PC V2.0 Storms Brewing Dev Diary

Also we are going to buff the light armor perk, because I play agility and I am not spending more than 1 pt in Light armor to only get a durability reduction.
As it is now, light armors have the best reason to use them: no penalty to speed or noise. I hardly ever use heavy armor, even though it gives you the best protection. If there was a mechanism that triggered a broken armor piece when repeatedly hit (bypassing the normal durability mechanism), say 3 times in 5 seconds, you could introduce as part of the light armor perk a reduction of this broken armor chance or increase the number of hits before breakage occurs. Armor features don't function when broken, correct? The max perk could allow the feature to still function after breaking (maybe for a short time). On the other hand, heavy armor should never break this way, but rather through the normal durability mechanism. Medium armor would still be a middle ground between the two.
 
I have been away a LONG time I thought we got the update after streamer weekend.
The experimental version was released yesterday for all on PC. In steam for 7D2d you will need to go to properties and select the beta tab, then experimental.

Full release I believe was mentioned for end of month if all goes well.
 
Has anybody had trouble generating random gen maps? I get a "max value" error. I tried to uninstall and restart. Nothing has worked yet.

I haven't seen the error myself, but I've heard through the grapevine (rumor) that it might relate to some custom POIs over 100x100 in the wilderness. I have a few POIs in that category that seem to be dodging that error, so the rumor might be false, or might have just happened to hit sizes that don't trigger the issue. I don't know that anyone has conclusively narrowed down the cause.
 
I had one thing happen to me. When i chose animal tracker level one, the icons for chicken
and rabbit showed. When I selected level 2, deer showed, but I was in line of sight for a chicken
it showed neither on map or compass. I let it time out then saw a rabbit ahead, the green paw icon
showed but not the rabbit, I still stalked and killed it. But it made me think, of how it can be an alternate way.

Instead of the icon on compass and map, just show the distance, like when fetching a satchel, and just have it show
beneath the compass until you are within 20 meters, then disappear, because you are within sight at that time.
It would make it more like a hunt. With 3 numerics that could show, should there be more than one animal within range.

It would not show direction only distance to prey.
 
I want to thank the Fun Pimps, loaded a new world on a home server (after a fresh install of windows 11) and had a great time playing with friends. No issues with the server client, game looked better all around, game ran well, loot and experience feels right, server generated a random world promptly and that world is interesting so far.
Great update and thank you for making it.
 
Iron Gut's 5 levels each extend the duration of buffs from consumables. That should apply to the smoothy durations, I assume.

I'm guessing the buff to duration doesn't increase the default amount of time you can spend in non-acclimated biome. But what about the "holding your breath" part of Iron Gut?
 
Oh, another question. I wasn't able to consume a vitamin during horde night. It kept giving it back to me. I assume that's new behavior and not a bug. What other medicines aren't going to work on horde night now?
 
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.
I'm sorry (because I can't stand him ;)) but I have to agree with @meganoth's approach this time around.

I only play single player so I always have to consider carefully what to invest in after each level-up.
Because of that, with all my experience playing 7D2D I can say with some confidence that you're "playing it wrong".

Have you ever heard of the term ASYMMETRIC GAMEPLAY?

7D2D is one of those games. Few people, however, know or want to learn how to play that type of RPG game, so they often fall back to the same-old same-old min-maxer routine. In that regard, you're not alone.

Please, forgive me if I sound like I'm judging you, I mean no offence, I just don't like to play around with words and saying it straight for me it's a form of respect actually. Learn to play in an asymmetrical way and just put a point here and there in the "secondary" skills. You'll enjoy a completely different way to play the game. Different each time.

On a practical level this is how you can do it:
  • Pick a "main class" (attribute)
  • Pick a "secondary class"
  • Also pick a few other "extra" skills you think are always needed
  • Early game invest points in the (mainly) support skills from the main/secondary/extra you picked (e.g. motherlode)
  • The more you progress the more points you'll put in your main class to support your combat
  • Middle game you can start raising your secondary class up to attribute Level 3 (not more)
  • Late game you'll be specialized in your main class almost fully and will have developed all skill you need from secondary up to Level 3
The result, depending on the "classes" you pick, won't always the most optimal way.
That's the point. More struggle with some classes, more fun and challenges to overcome.

It's good, I promise! (y)
 
@faatal
There's this (minor/major?) issue with felling trees that I reported a long time ago, but I see it's still the same way... and it doesn't make sense.

What I'm talking about is that when I'm out at night and I'm sneaking, if I decide to axe a tree, when it falls it makes a very loud noise, which makes sense, but then my stealth meter doesn't move at all!

Wouldn't it make much more sense to change that and make felling trees while sneaking more risky?
Just saying... (I know you've got a lot of steaks on your grill, but still...) 😅
 
Loving the update so far. Couple of things have become apparent from my playthrough so far:

Treasure Hunter feels horrible when you hit a streak of traders just flat out refusing to offer buried supplies quests. I've seen days go by with 3+ traders not offering a buried supplies at any tier. It feels horrible because those points do pretty much nothing (the digging is nice) if you can't get a treasure map or buried supplies quest. I'd strongly suggest something like making the 3rd rank guarantee at least one buried supplies job is offered by each trader each day.

