PC V2.0 Storms Brewing Dev Diary

Please work on the storms, they so basically naff right now its not fun.
May as well have the screen go black and the player can not do anything outside until the screen comes back on.

Can anything like whirl winds and typhoons be done with this engine ? - what about threatening lightning strikes and heavy rain that makes water bodies increase and flood local areas randomly ? so much more could have been done with weather effects I feel so much potential just shuffled on by...
In my private game with my brother we have yet to reside outside the green (close to that, perhaps a game or two away). Being forced to twiddle thumbs does not sound fun, though having to face zombies acting like blood-moon-mode and suffering annoyance effects (need extra water in desert, need extra food in cold, uptick infection/radiation in wasteland (not sure about burnt, perhaps half-level water increase and reduced stamina regen due to "coughing") if you are not under cover would be good. You can shelter for no effects, or push it and take the hit.
 
I freaking love this update.

The lighting was already massively improved (sometime around v1.0?), and it looks even better with v2.0.
The new foliage is awesome.
Official DLSS support!!!! Running with DLSS 4 transformer model, preset K. Day-um it looks good!

I had to fix some mods (not mine -- but ones I can't live without) that got broken by the new xml formatting for model, sound and audiosource entries. Not really a complaint, just a heads up to players who don't want to wait for their favorite mods to get updated. It's a PITA, but you can do it yourself.

Anyway, I was expecting various gameplay improvements, but I wasn't expecting eye candy improvements. I'm over the moon right now.

Thanks, TFP!
 
Please work on the storms, they so basically naff right now its not fun.
May as well have the screen go black and the player can not do anything outside until the screen comes back on.

Can anything like whirl winds and typhoons be done with this engine ? - what about threatening lightning strikes and heavy rain that makes water bodies increase and flood local areas randomly ? so much more could have been done with weather effects I feel so much potential just shuffled on by...
Faatal did say they are considering ways to improve/change storms to be better. Of course "better" varies greatly from player to player, so any changes will only be better to some players and will be worse for others. But I think they want to make some kind of change so you're not stuck there waiting. I think too many people are going to disable storms if they have to wait and I think they are starting to realize that.

Things like tornados could be added to the game, though I wouldn't expect them to actually damage anything other than the player, which mostly defeats the purpose of adding them. They have talked about lightning hitting players and so far the consensus has been that most players don't want to randomly get hit by lightning and either take damage or die without any way to avoid it, so if they add damage from lightning, it'll likely be minimal. And floods are extremely unlikely to ever happen in this game. Water "flow" in this game (what happens if you dig into the ground to make water expand beyond the original location) is extremely resource intensive, even on PC. Trying to do that everywhere in loaded chunks would kill the game on most computers, and consoles wouldn't stand a chance.
 
Please work on the storms, they so basically naff right now its not fun.
May as well have the screen go black and the player can not do anything outside until the screen comes back on.

Can anything like whirl winds and typhoons be done with this engine ? - what about threatening lightning strikes and heavy rain that makes water bodies increase and flood local areas randomly ? so much more could have been done with weather effects I feel so much potential just shuffled on by...
The good news is we have a design doc with a bunch of new storm ideas we will be looking at.

What do you do at night? I find things to do. I am playing at 200% storms and when a storm comes, I find things to do just like at night. And you can run out in the storms as it takes 16 seconds before you take damage and you can just dip in a building to instantly clear it, then back out as it starts at 16 again. Even if you are slow, it is not that much damage, just don't stay outside.
 
I freaking love this update.

The lighting was already massively improved (sometime around v1.0?), and it looks even better with v2.0.
The new foliage is awesome.
Official DLSS support!!!! Running with DLSS 4 transformer model, preset K. Day-um it looks good!

I had to fix some mods (not mine -- but ones I can't live without) that got broken by the new xml formatting for model, sound and audiosource entries. Not really a complaint, just a heads up to players who don't want to wait for their favorite mods to get updated. It's a PITA, but you can do it yourself.

Anyway, I was expecting various gameplay improvements, but I wasn't expecting eye candy improvements. I'm over the moon right now.

Thanks, TFP!
Thanks.

One of my favorite improvements is the tree clusters, more bushes and new models. Also more varied terrain heights from shorter smoothing distances. I love the variety and how sight is often obscured.
 
