PC V2.6 EXP

These things disappeared without any public explanation during the last couple of years, and I haven’t seen any evidence to the contrary. If there is an explanation of necessity of these removals from TFP team, please share a link or screenshots cuz I’d be very interested to read about it.
If these removals had in fact happened in the last couple years it would be easier to find those screenshots but your claim about when they disappeared is objectively incorrect. It isn’t a matter of opinion, for example, that LBD was changed to skillpoint spending around 8 years ago.

Did LBD vanish without a trace with no explanation? No. The reason is self evident as we have a replacement feature for it in the game. The devs have also given their reasons several times over the last 7-8 years for why they did not want to continue with LBD.

Your other items also were also things that all disappeared well before Versin 1.0 so again, objectively, not the timeframe mentioned. But still, to be helpful, here are the reasons they were cut.

  • A lot of zombie variants, like farmers, miners, hunters, cheerleaders (and even these annoying football players).
  • Wellness system, which encouraged players to avoid death more than anything we have today.
  • LBD
  • Blunderbuss
  • Dense morning fogs, old biome ambience.
  • Fields biome with wild corn and some cacti.
  • Real farming, which required a hoe to till the soil.
  • Visible casual clothing like t-shirts, coats, jackets, dusters, denim pants, and anything else a person could actually find and wear.
  • Character customization with sliders for body and face parts.
  • Crafted armor, like padded, leather and iron set without class-specific bonuses.
  • And most importantly, Sexual T-Rex 🫡
1) They overhauled all zombie, player, and bandit models with newly hired artists and made their choices about which models would not be redone. Their given reason was the looks and usefulness of those cut zombies wouldn’t work outside of very specific cases. I believe most of those legacy zombies were removed before A21 more than 3 years ago.

2) The wellness system was removed about 8-9 years ago. They replaced it with the critical injury system and death penalties and stated that they didn’t like how it could lead to death spirals.

3) LBD already stated.

4) Blunderbus went when the pipe weapons were added. I can’t remember which alpha that happened but it was definitely pre Alpha 21 so more than 3 years ago. Why did it go? It didn’t fit their new art direction of pipe weaponry. I think they were very clear about that when they inteoduced all the pipe weapons.

5) Fog has been on and off again for over a decade as well as lighting. Whichever time you’re referencing that dense fog disappeared is impossible to determine. The biomes haven’t been changed since Alpha 17 about 8 years ago so way outside the timeframe and they definitely explained that they wanted the final existing set of biomes to be integral to the story and progression of the game. Even though the plains biome disappeared 8 years ago we didn’t really see the fulfillment of their plans for biome progression until 1.0 and even more with 2.0. But that was an addition to the game and not a disappearance.

6) “Real” farming disappeared around Alpha 18 or maybe 19 and they explained in detail that the terrain generation tech they went with (Microsplat) necessitated the change. Again, tilling the soil without farm plot blocks was cut probably 4-5 years ago and it was a tech limit issue. It was definitely not a “disappearance without explanation”.

7) The clothing system changed for either Alpha 21 or 1.0. It’s probably the closest to the timeframe of within the last two years. TFP outlined for us that the change to outfits was coming and explained why months before the change took place. It was endlessly discussed before the change happened. It was definitely not unexplained.

8) This happened during the character and entity overhaul with the new artists. Player models were crafted for players to be able to somewhat customize and the old system with the old player models was cut. This also was done in either A21 or 1.0 so again just at the edge of the timeframe of the last couple of years. The reason was they wanted new models and they wanted the characters to look good and the old character models that could be bloated and stretched into weird configurations no longer fit the game. They weren’t interested in going deep with character customization.

9) Same as clothing above. Armor outfits were what they wanted and what they felt would look good and be fun to play.

10) Sexual T-Rex was cut during one of the perk rebalances a long time ago. We have more perks overall now than we did when sexual T-Rex was the name of one of the perks and, once again, this is another example from years before the timeline that was being discussed.
 
