PC V2.0 Storms Brewing Dev Diary

I thought the initial change was good because it incentivized horde nights and killing wandering hordes. Zombie loot bags are one of the few good dopamine hits in the game because you are rewarded for a core activity with the chance at receiving good/useful loot. Personally, I found the change to be enjoyable.

Ultimately, TFP have to decide if they want the game to be rewarding or a grind. Trying to split the difference is unlikely to please anyone. Those who want the game to be a grind will not be happy unless the loot bags are extremely rare. Those who want the game to be rewarding are going to want loot bags to be a regular occurrence.
The game is already very rewarding. Have you ever played a Blood Moon Night? After each Blood Moon Night, there are a large number of loot bags. And in general, it's not difficult to get good loot in the game. The game gets easier and more straightforward with each patch, and there are still people who want it to be even easier and more straightforward. If it's still too difficult for you, play in Dev Mode.
 
I am pleased to say, the Oubliette 2.0 works fantastic

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There are no war crimes in the Apocalypse. For anyone curious, try building a 1 high, 1 wide tunnel that's 5-10 blocks long so the zombies have to crouch walk all the way to you. Scaffold ladder or bars at the end, I like to raise it one block from my standing position and it will basically perfectly line up the zombies heads while they duck walk towards you

Makes for some easy killing, and remember, zombies do NOT have rights under the Geneva conventions so it's fine
 
My biggest issue with food in 7DTD is that there's no spoilage. I can't remember the last time I actually starved in game. Probably not since A19 or A20. It sure seems like food drops have increased over the past couple of years, and with no spoilage, I always end up with more food than I could ever possibly need.

That's not really how survival games are supposed to work.

Spoilage does have some issues with overhead involved in tracking and how to stack multiple items with different spoilage. Plus it's been a stated design intent by TFP that food is meant to be a solveable issue in late game.

That said, Madmole did once say he had considered implementing a system that avoids all the tracking and stacking issues, which was 'all food items rot away every bloodmoon' but I've never been certain if he was joking. It's a hell of a way of doing spoilage.
 
Spoilage does have some issues with overhead involved in tracking and how to stack multiple items with different spoilage. Plus it's been a stated design intent by TFP that food is meant to be a solveable issue in late game.

That said, Madmole did once say he had considered implementing a system that avoids all the tracking and stacking issues, which was 'all food items rot away every bloodmoon' but I've never been certain if he was joking. It's a hell of a way of doing spoilage.

Lol, wow, yeah. That's a wee bit heavy handed. 😬

I know there's a spoilage mod out there, but it requires 0-SCore which I'm just not interested in.
 
Ugh. I hate spoilage mechanics in games. It adds nothing for me and just leaves me having to make more food for no real reason (to me). It isn't like you can't afford to make more food, so it doesn't do anything to make it not challenging. It just makes it more tedious. I didn't play this game to cook.
 
Ugh. I hate spoilage mechanics in games. It adds nothing for me and just leaves me having to make more food for no real reason (to me). It isn't like you can't afford to make more food, so it doesn't do anything to make it not challenging. It just makes it more tedious. I didn't play this game to cook.

Food spoilage and preservation is a serious concern in survival games. The fact is, that a LOT of day-to-day survival struggles could be considered tedious if you're not really into the simulation side of the genre. This is just another one of cases where "fun" to some people is "tedium" to others.

So I get it. I'm the same way with flight sims as you seem to be with survival games. The reason I could never get into DCS World is because I really don't care what all those buttons and switches in the cockpit are supposed to do -- I just wanna fly around and shoot at airplanes.
 
@faatal , after much RWG testing I can honestly say that the new tweaks increased density of Wilderness POI and cities, very noticeable in smaller sizes, which is awesome, but of course the old margins where there for a reason, and the moment you made the change roads broke in many places (for example cutted off by an artificially high square-shaped POI margin, uneven terrain patches between roads and POIs... etc.) and I see quite a few instances of a POI too close to the road that is on a hill/mountain, resulting in crazy elevation shenanigans.

Those instances are not exactly game breaking ALL the time, but those POI/Patches are usually a bother to access, and I don't know if you guys need a huge amount of reports or if you are planning some kind of logic update that manages hills/mountains/POI and roads in a stable manner for this version.

Great work on this update, having a blast!
I have a ticket for roads cutting across POI corners. While fixing an error with mod POIs bigger than the tile inside area, I noticed it is not using the padding on the right and bottom of the tiles, so POIs can be against the edge, which made be causing hard edges. I will be fixing that separately, so it did not make today's exp build.
 
For anyone curious, try building a 1 high, 1 wide tunnel that's 5-10 blocks long so the zombies have to crouch walk all the way to you.

Just out of curiosity, how does the Demo button end up situated when they're crouched? Is it more likely, or less likely, to be hit when they're crouching and coming towards you?
 
The game is already very rewarding. Have you ever played a Blood Moon Night? After each Blood Moon Night, there are a large number of loot bags. And in general, it's not difficult to get good loot in the game. The game gets easier and more straightforward with each patch, and there are still people who want it to be even easier and more straightforward. If it's still too difficult for you, play in Dev Mode.

This is not about easy or hard, it's about feeling rewarded for doing things. However, I recognize that there are different strokes for different folks. That said I'm not sure why you believe that your personal preference in this regard is any more legitimate than mine. There is no right answer here.

