PC V2.0 Storms Brewing Dev Diary

I tried using my Xbox controller on PC out of laziness and noticed that when I swing to hit with a baseball bat or wooden club the camera turns a little almost every time. Anyone experiencing this ?

Also, the repetitive sound when gathering a resource is too much I think.
 
Great job on pretty much everything I experienced over the 36 hours I played this weekend. (Yes...I'm insane).

I noticed that some of the special zombies have animated jaws. I definitely saw it on Infernal Darlene and one of the Radiated zombies (I believe it was Steve) where those two didn't have facial animations in the past and currently their default versions don't have facial animations.

Will facial/jaw animations be added to all the zombies and their respective other versions, or will the feature be added only to select zombies?
It does add a bit of creepy intensity.

ALSO...I see that Radiated Party Girl is now spawning. Very nice!
There were no anim changes for faces. It could be jiggle scripts moving it. Artists sometimes place those on bones.
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Damn. I launched the game for 15 min and I must tell the experience is butter smooth in Navez 6144x6144. Am I seeing much less trees on the map? This might be actually good for me. No FSR 3.1 and 4.0... only 3.0 😒

I have a feeling this is going to be my favorite update so far.
FSR 3 just means 3.x, which is actually 3.1+. We use 3rd party code for that, so the exact version depends on when they grabbed AMD code.
 
@faatal Not sure if this is in your specific wheelhouse, but does Lockpicking still give a boost to finding Forge Ahead magazines from level 1-14 in Workstations?? It's in the General tab and doesn't say anything about Forge Ahead, but the magazine's description in the Magazines UI says it still does.
 
If you reduce the game to a shooter you would probably me right. But even in a shooter there may be for example a medic who is NOT defined by the weapon he is wearing

A major part of 7D2D is resource gathering. How much time are you wrenching stuff? And it may only be me, but I often call the strenght player miner and the fortitude player farmer. As I said, I can see a reason for farmer to go into the general tab, but more of them would gut the attributes/classes

The interesting question will be if TFP moved the perks now as a test balloon for more shifts or if they are happy with it now
Look I see what you're saying I really do. I for one do spend a ton of time wrenching stuff because it's OP. Like yeah I guess each skill tree can have a harvesting skill... except not really because intellect and agility both don't. Again, I maintain that you can still have the dedicated miner or harvester as it spares other people having to put points into that skill and the resource gatherer can still be whatever they want to be. I really don't feel like it's gutting any sort of identity of the trees because the way it has been for a while now has always just been a bit annoying. Like I want to focus agility this run but man I still need to mine so I have to divide my focus between agility and strength and I also need to wrench stuff so I have to go spending points into perception for that too. Each tree has got it's kind of utility perks like pack mule or penetrator or pain tolerance but the harvesting skills kind of fall into this weird like other category...

I'll say again that I see your point but I really think and have thought that these perks would be much better off in the general tab. It reminds me of sex rex being in strength for the longest time.
 
Can someone please tell me what the necessary parameters in serverconfig is for these settings? Maybe="true" ?

  • BiomeProgression
  • StormFreq
  • AllowSpawnNearFriend
 
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Look I see what you're saying I really do. I for one do spend a ton of time wrenching stuff because it's OP. Like yeah I guess each skill tree can have a harvesting skill... except not really because intellect and agility both don't. Again, I maintain that you can still have the dedicated miner or harvester as it spares other people having to put points into that skill and the resource gatherer can still be whatever they want to be. I really don't feel like it's gutting any sort of identity of the trees because the way it has been for a while now has always just been a bit annoying. Like I want to focus agility this run but man I still need to mine so I have to divide my focus between agility and strength and I also need to wrench stuff so I have to go spending points into perception for that too. Each tree has got it's kind of utility perks like pack mule or penetrator or pain tolerance but the harvesting skills kind of fall into this weird like other category...

I'll say again that I see your point but I really think and have thought that these perks would be much better off in the general tab. It reminds me of sex rex being in strength for the longest time.

As I said previously, single players get the short straw from this setup, but it makes the best sense for co-op, starting with 2 players already. Secondly, you can easily get 2 or 3 levels of any of those resource perks with minimal investment and that usually gives around half the bonus the full skill would get. Which is what I always do in single player.

Remember, in the "general" category perks have increasing costs. If all resource perks wandered into general as well it might even cost you MORE as single player to get them all to that same (sufficient) level. (I'll have to do the exact math when I have time to play the game, had no chance yet).