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  • Visible casual clothing like t-shirts, coats, jackets, dusters, denim pants, and anything else a person could actually find and wear.
  • Character customization with sliders for body and face parts.
  • Crafted armor, like padded, leather and iron set without class-specific bonuses.

To give a bit more in-depth info about this (not that I work for TFP, this is just something known to Unity developers):

The "old" system was based on UMA 1, which was not developed by TFP, it was a Unity asset.

It has a lot of disadvantages:

* The UMA 1 system is now fully deprecated. There is a UMA 2 system which is community developed, but it requires a lot of work to upgrade.
* UMA in general is not fully optimized for modern Unity systems or projects. (No hate on it, that's not its goal.)

* UMA is a third-party system, so TFP is not legally allowed to customize or optimize it.
* Visually, UMA does not look as good as a bespoke solution. Never mind UMA 1 - if you go to the UMA 2 page on the Unity store, the characters definitely do not look as good as the TFP characters. Plus, if you don't go with UMA, there are no situations where body parts poke out of clothing due to the body meshes being too "free."

TFP basically had to re-create character creation from scratch. It is far better (more efficient, better-looking) to do this with a fixed set of static meshes (per head, hair, or body) rather than a bunch of sliders, where every slider value can potentially create another bug.

That means the old clothing had to be abandoned for technical reasons, and the new clothing had to be created from scratch. You can argue against things like set bonuses or whatever, but I don't think anyone can deny that they look better than any of the previous clothing options. And if the clothing options don't include visuals for undergarments or whatever, then it's entirely because TFP would have to program this from scratch and not take advantage of any "generic" (but bad) library from Unity.

If it isn't clear, I think complaining about things like "armor bonuses" or "magical armor" are completely valid. What I don't think is valid, is saying that the current clothing or armor options are visually worse. They're objectively not.

Hope that explains things.
 
I am para running 2.5 and 2.6
In entities classes I wanted to see what has changed. I'm still at the top of the file and this is what
I found so far.

Multiplayer gets an experience increase over Single player on logon
<property name="ExperienceGain" value="500"/><!-- PLAYER_MALE --> vs 120 for sp
That should curry favor for those playiing multiplayer


Zombie Template increased xp by 100. So are all experience points being increased???
<property name="ExperienceGain" value="^xpNormal01"/><!-- XP_ZOMBIE_TEMPLATE --> increase from 400 to 500

<property name="ExperienceGain" value="^xpSlim01"/><!-- XP_ZOMBIE_TEMPLATE_SHORT --> added = 400xp line 717


xp feral gain from 750 to 800


I dont know if this is correct syntax
<property name="ExperienceGain" value="^xpSlimFeral01"/><!-- zombieArleneFeral -->
There is xpSlimFeral01 which = 800 vs 750 for 2.5

This points to nothing "^xpSlimFeral01" So, these 8 feral types, do they fallback to template values?

<property name="xpSlimFeral01" value="800"/>
<property name="ExperienceGain" value="^xpSlimFeral01"/><!-- zombieArleneFeral -->
<property name="ExperienceGain" value="^xpSlimFeral01"/><!-- zombieMarleneFeral -->
<property name="ExperienceGain" value="^xpSlimFeral01"/><!-- zombiePartyGirlFeral -->
<property name="ExperienceGain" value="^xpSlimFeral01"/><!-- zombieNurseFeral -->
<property name="ExperienceGain" value="^xpSlimFeral01"/><!-- zombieJoeFeral -->
<property name="ExperienceGain" value="^xpSlimFeral01"/><!-- zombieSteveFeral -->
<property name="ExperienceGain" value="^xpSlimFeral01"/><!-- zombieTomClarkFeral -->
<property name="ExperienceGain" value="^xpSlimFeral01"/><!-- zombieBusinessManFeral -->
 
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