PC V2.0 Storms Brewing Dev Diary

Can anyone confirm if the farming perk increases your chance to get honey from stumps? It doesn't say it does, but I'm pretty positive it does.

I went from getting like 1 honey per 15 stumps, to getting like 5 honey from 8 stumps. I know RNG gonna RNG, but I'm almost positive that going from 0 to 3 in the farming perk is the cause lol

Strictly RNG in your case. There are no tags associated with tree stumps that would increase chance of honey via Living off the Land perk.
 
@sheep I left off one obvious one. You could set the min number appearing. That's more like a suggestion to RWG as depending on its Tile choices it cannot always accommodate the setting, but outside of downtown, commercial, and industrial, it's got a good shot of playing out like you'd like.

You could also increase the size of settlements, but don't go too crazy with that. Also know that the bigger you make your settlements the more they are going to all look the same because there are only so many POIs to go around -- and that's the heart of the issue. If you want variety, you need more content.
Thanks for connecting with that mod creator and helping improve what he was doing, and for these detailed replies. We're hoping to run our game for a long time so just really want to set it up right from the start with lasting appeal. Your posts are super helpful. Appreciate all of the different options.
 
Strictly RNG in your case. There are no tags associated with tree stumps that would increase chance of honey via Living off the Land perk.
I think with and without hitting stumps it's still probably RNG but i seem to be getting honey a lot more consistent as opposed to alpha 21/1.0 hmmm...perhaps I've jinxed myself to the honey gods lol, but for reals something feels different with the stumps giving out honey and I'm not sure what, maybe I hit a lucky clover, I know the ones in pois have a higher chance of giving honey maybe the swapped them out to include the wilderness ones too? Not sure.
 
@faatal

These questions are about the zombie AI.

How long has the rage mode been on a variable accelerated speed, in other words some
just come full tilt, and some actually start slow and pickup speed depending on distance?
It was not a feral or special, except the burning man.

And I like the burning man, or bionic man, I shot him one time and he closed the distance before I could noc
another arrow, that dude is fast as the vultures after vehicles.

When did the multiblock jumping swipe get added, or have I just not noticed before. I had one jump up and deliberately
swipe me while I was on top of a vehicle, he did not try to get on the vehicle only jumped up high enough
to punch at me, same when I was on a wall, and also had one jump up high enough to get on the elevated ladder
I was on, but only jumped to hit me, not to climb.

Last when did you change the block attack ai, I had more than one do this, they were hitting a block, I was out
of reach, I raised my bow, they went around the corner, pounded a bit then came back, after I had lowered the bow, I
raised it again and they changed position again? This was during a hordenight.

Personally whether intentional or not I like it. I keep running in the snow, to do partial pois then run out before
the timer runs out. I have not tried to complete the badge for it yet. It's kind of a guilty pleasure.

Although I think I'm doing something out of order. Are the smoothie drinks to extend your time in non accessed biomes
in order to finish the quests? If so then what do you do with them after you gain access.

I have been doing the biome quests in the raw.
 
Можете ли вы объяснить, почему hot/cold НЕ была скучной реализацией, по сравнению со штормами? С hot/cold это было "надевай правильную одежду или получай дебаффы". Вот, собственно, и все, вашими словами ;-).

Кроме того, похоже, что со штормами доступно больше вариантов (большинство из них такие же, как и с жарой/холодом): зайти в точку интереса, или построить хижину, или понять, или использовать лечебные зелья и переждать, или бежать в другой биом.
А еще есть новшество: зомби теперь бегают быстрее, когда шторм!!! Это определенно что-то новое.

В конце концов, я надеюсь, что мы получим несколько напитков и конфет (EDIT: и модов оружия, как предложил Sapeint6), которые защищают **частично** от штормов. И может быть больше: случайный шанс для зомби замерзнуть в снежную бурю, случайный шанс для них быть поднятыми и брошенными в шторм. Жара/холод, похоже, не дает таких возможностей
Остается только вопрос об увеличении скорости во время штормов. Например, если мы всегда играем на скорости на кошмаре, то какой смысл играть с включенным штормом?
 
