,

VehicleBraking,

VehiclePlayerStaminaDrainRate,

VehicleMaxSpeed,

VehicleMetersPerLiter,

VehicleIdleSecondsPerLiter,

VehicleNoise,

VehicleTraction,

VehicleDrag,

VehicleTankSize,

VehicleStorageWidth,

VehicleStorageHeight,

BatteryMaxLoadInVolts,

BatteryDischargeTimeInMinutes,

DistractionResistance,

DistractionRadius,

DistractionLifetime,

DistractionStrength,

DistractionEatTicks,

ProjectileVelocity,

RecipeTagUnlocked,

EconomicValue,

PLAYER EFFECTS

AttributeLevel,

SkillLevel,

PerkLevel,

SkillExpGain,

PlayerExpGain,

NoiseMultiplier,

LightMultiplier,

CraftingTime,

CraftingTier,

CraftingOutputCount,

ActiveCraftingSlots,

CraftingSlots,

CarryCapacity,

RepairTime,

RepairAmount,

ReloadSpeedMultiplier,

WaterRegenRate,

HealthMax,

HealthMaxModifierOT,

HealthChangeOT,

HealthGain,

HealthLoss,

HealthLossMaxMult,

StaminaMax,

StaminaMaxModifierOT,

StaminaChangeOT,

StaminaGain,

StaminaLoss,

StaminaLossMaxMult,

FoodMax,

FoodChangeOT,

FoodGain,

FoodLoss,

FoodLossPerHealthPointLost,

WaterMax,

WaterChangeOT,

WaterGain,

WaterLoss,

WaterLossPerHealthPointGained,

WaterLossPerStaminaPointGained,

JumpStrength,

WalkSpeed,

RunSpeed,

CrouchSpeed,

Mobility,

ScavengingTime,

ScavengingTier,

ScavengingItemCount, //Hook Up

HarvestCount,

DismembermentBaseChance,

DismembermentBonus,

TreasureRadius,

BreathHoldDuration,

Bartering,

SecretStash,

QuestBonusItemReward,

QuestTierBonus,

QuestlRewardChoiceCount,

CriticalChance,

BuffProcChance


Now that you have a nice list of possibilities you should also know that you can create and modify any new variable you like. These are called CVars and allow you to store a single float value from anywhere to be used anywhere else. These are attached to each entity.

There are also Actions that go along with the events. These come in many flavors showing some below:

*note that [target] can be self, other, self_aoe, and other_aoe, also not that any [value] (including passive effects) can be a number, randomInt(#,#), randomFloat(#,#), or a cvar using '@CvarName'

Animation Actions:

AnimatorSetFloat [target] [property] [value]

AnimatorSetInt [target] [property] [value]

AnimatorSetBool [target] [property] [value]

AnimatorFireTrigger [target] [property] [value]

AnimatorResetTrigger [target] [property] [value]

Buff Actions:

AddBuff [target] [buff]

RemoveBuff [target] [buff]

RemoveAllNegativeBuffs - removes any buff with a damageType

CVar Actions:

ModifyCVar [target] [cvarName] [operation(add,sub,mult,div,set)] [value(#,@cvar,randomInt{#,#},randomFloat{#,#})]

DebugActions:

CVarLogValue [target] [cvarName] - outputs the value of a cvar to console

LogMessage [message] - Logs a message to console

EntityActions:

DoRagdoll [target] [duration]

AttachParticleEffectToEntity [target] [particleName] [parent_transform] [local_offset] [local_rotation]

RemoveParticleFromEntity [target] [particleName]

AttachPrefabToEntity [target] [prefab] [parent_transform] [local_offset] [local_rotation]

ItemActions:

AttachPrefabToHeldItem [target] [prefab] [local_position] [local_rotation]

ScreenEffectActions:

SetScreenEffect [target] [screenEffectName] [intensity]

SoundActions:

PlaySound [target] [sound] [local_only] [play_in_head_only]

StopSound [target] [sound]

FadeOutSound [target] [sound]

StatActions:

ModifyStat [target] [stat] [operation] [value]
I'm not familiar with all this stuff, what does the "kickdegreesvertical" etc mean?

