Riamus
Hunter
Did they say that was planned for 2.4? I missed that.Also, 3rd person, which some people really want; I'm not one of them, but the more options, the better, right?
Did they say that was planned for 2.4? I missed that.Also, 3rd person, which some people really want; I'm not one of them, but the more options, the better, right?
On X, someone (possibly Richard) replied to someone, saying will "probably" be in 2.4Did they say that was planned for 2.4? I missed that.
Hopefully clothing dyes will return then tooOn X, someone (possibly Richard) replied to someone, saying will "probably" be in 2.4
Edit: The exact reply was "next patch hopefully" (that was posted in 2.3 stable thread)
Ah. I never go there.On X, someone (possibly Richard) replied to someone, saying will "probably" be in 2.4
Edit: The exact reply was "next patch hopefully" (that was posted in 2.3 stable thread)
Hopefully clothing dyes will return then too
i do think both will be done soon(add the tm)Hopefully clothing dyes will return then too
I just recently started playing this game and it's awesome af...if the graphics were as good as dayz game this game would hands down be the best survival game ever made in my opinion ...nothing needs changed as much as the graphics do ...hopefully that will happenView attachment 36599
Hello Survivors!
Today we have V2.3 b9 Stable for you.
This update covers several points we talked about in the Town Hall Stream. There are more changes to come down the line in later releases.
We have made all attempts to prevent the need for a new save game. We have tested on all platforms and have not seen any issues with existing save games.
TFP wishes everyone a ton of fun with the V2.3 update.
Note:
Storm frequency setting defaults to 0
This does not change the setting for current save games. As we are still working to improve the player experience with the storm system, we want new players to start with our upcoming version instead of the current version. We hope to get the new version out as soon as possible. Thanks for your patience!
Here is what changed since V2.2:
Added
Changed
- Bee Swarm entity variant for tree stump game event
- Bee Swarm hand item with non critical debuffs
- Updated icons for Biome Survival Gear
- WornItemMods min effect requirement
- HonkEvent for vehicles to allow game events to fire based on honking the horn
- AI wander and look are more active while alert
- AI randomly turns during look while alert
- Second column of icons to use for custom map waypoints
- Launcher cleanup features "local prefabs" and "mods"
- Game launcher now supports argument "selfconfined" (with optional path as next argument) so that it will automatically use its setting file, logs and UserDataFolder from its own location (or the specified path)
- HarvestByTag Challenge objective
- Nav Object Tracking to ChallengeStatAwarded
- Localization for challengeBiomeRewardTooltip for biome challenge rewards
- Grab and Place SFX for Biome Survival Gear
- GameEvent Requirement for InTraderArea
- Custom Radial events for blocks through xml for modders
- GameEvent action to get all players in game
- Rubble_wasteland_filler_10
Fixed
- Removed erroneous second set of tags from ammoCrossbowBoltExploding
- Disabled biome Wear, Loot, and Time challenges
- Biome Badges are now separate weather items per biome
- Removed RepairItemsMeshDamage property from jail doors since they don't have a door frame stage
- Taking shelter without survival gear will recover biome hazard effects
- All biome hazards now have 3 minutes of survival time without gear
- Survival gear is now dropped on death with drop on death settings
- Updated icons for biome hazard reducers
- Removed food and water stats from Black Lung Serum and Fallout Flush
- Increased food, water, and health stat on Scorcher Stew to be inline with other stew stats
- Increased water stat on Sunstroke Tonic
- Updated the recipe for Scorcher Stew
