Somewhat it increases it a little bit you'll still find other books but you perfect to say spears you'll find more spear book'sQuick question, does multiple points on a perk further increase the chance of finding related books (compared to one level of that perk)?
ps. cities never seem to reset, would be awesome if visiting didn't reset the timer. Better than that if the timer had a small range for more or less so no one could camp the respawn either (like its 10 days but may reset on 9, or may reset on 11).![]()
For each level of perk, it increases by +2 the loot probability of picking the magazines from the loot tables. So if you max out the perk, you would have a loot probability of 11 for that magazine while an unperked magazine would have a probability of 1.Quick question, does multiple points on a perk further increase the chance of finding related books (compared to one level of that perk)?
ps. cities never seem to reset, would be awesome if visiting didn't reset the timer. Better than that if the timer had a small range for more or less so no one could camp the respawn either (like its 10 days but may reset on 9, or may reset on 11).![]()
I posted my pic of what happens when my mushrooms grew. They shouldn't be taller than 1m.Have a picture? My guess is as the crops grew taller than 1 meter, the added weight pushed it passed the limit of the supports?
I enjoy the free strength perk which allows the extra point into miner 69er and pack mule. I've never put a point into strength since my 2nd game after I bought the game 10 years ago. I refuse to buy into TFP's meta that the club is the best weapon that everyone should use and that's why we put the most mods in the game for it....
Yes. I think the balance is off between where your crafting is and what you encounter in POIs during normal progression. I’ve seen a feral soldier in a regular tier 2 and with primitive weapons and no armor bonuses to offset the increased hp, it’s rough. I also started running into radiated zombies in tier 4s with a purple iron melee weapon and a blue pipe machine gun. It did not go well. All of these were in the forest biome. I’ve never run into such high level zombies so early and with such poor equipment.Did anyone else encountered unusually high tier zombies in POIs?
I was doing a tier 2 infested clear and got ambushed by 3 feral bikers, a military zombie and a feral tourist.
With a pipe machine gun, the fight wasn't very fair and I got my ass handed to me.
It's only the morning of day 10 and I'm level 25 in the burnt biome (game stage 63).
Also, fought four radiated military zombies in a T4 (forest biome on day 6).
I usually play on warrior difficulty but I dropped the difficulty to default for the new Alpha after seeing a few streams but didn't expect that much of a jump in difficulty.
I'll adjust but I was just wondering if that was intended.
Did anyone else encountered unusually high tier zombies in POIs?
I was doing a tier 2 infested clear and got ambushed by 3 feral bikers, a military zombie and a feral tourist.
With a pipe machine gun, the fight wasn't very fair and I got my ass handed to me.
It's only the morning of day 10 and I'm level 25 in the burnt biome (game stage 63).
Also, fought four radiated military zombies in a T4 (forest biome on day 6).
I usually play on warrior difficulty but I dropped the difficulty to default for the new Alpha after seeing a few streams but didn't expect that much of a jump in difficulty.
I'll adjust but I was just wondering if that was intended.
I've been seeing scattered but steady reports on Reddit, Twitter, etc. that complain about stability just kind of glitching out. People building bases the way they normally did in previous alphas only to have them collapse, POIs, especially new ones, having sections collapse if a player gets near or touches something innocuous.
Usually it's good to be skeptical about cranky anecdotes, but there's been enough of these complaints that I've noticed it as a trend as opposed to an isolated gripe and they're also fairly consistent.
It's possible the POI issue could be weaker systems generating POIs with blocks missing (which is something I've seen happen on big, unwieldy maps), but that doesn't explain the player building issue. Still possible that these are all just separate user errors somehow, but if it's possible to check the "glue", might want to look to see if it was touched by anything for 1.0. Then again, I wouldn't be surprised if it was very difficult to test for subtle stability errors.
-It's too easy to break a leg or twist an ankle now, a lot of POI's can't be completed without breaking a leg like before. I wanted to level up Parkour skill but I can't find it anymore?
-Looting piles of clothes, wardrobes... it's a bit underwhelming now that there are not that much clothing variety (color and slot-wise) and you will 90% loot leather or cloth pieces.
-I wonder if dyes will work by changing colors or in some cases add details i.e. "Shamway" on a T-Shirt or something like that (variation and recolors).
-There seem to be tons of available POI's for quests, but the game decides to repeat the same ones (even the exact same place) i.e. : the same Kill All at a Century Outlet over and over when there are tons of Tier 1 POIs nearby.
-Make zombies unable to climb on other zombies please. And a toggle to prevent them from using ladders.
-Sometimes I DM and switch to Third person and play Resident Evil: 7D2D Edition. Playing with guns is funny, an "official" third person mode with melee working better would be a dream. I love watching the backpacks and the armor detail jiggle, characters are incredibly good looking now.
It seems that country towns aren't 100% perfect yet.There's more than a few places where entire sections of the town are simply cut off from the main body. Good luck getting around everywhere by a vehicle pre-apocalypse times.
Did anyone else encountered unusually high tier zombies in POIs?
I was doing a tier 2 infested clear and got ambushed by 3 feral bikers, a military zombie and a feral tourist.
With a pipe machine gun, the fight wasn't very fair and I got my ass handed to me.
It's only the morning of day 10 and I'm level 25 in the burnt biome (game stage 63).
Also, fought four radiated military zombies in a T4 (forest biome on day 6).
I'm quite sure it was this guy who pushed it... it's one of the "new" moderators:When did TFP state that everyone should use the club? I know they mentioned that the club (and strength) was made more for new players to help them out while they learned the game, but I don't think I have ever seen a TFP member or even a moderator push everyone to use the club.
I'm quite sure it was this guy who pushed it... it's one of the "new" moderators:
Forest no longer gets large cities. You will need to edit/mod the rwgmixer file to change that.@faatal I generated about 10, 10km maps and every single one all the large city's were is the wasteland and it did not matter % of slider I changed it to, is this normal, forest only ever got small towns and rest of the biomes was small town to medium city's.
It tended to give me 3x large city's in the wasteland.
The other point is the the Nerd armour T6 chest piece bonus where it increases your magazines chance is completely nuts it's way way to powerful, the bonus it gives you need to be reworked at T6 it's crazy powerful.
Okay cool, problem I have its the 3 city's are right next to each and filled the whole biome.Forest no longer gets large cities. You will need to edit/mod the rwgmixer file to change that.
Okay cool, problem I have its the 3 city's are right next to each and filled the whole biome.
Is there a way to change the rwg to have a a city that spans over two different biomes, I know how to make them bigger.
I had an intuition that trader item prices are a bit off, and having run some numbers, they really are...
Q1 armour pieces cost 3000 dukes, which is VERY high compared to their materials/skill to craft cost, but Q5 pieces cost 4800 or so, which is comparatively low.
Buying the materials to make a Q1 armour piece is (roughly):
1 Armour Part - 490 Dukes
1 Sewing Kit - 190 Dukes
10 Cloth/Leather - About 150 Dukes?
So 3000 Dukes for an armour piece that would cost about 830 to make yourself, assuming you actually bought all the materials.
For the Q5 stuff, the materials cost is more than 5 times that, about 5200 with the additional 10 steel required , yet you can buy the entire armour piece for less than that. That, coupled with the fact it's WAY harder to have picked up enough magazines to actually do the crafting, makes the pricing a bit nonsensical.
I'd expect already made armour to cost something like double the materials cost, so Q1 pieces at about 1500 maybe, whereas Q5 pieces should probably be more like 10-12k.