PC V2.0 Storms Brewing Dev Diary

I wouldn't say wake up poi zombies but just increase the wild spawns a bit more due to the fog Is covering it up
I dunno. I think I'd prefer the POI waking up--not necessarily detecting the player--just waking up and moving around. Maybe even going straight into rage mode.

Wild spawns out in the fog if I'm not in a POI are fine, but I def don't want more wild spawns while I'm in a POI. Not unless they down down their sounds a bit. The constant zombie roaring\screeching outside the POI from just 1 or 2 zombies gets super grating after just a few minutes. If they'd just be quiet and pound on the walls then I'd change my tune. That would be unnerving rather than grating. Less is More when it comes to spooky zombie noises.
 
Will the 3.0 and 4.0 updates be created faster than 2.0? Or will the one year update cycle remain? In that case, 3.0 is 2026 and 4.0 is 2027? That seems realistic and would eliminate the situation where an update is delayed by six months.

Will there be a new roadmap soon with more realistic timelines and maybe 5.0?
@faatal
 
Will the 3.0 and 4.0 updates be created faster than 2.0? Or will the one year update cycle remain? In that case, 3.0 is 2026 and 4.0 is 2027? That seems realistic and would eliminate the situation where an update is delayed by six months.

Will there be a new roadmap soon with more realistic timelines and maybe 5.0?
@faatal
considering 3.0 was supposed to be coming out...now-ish, Q2 2025, it would be nice if they would address the elephant in the room. I'd love to see your excellent question answered.
 
I dunno. I think I'd prefer the POI waking up--not necessarily detecting the player--just waking up and moving around. Maybe even going straight into rage mode.

Wild spawns out in the fog if I'm not in a POI are fine, but I def don't want more wild spawns while I'm in a POI. Not unless they down down their sounds a bit. The constant zombie roaring\screeching outside the POI from just 1 or 2 zombies gets super grating after just a few minutes. If they'd just be quiet and pound on the walls then I'd change my tune. That would be unnerving rather than grating. Less is More when it comes to spooky zombie noises.

The problem with this is that too many active zombies will tank FPS on a lot of systems, especially console. A tier 1 or maybe tier 2 POI wouldn't be an issue as those have fewer zombies, but a tier 5? Having a couple hundred zombies awake at once wouldn't work well for most players.

As far as the sound goes for zombies outside, I would like to have them improve spatial sound so that if you're not near them, the sound gets quieter until it's eventually not heard anymore once you're far enough away. As it is now, they can be on the bottom floor of a skyscraper while you're on the top and on the opposite side and it sounds like they are right next to you.

Will the 3.0 and 4.0 updates be created faster than 2.0? Or will the one year update cycle remain? In that case, 3.0 is 2026 and 4.0 is 2027? That seems realistic and would eliminate the situation where an update is delayed by six months.

Will there be a new roadmap soon with more realistic timelines and maybe 5.0?
@faatal

I think expecting it to take that long is a good idea. You're less likely to be disappointed and more likely to be pleasantly surprised if they release it sooner. But I doubt we'll see them put a schedule like that. They are notorious for missing dates, so putting a date out a long ways isn't likely. They'll put a date early and miss it like normal. ;) But why would there be a 5.0? The game is done at 4.0. They may have DLC after that or occasional free updates, but the game itself will be done at 4.0. That should definitely not change. They want to get focused on their new games instead of this one.
 
More zombies wandering city streets would be great.
I agree, and have done it from the beginning. But balance for volume, situation, and specific amounts of cameos
is necessary. I would like it if the street walkers, were more decimated models, similar to the old versions. Then it
would come back to preference per player. Just lowering the stats, does help not to hyper-accelerate progression.
 
@faatal I got a few questions

Will any of the new zombies show up with Screamer hordes/Wandering hordes

How often do they spawn in the biomes vs other zombies

Will frostclaws replace lumberjacks in the snow?

And in later stages will we find them in pois? Or found sleeping only in there biomes.
I can tell you for sure that the Frost Claw isn't replacing the Lumberjack.
 
The problem with this is that too many active zombies will tank FPS on a lot of systems, especially console. A tier 1 or maybe tier 2 POI wouldn't be an issue as those have fewer zombies, but a tier 5? Having a couple hundred zombies awake at once wouldn't work well for most players.

It's a bad idea for several reasons, but performance is the biggest. We've all played those extreme, custom made POIs where all the sleeper volumes are set on group zero with no regard for performance. Having your FPS drop into single digits is not fun.

Beyond just performance considerations, makers of quality POIs spend a lot of time and effort setting up sleeper volumes and groups to make the game flow and encounters more interesting in their POIs. Waking up all the sleepers during storms would basically ruin that.
 
Volumes could be balanced. A few roamers cells in the POIS, and some
sleeper cells. Then, depending on how and where you dispatch those
that are awake would determine if more would awaken as you progress
through the POI. It would also make stealth vs straight melee a bit more
of an interactive choice.

Right now it's either or, and noise is not as much a penalty. It's simply location,
activation.

One change I like and I don't know if it's limited to the advanced
mods I played or standard in-game EAI. Is the limited distance and time
entities roam from their patrol area. Then they will return to the POI.
So not as much kiting.

AdamTheWaster
I wouldn't say wake up poi zombies but just increase the wild spawns a bit more due to the fog Is covering it up
There is actually an opportunity, if the fog distance could be used as an occluder. If activated, it could make each
interaction per poi or area into a 128 meter arena, blocking out other Poi excess, allowing entities to walk through but
still limiting distant object render. So you may be on to something.
 
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