@zztong
But I don't need them, right, I know it takes longer to complete the stay in the biome task,
but that is the only result. Or is there something else I'm missing?

Crafting one is part of the activities needed for the badge, but I don't think you have to drink one. You can rack up the time required without them.

They can be handy. I used two of them to hold up in a POI and outlast a storm in a biome where I didn't have a badge.
 
It is compounding. Lets say the stun baton was only charged after hitting stuff 10 times. Now imagine there is a perk so that the baton is charged after only hitting something 9 times. Next point into the perk makes it charged after hitting stuff 8 times. And so on. You can see that each version makes the stun baton slightly better (in the same metric!!) because you have that charge earlier operational again.

Unperked: Charge after 10 hits
Perk 1: Charge after 9 hits
Perk 2: Charge after 8 hits
Perk 3: Charge after 7 hits
Perk 4: Charge after 6 hits
...
Perk 7: Charge after 3 hits
Perk 8: Charge after 2 hits
Perk 9: Charge after 1 hit
Perk 10: Charge after 0 hits (in other words the baton is always charged)

Do you see the progression? Do you see how the baton gets more and more powerful by allowing it to deal a stun earlier? And do you see now how the baton gets more powerful each step on the same scale of "duration until charged". Each step is an upgrade of the previous.
Yeah. No. Each point in each of the Masteries, as you can very well see, IS standalone and adds a separate benefit.

That Intellect Mastery point is therefore useless, not that it should be changed, but Must is the choice word here. No argument, no discussion, plain objective fact as Khalagar pointed out. Let other perks have progressive bonuses, but that's not the way with ALL the masteries, therefore call it an oversight.

edit: Now if the end result is one or two hits, doesn't really matter as it's all TFP choice to balance as they see fit, I would remove the 2 hit option though, too many better weapons out there, "very competition, much player builds".
 
Last edited:
Yeah. No. Each point in each of the Masteries, as you can very well see, IS standalone and adds a separate benefit.

That Intellect Mastery point is therefore useless, not that it should be changed, but Must is the choice word here. No argument, no discussion, plain objective fact as Khalagar pointed out. Let other perks have progressive bonuses, but that's not the way with ALL the masteries, therefore call it an oversight.

Huh? What about Fortitude Mastery 4 and 5? That is progressive as well.

Oh no, two oversights !!!! :ROFLMAO:
Post automatically merged:

Actually I would prefer if you could select only one mastery, then there would be a real reason to make them all distinct
 
Huh? What about Fortitude Mastery 4 and 5? That is progressive as well.

Oh no, two oversights !!!! :ROFLMAO:
Post automatically merged:

Actually I would prefer if you could select only one mastery, then there would be a real reason to make them all distinct
Hahah fair but nope! they do not cancel each other like in intellect mastery 4 + and as I said, they are still standalone. My guess is that they didn't come up with something better and put the 50hp+50hp in there because let's be honest, it's a FINE bonus. I see nobody complaining about that one, my man. And in this crazy game sometimes we just need moar hitpoints. Anything BUT an oversight that one.
 
I think on regular zeds loot drop chances went from 3% to 5% in 2.0, but it seems to be more common than that. I know watching YTers play it seems they get loot bags like crazy now. Definitely feels like more than a 5% chance. Obviously rads/charged/infernals have a higher chance but I haven't really seen them fighting those tiers yet.
 
Hahah fair but nope! they do not cancel each other like in intellect mastery 4 + and as I said, they are still standalone. My guess is that they didn't come up with something better and put the 50hp+50hp in there because let's be honest, it's a FINE bonus. I see nobody complaining about that one, my man. And in this crazy game sometimes we just need moar hitpoints. Anything BUT an oversight that one.

Hahah nope, I am depressed how easily people are blinded by simple semantic fluff. Unless you are just trying to tease here.
 
Back
Top