PC V2.0 Storms Brewing Dev Diary

Generally if I'm lucky and I need a tier 6 stone axe I'll make it sense legendary parts aren't that hard to find to sacrifice one. 

However the rest of primitive teir isn't worth it. 

Who out here is making tier 6 primitive armor? 

Pipe guns maybe but still it's pushing it. The only tier 0 I say is worth Quality 6 is the AR and bow. Maybe the rifle/shotgun when you get the perks 

But imo tier 0 shouldn't cost any legendary parts but should cost more or maybe for Pipe guns need 1 weapon part aside from the bow

tier 1 and up? Fair enough 


And possibly you get your wish. The "nevermore" could be about needing a legendary part for tier 0 purple items. 

 
So you craft to blue and call it quits because the legendary part is a random findable?  But then you’d be happy if they just made purple items findable?  That’s crazy. If every purple item is tossed back into the loot tables then your random chance of finding the one item you want is much less than it is currently where you just need to find a single legendary parts being findable that can be turned into whatever you want. 

Armor is simple to craft. Type armor into the craft search field and then find the one you want by scrolling the list. Select it and then click on track. Now you have a personal little quest in the upper right of your screen to gather all the components you need.
 

Anyway, if you don’t like the system that’s one thing but if you want things to be more deterministic don’t ask for a change that is going to add more randomness and make your chances of getting what you want even less.  
I know it's strange for someone to give an opinion that holds different extremes at the same time. Alas, that's where I find myself with lots of things in life. I think the randomness could be fun if they buffed drops of them, while also thinking a more deterministic way to get them would also be great.

Like maybe start including rare missions, or in-world live events, and have them guarantee tier 6 rewards.. we already have a way to choose the reward we want from a list, what's a better way to fight the randomness than that? 

 
Servers could already use the event system to do live events if they wanted.  I'm sure they could easily set it up to give specific rewards or tiers of rewards.  Single player live events don't really make sense, and P2P (hosted by someone) would run a live event just like a server.  You just create or use a mod for it.  I don't think that makes sense as something in vanilla since TFP doesn't run the servers. 

Since they removed Q6 drops specifically to make crafting useful, I don't think they will add them back.  But who knows?

 
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So, to change the subject a little bit...

@faatal Hello there, dear forum friend,

Anything at all you can tell us about what you've been working on and what's your feeling is about 2.0 Experimental making it before Memorial day? (this question is with knowledge that whatever you might say doesn't mean is what's going to happen, of course, and that nobody in their right minds should report it as facts). 😁

Anything you can post is always very welcomed and I thank you very much for your continued replies and support.
This week I have the Frostclaw throwing attack looking pretty good. Mainly need to adjust projectile physics. Added handling for storm building particles which may be the end of code features for storm particles. A nasty bug remains with getting a storm buff from another biome when in forest that leads to death. I also need to improve inside/outside checks and some of the UI messaging.

I'd give it a 50/50 before Memorial day.

 
@faatal

If you get the chance will you adjust

The Wolf in entityclasses.xml

<property name="AITask-3" value="RunawayWhenHurt" data="runChance=0.5;

When the threshold is met, visually it acts confused, running back and forth in a few block area. Each check reverses

the prior decision.

I adjusted it to .75, and it resolved it.
That is the chance that any instance of a wolf would have run behavior and is calculated once per spawn, so it should not work as you describe. I put a log in there and will check it when I get time.

Don't you mean "debuff?" Buffs are generally positive things.
They are all buffs in code. Good or bad or indifferent.

 
@faatal

Thank you

The way I can explain it is. If it attacks or is attacked by a zombie, when the runaway property starts, it will move a few

blocks away then stay back and forth , in a couple of block area, until something interferes with the pathing.

I looked at the other animals with the behavior, mainly the coyote,  that is why I changed it to test. At .75 the wolf began 

to run away appox 30 blocks, circles around and runs back up to nip at me again. If hit with a projectile but not killed it 

runs away, and does the strafing attack again.

 
(sorry if the translation is not accurate) why not upgrade an item from 0 to 6 or higher, instead of making a new one? why not upgrade the old one? contribute the necessary resources and get a thing of better quality instead of destroying and creating a new one?

 
@faatal Hello, I'm sorry if the translation isn't perfect — I'm from Brazil. I'd like to know if there's a chance we'll see new biomes in the future, something like a swamp. It would be something very different and would fit really well with zombies and an apocalypse.
pantano1.jpeg


 
@faatal Hello, I'm sorry if the translation isn't perfect — I'm from Brazil. I'd like to know if there's a chance we'll see new biomes in the future, something like a swamp. It would be something very different and would fit really well with zombies and an apocalypse.


Welcome to the forums.

I wonder if a swamp were to be a sub-biome within a forest biome if that might satisfy your request? I ask because for some map sizes dividing up the map into more major biomes starts to limit the amount of space available for settlements.

 
Bem-vindo aos fóruns.

Gostaria de saber se um pântano fosse um subbioma dentro de um bioma florestal, isso atenderia à sua solicitação. Pergunto isso porque, para alguns tamanhos de mapa, dividi-lo em mais biomas principais começa a limitar a quantidade de espaço disponível para assentamentos.
Yes, I think it would be cool for some areas to have these new parts, in any case it's like having a new biome.

 
@faatal After all that time, did you modify/remove/add anything from the list of changes for 2.0 (the one released in march)
Yes. I was planning on mentioning that DLSS support was committed by one of our console programmers yesterday. The plugin we are using is Windows only. It seems to work fine other than in the Unity editor if the window is not maximized it flickers, but builds should be fine.

 
The Pipe Pistols in a really bad spot. Effectively usless in my opinion and ive never seen anyone say anything but. Would you guys ever consider chaning its ammo to 44, perks to magnum enforcer and buffing its damage? Or do you have something in mind for the 2.0 update :) thanks!

OIP (20).jpg

 
The Pipe Pistols in a really bad spot. Effectively usless in my opinion and ive never seen anyone say anything but. Would you guys ever consider chaning its ammo to 44, perks to magnum enforcer and buffing its damage? Or do you have something in mind for the 2.0 update :) thanks!

View attachment 34176
I love the pipe pistol and I would love a 3d model 

Too bad none of the gun models are 3d printable My brother looked and tried 

The Pipe Pistols in a really bad spot. Effectively usless in my opinion and ive never seen anyone say anything but. Would you guys ever consider chaning its ammo to 44, perks to magnum enforcer and buffing its damage? Or do you have something in mind for the 2.0 update :) thanks!

View attachment 34176
But it's ok. 

I think a pipe magnum would be cool. Maybe 1 shot only

 
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