PC V2.0 Storms Brewing Dev Diary

Oh, I apparently misunderstood the earlier descriptions. I thought you were assembling a kit of protections. So you just naturally gain resistance? It's part of you?
I'd still call it an item in its own slot.  It just apparently can't be removed according to Roland and is more of a buff than an item because of that.  faatal had already said you couldn't give it to anyone else, and since it is upgraded for higher tier biomes, it makes sense to just have it act like a buff rather than be an item that can be moved around.  The effect is the same.  The term "kit" is probably misleading and wasn't how it was described by faatal.  It's just what everyone else started calling it.  It's a single item (or buff) that gets upgraded, and not a kit of multiple things.

 
I'd still call it an item in its own slot.  It just apparently can't be removed according to Roland and is more of a buff than an item because of that.  faatal had already said you couldn't give it to anyone else, and since it is upgraded for higher tier biomes, it makes sense to just have it act like a buff rather than be an item that can be moved around.  The effect is the same.  The term "kit" is probably misleading and wasn't how it was described by faatal.  It's just what everyone else started calling it.  It's a single item (or buff) that gets upgraded, and not a kit of multiple things.


True, though if it means no crafting. If it takes a trader and you don't have any traders, then something will have to change. Maybe it would be enough to change the duration of the temporary protection items. If those are crafted items...

 
True, though if it means no crafting. If it takes a trader and you don't have any traders, then something will have to change. Maybe it would be enough to change the duration of the temporary protection items. If those are crafted items...
It might not be a simple XML mod, that's true.  But I would guess you could make a harmony mod that gives you that item/buff when completing the challenge.  It may even be possible with a simple XML mod.  You can set the rewards for challenges, so that immunity item should be listed as a reward.  That may mean it's possible to give it upon completion without needing the trader.  Hard to know until we get 2.0.  It could just be a variable that you set for the player, which would be easy enough to do.  The starter quest to find buried supplies is done that way.

You could also just add your own immunity item that can be crafted and just have it be a mod.  It would take a mod space that you don't need to use with the normal version of it, but it would provide the same effect without needing traders and could be done with only XML.

 
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What perk ideas do you think will be the coolest? heres some of mine with the new 5 points a perk change
Infiltrator - (Trap Expert) id change the perk into trap expert and maybe throw a new tree of perks for infiltrator something like crouching allows you to travel through 1x1 holes like windows, ability to climb walls or Harder to detect indoors)
1 - Landmines grant 100%xp can move through dangerous traps easier. Loose board traps and land mines trigger half a second slower. Take 20% less damage from land mines
2 - Able to pick up landmines and Spike Traps
3 - Landmines grant 200%xp Loose board traps and land mines trigger 1 second slower. Take 35% less damage from land mines.
4 - Able to craft spikes at 50% the cost Loose board traps and land mines trigger 2 seconds slower. Take 50% less damage from land mines.
5 - Landmines grant 300%xp and deal double dmg ( 10 perception req)

Treasure Hunter
1 - 7 blocks digging 10% more
2 - Find 33% more treasure maps in loot
3 - 5 blocks digging 20% more
4 - Find 66% more treasure maps in loot
5 - 3 blocks digging 30% more ( Perception 7 req)

Animal Hunter (Tldr*ing this part)
1 - Tracks Bunnys chickens snakes
2 - Tracks Zombie dogs and Vultures
3 - Tracks Boars, Deers Wolves Coyotes
4 - Tracks Feral Zombies and Radiated Zombies (Still must crouch for 3-5 seconds)
5 - Tracks Bears Mountain Lions, Zombie bears and Dire Wolves (10 Perception Req)

Lock Picking
1 - You can pick locks 20% faster and have a 10% lower chance to break lockpicks
2 - Youre now able to pick/unlock Wooden/Iron doors and wooden/Iron hatches  - 30 second
3 - You can pick locks 40% faster and have a 20% lower chance to break lockpicks.
4 - Youre now able to unlock Steel Doors and Steel hatches - 60 seconds
5 - You are now a world class safe cracker. Pick locks 60% faster and have a 30% lower chance to break lockpicks.