One of my favorite improvements is the tree clusters, more bushes and new models. Also more varied terrain heights from shorter smoothing distances. I love the variety and how sight is often obscured.
The tree clusters also makes everything a little bit scary and creepy; especially at night when you run or drive near some without knowing what might come out to grab you... Or drive into a bolder or POI because you couldn't see it. 😁
 
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Please work on the storms, they so basically naff right now its not fun.
May as well have the screen go black and the player can not do anything outside until the screen comes back on.

Can anything like whirl winds and typhoons be done with this engine ? - what about threatening lightning strikes and heavy rain that makes water bodies increase and flood local areas randomly ? so much more could have been done with weather effects I feel so much potential just shuffled on by...
What would you do in any game when a storm hits? Duck into a POI and loot it, or mine for resources, or craft, or work on your base. Or you can tough it out and take the damage, or just hunker down and wait it out, if that's what you wanna do.

It's a storm, not a time-out.
 
Thanks.

One of my favorite improvements is the tree clusters, more bushes and new models. Also more varied terrain heights from shorter smoothing distances. I love the variety and how sight is often obscured.
I hope with the sub biome they add in some old stuff back like plains grass, old maple forest flowers and grass. So mang possibly
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The good news is we have a design doc with a bunch of new storm ideas we will be looking at.
Can you shar- why am I even asking lmao 🤣
 
Has anyone experienced a bug of a POI magically resetting on its own in singleplayer mere minutes after clearing it?

For context: I cleared a T4 mansion on the edge of town, The Zavislak Residence, up until the evening of the fourth day. By the time I had cleared the main loot room towards the evening hours, I was overflowing with inventory, so I made a dump chest, dropped off the less essential items, and made a quick return trip home, 300 meters away, but not before setting a temporary waypoint to the location so I knew where to return to.

I made my return minutes later, and the POI had completely reset. Pallets, zombies, loot, everything. My drop off box was gone, and the main loot room was again infested with zombies (confirmed after nerdpoling up). This is singleplayer, and there are no other players online. I am befuddled beyond comprehension.
 
Has anyone experienced a bug of a POI magically resetting on its own in singleplayer mere minutes after clearing it?

For context: I cleared a T4 mansion on the edge of town, The Zavislak Residence, up until the evening of the fourth day. By the time I had cleared the main loot room towards the evening hours, I was overflowing with inventory, so I made a dump chest, dropped off the less essential items, and made a quick return trip home, 300 meters away, but not before setting a temporary waypoint to the location so I knew where to return to.

I made my return minutes later, and the POI had completely reset. Pallets, zombies, loot, everything. My drop off box was gone, and the main loot room was again infested with zombies (confirmed after nerdpoling up). This is singleplayer, and there are no other players online. I am befuddled beyond comprehension.
Did you complete the quest (clear all zombies and/or fetch the satchel)? If not did you log out or quit? Exiting the game mid-quest resets the POI.
 
I didn't have that mission/POI issue but I did have a dig quest that failed as soon as I clicked on the starting flag. The flag was fairly close to the wall of the Goldrush Station POI but I don't recall the skulls appearing for the POI when I clicked on the flag.
 
The good news is we have a design doc with a bunch of new storm ideas we will be looking at.

What do you do at night? I find things to do. I am playing at 200% storms and when a storm comes, I find things to do just like at night. And you can run out in the storms as it takes 16 seconds before you take damage and you can just dip in a building to instantly clear it, then back out as it starts at 16 again. Even if you are slow, it is not that much damage, just don't stay outside.
Its great to hear that its not yet left just yet as is..

That's the thing, at night I go questing as its dark and dangerous = fun. I build OUTSIDE.... as its fun..
Storms should not penalize the player from doing things they should cause adverse environmental challenges that add to the situation to overcome.

Lightning that could damage a POI letting in zombies.

Intense rain and wind that could break windows and again let in zombies.

Fire could start randomly in places from adverse weather...

High tense winds that slow the player down.

Generators get knocked out plunging areas into darkness (at night) ..

Water (as mentioned) could be further used to hinder the player in a variety of ways..

Please don't let the storms stop the fun but let it add to it...

