PC V2.0 Storms Brewing Dev Diary

I don't think anything has changed since 1.4, but I think the disparity in value of low quality armor pieces between the player and traders are too high (q1 armor worth around 100, meanwhile the trader sells for 3000! It's way easier to find armor in loot, and at least to me feels too expensive from the trader to be worthwhile. I think the sell prices being lower might make them more viable options earlier on, as you find them easily in t1 and t2 poi's, sort of invalidating purchasing low quality armor pieces imo. The value disparity is just too high to me, selling for 30 times the buy price is crazy imo.
 
you'll see that the XP gain, and actually getting the resource, are also delayed after the hit that causes it

There seems to be a .5 second delay with many things. If you equip armour while you're looking at character stats, you'll see the initial value of protection. This then changes to a value which includes any buffs from armour perks you have taken. When removing it, the mobility also changes to a higher value, then corrects itself a half second later.
 
Now... I am a bit worried that TFP consider perk design as non-DLC material, because that would leave us wanting in that department.
Perks shouldn't be in DLC. We don't need this game to become pay to play. Only things that have no real impact on playing the game should be in DLC, such as cosmetics. New weapons or armor that are similar in stats to what we have are fine. But paying for perks to get better perks is not.
 
Last edited:
I also found the storms kind of annoying when building in the wilderness, when away from shelter. Thankfully they don't last too long. I had to run from my build site into a poi, and sometimes even though I was inside the warning would activate again. I also found the detection to be a bit wonky, sometimes buildings would protect me, but many times they didn't, especially those that didn't have flat roofs, does anyone know how it works? Thank you.
 
Perks shouldn't be in DLC. We don't need this game to become pay to play. Only things that have no real impact on playing the game should be in DLC, such as cosmetics. New weapons or armor that are similar in stats to what we have are fine. But paying for perks to get better perks is not.
And yet... Evil Bethesda does it. There are DLCs that add perks, not sure if for better or for worse, and they do not conflict with the experience. I ask... Why not? Unpopular opinion: I shall want to pay for a perk dlc as long as the DLC is good. How many hours do we have already logged for the price of this game? Are you telling me that you are unwilling to pay for a self-contained DLC no matter the content it adds because it might conflict with your principles? Not a great deal, in my opinion.

It just comes down to what they think and what their principles as devs are. For me, as long as the final result of game+dlcs is good, then I'll "pay" to "play" new content, being perks or a naked giant zombie mole in slippers. By that measure I can say the clothes in my local store are "pay to wear". Outrageous.
 
I mentioned this exact thing earlier, and I also hate it.

Has anyone reported it as a bug yet? If not, I can do it.

I will say, this might not be something TFP can fix. The audio is just the most noticeable issue, but if you look at the corner of your screen, you'll see that the XP gain, and actually getting the resource, are also delayed after the hit that causes it. I have a guess that it's some kind of new code design, where these things happen on a different thread or coroutine, and that delay is now just built in to the system. I hope not, but it's a guess.

I've looked into it, and it's not possible to just silence the "harvesting" sound without silencing all of the "pick up" sounds, at least not without Harmony/C#. I'd prefer not to do that, but if this isn't something TFP can fix, then I might have to do that.
There were a bunch of code changes to fix a variety of bugs where switching items or reloading could get stuck. One of our programmers and testers hammered on it and got it solid, but it does have different timings.
 
🧠 [BUG] Intellect Skill “Extra Skill Points from Books” – Inconsistent and Buggy Behavior




📌


There are several issues related to the Intellect Mastery perk and the effect that allows players to gain extra skill points from reading books, especially when combined with the Nerdy armor set.




🔁


  1. Max out Intellect and the Intellect Mastery perk (level 10).
  2. Equip a max-level Nerdy Chest Armor.
  3. Read multiple skill books and monitor the number of skill points gained.
  4. Then unequip the armor and repeat the process.
  5. Finally, use a skill point reset item, reallocate the same perks again, and continue reading books.



❗


✅ Issue 1: Wearing Nerdy Armor grants consistent bonus points​


With the Nerdy Chest Armor equipped, each book read consistently grants 2 skill points (1 base + 1 bonus), which is expected when the bonus chance reaches 100%.


⚠️ Issue 2: 100% bonus chance persists after unequipping​


After resetting and reassigning perk points, players can retain the 100% bonus effect even without the armor equipped. This seems to be a case of cached CVar values not resetting properly.


⚠️ Issue 3: Triggered bonus fails to apply​


In some cases, even when the extra skill point bonus is visually triggered, the actual bonus is not awarded. Players only receive 1 point despite the perk and gear being in effect. This suggests the bonus trigger and skill point reward are de-synced, possibly due to race conditions or interrupted buff states.

anyone can help me?🥲
Maybe try posting this in the correct area? Here
 
I've noticed that if I trigger an item on the belt such as water or food, you have to "stick" with it for a second or two or risk cancelling the action by switching to another item (I use both mouse wheel and hotkeys to switch).

e.g. Crap! 15% health, better use that bandage quick!...select and click to activate the bandage, quickly switch to club...ooops!...too quickly. Never actually used the bandage (even though the animation had started)! ...and now I die.

