TheDay755Hero
New member
Any estimates on when it is going to be released? (Late 2020 ~ Early 2021)?
Not to mention the AI. I hope they won't be braindead like the zombies are. I'd love to see them move about, have hideouts, scavenge and such, even if it means they take a few more versions. They should have self-preservation, and run away if you shoot first or with a bigger gun, especially if they only have a melee weapon. Using ambushing and stealth would also give them quite the threat, but I'm sure that'd all be quite expensive to code in.Bandits are still a long ways off so insert excuse here and deal with it. We do have the animation team to crush them properly now, but only have one Faatal, but we did hire his trusted sidekick so hopefully its not too far off.
Well, write few lines in C# to fix a bug is same/similar as xml lines. So why it is bad thing to show off? It is a feature we should be consider. Not how they do. XML or Assembly language or rocket science. not our business. We just see feature and enjoy.RWG?....finally
When will the sound bug be fixed, when sleepers move soundlessly after waking up?
Are you planning to rework the settings for textures so that they do not shine (look like plasticine)?
Or, maybe you consider it already looks good?
(I do not mean disabling SS-reflections in game options)
Oh, somehow it is not very polite to present a couple of minor lines of .xml as a new acquisition for a new alpha...
Fairly certain bandits and npcs are Kickstarter stuff. And fairly certain they have to be implemented before gold. Or those who backed the game for those 2 would be up in arms and possible further stuff occurThen you're up for disappointment. It's true that those are what the game really needs right now, but they will most likely come after gold.
On a totally different note, whatever happened to the flamethrower traps that were teased a while back? We could use more traps, to be honest.
I've been asking for this since I first started playing in a9/10 still waiting. Maybe diff clothes and such on each zombie so its not killing the same carbon clone over and over. I suspect it'll get looked into probally closer to when it goes gold. Even 3-5 diff skins/textures per zombie would be fine just to add some variance to them.This would be great, actually. It does feel like killing clones the more you play. Some sort of variety would be welcome, even if it's just the randomization of walk speeds or have some zombies spawn with one or two limbs missing, thus randomizing crawlers as well.
I'd love a flamethrower in general that uses gas for ammo. Short range, but high dps, always felt that was missing from the game.Then you're up for disappointment. It's true that those are what the game really needs right now, but they will most likely come after gold.
On a totally different note, whatever happened to the flamethrower traps that were teased a while back? We could use more traps, to be honest.
I would like to see this, too. But, to the degree that it is possible, it is probably possible now through modding. For example, there's already an elixir that resets skill points, so it's probably possible to make that a "buff" on death.Might we get a 'Dead is a new character / start on the same world' option?
As I said in the A18 dev thread, A18.2 has a terrain quality option, which can be used to lower the terrain object count and the terrain shader complexity, which makes it run faster.I'd like to see the microsplat map not cause my fps to drop to half in the desert, snow biomes and around water in rwg, any mountain that is kinda rough causes it too, disabling the microsplat map with a fan made patch removes these fps issues, so its clearly that which is causing them.
Not unless we can dramatically improve our 4 legged animals ability to navigate and add ik to feet. Most likely would be a human or robotic companion. Intellect might be able to craft sentry bots as their tier 3 "junk turret". Perhaps these can be pack mules with an inventory mod.Apologies if this has been answered, but some time ago wolf pups pets were talked about. Is this still a possibility?
This is actually a topic that was talked about before, and if I recall correctly, the devs themselved stated that bandits plus NPCs would probably be implemented after the game goes gold, mainly because it doesn't make much difference. They will be added in a future version, that's a fact. Whether if said version is called A20 or V1.1 doesn't matter much.Fairly certain bandits and npcs are Kickstarter stuff. And fairly certain they have to be implemented before gold. Or those who backed the game for those 2 would be up in arms and possible further stuff occur
Number of lines changed often means little vs the time spent. Today it took me 1.5 hours debugging why some of the terrain rendered far away was turning white at half or lower texture quality. It ended up being the mipmap count needed a +1 when the lower quality texture arrays were created or the lowest texture mip level would be white.Well, write few lines in C# to fix a bug is same/similar as xml lines. So why it is bad thing to show off? It is a feature we should be consider. Not how they do. XML or Assembly language or rocket science. not our business. We just see feature and enjoy.
mipmapCount includes the base textureNumber of lines changed often means little vs the time spent. Today it took me 1.5 hours debugging why some of the terrain rendered far away was turning white at half or lower texture quality. It ended up being the mipmap count needed a +1 when the lower quality texture arrays were created or the lowest texture mip level would be white.
We have an "alchemy" station already in the game, it's called a chemistry station. Oh and FYI, alchemy isn't a real science.Madmole: Please give love to alchemy,
* New tea recipes
* Biclusive exclusive plants to prepare various positions
* New plants and liquids (plant oil)
* New alchemy station
* Positions and artisanal injection to recover life and other attributes
Yeah, it wasn't my code, but often you don't know whose bug it really is until you fix it.mipmapCount includes the base textureshould be called mipmapAndBaseCount