PC V2.0 Storms Brewing Dev Diary

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This was my character, just for reference. I was doing a perception build. Loving 2.0 so far! Was just very surprised as it felt like a mid-lategame horde pretty early on.
After checking code, we are not using POI difficulty and we don't use a biome difficulty anymore. Do you have your "Blood Moon Count" setting in the Basic tab at a high value like 32+? If so, then that will scale up the game stage to compensate for the party zombie count cap that was added in 1.0.

If you look in your log, you will see a line of info describing the settings which included the scaling value "{3}".
"Party of {0}, GS {1} ({2}), scaling {3}, enemy max {4}, bonus every {5}"
 
After checking code, we are not using POI difficulty and we don't use a biome difficulty anymore. Do you have your "Blood Moon Count" setting in the Basic tab at a high value like 32+? If so, then that will scale up the game stage to compensate for the party zombie count cap that was added in 1.0.

If you look in your log, you will see a line of info describing the settings which included the scaling value "{3}".
"Party of {0}, GS {1} ({2}), scaling {3}, enemy max {4}, bonus every {5}"
I had blood moon count and every other setting at vanilla, other than loot respawn which was disabled. I'm guessing I was just a high level or something?

Party of 1, GS 87 (87), scaling 1, enemy max 560, bonus every 18

Was the one I found just before the blood moon
 
I had blood moon count and every other setting at vanilla, other than loot respawn which was disabled. I'm guessing I was just a high level or something?

Party of 1, GS 87 (87), scaling 1, enemy max 560, bonus every 18

Was the one I found just before the blood moon
If you were to put this into Game Support, it would let them look into it more. And be sure to include your log because that will be the key to whatever may have happened. Getting support isn't really what this thread is for and questions or posts can quickly disappear because of how many people post here, so Game Support will get you a better response.
 
The sound itself is called "item_pickup", but it is also the sound that plays when you pick up items instead of harvesting them. (Think of picking up rocks or chairs, retrieving arrows from dead zombies, etc.)

So, if you get rid of the "harvesting" sound then you'll also get rid of those.

The only way to get rid of one and not the other is through a Harmony/C# mod. I put it on my todo list, but I'm going to wait to see if TFP fix it before 2.0 goes stable.

If you are OK without the "pickup" sounds, then you can just remove the "AudioClip" node from the "item_pickup" sound in sounds.xml.

Here's the XPath if you want to put it in a mod:
XML:
<remove xpath="//SoundDataNode[@name='item_pickup']/AudioClip" />

(Hope it's the appropriate place to put this - if not, a forum moderator may move this to the "Discussions and Requests" part of the "Mods" forum.)
Matt made a change that I think should get rid of the delay except for bare hands as the delay fixes a bug for hands.
 
Matt made a change that I think should get rid of the delay except for bare hands as the delay fixes a bug for hands.

This is excellent news. The bare hands issue is something I personally can live with, I don't harvest things with my bare hands at all after finishing the starter quests, and I'm guessing most other people do the same.

If Matt decides to post on these forums, I'll thank him personally, but until he does, please thank him for me.
 
I had blood moon count and every other setting at vanilla, other than loot respawn which was disabled. I'm guessing I was just a high level or something?

Party of 1, GS 87 (87), scaling 1, enemy max 560, bonus every 18

Was the one I found just before the blood moon
Actually the biome GS mod and GS bonus are used, so Allan and I ran the numbers for burnt forest and GS around 90 is correct. Same BM in forest would have been around GS 55.
 
During the streamer weekend, I spawned on the opposite side of the map to the burnt forest, so I had to travel quite far to get the to "next biome". I was wondering if the random spawns could be closer towards the burnt forest?
 
Would there be a chance of being able to use the TintColor property we have to set the default tint of items on vehicles as well? I've tried it on the placeable item, the entityclass, and the vehicles entry and it doesn't work. Would be nice to not have every vehicle default to white tint.
 
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