PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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They have been very busy in the last day according to steamdb:https://steamdb.info/app/251570/history/

They usually use /testing_trunk/ folder to test before updating /latest_experimental/ folder (public experimental builds) but this time you can see a ton of updates to /testing_branch_alt/ which could mean they are testing some big system change in a separated build.

My bets are new RWG algorithm which can break a lot of thing vs the old system, or new unity version (they talked about adopt new garbage collector to fix microstutters), new occlusion culling system which avoid render things not seen by the camera (madmole mentioned to improve performance) or new character controller (faatal mentioned to improve performance when you see a lot of zombies at time).

 
lots of (freaking awesome) new pois thanks to lots of poi designers in first a17 iteration.

not much since.

what are those guys up to?

 
i hope questsas quests currently are centered on pois...
I'm guessing that A18 will add many new quests and mods in the same way that A17 added many new POIs. I'm excited about the future.

 
I'm guessing that A18 will add many new quests and mods in the same way that A17 added many new POIs. I'm excited about the future.
I'm just excited in general.

Could be because of the 4th coffee of today, though.

 
They promised so much with this Alpha, but have just completely f$%^*ed the game up.
They did not promise to tailor the game to your tastes. Tough luck, EA means a player might see an unfinished game missing features he doesn't like.

My bets are new RWG algorithm which can break a lot of thing vs the old system, or new unity version (they talked about adopt new garbage collector to fix microstutters), new occlusion culling system which avoid render things not seen by the camera (madmole mentioned to improve performance) or new character controller (faatal mentioned to improve performance when you see a lot of zombies at time).
A new method to determine crafting quality is also possible, MM said he might have a new idea for that

 
I'm guessing that A18 will add many new quests and mods in the same way that A17 added many new POIs. I'm excited about the future.
I'm kind of hoping bandits are held off until A19. Ideally I'd like to see behaviour trees (which were part of the plan at one point) combined with a simple set of standard infantry battle drills. With the right type of behaviour tree you can get quite complex behaviour, settable in xml, for relatively little overhead. This takes time though and I'd like them to take the time to do it properly.

Obligatory PDF warning...

https://www.elon.edu/docs/e-web/academics/elon_college/rotc/COMMON_BATTLE_DRILLS_FOR_ALL_INFANTRY_UNITS.pdf

Sorry, I seem to have put two spoonfuls of hope in my coffee instead of sugar. :-)

 
Question, late game, why can't a take a molotov cocktail and burn down POI's? I know this would be bad on a MP server, but single player would be nice to deal with the ferals.

 
I joined at A16, got about 200 hours in game in about 3 months. Since A17, got another 100 hour with my friends within a month and we think that A17 is awesome.

Devs can't make everybody happy, but overall I think the game is improving in a good way. I wanna see more stuff, story, quests, more materials, more options to build bases, performance tuning, etc, but now I think that devs are doing a good job.

 
lots of (freaking awesome) new pois thanks to lots of poi designers in first a17 iteration.not much since.

what are those guys up to?
They do level designer things. ;)

Can't just drop new POI in a patch because that is only going to cause trouble with existing savegames and then players cry unfathomable tears of sadness. (which are yummy but that's beside the point)

 
Question, late game, why can't a take a molotov cocktail and burn down POI's? I know this would be bad on a MP server, but single player would be nice to deal with the ferals.
That is an excellent idea. For wood at least, we don't want to burn down our own bases and the biggest advantage of molotovs is that they do zero damage to blocks.

If I can find some time, I will make some test to see if this can be easily modded in. I think someone already made such a mod in A16 but I'm sure he needed to add custom libraries and with A17 it might be possible with simple xml edits.

 
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Gazz do you know if it is possible to affect the lootabundance with a buff ?
We all know what you want.

