The Gronk
Colon Pounder
To be fair, using our enemies to do our work is something I stole from the British "Foreign Office"... who I believe stole the idea from the Romans.I like how you think! I will steal your idea, no royalties for you!![]()
To be fair, using our enemies to do our work is something I stole from the British "Foreign Office"... who I believe stole the idea from the Romans.I like how you think! I will steal your idea, no royalties for you!![]()
..and that leads into the #1 gate: Excessive looting!...or just loot the containers from the roof. Looting distance is pretty ridiculous if you ask me. I never felt it needed to be "fixed" back when you had to actually stand up close to a container to loot it. The current distance could make bosses irrelevant if you can continue to carry out "distant looting".
It might be lol I watched last night while getting ready for work.The 1 (Sun) marker looks like Day 1 to me.
Gronk had a good reason about boss zombies.joel did say they are trying to basically design each one with its own back story so we will find out in due time.![]()
however, i would have preferred the hp meter of the target be over the target and not in my HUD itself.
3:12 - breath holding for aiming?btw.....Madmole inadvertently showed a brand new feature in the most recent video but you have to be really observant to have caught it. If someone can spot the change I'll confirm it and it may lay to rest one of the biggest #gates we've had around here...
Exploring? I don't think so. TFP did say loud enough that this is a cross between survival, tower defense, RPG... and that RPG features are missing (quests, NPCs, attributes to name the most prominent) and are top priority now. Also Guppycur protested about that direction for most of A16 experimental, so it wasn't really hidden.The problem appears to be Roland thinks its a survival game with as much realism as possible while retaining the fun and TFP still seem to be exploring what the game should be. I think they look at top sellers and try to emulate some things.
Without having seen the video I would put my bet on #backpackgatebtw.....Madmole inadvertently showed a brand new feature in the most recent video but you have to be really observant to have caught it. If someone can spot the change I'll confirm it and it may lay to rest one of the biggest #gates we've had around here...
I did notice when he pulled up the menu some stuff. But to be honest I don't know to much about that part because I have never paid much attention to it. So I personally couldn't say if anything extra was in it or not.NPC entity spawner?![]()
Things I have spotted so far:btw.....Madmole inadvertently showed a brand new feature in the most recent video but you have to be really observant to have caught it. If someone can spot the change I'll confirm it and it may lay to rest one of the biggest #gates we've had around here...
You sir pay a lot more attention then I did haha but did notice the trash icon in the menu.Things I have spotted so far:
- Game runs on DX11, but thats already been spoiled.
- Clothes seem to have lost quality and stack to 500 now.
- Same goes for minibike parts.
- Some blocks (with stack numbers) have quality now, could not see what blocks they were but could be electric ones.
- Mining hat as the 'Assembly' option so it can be assembled from parts now I think?
- Spawn menu seems overhauled with optional more than 1 screen of zombies to spawn (which is great for me as a modder).
- Seems there are is a Bandit Leader now and some NPC survivors added. But only visible on the list so no way to tell if it works.
- Zombie kills give a lot more experience by the looks of how fast he levels from killing just a few (but that could just be a wip side effect).
- Zombie ragdoll movement seems to work, they fly when hit by the shotgun.
- Weapon parts are no longer there when a weapon is assembled, so they could be out and replaced by the new attachment (this new system would likely otherwise conflict with the existing weapon part system and create a lot of xml entries for multiple weapons as it is in A16).
- The bedroll starter quest does no longer seem to need the bedroll to be crafted or placed, only fiber gathered.
- It seems that Madmole can attach weapon mods to his shotgun/use the assembly but cannot repair it because he does not have the recipe learned. This means that perhaps finally these two systems have been separated so that repairing is not tied to being able to assemble a gun. But it could also be that assembly with the recipe known will show the weapon parts that as mentioned before are not visible.
- New stats on weapons that show, but these seem for debugging and only horizontal/vertical spread are new.
- Scrap frames are now Iron frames (but thats just a rename in localization.txt)
- The Inventory has a TRASH button![]()
Probably more that I missed, but lot of cool stuff here![]()
Well I took the time to reanalyze it when I saw Rolands post, I did not see that trash button and it does only show in creative and later on its gone when Madmole opens his inventory.You sir pay a lot more attention then I did haha but did notice the trash icon in the menu.
I do agree here. I prefer to "find out" by myself how strong is an ennemy than having a red bar telling me some infos.The enemy health bar is a good tool for debugging but as a constant feature it just seems wrong. It takes away a lot of the fear in facing down an enemy and since this is a survival-horror game more fear is good.
Yeah I seen it then when he opened back up it was gone so didn't think to much of it until you brought it up. I was looking around for new block directions but nothing stood out.Well I took the time to reanalyze it when I saw Rolands post, I did not see that trash button and it does only show in creative and later on its gone when Madmole opens his inventory.
Spam crafting? :spy:btw.....Madmole inadvertently showed a brand new feature in the most recent video but you have to be really observant to have caught it. If someone can spot the change I'll confirm it and it may lay to rest one of the biggest #gates we've had around here...