PC V2.0 Storms Brewing Dev Diary

I don't have any insider knowledge about the reasons here but if I had to guess it might have to do with the fact that TFP does not limit the online experience to official servers that are policed and managed by TFP itself. Every single public dedicated server in existence is managed by private individuals with zero oversight by TFP.

Some have suggested that it is a conflict between Sony and Microsoft but that can't really be it since currently crossplay between xbox and PS5 is already possible player to player. That issue (if it was really there) has already been resolved. The issue has to be about server security and perhaps the console companies don't look at private dedicated servers as being acceptable (despite the fact that official servers for many games are often the worst servers that exist for those games...).

Just a guess though.
Yes, whether you control the servers or not makes a difference.

 
These updates sound good. I am hoping that RG will see some improvements as well. Like roads connecting logically and taking the shortest route from town to town. 

Making streets in towns line up and connect to the rest of the system to. 

Rivers following a logical path. Either starting and ending off of the map or in and out of a lake would be best.

No more snake lakes or bridges over ponds. 

I think A.I. could help with that. 

A boat would be nice to have as well. :)

Traders not bound to a specific biome would be great as well. At it would help to cut down on travel time and mix things up. 

One thing that I have also wondered about is the game going to get friendly NPC's?  Other than the traders of course.  

It would be great to have some NPC's helping to man the walls or maybe even working a farm. 

Thanks. 

 
These updates sound good. I am hoping that RG will see some improvements as well. Like roads connecting logically and taking the shortest route from town to town. 

Making streets in towns line up and connect to the rest of the system to. 

Rivers following a logical path. Either starting and ending off of the map or in and out of a lake would be best.

No more snake lakes or bridges over ponds. 

I think A.I. could help with that. 

A boat would be nice to have as well. :)

Traders not bound to a specific biome would be great as well. At it would help to cut down on travel time and mix things up. 

One thing that I have also wondered about is the game going to get friendly NPC's?  Other than the traders of course.  

It would be great to have some NPC's helping to man the walls or maybe even working a farm. 

Thanks. 
Town roads aren't going to change other than to have additional tiles maybe.  It is just what happens when using tiles for roads the way they do.  Other than to replace their tiles with custom ones that are designed the way you want, you won't see any real change there. 

Rivers are stamps.  They are a single shape that is placed randomly on the map and can be resized or rotated.  They are not generated and so cannot do what you want.  faatal had said in the past that he would like to generate rivers, but it is a low priority.  You can generate rivers on maps made with Teragon if you want.

Bridges over ponds are just POI.  You can remove them if you don't want them. 

faatal had made and tested a raft, but had said that unless they do something to make water dangerous, it isn't likely to be added.  He would like to do that, but it is a low priority. 

They just got done making it so traders are tied to specific biomes as part of progression, so that isn't likely to change.  Many of us don't like that, and maybe they'll eventually add an option in RWG to disable that.  You can use Teragon or make a hand crafted map that doesn't tie traders to biomes if you want.

NPCs, other than traders and the faction NPCs that are coming with bandits and the story aren't planned.  None will help you with your base. 

They are finishing up the game, so anything not on the roadmap probably won't happen.  Some things may happen in a later DLC.

 
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Faatal must be seething right now. Didn't he say a few days ago they're still a few months away from experimental?

Also curious about these new Mastery perks and what they'll entail. I think I'm actually excited about 2.0.
LOL. I knew those dates when I posted. It was 6-7 weeks out then, which I rounded up to a few months. Remember my post about using x2 or x3 time on programming task estimates? Same concept. I know how times slip.

 
My guess for the new General Attribute Trees perks
Miner 69er
MotherLoad
Daring Adventurer
Living off the land
Run and gun
Master Chef
Salvage Operations

what do you think and hope for?

 
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We are having hell of a fun with latest update, will have more with next one and even after gold. 

I know how times slip.
Like a screamers behind our back while cooking near the fired up forges, like a week full of looting only for a cooking pot. But it is worth it and we love it. 

I have so much good moments with latest update after a short pause. Can`t wait for more.

Take your time guys ! 

 
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One thing i think that needs to be addressed 2.0 is gamestage sleepers: 

The way it is now if a high game stage player goes into a prefab (wakes the sleepers) than leaves that pretty much make them over powered for new players with lesser gamestage going in afterwards.

This is especially bad for new players joining servers that have been running for couple hundred in game days.

It becomes than level 1 players vs high game stage sleepers and kinda kills the vibe for new players joining.

anyone have any thought how they could address this issue for 2.0?
i dont understand what you mean, can you explain more? whats a gamestage sleeper?

 
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i dont understand what you mean, can you explain more? whats a gamestage sleeper?
when you go into a prefab and raise the sleepers in it, The higher your gamestage is the higher level the zombie will be that wakes- example: radiated zombies....

So. if you are high gamestage and leave those sleepers without killing them (which alot of people do by running in just to loot only) they go back to sleep waiting on someone else to come in and wake them.....

That means if a lvl 1 person is the next person to enter that prefab he will raise the radiated zombies that went back to sleep. Their difficulty level remains untill someone kills them off and next person starts the cycle again.

As of version 1.0 the Formula has changed to the following: Each player's Game Stage is calculated as follows: ((( [Player Level] + [Adjusted Days Alive] ) * [Difficulty Factor] (1.2) ) * ( [Difficulty] + [Gamestage_Modifier] )) + [Gamestage_Bonus]

 
@faatal I remember a few years ago in the A21 Dev Diary, I mentioned something about increasing vehicle speeds to encourage players to explore the entire map, and you replied that it would cause issues due to chunk loading speeds. Isn't there a workaround for this? It would be a great change to the game, especially since the new update focuses on biomes and exploring them.

