PC V2.0 Storms Brewing Dev Diary

Are we getting a re-creation of Arizona’s famous Meteor Crater?

Wikipedia suggests it is 1,200 meters in diameter, so it will fit on a map, but is too big to be a POI or a Tile. :)

If you're okay with a meteor crater about the size of the Walmart parking lot standing in as a replacement, then RWG can handle it, else you're going to need Teragon or a return of RWG's stamps (if they're allowed to scale up that large).
 
Perks I expect to get nerfed: (by half)

Pack Mule: absorb damage effect. From 50% chance to take no damage to 25%.
Strength Mastery level 5. From 50% less damage taken for 10 seconds after strength weapon kill, to 25%.
Siphoning Strike. From 10 health regen per melee kill, to 5.
Fortitude Mastery level 4 and 5. From +50 max health, to +25.
Hard Target. From 50% less damage taken while moving, to 25%.

All of these are very strong and will still be strong even if they give half their benefit.
No need to nerf perks, when you can up the difficulty. I actually can't remember something getting nerfed in this game actually.
 
It might be a relatively minor thing, but I find the new canned food UI icons to be a big downgrade in terms of at-a-glance inventory management. Everything is the same shape and all the labels faded, with the text annoying to see. Yes, there's clear colour differences, but I suspect colourblind folks will be especially annoyed with the canned food icons now.

It's pretty clear that what happened was they only wanted to have to make a single canned food mesh and animation, so the UI has to suffer to match, but I spend way more often dealing with the inventory than I do watching eating animations.

Now, personally, I'll just mod the old icons back in and that will be the end of it, but I really am tired of unnecessary self-inflicted downgrades coming with every upgrade, and console players will not have this freedom to fix yet another small breakdown.
I don't mind the icons but they could look better. Same for jars. But yeah any changes they make we are stuck with.

I'm excited for the update but a few things worry me

1: The 1x1 Is great but there needs to be ways to fend off like the old trap door way. Maybe doors with windows to hit through would be cool. Or spikes. What's stopping zombies from just breaking one block on my wall and flooding in.

2: so yall add more zombie varrants blue (which is goofy looking). Then orange (that one isn't so bad) but not adding zombie bears due to them being too tanky? That makes sense 🤔

3: we need better weapons to scale with them. Or at least new abilities. Perks are good but with zombies bring more advanced and we players have been the same sense.... God knows how long..the only improvement in combat is power attacks. No blocking or shoving makes the game feel out dated and clunky. Modders have done it so it's possible. It makes the game seem outdated.

4: Loot scale is good but as I said before. More biomes are needed to level it out and progress. But we aren't getting them until dlc or second game

5: new zombies are great! New abilities are awesome and I can't wait for more or even updated zombies. They feel special. Especially the desert one.

6: the weather is good but it's too easy to detect. It literally sounds a siren and throws in your face! HIDE!!!!! something more Suttle would be better and rewards players who pay attention. You can have it as a setting tho for people with disabilities who can't hear or see well tho.
 
Wikipedia suggests it is 1,200 meters in diameter, so it will fit on a map, but is too big to be a POI or a Tile. :)

If you're okay with a meteor crater about the size of the Walmart parking lot standing in as a replacement, then RWG can handle it, else you're going to need Teragon or a return of RWG's stamps (if they're allowed to scale up that large).
it could be navezgane exclusive like the canyon
 
Perks I expect to get nerfed: (by half)

Pack Mule: absorb damage effect. From 50% chance to take no damage to 25%.
Strength Mastery level 5. From 50% less damage taken for 10 seconds after strength weapon kill, to 25%.
Siphoning Strike. From 10 health regen per melee kill, to 5.
Fortitude Mastery level 4 and 5. From +50 max health, to +25.
Hard Target. From 50% less damage taken while moving, to 25%.

All of these are very strong and will still be strong even if they give half their benefit.
With two higher tier zombie levels that clearly do more damage and are harder to kill, I don't see any issue with those perk levels.

As for all the loot cap debates, I guess I have to point out the game kind of always had a biome loot cap, unless you were at loot stage eleventy-billion, and if you made it that far, well... you earned it!

So in a way it's like the devs are saying they're not confident in their own lootstage mechanic? It's like not trusting your car's bumpers so you bolt on a 6-inch rusted iron block over the existing bumpers. Just goofy stuff.
It isn't really the same thing, though. The current method just gives you a boost if you go to a new biome, but you can get the same things in the forest. The new method prevents you from getting everything in the forest. I don't mind the first, but I expect I'll disable biomes hazards just so I don't have to deal with the loot cap.
 
Wikipedia suggests it is 1,200 meters in diameter, so it will fit on a map, but is too big to be a POI or a Tile. :)

If you're okay with a meteor crater about the size of the Walmart parking lot standing in as a replacement, then RWG can handle it, else you're going to need Teragon or a return of RWG's stamps (if they're allowed to scale up that large).
I like the thought, it's the size of average game city, and the stamps are that size and a bit larger.
Just have to make sure to set it to 1 per render, and only on large map size. That could be where
the Duke is hiding his base.
 