Go to Loot.xml

Change this:

-<lootgroup name="ammo" count="1">

<item name="ammoShotgunShell" count="1,10"/>

<item name="ammo9mmBullet" prob="1.5" count="1,20"/>

<item name="ammo762mmBulletFMJ" count="1,20"/>

<item name="ammo44MagnumBullet" prob="0.2" count="1,12"/>

<item name="ammoArrowSteelAP" count="8,16"/>

<item name="ammoCrossbowBoltSteelAP" count="8,16"/>

To this:

-<lootgroup name="ammo" count="10">

<item name="ammoShotgunShell" count="1,100"/>

<item name="ammo9mmBullet" prob="1.5" count="1,200"/>

<item name="ammo762mmBulletFMJ" count="1,200"/>

<item name="ammo44MagnumBullet" prob="0.2" count="1,120"/>

<item name="ammoArrowSteelAP" count="8,160"/>

<item name="ammoCrossbowBoltSteelAP" count="8,160"/>

Good to go for Gamestage 3000+ :D

 
We all know what you want. Go to Loot.xml

Change this:

-<lootgroup name="ammo" count="1">

<item name="ammoShotgunShell" count="1,10"/>

<item name="ammo9mmBullet" prob="1.5" count="1,20"/>

<item name="ammo762mmBulletFMJ" count="1,20"/>

<item name="ammo44MagnumBullet" prob="0.2" count="1,12"/>

<item name="ammoArrowSteelAP" count="8,16"/>

<item name="ammoCrossbowBoltSteelAP" count="8,16"/>

To this:

-<lootgroup name="ammo" count="10">

<item name="ammoShotgunShell" count="1,100"/>

<item name="ammo9mmBullet" prob="1.5" count="1,200"/>

<item name="ammo762mmBulletFMJ" count="1,200"/>

<item name="ammo44MagnumBullet" prob="0.2" count="1,120"/>

<item name="ammoArrowSteelAP" count="8,160"/>

<item name="ammoCrossbowBoltSteelAP" count="8,160"/>

Good to go for Gamestage 3000+ :D
What i really want is a fluctuating Buff that set the lootabundance

70% of the time to 25%

20% of the time to 100%

and 10% of the time to 200%

Means different to now there would be a chance to loot something nice (like a jackpot) but normally you get only peanuts

Ammo i solved by respawning boulders and cars. And if that is not enough maybe later by bigger amounts you can harvest

 
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What i really want is a fluctuating Buff that set the lootabundance 70% of the time to 25%

20% of the time to 100%

and 10% of the time to 200%

Means different to now there would be a chance to loot something nice (like a jackpot) but normally you get only peanuts

Ammo i solved by respawning boulders and cars. And if that is not enough maybe later by bigger amounts you can harvest
no amount of sugar will change what i see, and that is... it will still be RNG only a little more maybe... :)

when multiple %s are given to a formula it is random. :) but that is totally your choice and thats what matters.

btw - Aldranon's way looks to be a whole lot simpler. but i am blind in one ear and deaf in one eye. :)

 
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unholyjoe the lootabundance rng is simply broken.

Set it to 25% and will not get 25% if these nice Tools or Weapons, no you will get exact Zero

The way i want to mod it it would be possible to strecht the game by low loot amounts but you would still get sometimes a really full container

And who dont like this "Yeaaa baby, a full crate of nice loot" moments

But the silence about my question let me believe that there is no way to realize that :(

 
unholyjoe the lootabundance rng is simply broken.Set it to 25% and will not get 25% if these nice Tools or Weapons, no you will get exact Zero

The way i want to mod it it would be possible to strecht the game by low loot amounts but you would still get sometimes a really full container

And who dont like this "Yeaaa baby, a full crate of nice loot" moments

But the silence about my question let me believe that there is no way to realize that :(
truthfully i have yet to play any game where RNG was fair... luck to me has always been... i just dont get what i want when i really want it or need it.

if it wasnt for bad luck i wouldnt have any luck at all. :)

 
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