 
Crater Creator said:
Maximum loot is also capped per biome, to encourage exploration


Should this read "Maximum lootstage is also capped"? There isn't a maximum amount of loot that can be obtained, right?

 
Crawl out Zombies

  • Zombies can spawn in smaller 1 meter spaces and crawl out of them
  • Zombies are better able to navigate and crawl through tight areas
  • Improved level design tools for spawning and respawning enemies
  • Many larger POIs are reworked to take full advantage, maintaining the challenge while improving performance


I noticed a few people confused in regards to Faatal's comments on AI improvement and POIs.  The AI improvements have nothing to do with how the POIs themselves spawn.  He was referring to AI improvements in regards to the new "Crawl Out Zombies" feature.  Essentially, POI creators (both TFP and modders) will now be able to create sleeper volumes as small as 1 meter in size that can spawn more than one zombie over time.  This is largely most helpful in large enemy encounters where spawning many zombies at the same time is very costly performance wise.

For example, the final encounter in the Shamway Factory originally had roughly 22 maximum zombies active at the same time (non infested).  Using this new feature, that number has been reduced roughly to around 15 maximum zombies active at the same time without sacrificing the overall number of zombies for the entire battle.  In addition to this performance gain, I was able to inject some stealth kill opportunities as part of the encounter for players who enjoy that play style.  I look forward to seeing what you all think when you get your hands on 2.0. 😎

 
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@Roland so im clear on this...

if its going be biom progression does that mean when a new seed starts for a server everyone is going be stuck in the pine forrest untill they get their kit to move on?

if thats the case i just dont see how that will work cramming hundreds of players in the starter zone for a extended period of time? or am i missing something here?

 
In addition to this performance gain, I was able to inject some stealth kill opportunities as part of the encounter for players who enjoy that play style.  I look forward to seeing what you all think when you get your hands on 2.0. 😎


YES. I'm a stealth nerd. This makes me happy.

 
For example, the final encounter in the Shamway Factory originally had roughly 22 maximum zombies active at the same time (non infested).  Using this new feature, that number has been reduced roughly to around 15 maximum zombies active at the same time without sacrificing the overall number of zombies for the entire battle.
This is both good and bad.  For people who can't handle large numbers of zombies with their systems, it's good.  But for everyone else, it makes the encounters far easier.  I enjoy the larger groups in some of the POI and have never had any problems with performance there.  But it's not a big deal.  There are plenty of custom POI that can be used that have large numbers of zombies and I'm sure most will not be reduced.

 
Should this read "Maximum lootstage is also capped"? There isn't a maximum amount of loot that can be obtained, right?
Here’s what Rick wrote verbatim in yesterday’s status update:

”Progressive biome maximum loot caps to encourage exploration”

It seems reasonable to assume that in practice he meant the lootstage is what’s capped. Maybe he felt lootstage is jargon too esoteric for the broader audience. But when rewriting the top post for this thread (endeavoring to phrase everything as clearly as possible), I didn’t feel quite comfortable enough to make that assumption, just in case it meant something else.

 
@Roland so im clear on this...

if its going be biom progression does that mean when a new seed starts for a server everyone is going be stuck in the pine forrest untill they get their kit to move on?

if thats the case i just dont see how that will work cramming hundreds of players in the starter zone for a extended period of time? or am i missing something here?
Yes.  You will have to stay in the forest until you can make a "kit" to move to the next biome.  There are consumables that will give you temporary protection, but unless you can afford to keep supplied with those, you're going to need to make a kit if you plan to stay in another biome for any length of time.  You must complete each biome's kit in order (upgrading from the previous biome's kit).  If it doesn't work for your server (remember that features are designed for 1-8 player co-op), you can disable it.

 
Yes.  You will have to stay in the forest until you can make a "kit" to move to the next biome.  There are consumables that will give you temporary protection, but unless you can afford to keep supplied with those, you're going to need to make a kit if you plan to stay in another biome for any length of time.  You must complete each biome's kit in order (upgrading from the previous biome's kit).  If it doesn't work for your server (remember that features are designed for 1-8 player co-op), you can disable it.
i was thinking about that today how to make it work....

Having 2 or more green pine forrest bioms on map to start spreading the population around maybe be the answer.

hmmm this current seed we have had over 2000 players join so far prob expecting that number to easily double first seed of 2.0.

Hopefully Teagon maps will work with it i can see creating a map with 4 green bioms to start on outer edges of map with wasteland in middle... everyone working towards that.

actually might increase pvp be a good thing for us.

 
This is both good and bad.  For people who can't handle large numbers of zombies with their systems, it's good.  But for everyone else, it makes the encounters far easier.  I enjoy the larger groups in some of the POI and have never had any problems with performance there.  But it's not a big deal.  There are plenty of custom POI that can be used that have large numbers of zombies and I'm sure most will not be reduced.


The encounter has more player choices after the change and feels more challenging imo but eager to see what people think after they get a chance to try it.

 
Regarding the new zombie crawling coming in v2. I sure hope TFP have addressed to serious issues with the current zombie crouching mechanic.

1) there are zero frames between when a zombie goes from standing to crouched. There should be a transition animation!
2) zombies get insane extra reach when they are crouching, making them even more likely to hit the player through walls and doors. It's already bad enough the "hugging" attack animation gives them extra reach, as well as when you run away from sprinting zombies having the ability to hit you from 2.5 metres away (single player not server)
3) the trigger for when zombies go into crouching is way too sensitive. Moe and the wight are massive offenders for crouching in doorways when there's plenty of room for them to stand.

 
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