 
The day/hour based triggers are probably something we want to put in though. I can see uses for that and the bloodmoon trigger. If not for us, then definitely for modders and full conversions. If not a trigger than definitely a Requirement. A Requirement might actually be a better way to implement something like time since we wouldn't want triggers firing off constantly because the time is changing.
Either way, anything missing can be added at any point. These things don't affect saves in any way, shape, or form. So no worries if anyone thinks up something that we don't have. We're getting there. :)

Also, I suggest being very nice to Gazz as he can now implement all kinds of mean things if he so desires. ;)
Any chance for the bloodmoon be a trigger? So it will be easy to mod when it happens..

Sooo.. I heard artifact that triggers instant bloodmoon? =OOOOO

 
I find it incredibly hard to find any real info in this thread. I question the point in calling it a developer diary when the only relevant posts to that title seem to be on the first page. I can appreciate the questions and conversations about the update, but all these mod questions and various other off topic conversations seriously just make me think there's zero moderation on this board and coming here is a pretty big waste of time. This has been a longstanding issue with me and why I feel no reason to contribute to the discussions here. I just hope the effort level behind the scenes is much more professions, because quite frankly it seems like a ♥♥♥♥ing joke half the time. 4 1/2 years in early access with alpha 16, the last large patch, released over 15 months ago. I understand you're fixing the issues you created with your newest update as I follow the development of this game closely. Not quite hard with one video a month and a bunch of pointless blathering on a public forum that isn't worth reading. As I come here each time I feel as if all I have to share with hopeful friends are tales of disappointment and frustration. I really hope you choose to follow a better format in the future.
The third post gives instruction on how to glean information if that is all you are after. The dev diary is the community hub and it is full of people who take the devs seriously when they call themselves The Fun Pimps.

Coming here regularly and joining in the fun is the best way to experience all the communication from the developers. Lighten up and realize this is a video game site and have fun and you’ll also get information.

 
Maybe now the detective will start leaving the area ?
Just to let you know... It's a Spy, not a Detective; not the same at all.

And the problem is that the Spy is actually a very hard to find and fix bug, since he's also a master of disguise! ;)

Okay, maybe not! :p

 
I wanna know if the critical hit on Blunt weapons, smg and I think the AR will actually work on zombies in A17? in A16 the crit on clubs does literally nothing to zombies, you can head the sound, but they don't seem to get the debuff applied to them (health -100 as in damage).

That is assuming they still exist in A17.

 
I wanna know if the critical hit on Blunt weapons, smg and I think the AR will actually work on zombies in A17? in A16 the crit on clubs does literally nothing to zombies, you can head the sound, but they don't seem to get the debuff applied to them (health -100 as in damage).
That is assuming they still exist in A17.
In A17 if you enable debug mode then the enemy hp bars appear and you’ll easily be able to test and determine.

 
Just to let you know... It's a Spy, not a Detective; not the same at all.And the problem is that the Spy is actually a very hard to find and fix bug, since he's also a master of disguise! ;)

Okay, maybe not! :p
neither he is a detective or a spy he issssssss men in black ;)

 
Ooooh. New buffs system. I can buff the zombie strippers now?

can we make healing blocks?

Can we make zombies with auras?

Can we make red stone repeaters?

Can we make guns that do dot?

Can we...make...um...I’m out of ideas...

Can we buff blocks so that they float and move on water?

Can we buff the underground to be in any way interesting?

 
Well part of the reason for posting here was to show everyone that what they are seeing in the preview videos doesn't do justice to the amount of changes made this release. The under-the-hood changes are massive and that needed pointed out to some.
Yeah some people look at it see the new visuals and are like "We waited over a year for this?" However a lot of the changes are under the hood and effect everything in the background. I mean entire combat was redone, weapon system was redone, skill/buff system redone, vechicles redone. I am probally missing alot that was redone, to me its going to be a new game almost its that diffrent.

I do worry though in A16 I get bored around char lv 50-60 or so, does A17 have anything midgame/late game to do now? Thats actually worth doing?

 
I was thinking more of “enchancements”

But seriously, I cant see the spoilers in kins post from my phone. So I am a bit in the dark on the details.

 
You... could create a horny buff that activates for male characters when stripper zombies are near.It makes walking difficult but gives you extra stamina for chasing after them.
The "My Pants are Tight" buff...

Oh and as a side note...ANYONE interested at all in working with Unity...Right now on Humble bundle...for a mere $15 , you can get a number of completely amazing assets to work with...go check it out , expires in 2 days!

 
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