Thanks always.
 
... if it summoned more zombies you would be rushing to fight for your life etc. Atm though, it's just a kind of "stand AFK in the base and wait for it to pass" kind of thing.
Yeah, agreed, but "summon more zombies" what?
Like, just suddenly the entire biome has more zombies? From where, How? Or do you mean just relative to the player position; the storm somehow magically happens to increase the number of zombies in proximity to the player?? Or, do you mean like Feral Sense and the existing zombies are more alert to the player? I would be on board for that, although players have already chosen their desired setting for Feral Sense and it would be awkward to deviate from that.

Perhaps the storms could activate a different zombie behavior.
Maybe something like a higher chance to agro and they just start destroying blocks?
There have already been suggestion for storms to damage blocks, but it's not quite a feasible option.
Having zombies do this would keep it localized and sort of make sense like they are worked up and angry, but the storm makes it harder for them to locate you so they just go into rampage mode.

I don't know, just some thoughts.
 
I'm going to post a snip from something else. It has to do with
Feral sense, Game stage, player progression level and days alive,
Presently Feral Sense is a mainstay for the standard game, but
automatically making it mandatory, will cause a shi7storm.

What I would like is if there were a calculation that used all of
the above parameters, and gradually intensified the experience, it
could be a submenu of feral sense. So as not to interrupt it if a
player just likes to set it to full on.

The setting would start a primarily dumb Romero style zombies, but
leave the animals the same, increase enemy animals, just give them feral sense.
Timids would become aware at longer distance, and run a farther distance.
Enemy animals would roam closer and closer always in packs, until within
a specific distance or enough noise and then it's on.

For the player as they progress, then parameters such as block damage, feral
sense distance, better vision at night, here sounds from a longer distance,
run speed, and a randomized switch in probability to spawn stronger entities
no matter which biome you are in. So that a totally new player can set the
slider to 0, and simultaneously learn and have progressive difficulty spawn
in a dynamic fashion. A person that is more comfortable can set the slider higher
to start off with faster more sensitive dangerous spawns from the outset, and
setting it to 100 is basically what the setting is now.

It allows new players to get their feet wet, vets to not be interrupted, and the
game proceeds at the pace of each individual's gameplay. Play slow and the normal
gamestage rules apply, start pumping up the numbers quickly, and the entire world
wants you for breakfast. I mean in and out of POIs.

Basically if the changes were dynamic instead of static, 1 game could contour with
very little extra tweaks, automatically adapt to the multitude of playstyles here.
 
One change I don't see talked about is that now you don't get 2,000 bullets from infested caches and loot anymore, you instead get like 100-200 AP ammo instead. It's a neat change and can make it so you actually run out of ammo now

I'd still love to see it so that you get AP Robotic ammo from it though, it's currently still the only time I actually run out of ammo since running robotic turrets is still a pretty big drain. I've not used them enough in 2.0 to see if they were buffed, but it doesn't feel like it? They still mostly just drain through your lead and iron and don't really feel like they do anything

For comparison, I have an unperked level 1 autoshotgun firing AP slugs and like 10 shells from it will do more than like 300+ robotic rounds from a fully modded t6 Robotic Turret will do lol. Not tried the robotic shells yet either to see if they are less bad, high hopes though!
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Yeah, agreed, but "summon more zombies" what?
Like, just suddenly the entire biome has more zombies? From where, How? Or do you mean just relative to the player position; the storm somehow magically happens to increase the number of zombies in proximity to the player?? Or, do you mean like Feral Sense and the existing zombies are more alert to the player? I would be on board for that, although players have already chosen their desired setting for Feral Sense and it would be awkward to deviate from that.

I mean blood moon and screamers and police car alarms etc already just spawn zombies in near you. I think having the storm have large roaming hordes would be a good compromise, where you can hide from them, but they just follow along with storms and will mob you down if you are running around firing your guns and making a lot of noise

The good news is we have a design doc with a bunch of new storm ideas we will be looking at.

What do you do at night? I find things to do. I am playing at 200% storms and when a storm comes, I find things to do just like at night. And you can run out in the storms as it takes 16 seconds before you take damage and you can just dip in a building to instantly clear it, then back out as it starts at 16 again. Even if you are slow, it is not that much damage, just don't stay outside.


