PC V2.2 b3 EXP

With single entities definitely. But how is it with groups of zombies? I am assuming without candy or do you use it regularily?
I use the features to the fullest. I think it is possible to make it so that the crowd control does not work often on the strongest enemies (I would be happy with this fix). I have not had problems with crowd control in T6 quests. I have seen the same with many content creators.
 
That’s fine for when you swap weapons but why the hell is it bugged now considering in previous versions you could start a reload and open your inventory and it would complete?
Would have said that it was bugged before then. Most likely fixed now. If you can reload and quickly go to inventory to bypass it then that is wrong imo.
 
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Howdy Survivors!
Today we have b3 EXP available for all Steam users. Among other things we removed the "Loot Stage Cap" and adjusted the kill challenges for the biome progression.

Have a fun weekend!


Here's what changed since b1:

V2.2 b3 Changelog:

Added
  • Allow unlinking Discord account directly from the game
  • Rubble_burnt_filler_10
  • Sprint Mode Autorun
  • AI activity map sets a long delay on neighbors if a screamer spawns

Changed
  • Rubble_wasteland_filler_01 adapted to composition grid and zombies guarding loot added
  • Updated passive values for both Muffled Connector mods to match the display values
  • Updated localization for modArmorAdvancedMuffledConnectorsDesc and modArmorMuffledConnectorsDesc to include the install restrictions for Assassin Armor
  • Pack Mule sound to only play in the player's head
  • Lowered the chance of Plague Spitter and Frostclaw biome spawns by ~50%
  • Updated all zombies and zombie animals with new tags for biome zombie kill challenges
  • Updated all biome zombie kill challenges to 5 themed zombie kills per biome
  • Updated all biome zombie kill challenges to include other undead kills per biome. Each biome increases 5,10,15,20. The themed zombie in each biome does NOT count toward the other undead kills. For example, Frostclaw kills in the snow biome don't count toward the other kills, but they do count in other biomes.
  • Cleaned up legacy leg armor buff, tags, and item logic for the Bandolier Mod
  • Updated damage stat localization on Nomad Gloves to reflect its use on the Radiated, Charged, and Infernal "Elite" zombie class
  • BlockSpawnEntity UI is shown with shift+ctrl+rmb
  • Updated spawnTraderDesc with the updated trader select menu shortcut keys SHIFT + CTRL + RMB
  • Removed player "not found for hair color" warning
  • Sprint Lock to Sprint Mode and renamed No/Yes to Hold/Toggle
  • Optimized prop shadows by disabling on last LOD when Shadow Distance setting is lower than Ultra
  • AI activity map neighbor delay includes the diagonals
  • Regular screamer spawning to choose 1 or 2 based on GS
  • Removed "Loot Stage Caps" from all biomes
  • Removed lootstage_max from all biomes
  • Biome Badges no longer boost LootStageMax
  • Updated localization for goBiomeProgressionDesc
  • Disabled visible_loot_max icons from showing in on location windows
  • Disabled buffs related to Loot Stage Cap

Fixed
  • Do not show Discord friend requests that are marked as Spam by Discord
  • Discord button on main menu will show pending invites on first open. Discord friend requests will show their avatars
  • Rally Marker SFX loop heard after starting quest.
  • Corpse Hanging Rope no longer downgrades to the hanging log
  • Missing tags on Nomad Gloves for charged and infernal
  • Rubble_burnt_filler_04 QA issues addressed
  • Rubble_wasteland_filler_01 missing texture
  • TileEntity.CopyFrom NotImplementedException when triggering a POI reset
  • Missing quest location by committing house_modern_27
  • Burnt forest biome shows pine forest when switching during playtest
  • Glock9's beloved cornmeal is now spelled the same in foodCropCornDesc
  • "Occlusion: RemoveEntity x missing" warning on dedicated servers
  • Demolition zombie's feet were partially in the ground
  • Player camera turning a large amount from controller input after a big frame rate spike
Such a shame you stepped down to weaklings and reducing difficulty. Only 5 zombies per biome? Lol, getting all those badges and swaping biomes is alrdy way too easy. Like matter of a while. nothing challenging or hard about it. On my server with survival diff, player goes straight to snow biome, doesnt care about any proggresion. It give way too much advanted over others on PvP.
I would actually make it way harder to promote role playing not this zooming , speed gameplay...they can go CS2 if they want to rush everything or go to 500% exp servers sigh...
Imo progress to zone should be harder and staying there after getting biome badge - should be reworked actully to resistences(after all you getting used to live in harsh conditions) , so staying there after easier - fe. smoothies lasting longer .
Oh and btw storms are good ;)
 
Such a shame you stepped down to weaklings and reducing difficulty. Only 5 zombies per biome? Lol, getting all those badges and swaping biomes is alrdy way too easy. ;)

I think it made it harder. Only took a couple minutes to kill the special zombies. About half an hour just finding allbiome zombies to finish that part. The ratio of special:allbiome still seems way too high.
 
@faatal Please buff the machete. Overall it’s the weakest end game weapon in the game. They have limited knockback, and do not stun or knockdown. They offer no protections against multiple foes. Dismemberment chance can't save you when radiated enemies have HUGE resistance to dismemberment. Bleeding damage is also completely worthless. 140dmg over 20s at 5/5 is pretty crappy btw. The more health and regen an enemy has, the more they laugh about debuffs like bleed and burning, no to mention how fast zombies move in the later stages.

I think a very reasonable and easy fix would be to buff bleed damage and give the machete some knockdown. Kinda dumb that the knife can knockdown enemies bue the machete can't.

Also give Blades a dedicated perk book.
 
I think the stun baton is alright the way it is. It's extremely effective but it's not very powerful. I can see it being fun for a lot of players when it's fully maxed out.

You can simply not spec fully into it if you want it to be more challenging, or do what I did and play extremely recklessly.
 
@faatal Please buff the machete. Overall it’s the weakest end game weapon in the game. They have limited knockback, and do not stun or knockdown. They offer no protections against multiple foes. Dismemberment chance can't save you when radiated enemies have HUGE resistance to dismemberment. Bleeding damage is also completely worthless. 140dmg over 20s at 5/5 is pretty crappy btw. The more health and regen an enemy has, the more they laugh about debuffs like bleed and burning, no to mention how fast zombies move in the later stages.

I think a very reasonable and easy fix would be to buff bleed damage and give the machete some knockdown. Kinda dumb that the knife can knockdown enemies bue the machete can't.

Also give Blades a dedicated perk book.

I could not find any reason in the xml why knife should have a knockdown and machete does not. And AFAIK there is no knockdown with knife at all. The only time the zombies fall (with any weapon) is after they got enough damage to be nearly dead (AFAIK).
 
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