V2.5 Survival Revival Dev Diary

One thing that I noticed is that a snake will attack a players base. I don't know why. All I know is that I was working in my base and the next thing I know, I hear a snake. Then something hitting the walls.

I would love it if we could start seeing more friendly NPC's in the game.
They could be working at the base or could even be hired or something like that.
Other NPC scavengers being seen in the area would be good to.
The game just seems too empty with just my avatar and a few Traders that don't even move in the game.
The drone is good for a start though.
 
One thing that I noticed is that a snake will attack a players base. I don't know why. All I know is that I was working in my base and the next thing I know, I hear a snake. Then something hitting the walls.

I would love it if we could start seeing more friendly NPC's in the game.
They could be working at the base or could even be hired or something like that.
Other NPC scavengers being seen in the area would be good to.
The game just seems too empty with just my avatar and a few Traders that don't even move in the game.
The drone is good for a start though.
The problem however is that a Voxel world is kind of difficult to navigate in an "intelligent" way, so I see how roaming NPCs must be more difficult to add than dumb zombies that can bump into walls and start bashing.
 
Yeah, I just wish that things like snakes and the like would stop attacking the base.
On the other hand, just seeing other friendly NPC's walking around a trading post would be nice. Could even take pop-shots at the Zed-heads.
 
Yeah, I just wish that things like snakes and the like would stop attacking the base.
On the other hand, just seeing other friendly NPC's walking around a trading post would be nice. Could even take pop-shots at the Zed-heads.

If you're really hard up for NPCs, and don't mind installing mods, you can always go with NPC Core and install some NPC packs.

Disclaimer: I created a couple NPC packs. Look in the "Mods" section under "NPC Mods".
 
Is there any news on my question?
I'd like to know when the environmental check for airdrops will be implemented.
I think Faatal mentioned it once.
It's really annoying having to keep diving around behind the crates in the deep water.

I agree. Very annoying.
We have a plan to change how airdrops work which should also fix them falling into water.
Unfortunately, I have no updates or estimated timeframe to report on it.
 
I agree. Very annoying.
We have a plan to change how airdrops work which should also fix them falling into water.
Unfortunately, I have no updates or estimated timeframe to report on it.
Im on the opposite side, i love the extra challenge of having to swim for it, but also love the mod Air Drop Challenge by TechFreq and think it should be avanilla feature, it gives a random chance that the air drop will spawn zombies or to make it a bit different make the air drop attract zombies (like dead animals do).
 
I agree. Very annoying.
We have a plan to change how airdrops work which should also fix them falling into water.
Unfortunately, I have no updates or estimated timeframe to report on it.
Is anyone looking at the problem with legendary parts not dropping after points are spent in armor skills? See here: https://community.thefunpimps.com/t...-is-through-the-floor-again.46281/post-628051. In my most recent game I looted a about 3 legendary parts before spending points in armor skills and none after. For reference, I have one point in each armor skill. Others with this problem seem to have maxed out points in one of the armor skills.

Looking at the xml it's not clear if the problem is simply the increase in the chance of acquiring armor parts by putting points in the armor skill preventing legendary parts from dropping OR if there is a problem with the backend code implementing the armorLightSkill, armorMediumSkill, and armorHeavySkill OR if the problem lies somewhere else completely.
 
Many alphas ago, the air drop crate would float on the surface if it landed in water. I thought that was entirely appropriate. Floating crates present a nice incentive to experience the different mechanics of swimming (stamina, wetness/cold, limited vehicle & weapon use). The current crates that sink to the bottom, though, are a more boring pass/fail, where you either have the oxygen time to reach the sea floor or you don’t.

With Survival Revival’s smell and filling jars, bodies of water matter again. I hope air drops and water can still intersect after whatever changes are coming. It’s more interesting than restricting them to land only.
 
