PC V2.0 Storms Brewing Dev Diary

@faatal Not sure if you know the answer or not, but any chance that Yucca Smoothies will be "fixed" when Storm's Brewing comes out? Always seemed really weird to me that it gives +30 COLD resistance instead of HEAT resistance. Y'know, since it's a cold drink made from snow.
Oh its a magical effect, you need a cold item to acclimate yourself to the cold....lol  see it makes perfect sense now, no need to question it.

 
Hi faatal what happened to small pockets or zones of radiation in the wasteland Is that something planned for the future?
The wasteland will be fully radiated starting in 2.0.  There hasn't been radiation in the wasteland since before A20 when I first played the game, though there is at least one overhaul mod that has it that way.

 
Hi faatal what happened to small pockets or zones of radiation in the wasteland Is that something planned for the future?
Pockets are not planned.

All biomes other than forest have a biome hazard, as we are calling it now, which will start killing you after a few minutes in the biome. I have been calling it biome survival or progression as biome weather is confusing as it is not clouds/wind/rain/snow.

Learning to survive the hazards requires multiple steps for each biome that take a reasonable amount of time to complete. Completion rewards you with an immunity item you equip. Biomes must be completed in order of difficultly. Some of this may change and balance is ongoing. There is also a game option to turn it off.

 
Hi faatal what happened to small pockets or zones of radiation in the wasteland Is that something planned for the future?


You may already know this, but a previous alpha did have small pockets of radiation in the wasteland.

Players almost universally hated it, because it was basically insta-death without any warning.

After that, I am not surprised that TFP abandoned the idea.

 
@faatal

Will the items, or say outfits that allow for you to enter the biomes also have a weakness, like excess weight or noise or lack of temperature
regulation, or will they just make your character more uber as you go?

 
@faatal

Will the items, or say outfits that allow for you to enter the biomes also have a weakness, like excess weight or noise or lack of temperature
regulation, or will they just make your character more uber as you go?
It is quite simple. There is a new slot for the survival kit. Kits go from biome 1 to 4. 4 being wasteland (the best) and protects from every biome's hazard.

 
If there are no storms brewing in Storms Brewing, there may be a marketing problem.   :rain:

I’m hoping the gameplay will, in some capacity, be time-dependent as well as location-dependent. Those excited by the “survival” part of the survival horde crafting game will note that adapting to changing, unpredictable conditions (hazards and opportunities) is a key principle in survival.

Conceptually, I would’ve modeled bad weather on wandering hordes. Meaning, a storm would be a discrete entity that spawns in the distance and travels in a straight line to pass near a player. The effects of the storm (VFX, SFX, and debuffs) would apply to anyone in a chunk within a certain radius of this moving entity. Color these chunks on the map, and you can imagine the gameplay. Players would see the storms coming and have to decide to evacuate, shelter in place, don protective armor, or take the hit. It could be the first kind of dynamic event system, which is something the devs have talked about wanting to do for a long time.

 
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If there are no storms brewing in Storms Brewing, there may be a marketing problem.   :rain:

I’m hoping the gameplay will, in some capacity, be time-dependent as well as location-dependent. Those excited by the “survival” part of the survival horde crafting game will note that adapting to changing, unpredictable conditions (hazards and opportunities) is a key principle in survival.

Conceptually, I would’ve modeled bad weather on wandering hordes. Meaning, a storm would be a discrete entity that spawns in the distance and travels in a straight line to pass near a player. The effects of the storm (VFX, SFX, and debuffs) would apply to anyone in a chunk within a certain radius of this moving entity. Color these chunks on the map, and you can imagine the gameplay. Players would see the storms coming and have to decide to evacuate, shelter in place, don protective armor, or take the hit. It could be the first kind of dynamic event system, which is something the devs have talked about wanting to do for a long time.
Yeah, I had really hoped to see some actual weather improvements in 2.0 and not just environmental hazards.  The hazards are fine, but it comes down to just a static hazard in each biome that you just deal with one time for each biome.  Nothing dynamic, and not really all that interesting.  Something like your suggestion would be more interesting.

It also seems that hot and cold resistance requirements that change based on weather like what happened before 1.0 are also off the table, which is unfortunate.  Before 1.0, the temperature resistances weren't all that important as it was very easy to end up with enough resistance without trying, and it really wasn't a big deal if you didn't have any resistance.  But the idea of temperatures changing based on weather and the need to manage that (with it actually mattering) was a good thing.  I don't like that it's seemingly been dropped entirely in favor of just a static unchanging hazard.  Hopefully it will be brought back in some future update, though if it's not in the "weather" update, I don't have much hope that it'll be added later.

 
Pockets are not planned.

All biomes other than forest have a biome hazard, as we are calling it now, which will start killing you after a few minutes in the biome. I have been calling it biome survival or progression as biome weather is confusing as it is not clouds/wind/rain/snow.

Learning to survive the hazards requires multiple steps for each biome that take a reasonable amount of time to complete. Completion rewards you with an immunity item you equip. Biomes must be completed in order of difficultly. Some of this may change and balance is ongoing. There is also a game option to turn it off.


Do the steps require incursions into the biome? I.e. to get the kit for desert biome you first need yucca to make a drink that gives some protection for a time in the biome, then loaded with that drink go into desert pois and find a specific item that allows you to craft the kit?

 
meganoth said:
Do the steps require incursions into the biome? I.e. to get the kit for desert biome you first need yucca to make a drink that gives some protection for a time in the biome, then loaded with that drink go into desert pois and find a specific item that allows you to craft the kit?
Yes. That was something I pushed for, as it makes sense that you should experience the biome to learn how to survive there. It uses the challenge system, so kit is your reward per biome. You can't make them for others for them to simply bypass it. That is why there is an option to disable as some groups of players may not like that play style.

zztong said:
Is that an all-or-nothing on/off, or a biome-by-biome on/off? If all-or-nothing, can we get the equivalent of biome-by-biome via XML modification?
On or Off. Per biome not planned, but features can change.

 
Yes. That was something I pushed for, as it makes sense that you should experience the biome to learn how to survive there. It uses the challenge system, so kit is your reward per biome. You can't make theme


I feel I agree with this. You need to learn via some way too unlock stuff become we basically wake up and know how to craft basically anything.  Aside from the needs for books. 

But take some armor. If you go into the wasteland and try to survive you would need something too protect your.  So you learn how to make hazard base armors 

Something I'm working on in the pimp dreams now Is stuff you can build vs stuff you find! 

Or your case for the desert. I agree you need to progress too unlock the things. Needed to live there well 

 
@faatal Hi there!

Are we talking about weeks or months before Update 2.0?

And thank you, once again, for all the work you do, and coming here to answer some questions. We really do appreciate that.
Probably a few months yet for experimental. We have a general date we would like to hit, but we have a lot of stuff we still want to do, so it could slip more.
We have a variety of changes coming in this update beyond what people may be expecting. For one, AI changes I am currently working on may lead to people changing up their base designs, but hard to tell until testers start doing blood moons.

 
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