PC V2.0 Storms Brewing Dev Diary

Hey, long-time lurker finally made an account.
 

First off, thanks for all the hard work. From when I started to now the game has evolved and it's clearly been a labour of love. I may not personally love every change (e.g, mags, it's pretty bright), but I do want to acknowledge that overall it's been a great, improving, experience and I recognize a game isn't developed for just one person or one playstyle. So I'll take what I can get and look forward to the new stuff. I truly appreciate the work y'all put in and frankly, I hope you make a ton of money and get to enjoy your success.

Now to my q re: 2.0 (I've tried to catch up, so I apologize if this has been asked/answered).

With the biome hazard progression system in development I understand it to be fairly linear.

i.e., Enter new biome -> handle hazard as you complete some challenges/quests (maybe with support of food/chems etc.) -> become immune to hazard -> next biome.

I was wondering if there's any variability to this progression/options to route differently?

i.e., Enter new biome -> handle hazard/complete challenges -> hazard immunity with some DRAWBACK/Less optimal -> unlock next biome

At that point the player could progress to the new biome OR keep working to improve their ability to handle the biome through a parallel quest line. 

E.g., After completing the desert challenge/getting the kit/whatever, the player is free to move on to snow (or whatever). They also unlock a challenge (a hard one that might be above their current level even?) to fully overcome the hazard of that biome. Some players may not be able to do it yet, but they could come back in the future to achieve desert mastery (maybe it's just a bonus while in that biome, removal a debuff, etc.).

In my mind this would maintain the progression arc envisioned, wouldn't be too substantial of change, and give a clear reason to come back.

My boring ideas off the cuff would be something like attuning to the desert by doing ayahuasca and killing x zeds, a behemoth, clearing a POI while under the influence (using the alcohol intoxication effect or something similar). Same thing could happen in other biomes (attune to snow by fighting a bear naked, which is a thing that all Alaskans and Canadians are required to do IRL). It wouldn't have to be a big thing, but it would add another level of flexibility/achievement.

Just some rambling ideas, but I'd love to see a less linear progression path/some reason to revisit old biomes. 

If you read this, thanks. Sadly you will never get that time back. 

Keep going and all the best!

 
The problem with towns is how tiles and districts work.  They wanted variety in tiles so they didn't look exactly the same everywhere.  That is a good thing.  However, that also means things didn't tend to make logical sense and roads are often a pain in towns.  Add in districts and you have fewer choices for what tiles are available at any given location.  If you add in a lot of custom tiles, it can be better (or worse), depending on whether or not the tiles are more generic or detailed.  More detailed means they probably won't fit as logically. 

I don't think you will ever see town roads being any better in this game.  There just isn't much you can do unless you change all tiles into intersections, making it a grid.  And you can't just do a grid right now if you want all POI to be able to spawn.  Many tier 5 POI can only spawn on caps or other non-intersection tiles.

What faatal was taking about is specifically a single upgradable biome hazard protection "device".  It wouldn't give you bonuses to other things.
Well that sucks. But thanks for the info. 

 
Hey, long-time lurker finally made an account.
 

First off, thanks for all the hard work. From when I started to now the game has evolved and it's clearly been a labour of love. I may not personally love every change (e.g, mags, it's pretty bright), but I do want to acknowledge that overall it's been a great, improving, experience and I recognize a game isn't developed for just one person or one playstyle. So I'll take what I can get and look forward to the new stuff. I truly appreciate the work y'all put in and frankly, I hope you make a ton of money and get to enjoy your success.

Now to my q re: 2.0 (I've tried to catch up, so I apologize if this has been asked/answered).

With the biome hazard progression system in development I understand it to be fairly linear.

i.e., Enter new biome -> handle hazard as you complete some challenges/quests (maybe with support of food/chems etc.) -> become immune to hazard -> next biome.

I was wondering if there's any variability to this progression/options to route differently?

i.e., Enter new biome -> handle hazard/complete challenges -> hazard immunity with some DRAWBACK/Less optimal -> unlock next biome

At that point the player could progress to the new biome OR keep working to improve their ability to handle the biome through a parallel quest line. 

