V2.1 EXP

I hope the zombies being able to hear better during storms will spice things up. Tbh I would think it would make zombies have a harder time of hearing but who knows!

I recall remarking that when I had the fog turned up really high it was cool to have zombies running at me out of the mist. I recall I've not been happy with "feral sense", preferring to leave it off, but suggesting that some periodic and unpredictable event, such as fog, might be a cool reason to turn feral sense on, or perhaps scale it to the amount of fog. Admittedly, noisy storms and fog make it harder to hear, and I wasn't focused on realism with that suggestion. I've no idea of my suggestions led to what got implemented.

I could see where being out in a storm might make zombies more active.
 
I hope the zombies being able to hear better during storms will spice things up. Tbh I would think it would make zombies have a harder time of hearing but who knows!
Game play trumps realism, but for those who want a logical reason I have a better one than how I phrased it in the notes. Zombies are normally not very stimulated and their attention is low. A storm stimulates them, so they move around faster and are paying the most attention to sounds, not that they physically can hear better.
 
Game play trumps realism, but for those who want a logical reason I have a better one than how I phrased it in the notes. Zombies are normally not very stimulated and their attention is low. A storm stimulates them, so they move around faster and are paying the most attention to sounds, not that they physically can hear better.
Oh im not complaining. I'm happy for this change
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I recall remarking that when I had the fog turned up really high it was cool to have zombies running at me out of the mist. I recall I've not been happy with "feral sense", preferring to leave it off, but suggesting that some periodic and unpredictable event, such as fog, might be a cool reason to turn feral sense on, or perhaps scale it to the amount of fog. Admittedly, noisy storms and fog make it harder to hear, and I wasn't focused on realism with that suggestion. I've no idea of my suggestions led to what got implemented.

I could see where being out in a storm might make zombies more active.
I haven't experienced that but I'll keep my eye out. I'm always looking for more danger
 
No. I want the warning, so you can proactively do something about it. Think of it as dark clouds in the distance, but we don't have gfx tech to draw that yet, so a warning.
i can understand that from a technology limitation; hopefully someday we can get storms like they happen where i live geographically... a sudden dark sky and BOOM. you're drenchened in a downburst all the sudden. no warning, little time to think about it. just deal with it for a few minutes. then a sunny sky again like it never happened.
 
i can understand that from a technology limitation; hopefully someday we can get storms like they happen where i live geographically... a sudden dark sky and BOOM. you're drenchened in a downburst all the sudden. no warning, little time to think about it. just deal with it for a few minutes. then a sunny sky again like it never happened.
Personally, I think it would be too unfair to have every storm dropped on us without any kind of warning considering the damage they do. Plus people are already not liking the storm mechanics as they are now which could cause more frustration. However, I am not completely against the idea of sudden storms. For instance, if a storm suddenly occurs then there would be no damage done to the player, but you could risk the chance of being struck by lightning. I have suggested it before in another thread and I doubt it will ever get implemented, but I think would be funny nonetheless 😋
 
Waiting for this to be fixed. Its literally a game breaking cheat. Not sure why stuff was put ahead of this

It is actively being worked on and is that dev's #1 priority. The logic under the hood is a bit tricky and needs thoughtful planning so it doesn't cause bugs for other item swap or inventory actions.

Though this "cheat" is a bad one, 2.1 has some other game breaking fixes that needed to be pushed out as soon as possible.

2.1 has been playing great this long holiday weekend, so I would guess it will go stable fairly soon™️ with a 2.2 Experimental build following right behind it.
 
I am a little disappointed there appears to be the final nail in the coffin for dyeable armors

It is my hope that we can resurrect this feature and get some form of armor color customization in a future build. Not sure what exactly that would look like, but we have a few options to talk about. No promises here, but it will take time IF anything moves forward with this.
 
Zombies, with Crouch Walk set to 0 in their entityclasses settings, sink into the the ground a little bit.
You can spawn a demolisher to confirm.
 
1.0+ updates has significantly improved multiplayer experiences as I am finally observing an increase in player numbers across numerous servers, which is leading to a rise in server counts and larger communities.

The optimizations and bug fixes introduced in 1.0+ have greatly enhanced the ability of servers to sustain higher populations, which is precisely what I have been anticipating for TFP to refocus on.

The DDoS fix is monumental, and with the announcement of even more substantial fixes on the horizon, I have high hopes that additional players who have not participated in years will soon begin to return.

Kudos for all the fixs and optimizations multiplayer side thus far and for what the community can look forward to in the future.

Many of these fixes have been long-awaited, and it brings me great satisfaction to witness the progress that TFP is making in multiplayer.

we where able to maintain a full server throughout the weekend with very few issues, its been along time since i can that say that was even possible.

Screenshot_2025-07-06_182209.png
 
The announcement of 2.1 exp nudged me to start a new game. My random spawn location was more interesting than usual: mountainous terrain with a view of nearish Desert and Snow Biomes. After running through the initial challenge to get geared up, selecting perks, and clearing a POI, I headed toward the Desert Biome to stick my toe over the boundary for challenge credit.

Almost to the boundary, I saw something weird in a clearing with three tree stumps -- the stumps are what caught my eye at first. I stood still and thought: "Is that a plague spitter?" I snuck up closer, and it was indeed a semi-transparent plague spitter -- I'd never seen one before. Just as I was trying to sneak in for a closer look, it "decloaked" like a Romulan bird-of-prey and spat a swarm of bees at me! I swatted the swarm with my club (bye-bye bees!), then saw that the plague spitter was advancing on me. I did manage to dispatch it, but its semi-transparency would make it really hard to spot in less than full sunshine. The other thing that I wanted to especially note is that this plague spitter was not in the Desert Biome but well inside the boundary of the Forest Biome.

Be careful out there!
 
No. I want the warning, so you can proactively do something about it. Think of it as dark clouds in the distance, but we don't have gfx tech to draw that yet, so a warning.
What about being able to turn off the written warning at certain levels (ie: Turn Storm Warning Off at Level: 5, 10, 20, etc). This way new players get the benefit of it, but players who it annoys just get the siren sound effect.
 
What's annoying is that Redbeardt fixed the armor dye issue with his Dyeable mod, allowing you to dye armors again. It worked until v2.0 broke it.

So basically TFP broke armor dyes with v1, and then broke Redbeardt's fix with v2, and with v2.1 have made things even worse by making it even more difficult (if not impossible) for a modder to fix.

Like... WHY.
DLC before dyable armor with the current ones we have is crazy work. I wonder if the DLC ones will be dyable when they hopefully eventually add the ability to the existing sets.
 
DLC before dyable armor with the current ones we have is crazy work. I wonder if the DLC ones will be dyable when they hopefully eventually add the ability to the existing sets.

I think there's a good chance it'll eventually happen, but I doubt we'll see a dye fix anytime soon. Maybe by next summer, if we're lucky.

Hopefully Redbeardt will get around to updating his Dyable mod, if he's still modding.
 
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