Pack Mule - ( id personally like the Strenght Attribute to passively increased with each point and each perk increases stack size)
Increased Stack size 20%/40%/60%/80%/100%

Living off the Land 

1 - Double the harvest of wild or planted crops. Farm plots cost 30% less to craft.
2 - Replants on Harvest as long as seeds in invetory 
3 - 50% chance to harvest 1 additional crop. Farm plots cost 50% less to craft.
4 - 50% faster unarmed attack speed and 75% less stamina used ( unarmed as in no weapons such as knuckles)
5 - Tripple Harvest on crops

 
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Desert spitter. I love this guy much better then that crappy AI Art. Well done pimps

View attachment 33619

View attachment 33620

We need more zombies that look like this
Who is the artist that made this beauty? We must speak their name!

Look at the dry, cracking skin - the ribs ripping through to the surface. I'm gonna have to put saline gel in my nose from just looking at these pictures.

I will be dying on day 1 of V2.0 because I am going straight to the desert to romp with this creature!

 
Oh, I apparently misunderstood the earlier descriptions. I thought you were assembling a kit of protections. So you just naturally gain resistance? It's part of you?


Yes. When you finish the achievement row and visit a trader you just gain the protection and it's part of you. 

In a back and forth I was suggesting the separation of weapon perks in the perk trees and how it's hard to keep flexibility and make diverse builds when you have to root yourself into the attributes.   


Got it. The weapon perks are all still aligned with their attributes. No weapon skills were moved to the general category-- at least not as of this past week.

 
Yes. When you finish the achievement row and visit a trader you just gain the protection and it's part of you. 

Got it. The weapon perks are all still aligned with their attributes. No weapon skills were moved to the general category-- at least not as of this past week.
What about miner 69er

 
Yes. When you finish the achievement row and visit a trader you just gain the protection and it's part of you. 

Got it. The weapon perks are all still aligned with their attributes. No weapon skills were moved to the general category-- at least not as of this past week.


I figured but at least we have another tab that doesn't use attribute points and are finally adding more perks.

 
I wonder if it would be possible to make it appear as soon as the challenge is complete instead of needing to visit the trader. 
That should be possible. The starter quest is also a challenge and this gives you 4 skill points, but it can also give you items. However, an item that appears in your inventory would be a bit boring. Instead, you could get a special treasure map as a quest reward that leads to a chest with a predefined content.

Easiest would be to just leave the traders in the game and only use them briefly four times to get the kit. Not sure why people who supposedly hate the traders need to delete them from the world. Just don’t go through their gates….
To make traders less OP one could simply modify their inventory so that they only sell parts or resources. The quests could also be removed from the game and the challenge rewards replaced with consumables like something to drink or eat ("You killed 50 cops. Have a blueberry pie.").

 
Disclaimer: Unlike Roland or Sylen I have no access to the internal builds. So this is pure speculation. My advantage is I am not bound by any non-disclosure promises

I would guess they have added more perks for armor, up to one per per armor set. Each perk would be installed in the attribute that makes the most sense. We have 5 attributes and 3 categories of armor, that way 15 armor sets are needed. They could just make it 1 perk for 3 armors or 3 perks individually. In the latter case each attribute would get 3 new perks just for the armor.

 
Disclaimer: Unlike Roland or Sylen I have no access to the internal builds. So this is pure speculation. My advantage is I am not bound by any non-disclosure promises

I would guess they have added more perks for armor, up to one per per armor set. Each perk would be installed in the attribute that makes the most sense. We have 5 attributes and 3 categories of armor, that way 15 armor sets are needed. They could just make it 1 perk for 3 armors or 3 perks individually. In the latter case each attribute would get 3 new perks just for the armor.
I hope 

Miner 69er

Mother load

Most crafting perks like advance engineer, master chef, grease monkey

Armor perks 

Lock picking 

Living off the land

Hunter perks

Cardo

Fall under general perks cuz some of these you need for a good play through 

And hope we get new perks like health nut. 