I don't recall this being the case previously. Is this similar to the bug you're describing?
i'also encountered this situation. it can't be used in the backpack and has to be held in hand to be usable.right? 🥲
 
Hello, could you please tell me how to submit a bug report without providing logs?
My issue is the following: the first level of the "Power Mastery" skill seems to be working incorrectly. When you hold a tool in your hand, the timer visually decreases, but the problem is that this effect is only visual. In reality, each second of cooldown with the skill takes the same amount of time as without the skill.
 
I was headed to the desert to start working toward the desert badge when there was a storm in the burnt biome. Cool, I'll just slip into journey's end and loot it until it's over. Afterwards, I make it to the border in a few minutes and lo and behold... desert storm. Pop back into the burnt biome. How will i know when the storm dies? I keep crossing the border for the next few minutes until it's over. Firstly, would be nice if storms were not that close together, even if they operate on different schedules per biome. Secondly, is it expected that we run back and forth between the biomes until the storm dies to know that it's over or is there some other way i don't know about?
 
I was headed to the desert to start working toward the desert badge when there was a storm in the burnt biome. Cool, I'll just slip into journey's end and loot it until it's over. Afterwards, I make it to the border in a few minutes and lo and behold... desert storm. Pop back into the burnt biome. How will i know when the storm dies? I keep crossing the border for the next few minutes until it's over. Firstly, would be nice if storms were not that close together, even if they operate on different schedules per biome. Secondly, is it expected that we run back and forth between the biomes until the storm dies to know that it's over or is there some other way i don't know about?
That is how it works currently. I would like to add a visual way to see a storm in the adjacent biome when near it, but I don't know when I can get to it as new code is needed and our particle artist may need to come up with different distant particles and we need to make it performant.
 
On my second horde in 2.0, game stage 90, day 14, vanilla settings. I'm getting tons of ferals, cops, mutated zombies, even on the normal difficulty, this is pretty crazy, especially given how I'm having a pretty easy time with clearing poi's, and unlocking biomes, I hadn't even seen a mutated zombie yet. The day 7 horde was extremely easy in comparison, not even a single cop. I'm not metagaming or minmaxing. Even in heavy armor, I got hit twice? Infection, weakness, concussion. During a horde night, these feel way too punishing. The difficulty seems insane considering it's the second horde. I killed tons of zombies with my steel spear and other weapons, but the horde lasted until morning. Given the crawling changes, normal fighting positions or simply holding a poi don't work as well, and they have an easier time breaking in. Is there any limiting factor on horde contents given the day? Or is it all just game stage? Because I killed what felt like hundreds upon hundreds of ferals, and the horde still lasted until 4, and I nearly died. On day 14. Just seemed like a completely random difficulty spike way too early. Anyone else having this experience? I used a fortified poi as a horde base. I must be doing something wrong, I've never had such a hard time with a day 14 horde.
 
On my second horde in 2.0, game stage 90, day 14, vanilla settings. I'm getting tons of ferals, cops, mutated zombies, even on the normal difficulty, this is pretty crazy, especially given how I'm having a pretty easy time with clearing poi's, and unlocking biomes, I hadn't even seen a mutated zombie yet. The day 7 horde was extremely easy in comparison, not even a single cop. I'm not metagaming or minmaxing. Even in heavy armor, I got hit twice? Infection, weakness, concussion. During a horde night, these feel way too punishing. The difficulty seems insane considering it's the second horde. I killed tons of zombies with my steel spear and other weapons, but the horde lasted until morning. Given the crawling changes, normal fighting positions or simply holding a poi don't work as well, and they have an easier time breaking in. Is there any limiting factor on horde contents given the day? Or is it all just game stage? Because I killed what felt like hundreds upon hundreds of ferals, and the horde still lasted until 4, and I nearly died. On day 14. Just seemed like a completely random difficulty spike way too early. Anyone else having this experience? I used a fortified poi as a horde base. I must be doing something wrong, I've never had such a hard time with a day 14 horde.

What tier was your POI? The POI gamestage bump affects your horde, and early on that could be significant. With a base gamestage of 90 a decent size POI pushing that to 105-110 could well give you a much nastier horde.

First horde killed me because I underestimated the impact of the one block and increased squeeze through. A ground level fighting position without even basic throttling devices like barbed wire was a very bad call. Hordes 2 and 3 have seemed very gentle though. Plenty of basic ferals but no feral cops or bikers and no wights, dire wolves or rads at all. I'm not using a POI and have a Forest horde base, though, so I'll only get my basic gamestage.
 
It was a tier 2 in the burnt forest. I had no idea poi level impacted hordes. I think it was mostly surprising because of the sheer amount. The most ferals I'd seen at that point were 1-2 in tier 2-3 poi's. It went from that to pretty much most of the horde being ferals, or mutated zombies. I think the difficulty makes some sense given my gamestage, but it seems strange to me there isn't any kind of cap per horde day. If you're well equipped and leveled, I thought that would make the horde easier, not just scale them to be harder.
 
Back
Top