V2.5 Survival Revival Dev Diary

I would have to agree with this. But there is a timing reason.
Yeah, basically. Unless you're not killing anything and position yourself in an area that has a lot of zombies nearby, the smell does very little. If you are killing things as you go into an area and then eat something, you might attract half a dozen zombies or something, but they are usually staggered. They don't attack at the same time. It is similar to a buried supplies quest in that you get them coming in at different speeds from different directions. Unless you don't know how to fight, it's very easy to handle them mostly one at a time. Smell doesn't activate sleeping zombies or unspawned zombies, so you'll only bring in biome spawns, which are not very densely populated. If a player can't handle the limited number of zombies that are attracted to smell, then they aren't going to be able to handle running through a POI. If they can handle a POI, they can handle the zombies attracted to smell. The most smell really does is attract a few nearby zombies, if there are any, and continue to do so as you move around. So you might have to fight more, but not all at once and they aren't any more difficult to deal with than if you just come across zombies normally.

Maybe they are a challenge for new players. But I cleaned smell off one time in experimental and never did again. It just wasn't necessary and the cold from getting wet was actually more bothersome than the smell, making it not worth doing.
 
@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
This isn't changing a tire. It's impossible to nail down a date on a big feature in a game with 10000 moving parts so I'm sorry but I'd rather say "when it's done" and surprise you with something, than promise some made up bs date and be 12-24 months late. Like I said our plan is to start showing some models off and later some game play. I am pretty confident the first version can drop in 2026, but I don't want to put any sort of timeline on that because it's always twice as long as you think and often 3x4 longer than you think.

The good news is we're actually working on it and should start showing content in the next quarter.
 
I wish that there was an option to plant more different types of trees.
I see several different types of Maple trees. But the only ones that I can plant from those seeds grow up to be the biggest ones.
Pines are the same way. Several different kinds but you can only plant one type.
Maybe get the option to plant smaller trees. Mostly for appearance.
 
@faatal

I have two questions for which I am curious, regarding blocks.

Why are building or placed blocks, 45' offset from terrain blocks?


The placed or poi blocks I was told once before are voxel blocks also
just not using marching cubes for distortion.

If the non terrain block shapes, were converted to simple poly block
shapes, since they don't distort like terrain blocks and only use the
10 cel crack overlay to show damage, excluding doors and windows, would
or could that lower data size for pois? and the region files over all.

Then for destruction, have it use something like pulldownit or other
destruction algorithm.

Leaving the terrain blocks as they are now.
 
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.

I've got it fixed now. See info in that other thread you posted.
 
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