PC V2.0 Storms Brewing Dev Diary

I tried using my Xbox controller on PC out of laziness and noticed that when I swing to hit with a baseball bat or wooden club the camera turns a little almost every time. Anyone experiencing this ?

Also, the repetitive sound when gathering a resource is too much I think.
 
Great job on pretty much everything I experienced over the 36 hours I played this weekend. (Yes...I'm insane).

I noticed that some of the special zombies have animated jaws. I definitely saw it on Infernal Darlene and one of the Radiated zombies (I believe it was Steve) where those two didn't have facial animations in the past and currently their default versions don't have facial animations.

Will facial/jaw animations be added to all the zombies and their respective other versions, or will the feature be added only to select zombies?
It does add a bit of creepy intensity.

ALSO...I see that Radiated Party Girl is now spawning. Very nice!
There were no anim changes for faces. It could be jiggle scripts moving it. Artists sometimes place those on bones.
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Damn. I launched the game for 15 min and I must tell the experience is butter smooth in Navez 6144x6144. Am I seeing much less trees on the map? This might be actually good for me. No FSR 3.1 and 4.0... only 3.0 😒

I have a feeling this is going to be my favorite update so far.
FSR 3 just means 3.x, which is actually 3.1+. We use 3rd party code for that, so the exact version depends on when they grabbed AMD code.
 
@faatal Not sure if this is in your specific wheelhouse, but does Lockpicking still give a boost to finding Forge Ahead magazines from level 1-14 in Workstations?? It's in the General tab and doesn't say anything about Forge Ahead, but the magazine's description in the Magazines UI says it still does.
 
If you reduce the game to a shooter you would probably me right. But even in a shooter there may be for example a medic who is NOT defined by the weapon he is wearing

A major part of 7D2D is resource gathering. How much time are you wrenching stuff? And it may only be me, but I often call the strenght player miner and the fortitude player farmer. As I said, I can see a reason for farmer to go into the general tab, but more of them would gut the attributes/classes

The interesting question will be if TFP moved the perks now as a test balloon for more shifts or if they are happy with it now
Look I see what you're saying I really do. I for one do spend a ton of time wrenching stuff because it's OP. Like yeah I guess each skill tree can have a harvesting skill... except not really because intellect and agility both don't. Again, I maintain that you can still have the dedicated miner or harvester as it spares other people having to put points into that skill and the resource gatherer can still be whatever they want to be. I really don't feel like it's gutting any sort of identity of the trees because the way it has been for a while now has always just been a bit annoying. Like I want to focus agility this run but man I still need to mine so I have to divide my focus between agility and strength and I also need to wrench stuff so I have to go spending points into perception for that too. Each tree has got it's kind of utility perks like pack mule or penetrator or pain tolerance but the harvesting skills kind of fall into this weird like other category...

I'll say again that I see your point but I really think and have thought that these perks would be much better off in the general tab. It reminds me of sex rex being in strength for the longest time.
 
Can someone please tell me what the necessary parameters in serverconfig is for these settings? Maybe="true" ?

  • BiomeProgression
  • StormFreq
  • AllowSpawnNearFriend
 
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Look I see what you're saying I really do. I for one do spend a ton of time wrenching stuff because it's OP. Like yeah I guess each skill tree can have a harvesting skill... except not really because intellect and agility both don't. Again, I maintain that you can still have the dedicated miner or harvester as it spares other people having to put points into that skill and the resource gatherer can still be whatever they want to be. I really don't feel like it's gutting any sort of identity of the trees because the way it has been for a while now has always just been a bit annoying. Like I want to focus agility this run but man I still need to mine so I have to divide my focus between agility and strength and I also need to wrench stuff so I have to go spending points into perception for that too. Each tree has got it's kind of utility perks like pack mule or penetrator or pain tolerance but the harvesting skills kind of fall into this weird like other category...

I'll say again that I see your point but I really think and have thought that these perks would be much better off in the general tab. It reminds me of sex rex being in strength for the longest time.

As I said previously, single players get the short straw from this setup, but it makes the best sense for co-op, starting with 2 players already. Secondly, you can easily get 2 or 3 levels of any of those resource perks with minimal investment and that usually gives around half the bonus the full skill would get. Which is what I always do in single player.

Remember, in the "general" category perks have increasing costs. If all resource perks wandered into general as well it might even cost you MORE as single player to get them all to that same (sufficient) level. (I'll have to do the exact math when I have time to play the game, had no chance yet).

Int and Agi have resource perks as well. Int has two, Better Barter and Daring Adventurer. Instead of scrounging you are simply buying the materials and ammo or get them as additional rewards. Agi is a bit special, the "resource" perks are the stealth perks. Because they allow you to kill zombies with less ammo waste (at least while shooting and not on horde night) you can mostly skip any mining for ammo as you should have a bigger surplus on ammo, which can be enough to cover horde night.
 
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