Heavy Armour skill is in a very bad place. It's always suffered from being far inferior to bonuses you get from outside of perks. Customised Fittings mods and the 'Armour No Longer Slows You in Combat' book have always been far more impactful than even maximising the perk. Personally I think that's a poor design, and items should always give a milder effect than perks, because they're available to everyone with less opportunity cost. Still, heavy armour skill worked ok pre 2.0 as you could either pick up the perk if you were taking strength anyway, and it was cheap if you already have strength, or you just skip it and wear heavy with no armour perks because 90% of your stamina and movement penalty mitigation is coming from mods and the book, anyway.

In 2.0 you kind of need an armour skill, at least if you're playing solo, or you won't really be able to craft armour, as the book drop rate is now dependant on armour skills, rather than raw attributes in 1.4 and earlier. Armour is probably the most desirable class of non-consumable item to craft, for a variety of reasons.

Maxed out heavy armour perk now costs 8 points, which is a really massive tax. It has occurred to me that if you're a heavy armour wearer you may well be best off putting one point into each armour type, so you get a decent book drop rate and only have to spend 3 perk points to get it, but that's really counterintuitive. 'I want to wear heavy armour so I shouldn't skill in heavy armour because the skill is unbelievably horrible compared to stuff I can just buy' does not feel good.

Surely maximising the heavy armour perk should give at least as much benefit as slotting 4 customised fittings? Currently if someone asked me the best perks for improving heavy armour I'd say 'Daring Adventurer, Better Barter or Salvaging' as buying stuff is much more important than the dedicated perk that's meant to make the armour better.
 
The games gives so many points that I always have leftover points at the the if the game that I don't really care about spending. I see no reason to put points into many things, such as cardio or tracking, and since I use spears, sniper, and pistols, I have little need for things that are for other weapons. So there are a lot of perks I'll never need or use. Once you rejoice those from being needed, you are left with a smaller number of perks to use. And with the large number of points you get in this game, it is very easy to complete those. I didn't even put more than one point into either mining perk (if that) until around mid game. Same for scavenging, farming, and cooking. Just no need to. I'll do those later when there are extra points to spend.
 
My friend and I are sitting out the 2.0 experimental build, but I am hearing many good things about it, but some things concern me, as well.

My friend generated a RWG world, and we have been playing all our games using that world since he made it. Will that world still work in 2.0, given that we make a new game, but using that world as the 'map'?

I'm a handicapped player, and my eyesight and fingers don't work as well as they used to. On horde nights, I am getting incoming fire from multiple cop zombies, all of whom are able to fire upon me from beyond my eye's limited sight range, meaning that I can only usually see them/find them, after they fire and I have a chance to maneuver around and locate them, I can then work the horde, draw them away from the slower cop zombies, and then circle around and begin searching for them.

Because of the stiffness of my fingers, due to arthritis and nerve damage from multiple strokes, I cannot really manage to use a bow unless the enemy is motionless, and this means mostly I can only hit a target at the bottom of a ladder, which is to high for them to climb, so they stand around and hit the base.

I fight the good fight on the ground, against the two legged undead, using gathering tools, blade, and spear, but the 4 legged ones just eat me, and so I have to climb up a ladder, and use a bow to kill them. If I can get a series of short, quality alone times, one-on-one with my little self delivering farm plot friends, all is good, otherwise, up the ladder I must go.

Given my physical limitations, I am concerned about all these new, ranged attackers being added to the game. Will vanilla come with a way to opt out of ranged/AoE attacks, or will all future play need to be modded play, where all such attacks can be turned off?

Also, I recently started trying out the spear over the shovel, but I miss much more often with the smaller spear tip as opposed to the broad head on the shovel, and since my friend and I have also, this latest game, decided to turn down the extra XP settings (150% rather than 300% like we have always been playing before), we are staying low level longer, and thus are weaker than we are used to being by day 35.

My friend is a few months younger than I am, but both of us are looking back at 60.
 
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Allan says yes it still does.
That's good to know, thanks!
Post automatically merged:

I'm sorry (because I can't stand him ;)) but I have to agree with @meganoth's approach this time around.

I only play single player so I always have to consider carefully what to invest in after each level-up.
Because of that, with all my experience playing 7D2D I can say with some confidence that you're "playing it wrong".

Have you ever heard of the term ASYMMETRIC GAMEPLAY?

7D2D is one of those games. Few people, however, know or want to learn how to play that type of RPG game, so they often fall back to the same-old same-old min-maxer routine. In that regard, you're not alone.

Please, forgive me if I sound like I'm judging you, I mean no offence, I just don't like to play around with words and saying it straight for me it's a form of respect actually. Learn to play in an asymmetrical way and just put a point here and there in the "secondary" skills. You'll enjoy a completely different way to play the game. Different each time.

On a practical level this is how you can do it:
  • Pick a "main class" (attribute)
  • Pick a "secondary class"
  • Also pick a few other "extra" skills you think are always needed
  • Early game invest points in the (mainly) support skills from the main/secondary/extra you picked (e.g. motherlode)
  • The more you progress the more points you'll put in your main class to support your combat
  • Middle game you can start raising your secondary class up to attribute Level 3 (not more)
  • Late game you'll be specialized in your main class almost fully and will have developed all skill you need from secondary up to Level 3
The result, depending on the "classes" you pick, won't always the most optimal way.
That's the point. More struggle with some classes, more fun and challenges to overcome.

It's good, I promise! (y)
I wish they were actual classes and not just attributes.
 
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