PC V2.0 Storms Brewing Dev Diary

Is it possible to build POIs using both [bandits and zombies]?

When making a POI, you can define a "Sleeper Volume" as a location in three dimensions, the type of sleepers to appear, and a range of how many to appear. You should be able put a volume with bandits right next to a volume with zombies. Maybe you could make them overlap, though overlapping zombie volumes can be a problem depending on sleeper placement, settings, etc. Maybe Bandits are their own kind of volume so overlapping with zombies wouldn't matter?

Now if the creatures in those volumes are sleeping, I don't know if they'll notice each other. I'd love to know the answer, but I'm speculating here. If they were both Passive volumes then I think they would be waiting on something like a trigger. If they were Active volumes then I think they'd have to perceive each other to activate and then I think you'd have what you want. I suppose this begs the question if Bandits can use Stealth? If there were wanderers then I suspect you get what you want.

That's my guess based on how things currently work.
 
@meganoth 2.0 experimental had hazardous storms. I’m not sure why you remember differently. I remember streamers dealing with storms during streamer weekend and I remember they changed zombies to run during storms in one of the experimental updates.

Perhaps you turned storms off during experimental? (which was also an option during those versions) 😀

It is true that work on storms didn’t begin until a few months into 2025 which was after the original deadline for 2.0 (Q4 2024). Hammer was critical at the time of the fact that the storms brewing update had no storms until 3-4 months after it was supposed to be released. That’s why he says that 2.0 was delayed for storms. Maybe that’s what you are remembering. There was a conversation with faatal probably in February where he was describing the biome hazards and seemed surprised that people were disappointed that that seemed to be all there was to weather survival. A month or so after that they revealed information about storms and both storms and biome hazards were released in time for experimental.

Hopefully temperature and wetness will be implemented in the future as well.
 
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You are talking about different things here, Hammer about the experimental, Roland about stable. Maybe you should always add those terms so you don't talk at cross purposes.
If I recall correctly the first 2.0 experimental had no "real" storms, but according to the release notes 2.0 stable in June had: (https://7daystodie.com/v2-0-storms-brewing-release-notes/ ).

Now considering the surprise of Fataal when 2.0 experimental was received so badly for missing storms I would guess that they thought the biome progression storms where enough "storm" and "weather", but their reason to include those effects at all were not only to add some weather effects but (mainly )to add something they wanted for their story. That the advertisment was overpromising in its picture, sure, granted. Seen any advertisement that isn't painting everything too shiny? I don't. Consider the advertisement aka cover art for the original Doom game, https://en.wikipedia.org/wiki/Doom_(1993_video_game) , does the picture look like the actual game? Don't think so.

It is also possible they had plans for storms like they are now, but wanted to add them at a later date because they weren't finished. I don't know.

When Roland says that 2.0 was finished, delay or not, he means 2.0 stable and that was the version console got, right? Hammer, did you ever play a version on console that had no storms in it as they are now?
thanks for trying

roland is not going to accept that he is just splitting hairs to get the answer he wants. he'll twist words to get an argument that fits the moment. For the peanut gallery...that is why I say he does not argue in good faith. some day maybe you guys can enlighten me as to how moderator is defined on here.

faatal can take cheap shots about how I am not worth listening to on anything...it's not like he can really say I am wrong...that's why he does not answer me...he snipes from the edges.
I suspect, It's mostly because, he regrets admitting TFP had not applied for console dedicated servers, for months on end, to me. when THEY knew we were waiting for news...when they knew that the Platforms were being blamed for it. Because I keep raising it. Not because it is true.

No, I have not played a stable version that has 2.0 complete. the storms are still being worked on...so neither have you. The fact that 2.0 was very late, because they tried to half ■■■ Storm's Brewing, with biome gating but no storms, should matter...the fact that they were rushed out and needed to be fixed...should matter. This is Q4 2025. I get that the road map timings do not matter to PC. They did influence console gamers...combine that with the one month to get your "loyalty" discount from owning the Telltale console version. Hype farming...FOMO...little white lies. It's not an excuse to say other games did it too.
 
When making a POI, you can define a "Sleeper Volume" as a location in three dimensions, the type of sleepers to appear, and a range of how many to appear. You should be able put a volume with bandits right next to a volume with zombies. Maybe you could make them overlap, though overlapping zombie volumes can be a problem depending on sleeper placement, settings, etc. Maybe Bandits are their own kind of volume so overlapping with zombies wouldn't matter?

As long as the overlapping and/or nested volume is set to Priority, then you should be able to plop down a bandit volume right in the middle of a large zombie volume without any issues. Once the player gets close enough for the volumes to activate, then all hell would break loose. Assuming the player was stealthed and unnoticed, they could simply sit back and watch the ensuing fight.

There's a lot of potential there for environmental story telling and set-piece battles. I think POI designers will have a lot of fun with this sort of stuff once bandits are released.
 
There was a game. We've cleaned up the weather, and we've cleaned up our things. The weather was returned, but there is no item.
It was great. I dug a cave in the field and live a little. WE WON'T LET YOU! Zombies were taught to dig the ground, at the speed of an earth-moving combine.
They introduced the ability to fit into one cube, as a result, the strength of buildings has dropped by 2 times!!! In recent versions, zombies are moving in a sluggish chain towards the player, instead of a sluggish firefight.

YOU WON'T BELIEVE IT!!!!!!!! It used to be possible to build in the game! And now to collect the material for the construction, the opportunity appears when I already quit playing. Well, there are no resources.
Zombies used to have intelligence, but now they use a rod directly if the path has more than one turn.
And about the balance of ala "Civilization", where you can fly into space without reinventing the wheel!
IF IT WASN'T FOR THE CREATIVITY!!!! I would have filed a lawsuit a long time ago.
I'm sorry, but I won't argue with anyone and I won't answer.
 
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