@faatal

Did you ever think of using the new storms, as a way to really lower LOD since
distant things can't be seen in detail through the storms?

Edit: Important question, Watching waywardeko stream, the progression levels are not
grayed out, so does that mean if you, go to the waste a few seconds at a time conceivably
that badge would override all of the other badges, or were they supposed to be grayed out?
The camera far clipping plane is reduced based on how strong fog is and since storms increase fog, the clipping plane does get closer.
 
Sounds fair, is it a bug that Zambs can see through 1/2 cube shapes then?

It depends on what you mean by a 1/2 cube. If a literal cube cut in half, then they would be seeing through the other half if sideways. If flat like say building a solid wall, then no they should not be seeing through it.

Javabean867, it sounds like if this is happening and it's set to not have any openings, it would help them to test and see the problem if you exported your base as a POI and then shared a link to that in a bug report so they can add it to a map and spawn zombies and see if the zombies can see them. You could try listing the exact blocks being used and explain rotations, but that will be harder to try and verify. An exported base would be a great way for them to test it and see if they can reproduce the issue.
 
The dev stream was awesome. My thoughts on it

  • Zombie changes like charged, infernals, spawners etc looks awesome. Very excited
  • General perk tree is a fantastic idea and exactly what the game needs, but for some reason missed the mark on basically all the ones people want on it lol. Vehicles, Miner 69, and Salvage operation should all be there with the Cooking and Gardening perks IMO. Tie them to player level where you need to be X level to max them out if you want, but those def shouldn't be tied to specific weapons which makes zero sense. Everyone needs a vehicle whether they are using stun batons or not. Just about everyone will want to mine a little even if they aren't using a shotgun or club
  • New perks look really strong and fun
  • Biome Progression is a step in the right direction. I hope it will get updated more later since we still need a real temperature system back again and the badge system is a little weird, but I'm excited to try it
  • Storms seem like a great idea, but I think they should take a little more from Icarus style storms where they can damage blocks that are not up to a certain tier. That way you are still in danger even if you quickly make a box fort, or if you are trying to hide in a wooden shack in a wasteland storm it's still terrifying as the shack breaks down around you
  • Food, poi, sound etc changes seem great
  • Very excited to see more guns and zombies in future updates, great stuff
 
No need to nerf perks, when you can up the difficulty. I actually can't remember something getting nerfed in this game actually.
I play exclusively on insane, nightmare, feral sense.
These new perks IMO are way too strong as is, I've taken into account the new enemies coming to v2, and did my damage calculations from the dev stream and translated them into insane difficulty.
Nerfing the perks I listed in half will still be plenty strong.
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With two higher tier zombie levels that clearly do more damage and are harder to kill, I don't see any issue with those perk levels.
Read my comment above to what I said, I didn't notice your comment when I replied to someone else.
 
@faatal has there been ways to resist getting broken arms and legs in v2? In v1, there's zero ways of lowering the chance of getting instant breaks. Not sure if they're an oversight when breaks were added to the zombie bear and dire wolf, or if it's intended.

Seems like an oversight due to the lack of localisation stating "Does not include crit resist to broken arms and legs" in the various ways that resist all the other crits.
 
I play exclusively on insane, nightmare, feral sense.
These new perks IMO are way too strong as is, I've taken into account the new enemies coming to v2, and did my damage calculations from the dev stream and translated them into insane difficulty.
Nerfing the perks I listed in half will still be plenty strong.

The whole power level def shot up, but I think people are missing the actual winner. Stun Baton is gonna be so hilariously good. I wish the rest of the int weapons got some love because Robotic turrets fall off horrifically hard past mid game, but stun baton alone is going to be a monster.
 
Javabean867, it sounds like if this is happening and it's set to not have any openings, it would help them to test and see the problem if you exported your base as a POI and then shared a link to that in a bug report so they can add it to a map and spawn zombies and see if the zombies can see them. You could try listing the exact blocks being used and explain rotations, but that will be harder to try and verify. An exported base would be a great way for them to test it and see if they can reproduce the issue.
I don't need test data as our own testers have seen the issue and even with full blocks, so it is probably just a raycasting positioning or offset issue or some logic with the SeeCache. It just needs to be looked at when I get a chance.
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@faatal has there been ways to resist getting broken arms and legs in v2? In v1, there's zero ways of lowering the chance of getting instant breaks. Not sure if they're an oversight when breaks were added to the zombie bear and dire wolf, or if it's intended.

Seems like an oversight due to the lack of localisation stating "Does not include crit resist to broken arms and legs" in the various ways that resist all the other crits.
I don't know as Allan deals with buffs, perfs, books, ect, which is mostly xml work. I only look at it if there is a code issue.
 
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