Many alphas ago, the air drop crate would float on the surface if it landed in water. I thought that was entirely appropriate. Floating crates present a nice incentive to experience the different mechanics of swimming (stamina, wetness/cold, limited vehicle & weapon use). The current crates that sink to the bottom, though, are a more boring pass/fail, where you either have the oxygen time to reach the sea floor or you don’t.

With Survival Revival’s smell and filling jars, bodies of water matter again. I hope air drops and water can still intersect after whatever changes are coming. It’s more interesting than restricting them to land only.
I don't really agree with this. Smell requires you to jump in water for a second if you actually care about it, and there's not really any reason to care about it. I walk around with smell all the time and it doesn't have any real impact. And filling jars is something you do at the edge of water and really isn't different from drinking water, which was in the game for a while now. So I wouldn't say that either of those make water matter in any real way.

As far as air drops go, water is still very slow to move through, making it a pain to get air drops out of water if they aren't near the shore. I usually get them at some point even if they are in the water, but it's not even remotely enjoyable to do so. I think it's better to restrict them to land unless/until they add a water vehicle.
 
I don't really agree with this. Smell requires you to jump in water for a second if you actually care about it, and there's not really any reason to care about it. I walk around with smell all the time and it doesn't have any real impact. And filling jars is something you do at the edge of water and really isn't different from drinking water, which was in the game for a while now. So I wouldn't say that either of those make water matter in any real way.

As far as air drops go, water is still very slow to move through, making it a pain to get air drops out of water if they aren't near the shore. I usually get them at some point even if they are in the water, but it's not even remotely enjoyable to do so. I think it's better to restrict them to land unless/until they add a water vehicle.

Smell certainly matters, if your playstyle/character build isn’t well suited for zombies running up and attacking you at random times. If you e.g. play with feral sense on, then I imagine it doesn’t make much difference. But that’s off by default, so many won’t be playing that way.

Anyway, what I’m saying is mechanics like smell and filling jars are steps in the right direction, in that they give us reasons to pay attention to where water sources are in the world and engage more with them. And while there’s plenty of untapped potential for water to matter more, with boats and fish and whatever else, I wouldn’t want their absence to mean pulling back on air drops. That would be neglecting water more than it already is.

Eventually, air drop gameplay will likely change dramatically anyway, since I imagine bandits will be very interested in them. How could that intersect with water? Do bandits swim? Probably. Are they willing to swim out for an air drop? Maybe it’s not worth it for them, so water air drops give the player a break from fighting bandits every time. Maybe you have to fight off melee guys in the water, but not ranged guys because their guns don’t work. Maybe you in your light armor can out swim a bandit in heavy armor to the air drop. So I see potential for interesting gameplay with bandits, which we know will come, without necessarily having to wait for water vehicles, which may or may not.

Edit: typo
 
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Smell certainly matters, if your playstyle/character build isn’t well suited for zombies running up and attacking you at random times. If you e.g. play with feral sense on, then I imagine it doesn’t make much difference. But that’s off by default, so many won’t be playing that that way.

Anyway, what I’m saying is mechanics like smell and filling jars are steps in the right direction, in that they give us reasons to pay attention to where water sources are in the world and engage more with them. And while there’s plenty of untapped potential for water to matter more, with boats and fish and whatever else, I wouldn’t want their absence to mean pulling back on air drops. That would be neglecting water more than it already is.

Eventually, air drop gameplay will likely change dramatically anyway, since I imagine bandits will be very interested in them. How could that intersect with water? Do bandits swim? Probably. Are they willing to swim out for an air drop? Maybe it’s not worth it for them, so water air drops give the player a break from fighting bandits every time. Maybe you have to fight off melee guys in the water, but not ranged guys because their guns don’t work. Maybe you in your light armor can out swim a bandit in heavy armor to the air drop. So I see potential for interesting gameplay with bandits, which we know will come, without necessarily having to wait for water vehicles, which may or may not.
It would be great to see in the game any sources that are completely undrinkable (or with a much more complicated purification and boiling process)
 
We still need some type of water threat added to the game, other than oxygen deprivation of course.
But then also need something to combat said water threat as well.
I once modded something in regard to this. It was creepy as "****"
to me.
It was long before zombies could swim.
It was overcast with dark fog, the water was painted to no longer be
translucent, it was the color of blood.