E.g., After completing the desert challenge/getting the kit/whatever, the player is free to move on to snow (or whatever). They also unlock a challenge (a hard one that might be above their current level even?) to fully overcome the hazard of that biome. Some players may not be able to do it yet, but they could come back in the future to achieve desert mastery (maybe it's just a bonus while in that biome, removal a debuff, etc.).

In my mind this would maintain the progression arc envisioned, wouldn't be too substantial of change, and give a clear reason to come back.

My boring ideas off the cuff would be something like attuning to the desert by doing ayahuasca and killing x zeds, a behemoth, clearing a POI while under the influence (using the alcohol intoxication effect or something similar). Same thing could happen in other biomes (attune to snow by fighting a bear naked, which is a thing that all Alaskans and Canadians are required to do IRL). It wouldn't have to be a big thing, but it would add another level of flexibility/achievement.

Just some rambling ideas, but I'd love to see a less linear progression path/some reason to revisit old biomes. 

If you read this, thanks. Sadly you will never get that time back. 

Keep going and all the best!
From what had been said, you use consumables and healing to go into the next biome to complete the challenges necessary to get full immunity in that biome.  You then repeat in the next biome.  There aren't any variables or variation.  You can go into a biome without immunity by using consumables and healing, but it would be costly to do so for long.  Better to just complete the immunity challenges.  We don't know what the challenges are, but considering you are making an item to protect you from the hazard, it is likely to be related in some way to that... Not killing something without armor or anything like that, though killing something is probably part of it for the snow biome for fur to stay warm. 

@faatal One thing that doesn't make sense for me with the biome hazard protection item is how it can upgrade and make any sense.  You have both hot and cold as hazards.  I can see upgrading an item with only one of those... Dust mask, upgraded to include hot OR cold protection, upgraded again to a radiation suit that has a hot or cold lining.  But both at the same time?  If they are switchable lining mods, that would make sense, though I wouldn't enjoy having to swap them whenever I change biomes.  But otherwise I can't see how an upgrade that covers both makes sense. 

I know you may not want to give specific details yet, but can you say if it at least makes some sense?

If the biomes were smoke, wind blown sand, cold, radiation, then that upgrade would make sense.

 
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This isn't an issue because the game isn't designed for you to have hundreds of players in the starter zone for an extended period of time.
My main issue Is imo. The forest is the best biome in terms of look like the desert. I like the wasteland and burnt forest but it depends on the build I wanna do.

I think if it were up too me I'll make maps like this 

Plains 0 skull <maple forest half skull < pine forest 1 skull < brunt forest 1 half skull< desert 2 skulls < snow 2/skulls < Wasteland 3 skulls

That way people can ether live in a nice and still have ok Loot 

 
You can work on each biome's hazard challenges independently from each other, you just can't complete the challenge group to get the kit until you have the kit from the previous biome.

The kit is a single slot using video game magic. Picture it as whatever you want, but kit 4 protects from smoke, heat, cold, radiation, the IRS, Martians, etc.

 
You can work on each biome's hazard challenges independently from each other, you just can't complete the challenge group to get the kit until you have the kit from the previous biome.

The kit is a single slot using video game magic. Picture it as whatever you want, but kit 4 protects from smoke, heat, cold, radiation, the IRS, Martians, etc.
Hi @faatal, can you provide a list of the currently supported "weather effects" coming with SB?

What I mean is something like (e.g.) cold, hot, wet, burning, freezing and so on...

I'm asking, because, apart from the biome hazards, I'd like to know if temperature and weather effects are back, and how important they'll be in 2.0.

Thanks

 
Hi @faatal, can you provide a list of the currently supported "weather effects" coming with SB?

What I mean is something like (e.g.) cold, hot, wet, burning, freezing and so on...

I'm asking, because, apart from the biome hazards, I'd like to know if temperature and weather effects are back, and how important they'll be in 2.0.

