PC V2.0 Storms Brewing Dev Diary

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.


I would say Huntsman is good where it is (this is the perk that gives you more meat from an animal). It is like every other resource gathering perk. Either they all need to go to general or all should stay where they are. And IMHO for replayability and not overstuffing general they should stay

But the Animal Tracker perk is (while actually thematically fitting for perception) a perk where it depends on the player himself whether he needs it. There is a huge range here, for some players it is impossible to hunt small animals in grass without it, while some other players declare the perk being totally useless. This is a perk that feels more like a UI setting, similar to setting contrast/gamma/brightness when your monitor is too dark or your vision impaired

 
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I use it because I really don't perk high in anything but hunting. There is a visual change I'd personally mod

if I can figure it out. Id rather it show on the compass, sort of like an intermittent sonar blip,  showing

distance to target until 40 meters away. My tall grass is 2.25 meters tall, rendered far, but the green symbol

on the screen, makes it feel too Gerber.

 
@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
Navezgane

 
I would say Huntsman is good where it is (this is the perk that gives you more meat from an animal). It is like every other resource gathering perk. Either they all need to go to general or all should stay where they are. And IMHO for replayability and not overstuffing general they should stay

But the Animal Tracker perk is (while actually thematically fitting for perception) a perk where it depends on the player himself whether he needs it. There is a huge range here, for some players it is impossible to hunt small animals in grass without it, while some other players declare the perk being totally useless. This is a perk that feels more like a UI setting, similar to setting contrast/gamma/brightness when your monitor is too dark or your vision impaired
Probably true.  I just mentioned Huntsman because it didn't really seem to fit so well, though after thinking about it, I suppose it can relate to being able to have more agility (control) over your cuts to not waste anything.  So it does fit better than I initially thought.

Animal Tracker definitely fits the attribute, so I don't think it needs to be in general.  Like I mentioned, I don't think the fact that it is useful to someone is reason to move it if it fits well in an attribute.  Based on what faatal said, general is for stuff that doesn't fit well where it is.  So it doesn't seem like that should be moved.  But I get where you're coming from.  I never put points into that unless I've leveled so far that I have more points that I need for things that I actually want.

Either way, I'm just guessing right now.  We'll find out eventually, and I'm sure there will be people (maybe me, though I don't really care) complaining about how things got moved around.  Heh.  I think it'll end up that people who want something to be easy to get without spending extra points will be upset if it's not in general (such as the mining perks), no matter how things are moved around.

 
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 totally forgot about health nut lol thatd be hype

 
For the new Attribute competition perks will they all be the same or be different specific to each classes identity?

 
@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
I find it ez with this guide, every playthrough i put all points into well insulated

482733785_644517985182458_237662522944680835_n.png

 
My guess is TFP will not do a dev stream for Update 2.0, but I figure time will tell.

Personally, I just want the experimental build available; I don't need to see everything before the release as it leaves not much to be discovered, no surprises... But that's me.
Last time we got a Dev stream 61 days before the new update, rn we are 37 away. Id say maybe in 5 days when we are a month away or at the start of the new month.

 
what mod are you using? Vanilla grass goes up to 1 metre tall. Having grass over 2 metres tall would feel like being in a corn field
Its a mod I did/  still do for myself. Its a scale to the class tallgrass. Its non eac. It's part of an ongoing environmental wip.  I am trying to make a 70s 80s horror environment, piece by piece. With a custom  non standard hand adjusted map and fractalized biome. It's in 1.2 b22. Have not downloaded 1.3 yet. 

The why is because if you restrict visibility and have a constant entity spawn of 13 to 17, it becomes an avoidance and sweep and clear scenario until you get to

a higher level. Just think of Friday the thirtenth if Jason had 17 siblings. It feels like that. If this isn't clear i can go do a day shot.

V1.2_2025-03-06_01-55-00.jpg

 
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