 
I hope 

Miner 69er

Mother load

Most crafting perks like advance engineer, master chef, grease monkey

Armor perks 

Lock picking 

Living off the land

Hunter perks

Cardo

Fall under general perks cuz some of these you need for a good play through 

And hope we get new perks like health nut. 
I don't know... it's possible.  But there are fewer than 10 in the general category.  Armor by itself is 3 if they leave it as it is (light, medium, heavy) and it makes a lot of sense to move to the general category.  I could see Master Chef and Living Off the Land as being in general.  Advanced Engineering and Grease Monkey make sense in Intelligence, imo.  It doesn't matter that they are useful to most people.  That's not a good reason to move them.  If you moved things to general just because they are used by most people, you'd have half the perks in general.  I am guessing here, of course, but I think general is for perks that don't actually fit where they are now (that's what faatal mentioned).  Lockpicking is almost always in an agility related tree in games, so I don't see that changing either.  Miner 69er and Motherload fit pretty well in Strength, so I don't expect them to change.  Hunting (Animal Tracker) and Cardio fit pretty well where they are as well, so I don't think they'll go anywhere.  But the Huntsman would be good for general.  And I could probably see Better Barter, Daring Adventurer, and Physician in general.

Again, that's just my view on it.  And it also depends on the new perks they are adding in order to get 10 per attribute.  If they need the space for something that fits better in an attribute, they might move something to general that might not otherwise have been moved.  It's also possible that one or more of the general perks are new perks.

 
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I don't know... it's possible.  But there are fewer than 10 in the general category.  Armor by itself is 3 if they leave it as it is (light, medium, heavy) and it makes a lot of sense to move to the general category.  I could see Master Chef and Living Off the Land as being in general.  Advanced Engineering and Grease Monkey make sense in Intelligence, imo.  It doesn't matter that they are useful to most people.  That's not a good reason to move them.  If you moved things to general just because they are used by most people, you'd have half the perks in general.  I am guessing here, of course, but I think general is for perks that don't actually fit where they are now (that's what faatal mentioned).  Lockpicking is almost always in an agility related tree in games, so I don't see that changing either.  Miner 69er and Motherload fit pretty well in Strength, so I don't expect them to change.  Hunting (Animal Tracker) and Cardio fit pretty well where they are as well, so I don't think they'll go anywhere.  But the Huntsman would be good for general.  And I could probably see Better Barter, Daring Adventurer, and Physician in general.

Again, that's just my view on it.  And it also depends on the new perks they are adding in order to get 10 per attribute.  If they need the space for something that fits better in an attribute, they might move something to general that might not otherwise have been moved.  It's also possible that one or more of the general perks are new perks.


One possibility is that they pull out all/most of the perks that have less than 5 levels and put them in "General."  This might balance out increasing those perks to 5 levels as the general attribute might not otherwise have a restriction on how quickly you can level a perk in that category (assuming there is no requirement to put points into the "general attribute"). Obviously there might be balance concerns with what perks are placed in "General" if there are no restrictions on how soon you can put points in those perks. 

My ultimate hope is that they don't move too much of the nice but not necessary perks from other attribute trees because that would negatively impact replayability in my opinion. Part of the joy in selecting different weapons for each playthrough is the ability to spec more deeply into perks I might only minimally invest in.

 
@Laz Manis there anything you can. Tell us about the NAZEZGANE update. Like are the towns gonna be updated? The main issue or upside depending on how you see it is. 

Getting books is really hard via looting the only good way is via the trader. 

I'm hoping we get more towns/update to towns 

And stuff from random gen too make areas Like departures more like a random gen city with street lights and stuff

 
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