PC V2.0 Storms Brewing Dev Diary

  • V2.0 Storms Brewing



    (you are here)

[*]V3.0 A New Threat


  • Bandits ( I mean maybe... )
  • UI/main menu overhaul
  • Event system
  • New quest type

[*]V4.0 The Road Ahead


  • Bandits ( But probably here... )
  • Trader overhaul
  • Story mode
  • Steam workshop support
  • New quest type

[*]V5.0+++


  • Bandits ( Aw... who are we kidding at this point. )
Honestly.  Kinda wish we were getting more Zombies or some blood moons content 

 
I wrote this on X about the new Desert Plague Spitter zombie:

Mar 12
Amazing design. Congrats to the artist (or artists) in charge of creating the Desert Plague Spitter zombie.
Can't wait to see it in 7 Days to Die.
Any other new zombie you can show us soon?


Got this reply today:

7 Days to Die Official
@7DaystoDie
5h
We will be unveiling more new zombies coming to 2.0 very soon!


 
I'm gonna make a prediction with the new zombie types. Probably completely wrong, but here goes...

Forest: Normal
Burnt: Feral
Desert: Orange
Snow: Blue
Wasteland: Radiated
Like Roland said, these new tiers of zombies don't function any different from the current system.  As your game stage increases, you'll get higher tier zombies regardless what biome you are in.  Feral > Radiated > Blue > Orange (or maybe it was Orange > Blue... I don't remember right now).  Each biome will get at least one new zombie, such as that spitter for the Desert.  These will be new zombies, not new tiers, though they'll probably be seen in all tiers.

 
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I don't think that's happening. But with all of the plates saying Texas, they might as well change the setting.


Yeah, maybe not. After all the replies regarding it, I went back and tried to dig up whatever I'd read on the subject and couldn't find anything.

I'm getting old so maybe I just misremembered or imagined it. 🤷‍♂️👴

 
Yeah, maybe not. After all the replies regarding it, I went back and tried to dig up whatever I'd read on the subject and couldn't find anything.

I'm getting old so maybe I just misremembered or imagined it.
I saw it as, either paying homage to home, or their signature making it their own. Texas references, home, Trader Joel visage Joel, Lumberjacks from way back until now Joel, The portraits; one of them looks like the lady that was in one of the past dev streams with Joel, So does jen's physique. Kind of like what K.I.S.S.

did with their comic book; but not that invasive, they donated their blood to make the red ink. Movie wise its like Alfred Hitchcock and Stan Lee making cameos

in their releases, supposed to be good luck. I didn't post this before because I was enjoying the lore being created. Like playing Telephone.

 
In between initial spawn location, and reaching the first trader, which for some is an inconvenient distance away 1.4 to

2.4 kilometers, I collect enough for the pot and grill simultaneously. Usually have at least 1 honey, and enough plastic

and iron pipe to think about a dew collector if I want. People pass money makers constantly, each grove or red white

and yellow, is 100 plus, a lot of outskirt loot gives plastic, and two poi kitchen start you on the way to metal pipes.

Even with stumps being rare, and the honey drop rarer still. That is my actual first quest, accomplished. Just playing

Walking Dead Nomad rules. Hunting as I go to I have meat kitchens and toilets provide water, by 9 pm day 1, I always have

enough survival resources, and a cleared poi to cook my food in.  You wanna mine just break up the floor and Dig Diggy hole.
absolutely. early game polymers are a great money maker with the number of tyres on the roads.  

I watch Jawoodle play saying he needs money yet he walks by a fortune in plastics...  the orange traffic cones are plastics, the barriers in some poi's are plastics, janitor carts are plastics , blue barrels are plastics... at car wrecks the bumpers are free plastics. so much free money lieing on the ground...lol

 
absolutely. early game polymers are a great money maker with the number of tyres on the roads.  

I watch Jawoodle play saying he needs money yet he walks by a fortune in plastics...  the orange traffic cones are plastics, the barriers in some poi's are plastics, janitor carts are plastics , blue barrels are plastics... at car wrecks the bumpers are free plastics. so much free money lieing on the ground...lol
don't forget the electronic parts and mechanical parts.  once you have a wrench, those cars are worth a fortune.

 
The blue and orange are more than just a HP bump though, right? Hopefully some sort of mechanics difference? Bullet sponges just aren't fun. :smash:
My guess is that the blue ones are immune to electrical stuff (like stun batons or electric fence posts) and the orange are immune to fire.

Or...

Blue can electrocute players, and Orange can make you burn... Could be? Maybe? We'll know very soontm

 
I am not expecting anything different than what we see from feral and radiated tiers.  Different mechanics would be nice, but I don't think we will see any.
I'm thinking faster, more armor, and hit harder is the most likely scenario, so basically what you said.  I don't want more bullet spongey things, i want things that make the penetrator perk more worthwhile of a grab for any playthrough.

I wouldn't mind seeing a ranged attack from either of them.  like an aura of damage that they spew out once in a while.

 
I wouldn't mind seeing a ranged attack from either of them.  like an aura of damage that they spew out once in a while.


I was going to suggest that myself! It would mostly affect the melee players though, so everyone would just go ranged build.

How about they give one of the new classes the ability to jump like the spiders? :spider: Haha, no, not really. That would be horrifying.

 
When dealing with stealth, if it is dependent on light level of character would the light setting above 50% affect or lessen it's effectiveness?
Or is it there another variable that lessens visibility, when people have it set to bright. For instance does it reduce visibility range if setting
is above 50% and the player is crouched?

What would be nice is if radiation from the zombies by spitting, or exploding would make the blocks affected

become radiated until, the rad remover were used to return the block to normal, then give those blocks an aura,

simply by using alt material.

 
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