There is info. The new blood moon frequency settings are coming with a17.2.As far as I know, there's no info on A17.2.
I'm waiting to start playing 7 Days again too.. Have stopped playing a week ago.
Saw no real info too.As far as I know, there's no info on A17.2.
I guess we speak only about info of the release dateThere is info. The new blood moon frequency settings are coming with a17.2.
Yeah you're right, but i think the question was more related to release time.There is info. The new blood moon frequency settings are coming with a17.2.
Gazz seemed to insinuate that it was the last of the patches, experimental is over. For better or worse whatever comes out is likely what we'll be playing until A18.Only rumors that say it will be a bigger of the minor patches. Means dont hold your breath
Gazz was just differentiating between expectations for experimental and stable releases. It had nothing to do with how many 17.x releases there could be.Gazz seemed to insinuate that it was the last of the patches, experimental is over. For better or worse whatever comes out is likely what we'll be playing until A18.
Yes they have considered it. I saw a mention of that exact mod in the XML code.Hello
So i just had a thought. Since there's a number of people that like to focus on firearms as their main way of fighting zeds/hordes and it can be heard quite frequently that brass is often an issue (its scarcity / limited ways of obtaining) - here's an idea.
Would it be possible to make either a modlet or a mod for firearms that once attached to a gun - it's gonna be 'catching' bullet casings after each shot and adding them to the backpack (if there's room ofc)? It could be either collecting all casings or a certain percentage like some of them would be getting damaged/falling apart and for example appearing in the backpack as raw brass.
For example, each casing requires 2 brass (and 1 clay) to be made. After shooting 20 bullets from an AK with such mod mounted - it would give back into our backpack something like 12 casings and 6 brass (from 6 damaged casings) while the other 2 casings got shattered into tiny bits and lost. Again, it's just an example how it could work.
That mod could be locked in some higher lvl schematics like 3 or maybe even 4 or 5 and act as a rare loot.
So what do you think about this guys?
I would honestly love if such mod would make it to the game in some 17.x patch (even though i'm more of a bow/crossbow guy).
Regards![]()
Seriously? That's how you read his post? This is such a good example of how rumors get started. Someone misunderstands completely the words a Dev says and passes on totally inaccurate information.Gazz seemed to insinuate that it was the last of the patches, experimental is over. For better or worse whatever comes out is likely what we'll be playing until A18.
I'd love to see A17.9 with the new systems properly polished but TFP tend to hurry themselves a bit more than I like.Seriously? That's how you read his post? This is such a good example of how rumors get started. Someone misunderstands completely the words a Dev says and passes on totally inaccurate information.
I like the rag doll effect in the game but there is something wrong when the death animation kicks in.The rag doll effects make that really satisfying I would assume.![]()
Foul mouthed? I always considered them quite honey-tongued.The bees were too large and aggressive and foul mouthed to make it work.![]()
wooohoooooo!Thanks for the link. It was indeed broken. 25% was giving near 0% loot. Basically all numbers except 100% were wrong.
I fixed it today and setup a unit test in Unity's Test Runner. Now it handles fractional loot and we get results like:
RandomSpawnCount 0 to 2 (average 1), abundance 0.25 = average 0.249965
#0, count 750035, 75.00%
#1, count 249965, 25.00%
#2, count 000000, 00.00%
RandomSpawnCount 2 to 5 (average 3.5), abundance 0.25 = average 0.813696
#0, count 248485, 24.85%
#1, count 689334, 68.93%
#2, count 062181, 06.22%
RandomSpawnCount 0 to 2 (average 1), abundance 0.5 = average 0.499909
#0, count 500091, 50.01%
#1, count 499909, 49.99%
#2, count 000000, 00.00%
RandomSpawnCount 2 to 5 (average 3.5), abundance 0.5 = average 1.750003
#0, count 000000, 00.00%
#1, count 374502, 37.45%
#2, count 500993, 50.10%
#3, count 124505, 12.45%
#4, count 000000, 00.00%
Why did you bother quoting JCrook? Your response had nothing to do with his post.I'd love to see A17.9 with the new systems properly polished but TFP tend to hurry themselves a bit more than I like.
I'm disappointed that the experimental phase is over already, especially with the base-disappearing bug rearing its ugly head. That's damn close to the definition of a game-breaking bug... not quite, but damn close.
We had a base disappearing because of chunk reset in A16.4. Basically we have been playing at least 1,5 years with a "stable" that has such a bug.I'd love to see A17.9 with the new systems properly polished but TFP tend to hurry themselves a bit more than I like.
I'm disappointed that the experimental phase is over already, especially with the base-disappearing bug rearing its ugly head. That's damn close to the definition of a game-breaking bug... not quite, but damn close.
In technical terms, without obfuscating the point too much with jargon, it's what we call a "mistake".Why did you bother quoting JCrook? Your response had nothing to do with his post.