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.
 
dynamic mesh option

I normally never enable it; don't need in SP.

For a short time I enabled it just to see the difference, I have no LCB, broke
basic blocks to progress through pois, dug up 3 treasures, plus the initial dig
quest.

The most I do is deforestation but I don't replant.
I do travel a long distance on the map constantly.

My game started to get some stutters that I never had before, so I checked
the folders, My dynamic mesh folder was 1 gig and growing. I turned it back off
and deleted the files, all returned to normal.

Without it turned on my entire save is only 583 meg.

If a console player has limited storage, depending on how it is individually configured,
this may quickly add to their data overhead.

I have no Idea how it would affect server/multiplayer play, over a long game.
 
okay, I only got curious because I was reading it and it said its only for LCB and player
destruction. So I figured it might add a few extra megabyte. So when my game started
acting a bit differently, I started checking. Granted I travel approx 5k every couple of days
doing pois in the other biomes across the map. But I may destroy doors or a wall for entry,
and also enough trees to have at least 2k wood for temp housing, spikes, and ladders.

It just seemed at that size that it was monitoring a lot more of something. It was over a period
of approx 15 days at 2hr days although I don't think that is supposed to matter.

So the first thing I thought of was console, and long play, im at day 55 this version is the longest
I have played a single playthrough in years. PS and MS are kinda stingy with the storage limits.
So I posted just in case. It's not a bug but a monitor working as intended.

The list of files was approx as long as my region files right now I only have 181 reg files.
The only dif was each one of those files was larger than my region files.

You said default, So does changing the settings monitor something else also?
 
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.
Love it, would love to try that mod out 👍
 
This is an idea I got from @sillls and @Morloc
expandedslots.png
I played around with the idea of multiple expanded backpacks in vanilla.

This is a crude visual version. There are 5 tiers for the backpacks
not bought, or crafted but found in the highest tier 5 pois for each biome.
Not in loot rooms, that is too obvious, but in random type loot containers, or
behind a sofa or a random body or random drop from a zombie in the poi,
You can add an associated note to supplement their this is how I died story, etc.

Once a backpack level is found then it could use a similar property or Cvar used
for books once max quantity is reached.

Each of the color segments is additions from placing the backpack in the
golden box. Before unlock they could be inactive and/or invisible.

5 tier to match 5 biomes or progression.

If a person finds a higher tier in an alternate biome, then it would block out spawning
of itself and lower tiers.

So if a player is feeling froggy and heads straight to t5 and or 6 pois in the wasteland
and plunders them they have a chance to get the biggest backpack for their trouble. So no
gating, just allocation per biome.

The icon and box sizes could remain the same, only needing the unlock property, and
ui alignment. The burden property, could remain the same, because they are equal divisions
per tier.

Can't be swapped, they act similar to the trader fetch parcel, and are regulated to the finder.
they appear in slot just like the seeds, when you fell a tree.

Only one drop per t5 or t6 poi possible, so if there is a team, and player 1 finds one, they would
need to plunder another poi for the other team mates to have a potential opportunity to get one.

Increases T1:27 T2:45 T3:63 T4:81 T5:99 SLOTS. So it would be a non intrusive, risk reward scenario
to follow basic biome progression, but with flexibility depending on how a person decides to play
that round. Can be incorporated for both PC and Console simultaneously, sort of like giving the consoles
an xml mod.
 
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.
The effect of the scent depends heavily on the biome and time of day. I liked it at night in the wasteland. You stand still, swinging your brass knuckles, and they just keep running towards you.
 
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