Good to hear!

For night I will typically go mining or doing missions as usual etc, even with feral senses at night. The issue I have with storms is they strongly encourage sitting in place and just waiting for them to pass. You can burn medkits trying to heal tank it, but usually there's not enough cover to not lose half your health bar to it, at least in my Snow biome with scattered POI. If I'm not in the middle of town when it hits and am just traveling between areas, there's not really much I can do about it besides just take a ton of damage or dig a hole and sit AFK waiting on it to pass

Here's an easy real example, I needed an engine to craft a cement mixer. I grab my wrench and am heading for the front door when a storm hits. My base is near a trader, which means there's basically no POI close enough to duck in and out of once I leave the base, and since I need an engine I have to be outside breaking down cars.

My two options are A) head outside into the storm and take a ton of damage and burn medkits etc trying to tank the storm looking for cars, or B) sit AFK for 2 hours then go out and do it after the storm is over

I'm fine with the storms on paper, I would just prefer them to have some more active gameplay. Like if they summoned minibosses that would drop red bags like suped up Biome zombies (like an Infernal Yeti or Infernal spitter etc with extra health) it might encourage the player to actively engage with the storm and run out in it.

Or if it summoned roaming hordes you would need to engage with it to defend your base etc

Currently there's no real reward or incentive to actually engage with the storm, and every incentive to just sit AFK / cross back over the biome border. It's the meme of "gamers will optimize the fun out of the game", but it's a true saying for a reason lol. If I'm punished by engaging with it, and not rewarded for it, I probably won't engage with it

Storms look super cool visually though, and it's pretty fun listening to them rage outside while I'm standing in my base cooking or crafting, it just sucks if there isn't any busy work you need to do in the base, like gardening or cooking etc, you are just kinda boned
 
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Has anyone experienced a bug of a POI magically resetting on its own in singleplayer mere minutes after clearing it?

For context: I cleared a T4 mansion on the edge of town, The Zavislak Residence, up until the evening of the fourth day. By the time I had cleared the main loot room towards the evening hours, I was overflowing with inventory, so I made a dump chest, dropped off the less essential items, and made a quick return trip home, 300 meters away, but not before setting a temporary waypoint to the location so I knew where to return to.

I made my return minutes later, and the POI had completely reset. Pallets, zombies, loot, everything. My drop off box was gone, and the main loot room was again infested with zombies (confirmed after nerdpoling up). This is singleplayer, and there are no other players online. I am befuddled beyond comprehension.
You should post things like this to the Game Support forum or Bug Reports forum. Anything posted here gets lost in the many pages of posts very quickly. That sounds like a bug related to chunk resets and I've seen someone else commenting on this as well, so posting a bug report with log would be a good way to help them to fix the problem.

Did you complete the quest (clear all zombies and/or fetch the satchel)? If not did you log out or quit? Exiting the game mid-quest resets the POI.
That isn't entirely correct. Exiting and restarting the game in the middle of a quest doesn't reset the POI. What it does is make it so that the quest marker is there again. If you click on that quest marker, THEN it will reset. Otherwise, it will remain as it was before you exited the game.
 
You should post things like this to the Game Support forum or Bug Reports forum. Anything posted here gets lost in the many pages of posts very quickly. That sounds like a bug related to chunk resets and I've seen someone else commenting on this as well, so posting a bug report with log would be a good way to help them to fix the problem.


That isn't entirely correct. Exiting and restarting the game in the middle of a quest doesn't reset the POI. What it does is make it so that the quest marker is there again. If you click on that quest marker, THEN it will reset. Otherwise, it will remain as it was before you exited the game.

Thank you, good tip. I have a friend on a server who experienced the same problem, but with a remnant bunker.

(However, since I run a couple of aesthetic QOL mods, it's more than likely that post would get shot down, so...)
 
Thank you, good tip. I have a friend on a server who experienced the same problem, but with a remnant bunker.

(However, since I run a couple of aesthetic QOL mods, it's more than likely that post would get shot down, so...)
They only complain (usually) if your bug report has mods installed during experimental. In any case, it's worth posting it. If it doesn't get reported in that section, it may never get fixed.
 
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