PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Yikes! I honestly thought these were a bug. man. So there's a bunch of them somewhere, -&- they're worth killing, but tough like z-bear; good to know, thanks! :)

 
did anyone find a mod for tools? I'm messing around with creative and so far nothing that works with shovels and stuff
According to Joel, there are no damage mods for mining yet. Based on other comments he's made I expect a large balance pass and some new mods to be added during experimental.

 
I don't know if it has been asked and answered before but what is the order of operations on added damage calculations from perks?

is it X+(a+b+c) or is it x+a=y... y+b=z...z+c=damage?

 
Yes I was saying the same thing, in a month the same people will be "its too easy", so we're not changing the difficulty. We are looking at boss rooms, those seem to be too difficult. However once firearms are fixed it might not be so bad.
You might come around on the perk system. The perks are way better/more interesting but some people are fixed on skill grinding. I like playing how I want, crafting ONLY what I need and not jumping through hoops to build my character. People complain about level gates but skill gates are worse... who wants to fall 5000 times to level up your agility? Or run on foot 200k miles when you have a perfectly good motor vehicle sitting there?

The caveats of skill grinding are not as great as you think. Now you just play and focus on survival and the rest comes together. I'd rather focus on real NEEDs like food/water/shelter/scavenging/fighting than be forced through artificial mechanics like falling to get better at parkour, taking damage to get better at light/heavy armor etc. Those systems are impossible to balance and more frustrating to most players IMO.
I know game has changed, though every death in game I had is my own fault, I mean I go on to fight 2 Green bore who need 40 bullets to get killed, with my wooden club will get me kill. But I don't think game get any difficult to a16, the only difficulty it has is POI. The Pawn shop I looted had 2 wolf, 2 boar, 2-3 dogs, at level <10 you cannot kill them easily. But I know at least one way to survive is that I don't go to big building just yet. Go in small house and we are good until we can fight those with better weapons. So please don't make it easier than it is already. There is way out without been dead. I know because I can survive it without much fuzz. It is good to be like this.

 
According to Joel, there are no damage mods for mining yet. Based on other comments he's made I expect a large balance pass and some new mods to be added during experimental.
just realized that as I'm looking at the xml files now

Interesting that although there are no mods for mining, there are two for shovels, but there's a problem as the shovel items are missing the "shovel" tag. Basically there are mods for shovels but no items are identified as such, I just made a quick fix here and hope they fix that for the next patch.

 
A friend of mine is a bit discouraged about the building changes. As in, a lot of the blocks he wants to use are gated behind the saw, which requires intellect level 5, which requires player level... 30.

We didn't expect such drastic changes on the building side of things. Level 30 seems like an intensely long time before we can enjoy the playstyle we usually roll with. My group of friends don't mind building forts and such with some challenge, our playstyle isn't purely creative, but even with that aside it's a little bit disappointing that things like catwalks and catwalks stairs with railings are gated behind something so far up. We'd have to scavenge for the parts to be able to build the saw anyways so making it wouldn't be an instantaneous thing.

One of the other problems I just noticed is that I can't even tell what other construction changes have been made. I have to manually type things in before they show up, like with catwalks, otherwise I'd have to rely on my memory to see what's where (my memory isn't THAT good, lol). But for the current issue for my friend, maybe you guys could bump the saw to a lower intellect level or something? If that's even potentially possible, at least.

For the most part we're enjoying ourselves even while A17's in experimental. We've stumbled across the hitboxless trees but that's already a known issue (and of course it's an in-progress build so it's understandable if we come across any other potential bugs). One of my other concerns involves some of the required levels to get certain perks, I don't feel like it was a good idea to gate everything behind levels. However, as A17 progresses maybe we won't be the only ones feeling like that, or we'll just get used to it, lol

Anyways, thanks for all your hard work, Fun Pimps, please keep it up!

 
Okay, this warrants some explanation.
RWG, and the changes that were made.

Old.

RWG would be made, and all of the data would be put in the save folder, and as you explored chunks, "region" files would be created. The calculations were done as new chunks were loaded, so the game didn't know that it would be say, a forest biome with an ore cluster until you entered the new chunk.

New.

Rwg creates a world. A height map (DTM), splatmap images (biomes) and a prefabs.xml, just like Navezgane uses. The files are stored in the game folder, under data/worlds, and are NOT AFFECTED BY SAVE GAMES. They simply "exist", like a Nav map does.

Now, when the user enters a new chunk, the game already KNOWS what data to expect, so creates the region files faster.

THE GOOD NEWS IS:

Because the map is literally a DTM file (grey scaled height map file) you could literally load mars and use it as a map. Like, it's been done.

You can also use an image edting program to CREATE YOUR OWN MAP. You can specify which biomes go where by editing the splat map. You can put specific prefabs by telling the prefab.xml where to put them. You can SPECIFY SPAWN POINTS. Where water goes. Roads. Radiation. Entities. Spawners.

So, although this is the first iteration (although I think it's rwg v4.0) of this method, can you start to see the potential now?

Look familiar?

biomes.png


...that's nav's biome mapping.

Want some snow in the south? Edit that .png file, throw in some white at the very bottom. Save the file. Then load the map.

That easy.
Thank you for the explanation! I finally kinda understand how the new RWG is made!