The point of my post was that TFP needs to pick a lane and stick to it. If either of us does not like the lane they choose then it is on us to adjust our play style, find a mod we like, or create our own modlets. It's not for us to belittle other players who have different preferences.
 
I have a ticket for roads cutting across POI corners. While fixing an error with mod POIs bigger than the tile inside area, I noticed it is not using the padding on the right and bottom of the tiles, so POIs can be against the edge, which made be causing hard edges. I will be fixing that separately, so it did not make today's exp build.

That's awesome news! It makes my day anytime I read about bug fixes/improvements to wilderness POIs and roads.
 
@schwanz9000 I have a new question, something I forgot to ask last night (and something to ask today in regards to the changes you made)

The hat has -2% Mobility compared to the -3% Mobility the other three pieces have (all four are Commando), and you can see in teh images they all have the brass fittings mod installed. Is there a reason for this?

Second question - Boots have the brass fitting and the stealth boots, but I'm bad at math (seriously, I am very bad at math) - this means the boots have a smaller amount of stamina lost from actions, correct?

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@schwanz9000 I have a new question, something I forgot to ask last night (and something to ask today in regards to the changes you made)

The hat has -2% Mobility compared to the -3% Mobility the other three pieces have (all four are Commando), and you can see in teh images they all have the brass fittings mod installed. Is there a reason for this?

Second question - Boots have the brass fitting and the stealth boots, but I'm bad at math (seriously, I am very bad at math) - this means the boots have a smaller amount of stamina lost from actions, correct?

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Wow, how many hours have you put into that playthrough? I am a stat nut and love to look at the advance character stat tabs. Looks like you are no longer just surviving but thriving. Congrats.

I didn't respect the new biome challenges and storms which lead to my 3 deaths in my current playthrough. Day 12 right now.

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Did something happen in b289 with the armour skill book drop rate? In b285 I was wearing quality 6 assassin gear. Started a new game with the update and on day 17, I only have 3 skill books. This despite having a point in both light armour and medium armour. Checking the looting file, it looks like they're only available from Joel, Savage Country crates or drops from army and thug zombies. Are they really supposed to be this rare now? Quality 2 primitive armour isn't really cutting it for me at the moment...View attachment 34910
Thank God it was too easy to get level 6
 
Just wanted to drop some thoughts on 2.0. Pluses, runs better and overall less buggy in my case. Perks that should have been general perks are general perks, but not all that should be really. Minuses, biome progression and loot caps. I'm doing t3 quests on day 11 and it's still the pine forest because the biome progression challenges and storms have basically disincentivized me entirely from moving on because my gear is still trash anyway. The loot seems stagnant but there's no visual indication I've maxed the loot cap but I'm not finding better items. Rekt is selling better items than I'm finding or can craft. I had an endless screamer loop start from a quest landmine and using a silenced pistol which seems absolutely insane for adventurer, pine forest, and default settings. Everything they called in was feral which by the third screamer was way too many to handle so I quit the world and reopened which fixed that bullshit feature. I've had ferals every night from night 1 which completely sucks and makes doing things at night not worthwhile and really shouldn't be the default setting, which funny enough is the same issue with the "storms" except daytime. Also please add a toggle for the zombie crouch and spawning locations, I hate the features and it's not fun to deal with when I can't get through the same exact place they're coming from even though 4 just fucking piled out of a one block space like it was a goddamn clown car. Overall, I don't think I'll be playing much more of this playthrough past day 11 because I'm not having a good time with these newer features.
 
Minuses, biome progression and loot caps. I'm doing t3 quests on day 11 and it's still the pine forest because the biome progression challenges and storms have basically disincentivized me entirely from moving on because my gear is still trash anyway. The loot seems stagnant but there's no visual indication I've maxed the loot cap but I'm not finding better items.
If you select the middle page of player stats, the one that shows loot stage, then a large message appears in the centre of the screen if you've reached the loot cap.

I believe the cap starts at 40 for the pine forest, although it goes up a bit when you obtain the biome badge for the burned forest.
 
Wow, how many hours have you put into that playthrough? I am a stat nut and love to look at the advance character stat tabs. Looks like you are no longer just surviving but thriving. Congrats.

I didn't respect the new biome challenges and storms which lead to my 3 deaths in my current playthrough. Day 12 right now.

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I play with a group, and I only work part time so... too many hours. XD

We're thriving well enough, and as all of the smoothie ingredients can be found anywhere, the biome challenges were pretty easy. No deaths while doing them. Once we had decent weapons we could clear out the kill parts without too much trouble, and the "survive X number of minutes" parts were easily done just dipping in and out of each biome when our timers ran down.

We basically did our badges together and it made much of it a lot easier.
 
Can you please remove the HP loss while storms are in progress? Having to wait them out isn't exactly fun (or spamming medkits). In general any mechanics that require the player to stop moving aren't fun imo . The latest patch you gave the Zombies blood moon movement while the storms are ongoing. Why not double the spawns and/or increase their damage a bit during the storms as well? This would make the storms dangerous , but wouldn't limit your movement if you want to brave them.

I don't mind making storms scary , but we should have the option to keep moving outside. At least make the biome badge make you immune to further future storm damage in that particular biome.
 
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