Int and Agi have resource perks as well. Int has two, Better Barter and Daring Adventurer. Instead of scrounging you are simply buying the materials and ammo or get them as additional rewards. Agi is a bit special, the "resource" perks are the stealth perks. Because they allow you to kill zombies with less ammo waste (at least while shooting and not on horde night) you can mostly skip any mining for ammo as you should have a bigger surplus on ammo, which can be enough to cover horde night.
 
Not super related to the update, but I just crafted some iron tools, and they have more than double the stamina cost of my stone axe, with only 50% more block damage. Considering I spent 60 forged iron, they really underperformed to me, anyone else experiencing this or just me? I feel like the stone axe is just superior in most situations, even if it has less block damage, the massive stamina difference lets me mine/cut down trees for longer before running out, which is way more efficient. It seems weird for an upgraded tool to be worse in several situations, not even counting the versatility of the stone axe functioning as 2 tools. I feel punished for spending tons of resources to craft them (far more costly than the stone axe, so I thought it would be better in most ways), which kinda sucks to me. Maybe I'm crazy or something.

You are not crazy. It is a strange balance where the iron tools are only better once you can ignore their stamina cost (either by having enough points in the perk or getting enough stamina through coffee or other means).

The result ist, for all players who do not perk into strength the stone axe is a valid or even the best choice. Not sure, but maybe the motor tools provide an alternative in late game.
 
You are not crazy. It is a strange balance where the iron tools are only better once you can ignore their stamina cost (either by having enough points in the perk or getting enough stamina through coffee or other means).

The result ist, for all players who do not perk into strength the stone axe is a valid or even the best choice. Not sure, but maybe the motor tools provide an alternative in late game.
I almost always keep a stone axe on my bar, for ease of repair, and to just to break stuff for polymers, wood, stone and small amounts of metal. If I'm going through the door I'll use my steel pickaxe if I'm at that level or just go around it.
 
Can someone please tell me what the necessary parameters in serverconfig is for these settings? Maybe="true" ?

  • BiomeProgression
  • StormFreq
  • AllowSpawnNearFriend
It is right there in the server config file. You have one in your default client folder too, even though it isn't used for the client.

Code:
    <property name="BiomeProgression"                value="true"/>                <!-- Enables biome hazards and loot stage caps to promote biome progression. Loot stage caps are increased by completing biome challenges. -->
    <property name="StormFreq"                        value="100"/>                <!-- Adjusts the frequency of storms. 0% turns them off. Vanilla values: 0, 50, 100, 150, 200, 300, 400, 500 -->
    <property name="AllowSpawnNearFriend"            value="2"/>                    <!-- Can new players joining the server for the first time select to join near any friend playing at the same time? 0 = Disabled, 1 = Always, 2 = Only near friends in forest biome -->
 
If you reduce the game to a shooter you would probably me right. But even in a shooter there may be for example a medic who is NOT defined by the weapon he is wearing

A major part of 7D2D is resource gathering. How much time are you wrenching stuff? And it may only be me, but I often call the strenght player miner and the fortitude player farmer. As I said, I can see a reason for farmer to go into the general tab, but more of them would gut the attributes/classes

The interesting question will be if TFP moved the perks now as a test balloon for more shifts or if they are happy with it now
As we said before, getting resource gathering to general with little cap will give space to more awesome perks that give the game a more fun personality, like the punching stuff to get silver nuggets. Salvaging and Treasure hunting might be in the fun category, but even though salvaging can go to general or not as it is already extremely rewarding due to the sheer amount of stuff in POIs, getting some perks to general like miner, motherload (even junk miner maybe) and a good bunch of intellect perks related to crafting might get us a huge benefit in the form in new crazy fun perks.

That's the main reason that they should be in general, to increase the fun and adding space for more perks.
 
I don't. The sound matches what I'm doing. Sometimes if sounds are not lined up properly in games, turning VSync either on or off can fix it.
Not that, I hear the sound from hitting just fine. But 0,5 seconds later I hear the sound of the wood I pick up.
like "Knock" and 0,5 sec later "collect" V-Sync didnt change anything since the other sounds are correct.
 
Storms lead to the warning "Leave Biome Now!" ... but shouldn't it say "Take Cover Now!"? Or, is it smart... you don't have a badge so you should leave, but if you have a badge then it says to take cover?

(I'm flying around in God Mode testing a modlet, so I've not seen it in play yet.)
 
As we said before, getting resource gathering to general with little cap will give space to more awesome perks

Stop right there. You invent "awesome perks" that TFP will summon out of their magic hat to make your great new world sooo much better than the current game. If that was so easy, why didn't TFP add those "fun" perks long ago and replaced underachieving perks with them like the one that gives more meat from animals?
 
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