PC v1.x Developer Diary

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What level are you to have radiated screamers on Day 6?

I am on Day 19 and I only have regular screamers.
i don't remember my exact level and game stage but it was day 6.  to give you some perspective, currently i'm on day 9, level 24, and my game stage is 64...

 
Is anybody else noticing this seemingly new behaviour in 1.0?  Zombie jumps a gap, then immediately moves to the side to allow another zombie to jump there.

In these 2 pics, the ledge is only 1 block wide.  He moves to the edge so that another zombie can jump there.  It also prevents you from hitting him since you can't attack through the smaller slit (melee at least).  It forces you to go forward to attack through the centre gap.  Then of course, he cheap shots ya.

It could be related to the changes that allow zombies to push other zombies up.  It may also let them push others to the side.

 
I love that POI but haven't tried infestation yet.  I completed it as tier 5 using my trusty Q6 steel spear that I made.  No guns at all.  Fun stuff.
I noticed last Alpha that perception does very well in Army/CDC type POIs where you're guaranteed a high number of soldier zombies. The armour piercing abilities makes them noticably less tanky and much easier to kill than with other weapon loadouts.

I kind of wish there was more of this - feeling like build choices have made you particularly good at certain opposition/environments without feeling overpowered or overly weak against the rest. Equally doing things like 'I'm a shotgun user about to clear an army camp, should probably loadout with slugs not buckshot' feels like being rewarded for smart choices (Or would if slugs weren't worse on armour than buckshot, which I'm really hoping gets fixed).

 
If you set the volume to Wander mode.


Just to follow up on this reply - if you're trying to modify existing POIs, then I'm almost positive this isn't something you can do via XPath or anything like that. It's all done through the prefab editor.

So in whatever POIs you want sleepers to be set to wander, you'll have to open those POIs in the editor, change the sleeper volume type, and then save the prefab. You have to do this individually per prefab. Also, this only affects your local copy and it will be overwritten on the next game update.

It would be nice if there was some kind of XPath for POIs, but there isn't, and it's not something that is easy to implement.

If you're making your own POI then go for it.

...Anyway, @faatal I wanted to make a request for RWG. Right now we are locked into specific "blueprints" for RWG biomes - center forest for example. I was hoping that it would be possible to allow people to make their own blueprints. Specifically, I would like to see a more "real world" like biome map where the northern part of the map is snow, and the southern part of the map is desert.

(Sorry if this has already been covered, I didn't have a chance to read all the comments.)

 
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Am I the only one, that feels that RWG starter towns now all have the same buildings somehow?

- No more small Pass'n'Gas, just Jerry's Fill over and over

- Always Butcher Pete

- Always a Police station

And regarding map randomness:

1.) Could you add a "classic" RWG mode:

- Without the given circle/line forms? Just random layout like in A21?

- With being able to do a (for example) snow only map again?

- If trader routes will not work there: It's ok. Just give a warning.

2.) Could you add an option for "Mega City" or maybe "Cities per biome" and "City size?
Small towns in RWG now have some rural tiles added as we noticed a lack of POI types in forest as some only spawn in rural. I added a rural percent value, which allows us to scale down the full ring of rurals around smaller towns.

Time is very short for 1.0, so there may not be any additional options added to RWG now. Maybe later.

 
Small towns in RWG now have some rural tiles added as we noticed a lack of POI types in forest as some only spawn in rural. I added a rural percent value, which allows us to scale down the full ring of rurals around smaller towns.

Time is very short for 1.0, so there may not be any additional options added to RWG now. Maybe later.


If I may offer some technical advice? Stay away from C# enums for game options. It locks everyone into specific values, since even with Harmony, you can't add new values to enums. Better to use const string values.

Like, for example, WorldBuilder.BiomeLayout. :)  

 
That seems a bit overly nasty?

Even the feral wight in your solo T2 would be rough. What level are you?

-Arch Necromancer Morloc 💀


To this time: Level 19 / game stage 36 (around day 10 I think)

The feral mutated jumped out of the cinema screen in the basement and we had some fun kiting rounds around his house with my lvl4 stone spear and lvl1 pipe rifle... Also tried some runs inside but he destroyed my upgraded wooden block with one hit... 😅

 
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Anything further on the shiny animals? I know the Little Bear got a partial fix but it's really bad on some, Mountain Lion in particular is super shiny

 
Is anybody else noticing this seemingly new behaviour in 1.0?  Zombie jumps a gap, then immediately moves to the side to allow another zombie to jump there.

In these 2 pics, the ledge is only 1 block wide.  He moves to the edge so that another zombie can jump there.  It also prevents you from hitting him since you can't attack through the smaller slit (melee at least).  It forces you to go forward to attack through the centre gap.  Then of course, he cheap shots ya.

Turn your scaffolding ladder blocks by 90 degrees and you'll be able to hit them when they have moved sideways.

 
Is anybody else noticing this seemingly new behaviour in 1.0?  Zombie jumps a gap, then immediately moves to the side to allow another zombie to jump there.

In these 2 pics, the ledge is only 1 block wide.  He moves to the edge so that another zombie can jump there.  It also prevents you from hitting him since you can't attack through the smaller slit (melee at least).  It forces you to go forward to attack through the centre gap.  Then of course, he cheap shots ya.
Yes, same issue at my base.  I have 4 blocks of side centered pole as a tightrope for them to get to me, nothing else to stand on outside, and they still stand side by side.  I used this in A21 and had no such issues.  I'll find a way around it.

 
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Since we only play the local co-op on my PS five for seven days to die we’re very disappointed to see that the two players split screen mode has been eliminated. I’m sure we are not the only ones who play local games. Perhaps sometime in the future, the split screen Local can be added to the new update. Until then, I guess we’re gonna have to stick with the old version of the game. 

 
Since we only play the local co-op on my PS five for seven days to die we’re very disappointed to see that the two players split screen mode has been eliminated. I’m sure we are not the only ones who play local games. Perhaps sometime in the future, the split screen Local can be added to the new update. Until then, I guess we’re gonna have to stick with the old version of the game. 


Most likely, consoles will need to get serious hardware upgrades to be able to do split screen gaming for 7 Days to Die.  If you stop to think about it, your PS5 has to run 3 different instances of the game when you are playing 7 Days to Die - the server, Player 1, and Player 2.  TFP did a lot of work to make the game able to run on Consoles and the processing requirements for 2 player split screen on consoles is just not possible with the hardware today.

Even with the PC version, you can have issues when you expand the number of players connecting.  Dedicated servers can accommodate more players than someone hosting a Co-Op game on their computer.

Improvements in optimization in the future may allow split screen - but the developers know more about what is possible and what isn't.  Me personally, I don't think they will be able to do split screen with the 7 Days to Die version that is being developed today without sacrifices to the PC version (though I be happy if TFP prove me wrong).

 
Question; Is the crossplay just crossplay between consoles or does this also include PC to Console?

If I put up a public hosted server will the consoles be able to connect to it?

Thank you very much in advance.

 
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