It was a personal mod.
But I don't know if others would have liked it. Water is a biome, the
biomes have spawners, I added water to the spawning.xml and increased
the spawn volume, and staggered the spawn time, to make it constant,
removed water in loot and from pois. It was also before the entity spawn
caps were reduced.

So you "Had" to go to the water to fill jars, didn't have a ton, empty jar drops,
and all hell would break loose every time because those zombies had extended chase
timing. It was around the time of the blunderbuss. That combined with the ninja dog
spawn groups, and vultures that actually attacked, made it a serious threat.

I have not thought about this in a long time. Thanks for the reminder.
 
Im on the opposite side, i love the extra challenge of having to swim for it, but also love the mod Air Drop Challenge by TechFreq and think it should be avanilla feature, it gives a random chance that the air drop will spawn zombies or to make it a bit different make the air drop attract zombies (like dead animals do).

I'm really having trouble with this.
Since a player, unlike the zombies, can't swim, it's incredibly annoying when you arrive at the airdrop point in the water with barely any air left, and then, with your HP already reduced due to lack of air, you get one-hitted from a zombie and then have to run 3.5 km back to somehow retrieve your backpack, only to die the same way. :)

This has happened to me quite a few times, and it really ruins the fun.
 
I walk around with smell all the time and it doesn't have any real impact.
I would have to agree with this. But there is a timing reason.
Smell certainly matters, if your playstyle/character build isn’t well suited for zombies running up and attacking you at random times. If you e.g. play with
Smell matters mostly in the first day, then quickly tapers off, especially depending
upon how active a player is.
What I mean by this is the Respawn timing is way to long by default. I understand the
reasoning for tempering external spawn volume, but, if a player is active in dispatching
walkers, over a large area as they explore. In a single day/night cycle the spawn in decimated.
I am not a kill monger, but I clear all walkers in in a 300 sq meter and can walk an eat as I like
going to and from pois. This is in all biomes, I cross them all daily. If a player dedicated
themselves to kill as they go, then the biomes quickly become a barren area. The timing needs
to be staggered and shortened, for it make smell more viable. That is why I adjusted mine.
Because i realized that for a while, I only had Poi encounters as I crossed the map.
 
@Jost Amman
Based on this roadmap timeline when do you think 3.0 will release?
1.0 released July 2024
2.0 released June 2025
2.5 released Dec 2025
A wild (and optimistic) guess would probably be June 2026, because 2.x is not done yet (2.6->2.7?), so it will be completed in the next months and the full throttle development on 3.0 will presumably start next May/June.

Since they've already started working (only in part) on 3.0 on the side, it's not unreasonable to think that 3.0 Exp could be ready in about a year. :unsure:
 
I'm really having trouble with this.
Since a player, unlike the zombies, can't swim, it's incredibly annoying when you arrive at the airdrop point in the water with barely any air left, and then, with your HP already reduced due to lack of air, you get one-hitted from a zombie and then have to run 3.5 km back to somehow retrieve your backpack, only to die the same way. :)

This has happened to me quite a few times, and it really ruins the fun.
I'm a bit confused by the wording. Are you saying you stay underwater from the
the time you enter water? This won't remove the inconvenience of the situation
but if you are not using run you don't use stamina. If you push up you go to the
surface. Then diveish straight down to the crate, come up and repeat.

I only ask because, I have had them drop in the water a lot, am using a far from standard
map, I have had drops, in the center of my water sources in the wasteland, and my
water is 2km wide, and 60meters deep in places. I admit it is slow and I have to clear
the shore area first, but it is doable.
 
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