Thanks
I would like too know this too. Cuz if we turn it off then what? We get nothing or will it be like the old days

 
Hi @faatal, can you provide a list of the currently supported "weather effects" coming with SB?

What I mean is something like (e.g.) cold, hot, wet, burning, freezing and so on...

I'm asking, because, apart from the biome hazards, I'd like to know if temperature and weather effects are back, and how important they'll be in 2.0.

Thanks
Sure. The biome hazards are burnt forest smoke, desert heat, snow cold and wasteland radiation. Rain, snow and wind weather are only cosmetic and do nothing with hazards. The old temperature value does nothing.

I would like too know this too. Cuz if we turn it off then what? We get nothing or will it be like the old days
If you turn it off, you will not get the debuffs from each biome. You will still have the cosmetic rain, snow and wind weather.

 
From what had been said, you use consumables and healing to go into the next biome to complete the challenges necessary to get full immunity in that biome.  You then repeat in the next biome.  There aren't any variables or variation.  You can go into a biome without immunity by using consumables and healing, but it would be costly to do so for long.  Better to just complete the immunity challenges.  We don't know what the challenges are, but considering you are making an item to protect you from the hazard, it is likely to be related in some way to that... Not killing something without armor or anything like that, though killing something is probably part of it for the snow biome for fur to stay warm. 

@faatal One thing that doesn't make sense for me with the biome hazard protection item is how it can upgrade and make any sense.  You have both hot and cold as hazards.  I can see upgrading an item with only one of those... Dust mask, upgraded to include hot OR cold protection, upgraded again to a radiation suit that has a hot or cold lining.  But both at the same time?  If they are switchable lining mods, that would make sense, though I wouldn't enjoy having to swap them whenever I change biomes.  But otherwise I can't see how an upgrade that covers both makes sense. 

I know you may not want to give specific details yet, but can you say if it at least makes some sense?

If the biomes were smoke, wind blown sand, cold, radiation, then that upgrade would make sense.


Remember that the bedouins have to protect against heat and cold because it gets quite cold at night in the desert. What they use is a wide cloak to create an air pocket that shields from whatever temperature is outside of it. Works well with heat AND cold.

7D2D just uses a slot with a gimmick item it seems, but if not I could imagine something that would work in that world as well: Dust mask would be for burned, then a wide cloak that shields the whole body like the bedouins would use. For the winter biome this would actually help somewhat, but the cold winds are just too strong and circulate the air under the cloak too fast. So the next upgrade is that the cloak can be closed on the bottom and (optionally) a small heating device could be added. Last would be the radiation zone where the cloaks shielding would have to be further upgraded to be totally air-tight if needed

 
Sure. The biome hazards are burnt forest smoke, desert heat, snow cold and wasteland radiation. Rain, snow and wind weather are only cosmetic and do nothing with hazards. The old temperature value does nothing.

If you turn it off, you will not get the debuffs from each biome. You will still have the cosmetic rain, snow and wind weather.
So the old system is completely gone with random weather.... kinda sad too see it go. Getting randomly hot and cold during heat waves and cold fronts. Being caught in the rain. And gets cold.

That went for all biomes. Not sure how to feel tbh but I have hopes 

 
Sure. The biome hazards are burnt forest smoke, desert heat, snow cold and wasteland radiation. Rain, snow and wind weather are only cosmetic and do nothing with hazards. The old temperature value does nothing.

If you turn it off, you will not get the debuffs from each biome. You will still have the cosmetic rain, snow and wind weather.
So we still won't have the normal hot/cold to deal with if we turn it off, like before 1.0? In the current version the armor lining mods serve no purpose. Are they gonna be removed as it sounds like this new kit replaces them. 

 
Kind of hope the lining mods still have a place as alternate forms of mitigation.

Also interested in what happens to the Thermal Resistance perks and the Thermal Resistance granted by one of the Fireman's Almanac books (seems like it should help with smoke AND heat).

 
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