- Tree stumps now roll once for honey, then again for bees. Bees always come with honey, but not all honey comes with bees
- Reworked buff weights for a lower chance of infection from Plague Spitter Insect Swarm
- Reduced dew collector activity value
- Replaced plague spitter fade with a low rate of wandering
- Storm messages will no longer say to leave biome
- Biome Hazards recover in any other biome
- Improved AI wander position variety
- Increased AI alert time after investigation point reached
- Increased rate AI interest distance returns to the default value
- Updated shotgun shell icon to match other shotgun ammo icons
- Improved behaviour related to console crossplay when server config is nonstandard: Added extra ranges to handle 'disabled' values as valid for AirDropFrequency and LootRespawnDays
- Improved behaviour related to console crossplay when dedicated server config is nonstandard: Added startup error when crossplay incompatible server config is detected and crossplay is enabled
- Storm buff descriptions no longer instruct players to leave the biome
- Stealth Boots Mod can now be installed into Assassin Boots for the stamina reduction
- Reverted change to challengeRewardTooltip in Localization for basic and advanced challenge rewards
- Increased the probability boost of Armored Up magazines when perked into Light, Medium, or Heavy Armor
- Updated Honey Harvest challenge to track the location of stumps
- Agility Mastery level 3 Bleeding Hearts now includes bows and crossbows
- Increased TimeStayAfterDeath of all zombie loot bags and dropped container bags for consistency and for those playing with longer day and night length settings
- Updated wilderness tree stumps with hole model variant
- Increased the total number to spawn in the last group of all blood moon horde game stages to 999 with no duration to allow spawns until morning
- Removed wind drift effect from 4x4 when driving through storms
- Storm frequency setting defaults to 0 (Does not change setting for current games)
- Increased delay between thunder during storms
- Optimized Chunk SetBlock check of DeviceFlags
- Optimized SpawnGroup memory use
- Autorun starts only if run action was pressed for less than .2 seconds
- Canned Food mesh so the main part of the label faces the player
- Updated localization for 2.3 changes
- POI sleeper volumes use a random seed in playtest
- AI ranged projectile attacks would start when the target was dead
- Frostclaw, plague spitter, spider, cop, mutated and demolition zombies would not eat animal corpses
- Water is not visible through glass
- Distant water seam if near water is to the side
- Underwater distortion could be clipped at certain angles
- Trader Bob VO Trade 17 line cuts off
- Air drop marker still shows when setting has it off
- NRE when spawning insects after destroying tree stump using vehicle
- Icon background textures not cleared when switching between containers - second issue
- AI wander random range was 1m too short and only used 1m increments
- Biome spawned AI move speed increase from storms did not happen at night
- Launcher cleanup feature "old remote maps" working again
- Apartments_06 placed trees on flat ground to avoid bugs
- On Navezgane Completing Basics of Survival Quest While in Trader Rekts causes an error saying No Trader for the Journey to Settlement Quest
- Updated Honey Harvest challenge to receive credit via a game event triggered buff (NOTE: This will reset the challenge for old save games whether they are completed or still in progress)
- Issue with challenge reward tooltip using the same text_key in two game events
- PlayerDataFile failed to load (mismatched read/write in WaypointCollection).
- Black screen when crouching, entering biomes, accepting quests
- Weeds and debris appear inside trader bounds
- Fire and smoke effect not visible through glass blocks
- Red quest bounds are rotated during quests
- Updated biome max timers to reset when entering the game if not set to 180
- OnSelfPlaceBlock not working correctly for placing blocks.
