PC V1.0 b325 EXP (b327 Hotfix)

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What is the reasoning behind trader positioning anyway? Why they must be outskirts of the towns? What if the town generation would start with the trader tile so you would guaranteed to have a trader in town. One problem with that would be of course that it maybe wouldn't fit to surrounding tiles too well. So you would have to make different tile for inside town trader or something like that.


My guess is the reasoning is mostly historical. When RWG moved to Tiles, there was a single "gateway" Tile and room for the Traders was made there. A21 provided more Gateway Tile support, giving them some style and interesting uses. During A21, at least one Trader got the option of appearing in a City/Town district. IIRC that was the Industrial District. I'm not sure that's possible anymore.

It would be possible to migrate into a "Trader Tile" or even a "Survivor District" for settlements, each with an increasingly larger commitment required to make POIs to support them. When it comes to Tiles, you need more POIs than the minimum to fill out the Tile, else you'll get the same Tile content repeated a lot. Given they seem to want 10 Traders on the map, but are happy with only 5 of them being unique, and that maybe there are 4 other POIs to appear on the same Tile, then they would need to find suitable existing POIs or create something approaching (5*4) 20 POIs for variety.

That's sort of a long way of saying, you make an interesting suggestion, but assuming TFP wanted to go that direction I doubt you'd see it until the next major release at the earliest. Faster, perhaps, might be a return to expanding the districts in which Traders can land. It would take some rethinking of how they currently tag traders.

Given there are many more uses now for Gateway Tiles than just supporting Traders, maybe a single Tile district for Traders isn't a bad idea in the long run.

No hog rider?


Facing a feral biker riding a dire wolf might have me reconsidering my life's choices.

 
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My guess is the reasoning is mostly historical. When RWG moved to Tiles, there was a single "gateway" Tile and room for the Traders was made there. A21 provided more Gateway Tile support, giving them some style and interesting uses. During A21, at least one Trader got the option of appearing in a City/Town district. IIRC that was the Industrial District. I'm not sure that's possible anymore.

It would be possible to migrate into a "Trader Tile" or even a "Survivor District" for settlements, each with an increasingly larger commitment required to make POIs to support them. When it comes to Tiles, you need more POIs than the minimum to fill out the Tile, else you'll get the same Tile content repeated a lot. Given they seem to want 10 Traders on the map, but are happy with only 5 of them being unique, and that maybe there are 4 other POIs to appear on the same Tile, then they would need to find suitable existing POIs or create something approaching (5*4) 20 POIs for variety.

That's sort of a long way of saying, you make an interesting suggestion, but assuming TFP wanted to go that direction I doubt you'd see it until the next major release at the earliest. Faster, perhaps, might be a return to expanding the districts in which Traders can land. It would take some rethinking of how they currently tag traders.

Given there are many more uses now for Gateway Tiles than just supporting Traders, maybe a single Tile district for Traders isn't a bad idea in the long run.

Facing a feral biker riding a dire wolf might have me reconsidering my life's choices.
Not what I was asking but I like the spirit 

I hope they will release everything in the 5 days they got. 

And is there any plans to add the zombie bear, grace, mutated and burning zombies into the horde night spawns. 

We got direwolfs now we need bears hogs and muties oh my

Oh and zombie spawns setting ;)

 
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Game is throwing permanent Null reference exception errors after dropping a molotow cocktail out of my inventory using the mouse (not D).

Bug does even persist after Alt+F4 + restarting the save.

image.png

Maybe I should let them know, that they are NEW molies... 😜

 
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Not what I was asking but I like the spirit 

I hope they will release everything in the 5 days they got. 

And is there any plans to add the zombie bear, grace, mutated and burning zombies into the horde night spawns. 

We got direwolfs now we need bears hogs and muties oh my

Oh and zombie spawns setting ;)
No zombie bears or Grace.
I'll ask about the mutated and burning zombies though. I don't recall why they've been excluded.

Game is throwing permanent Null reference exception errors after dropping a molotow cocktail out of my inventory using the mouse (not D).

Bug does even persist after Alt+F4 + restarting the save.
Another patch is already building.

 
From what I heard it was performance. At least for the burning zombies 

But a shame about bears. A  tank/base destroyer would be perfect role for the bear. Grace was a long shot but I had to ask 

 
Good Day to TFP's

The only issue with b326 ... I started back on Tier 1 Quest and I was on Tier 4 quest. Just thought I would Let you Know.

Have a Great Weekend, The OldGamer😌

 
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903842564A5DCB98BEF4EAEDC1FBA8CFA0862B26


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I don't recall how many hours it took to finish Infested Q6 Army Base #7, but not being able to complete it blows.
Same old bug, just more of a pain in the ass with such a long mission.


-Arch Necromancer Morloc 💀

 
Did the infestations get nerfed? Feels like less are spawning inside them compared to in b217. 

Just ran 3 tier 4 infestations and it felt like those quests got nerfed or something. It was at Johnny Town, bear grillz and happy motel or whatever that PoI is called. 

I've run Johnny Town before and it really felt like that infestation had way less inside it.

 






I don't recall how many hours it took to finish Infested Q6 Army Base #7, but not being able to complete it blows.
Same old bug, just more of a pain in the ass with such a long mission.


-Arch Necromancer Morloc 💀
Strange.  I had no issues with that POI.  I can't tell from the screenshots where you are, but I'm guessing there is a button somewhere for that.

 
Hello, so apart from bandits, there will be no allied NPCs?Faatal replied that they planned the allied NPCs, that they would fight off the bandits!I wanted to ask, why did they change the labels saving the route point, the terrain?For example, before it was possible to write a lot (coal cave, house so-and-so cleared 1 shooting gallery)

 
We've made some adjustments to the controllers in B325. If you still have concerns, please be specific on what areas of the controller you have issues with. Thanks!
At this point the biggest gripe I still have is having to hold Y to interact with items in the inventory. I liked the old system way more, as this new one feels like an unnecessary process while crafting, modifying, scraping, using an item, etc. It slows down the inventory a lot and I would love to see it changed back. The cursor coming back was a great change and is incredibly appreciated. It’s a great system and I really am glad to see it staying in the game.

EDIT: Just played and wow. The cursor updates are amazing. Not only did they add it back, but they made it faster when not directly hovering over your inventory/loot inventory (THANK YOU!) which is perfect since it allows us to navigate to loot quicker. Another amazing change is having the cursor remember its position while looting. Having it automatically just appear in the left-side loot inventory where I left it previously is a welcome change.

Still really hoping for the removal of the “Hold Y” thing but the other changes are absolutely amazing!

 
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