Few questions,

When I make new worlds, they all have names on them, like Xuhave Territory and Juyifu Mountains.

Where all these different worlds designed and named by someone? Or were they randomly made and randomly named?

I see 7 folders with names like these in the Worlds folder, are these all of them?

 
If that was a bug it should be promoted to feature, it was a great quality of life improvement.
I still have it. Works with stone axes and wooden clubs that I know of. It's been doing it for me all day. I think it's the ones that are so quick anyways, that it just does it. Haven't tested it with iron or steel yet, the ones that actually take time to repair.

---Updated---

Time for blood moon. Gotta say, love the sounds. Made me jump when the first lightning strike went off. Never noticed, but is there lightning by any chance? That'd be crazy for it to strike randomly, hehehe.

 
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Some was just complaining over having to wait till level 30 to use blocks to build the base that they want...

Most games you start small and work yourself up.

If it takes a few days or a couple weeks to get to level 30 for you to build a base you want then you will feel much better about it when you finally do.

If you really want to build concrete mansions the first week then I suggest turning the creative mode on.

These complaints are driving me bonkers lol

- - - Updated - - -

The only time I've seen rain is in the burnt forest biome. No other weather patterns since.
I've had rain in the forest quite a few times.

 
We need working radios. The traders could be running broadcasting stations playing music. Also the radio could be used as a trap. Duct tape it to a pipe bomb and toss. The horde runs to it and boom. Zombies in orbit.

 
I started a new game with my son last night. 4 days done. Level 12. 0 deaths for me and 1 for him. We did one quest and bailed on a second. Got crippled in desert by heat and no water, but make it out next day back to our church roof base where we hole up each night, except for that night in the desert, where we hid on a building roof.
I just found a small sturdy tool store, not far from the church, that we will be using for our day 7 day BM.

The challenge is real, but if you pay attention, plan ahead and don't go blundering about, it can be done.

Sneak attacking sleeper dogs in the head with an arrow for a one shot kill is sweet. I'm doing x2.8 with perks.

I also got to test doing a simultaneous sneak attack. Each of us line up for a head shot and fire at the same time and since there is a small delay in zombies going alert, we both get x2 (or better with perks) damage plus the bonus if you hit the head. We one shot a wolf doing that and use it on boars.

Hope you had a good Thanksgiving!
Man, sounds awesome. I would love to get in here with my son, but he needs a better laptop/computer for this game.

If you are in Navezgane and holding up in the same tool store I'm at (just North of a church in the forest), there are two boulders to the east (one on your side of the river and one accross. I built up on top of the boulders with just wood frames and reinforced where the supports met up to build a bridge connecting the two rocks with the tool shop. I have survived day 7 horde night and didn't even lose my first outpost (rock accross the river). I had some good weapons though... AK, SMG, RPG, hunting rifle, and enough ammo to last. Just a thought. I'm playing solo btw.

 
Thank you for the explanation! I finally kinda understand how the new RWG is made! Few questions,

When I make new worlds, they all have names on them, like Xuhave Territory and Juyifu Mountains.

Where all these different worlds designed and named by someone? Or were they randomly made and randomly named?

I see 7 folders with names like these in the Worlds folder, are these all of them?
When you create your see name (kept private) a world name is generated (made public on the server list). Those are the names you see.

 
When you create your see name (kept private) a world name is generated (made public on the server list). Those are the names you see.
So the reason that those names exist is to keep the real seed name private? So when my friend made that embarrassing seed name, nobody saw it on the list of servers:smug:

 
When you create your see name (kept private) a world name is generated (made public on the server list). Those are the names you see.
Guppy, Any idea what happens to those worlds when a new version releases? DO I need to delete them to take advantage of any bug fixes for RWG?

 
I killed three of them and got around 250 meat (had some harvest perks tho) and around 150 hide.Actually it might have been a 250 stack and a 90 something stack of meat.
My friend and I found 3 of those chilling near some tents and we thought it was a bug or something - they didn't move no matter how close we got to them while fighting nearby zombies. Since it was the first time we encountered such a beast, we decided to do the sensible thing and engaged them. After a long session of running, kiting and shooting (we unloaded about 40 shotgun shells and twice as much 9mm bullets on them) we managed to down them. One of those can net you 109 pieces of meat with Huntsman lvl2. I can't recall how much leather I got from them.

 
Guppy, Any idea what happens to those worlds when a new version releases? DO I need to delete them to take advantage of any bug fixes for RWG?
The /idea/ is that the worlds can be kept between builds (but use new saves), but of course during experimental they want wipes.

Think of it like picking nav each time a new build comes out.

 
The /idea/ is that the worlds can be kept between builds (but use new saves), but of course during experimental they want wipes.
Think of it like picking nav each time a new build comes out.
Thanks, I was pretty sure it worked that way but wanted to make sure. I assume the new download will automatically replace Navezgane?

 
ACK - Coolness!
I just discovered I can put a light on my army helmet! what other mods work on helmet? I would love to get rid of the speed/agility issues.

also has the headlight reflection been reduced? if you play PVP and your mining helmet was off you could still see the player from far away due to the reflection
The plating, insulation, the bushings that make you quieter, the stuff that reduces stamina cost, to name a few. We'll get night vision in soon for helmet mods too. Press and hold F to toggle between light mods :)

 
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