- Trader UI header icon overlap
- Thunder sounds would leak an object if played too often
What's wrong with the graphics? I think it's fine the way it is. But seeing how you are new to the game, give it time and it will grow on you. I played DayZ and Rust, IMHO both games suck compared to 7DTD and plus DayZ was really boring for me too lolI just recently started playing this game and it's awesome af...if the graphics were as good as dayz game this game would hands down be the best survival game ever made in my opinion ...nothing needs changed as much as the graphics do ...hopefully that will happen
The graphics in the game have already improved significantly from what they were before. Remember that the more detailed and realistic the graphics are, the more demanding the game is, the heavier the game is and the harder it is to optimize it. Considering that this is an open world survival voxel sandbox made on Unity, which has finally become more or less stable after over a decade, I would beg the developers never to make any more major graphical updates.I just recently started playing this game and it's awesome af...if the graphics were as good as dayz game this game would hands down be the best survival game ever made in my opinion ...nothing needs changed as much as the graphics do ...hopefully that will happen
Is this an actual POI or hypothetical?Just one room in a military POI showing frost claws in various stages of mutation and then it’s a sci fi experiment instead of an ancient beast man living alongside humans for 1000s of years
A fully block-based voxel world has trade offs. It’s unlikely the game will ever look like what you are using as a comparator because the worlds in those games aren’t built from blocks. Indie games don’t have the art of AAA games and voxel games don’t have the graphics of games built with static billboards.I just recently started playing this game and it's awesome af...if the graphics were as good as dayz game this game would hands down be the best survival game ever made in my opinion ...nothing needs changed as much as the graphics do ...hopefully that will happen
Hypothetical and wished for.Is this an actual POI or hypothetical?
United=litre?Chaque fois que le jeu crée une abstraction, le joueur doit compléter les détails manquants avec son imagination. Une personne supposera que nous mangeons les bocaux à chaque fois que nous buvons, tandis qu'une autre supposera que le bocal est rangé dans nos réserves et toujours disponible en cas de besoin. Une personne supposera que nous portons les quatre équipements de protection individuelle en même temps, tandis qu'une autre supposera que nous en portons un à la fois, mais que les quatre sont toujours disponibles une fois fabriqués. Une personne supposera que nous extrayons 30 bidons d'essence d'une voiture, tandis qu'une autre supposera que nous extrayons 30 unités d'essence et les conservons dans un récipient que nous avons toujours à portée de main.
Votre imagination explique la plupart des avantages de l'armure par l'équipement et les outils inclus dans le kit, mais non représentés. D'autres n'arrivent pas à l'imaginer et appellent cela de la magie.
You dont imagine secret labs poi?Je reconnais volontiers que mon imagination n'est pas à la hauteur pour certaines d'entre elles. Je chercherais probablement une explication plus science-fiction que magique ou occulte. La griffe de givre, par exemple, n'a jamais été pour moi un « yéti ». Je la voyais plutôt comme le résultat de mutations ou d'expériences menées par Higashi avec le virus zombie. La nanotechnologie contenue dans les bonbons pourrait expliquer certaines de ces capacités.
Je suis d'accord, c'est toujours de la magie, mais le technobabble et les altérations génétiques sont plus intéressants et satisfaisants que les incantations et les potions.
Maybe After the 5.0? Gambaré tfpLes graphismes du jeu ont déjà été considérablement améliorés. N'oubliez pas que plus les graphismes sont détaillés et réalistes, plus le jeu est exigeant, lourd et difficile à optimiser. Sachant qu'il s'agit d'un sandbox de survie en monde ouvert, développé sur Unity et plus ou moins stable après plus de dix ans, je prie instamment les développeurs de ne plus procéder à de mises à jour graphiques majeures.
Enough experimenting, it's better to style your hair on your back.Just one room in a military POI showing frost claws in various stages of mutation and then it’s a sci fi experiment instead of an ancient beast man living alongside humans for 1000s of years
That's what you call an extended Mullet!Enough experimenting, it's better to style your hair on your back.
Those will be replaced in V2.4. Details to be released at that time@schwanz9000 So yeah about this, any info? They show up as "craftable" but there doesn't appear to be a way to actually unlock them for crafting.
3rd person will be ready when it's ready. Could be V2.x or V3.0. It's playing pretty good, but a lot of things to add/fix/polish before it goes out.Also, 3rd person, which some people really want; I'm not one of them, but the more options, the better, right?
Hopefully clothing dyes will return then too
Let's just say that V3.0 is going to be more..."creative".i do think both will be done soon(add the tm)
they have taken a lot of heat for adding DLC, before being able to Dye it, or see it in third person.