PC v1.x Developer Diary

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Loving the new heat activity changes

Prior to this update - two main choices for base

  • Two separate bases - one horde and one main - reduce chance of loosing everything if your horde base fails, but relatively safe at your main base (very little defense required)
  • Combined base - more risk both during horde nights and during the rest of the week, but being a horde base, easy to defend (don't have to defend multiple locations)



Current playthrough - Int build

  • Two bases (one horde one main)



I had screamers showed up on Day 6 since I was using my forge and had two campfires running the entire evening.  I think it was 3 screamers in total and I had a good amount of Z's to fight off.  Made me realized that I need to strengthen my main base at the same time I am working on my horde base, I can't assume I will just be safe in my main base

😀

 
If the POI is "complex", you night have a hole that they are getting through that you aren't noticing.  A good test is to generate heat or lure a zombie to your base and go inside and see if they find a way in or just attack walls.  You may have to hit them if they attack walls to break them out of rage mode in case that is the reason they are hitting walls and not because they can't reach you.

Maybe also just double check your land claim boundaries, though since you have them visible in your screenshot, I assume you already did.
Wandering Hoard also spawn within Trader compounds now.  I had never seen that before this version.

 
Wandering Hoard also spawn within Trader compounds now.  I had never seen that before this version.
That would be an interesting/different quest development.
If the invincibility, were removed for a time and the megaphone
blared that the trader was under attack. The player is then given
the choice to help or abstain.

If yes and the mission is successful then specific sought
after rewards are available.

If no then the trader falls and becomes defunct, or becomes a bit
more hostile and raises prices, so Rekt would stay the same.😁

It could be a precursor to a reputation system, and the mod
that existed having mercs and turrets and bandits and The Duke.

It could be the beginning of an apocalyptic story that many have
requested. Sort of like the development of  Neegan's story.

Possibilities.

Or it could just be a coincidence.

 
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Very interesting, so I understand you set just 1 in 10 because performance?

Could be easy modable for us the relative number of wandering sleepers in POIs? maybe like 3 in 10
There would be a minor performance hit, the more wandering, but not the reason. 1 in 10 because it is a new feature that needs feedback on how it effects the game. I don't believe in making large changes and just hoping for the best. Incremental is better than yo-yoing around.

Most developers won't use random people for localizations, but if you post the info about mistranslations, they are good at looking into it and fixing it, either with what you suggest or something else.  I just saw a Japanese localization fix mentioned a couple of days ago, so they do look into it when you let them know specific issues.
We use a professional localization company, but we also have a full time tester who is Japanese, so those get more immediate fixes.

 
That's KZTV Channel 7 out of Navezgane, 250 kW. They do local news and "Morning Navezgane", otherwise it's reruns of The Munsters, Dark Shadows, Night Gallery, Twighlight Zone, and of course M*A*S*H.
That would actually be great! 

I've always wished they'd add one or more pre-recorded radio stations.

That would give us an incentive maybe to build our own radio to put in our own base.  :hat:

 
Was the HNN Bank Tower just added or from A21?      Just did it for the first time and for it being a Non-quest building,  that was a blast due to the alarm going off and calling in rando's.  We need more of those buildings that are extreme difficult and not a quest. You build up towards taking them down.  

 
I think that 1 in 10 sleepers being wandering is a good figure, but 1 in 5 wouldn't be unreasonable.  The stealth game is already rough enough in many POI, so I also can't see above 1 in 5 being great.


honestly having the "sleep walkers" ( heard GNS use the term ) is so cool in general. its pretty cool how TFP managed to get them in the game. just wish there were more. makes POIs scarier imo... but I think you should be able to hear them shuffling around better. these new silent zombies sneaking up on me during raids feels unfair, especially when they walk over sound traps without kicking the trash like we do!

 
We use a professional localization company, but we also have a full time tester who is Japanese, so those get more immediate fixes.
I am not come here for a full-time job, but I still want to say that your localisation team may need check the localisation texts very carefully.

There is a very example that Simplified Chinese localisation of Commando Suites is translated to two different names. When you see the bonus text of it the commando is translated to “突击队员(Commando)”, but it also translated to “指挥官(Commander)” other times like names of clothes.

Another example is T3 and T4 Rifles have the totally same localisation name since A21 at least.

I have checked localisation issues of other companies' games, and wrote reports to game company or made full localisation myself as mod. I do not really know about their how their translation teams working on it but it seems that they all don't play games (or do not in-game check).

 
honestly having the "sleep walkers" ( heard GNS use the term ) is so cool in general. its pretty cool how TFP managed to get them in the game. just wish there were more. makes POIs scarier imo... but I think you should be able to hear them shuffling around better. these new silent zombies sneaking up on me during raids feels unfair, especially when they walk over sound traps without kicking the trash like we do!
Haven't you heard? Zombies are stealth masters. 😁

 
honestly having the "sleep walkers" ( heard GNS use the term ) is so cool in general. its pretty cool how TFP managed to get them in the game. just wish there were more. makes POIs scarier imo... but I think you should be able to hear them shuffling around better. these new silent zombies sneaking up on me during raids feels unfair, especially when they walk over sound traps without kicking the trash like we do!
We made some AI sound improvements last week. One of them was to play their random sounds twice as often. Another was their alert sound is deferred until closer if they are far away.

 
I have spent quite a bit of time with the experimental 1.0 patch, and I wanted to add some of my feedback. Please let me know what you think.

  • Day 7 horde is pretty much going always to be done primarily with melee. With the increase in HP, zombies all night, and reduced ammo rewards it would take a very experienced player to manage a horde base that wasn't melee-focused. I believe there could be more balancing done here. 
Day 49, 64  zeds on horde night and our base is only firearms.  We are swimming in ammo.  Infested quests have our coffers FULL

 
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We made some AI sound improvements last week. One of them was to play their random sounds twice as often. Another was their alert sound is deferred until closer if they are far away.


Oh, that's very good to hear (literally, lol!). I don't get snuck up on often, but when I do, man does it scare the living hell out of me. Full-on soul touches the clouds of heaven for a second. But it's good to know that that's been improved. The new hazmat sound is really creepy, too, thank the sound person for me, will ya? (and if it was you, thanks!)

I do have one issue with newest hotfix, but I don't think it constitutes a bug report because it's so minor. I play on 4k worlds only, and with default settings (except I set cracks to None because I am not a fan of them), there will always be one biome (it's split equally in chance with all five biomes) with two of the same trader and one biome that has no trader at all. I found this out the hard way, already almost a week into a save with my base set up, that the map I was playing on didn't have a Trader Jen. I finished the first tier of quests, and got the reward, but Rekt had no special job. First time I toggled debug mode to check on something and sure as rain, Jen had gone missing. 😔

And paying more attention in the RWG previewer it was about 8/10 worlds created (more like 35/50, I make a lot of worlds, okay?? no judgement, I'm picky!) that did not have a trader in one biome, but had multiple in others and some very close—I'm talking less than 500m! I don't know what happened between 313 and 316/17 but something may have gone wrong, but it's so minor because there are maps that have all the available traders that it feels more like a my-game issue and not a 'this is a massive bug' issue, yknow? If I need to make a report I will, but yeah!

(also, the top full closed curtain on the rod has the texture of what I think is a stainless steel sink, but again, that's probably a me issue since it isn't anywhere in the known issues spreadsheet)

 
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