PC V3.0 Dead Hot Summer Dev Diary

@faatal @madmole

The ai destruction pattern created for A17 series, relabeled structural engineers by some of the playerbase,
and Faatal your Initial Breadcrumb algorithm. Are they still buried in the game, or were they completely wiped, when
replaced, in later alphas? The destruction pattern was it just the order of the ai logic, or a combination of that
and Laz building specific patterns, in pois, to complement it? For the initial bread crumbs was it higher values
or a complete logic system?
AI still breadcrumbs to the player when tracking noise and they still do behaviors started in A17, it just has more variety/nuance/rules.
 
It was pretty funny when I set loot abundance to 25% and did the same for every loot category. I ended up finding a single 7.62 mm round in the main loot chest of a Tier 2 POI, while everything else was completely empty.
 
It was pretty funny when I set loot abundance to 25% and did the same for every loot category. I ended up finding a single 7.62 mm round in the main loot chest of a Tier 2 POI, while everything else was completely empty.
That's a known bug. It is apparently not handling fractions properly... likely dropping the decimal, so if you were supposed to get 1 and you have anything under 100% it gets changed to 0.... 50% of 1 is 0.5, drop the decimal and you get 0.
 
Yes, scaling down was actually wrong in 4 places in the loot container code. I committed a fix for it today that we plan to merge into the next 3.0 build.

"Fixed sandbox loot abundance category settings below 100% often generated nothing for small count items or less than it should for higher counts".
Part of what i liked about reduced loot settings was the fact that just because you could loot a container does not mean there would be loot. Does this mean containers will always have loot now? Would it be possible to add back the chance for loot to not generate as a separate loot option in some way?

edit: Just because my fridge door is closed does not mean there is food in it...
 
Part of what i liked about reduced loot settings was the fact that just because you could loot a container does not mean there would be loot. Does this mean containers will always have loot now? Would it be possible to add back the chance for loot to not generate as a separate loot option in some way?

edit: Just because my fridge door is closed does not mean there is food in it...
It will give empty containers. That was the whole point of the fix to make it accurate, not too little or too much. We can't give you 25% of a magazine, so in that case it rolls a 25% chance for the magazine, which would be a 75% chance for no magazine or whatever the loot it is rolling for.

At 150% magazine abundance, you would get 1 plus a 50% chance for a second one.
 
That's a known bug. It is apparently not handling fractions properly... likely dropping the decimal, so if you were supposed to get 1 and you have anything under 100% it gets changed to 0.... 50% of 1 is 0.5, drop the decimal and you get 0.
Yeah, I knew about it before I played, but I was expecting at least two bullets, not just one.
 
I just tried my own "Romero" settings, and enabled the "Black and white" feature. It is a surprisingly good feature.

I'd like to give some suggestions to make it better:
  • Add a setting which creates a film grain visual effect, maybe with occasional projector scratches or dust, to make it really look like you're playing "Night of the Living Dead." (EDIT: This would probably be nifty even without the black-and-white setting.)
  • Add an option which makes the game black and white except for the blood splatters and effects, which should be a vibrant red, for a "Sin City" look.
  • In "Black and White" mode, desaturate the colors of the UI/HUD elements as well. (This might be a lot more work though, and it would probably impact accessibility, so I understand if this is a low priority.)
 
I don't recall any such change.
What I mean by that is in 2.5 there was a specific way or timing that they had, then you said that their sensitivity or
awareness was adjusted in 2.6, It was noticeable, more aggressive from initial spawn like the sight or sound had
been turned up. Basically they engaged me; and with an increased amount they have been engaging the "*" out of
me. Then 3.0 I have to engage them, I see them and there are a lot, but they kind of patrol and walk around more
from the distance. Granted once I engage them they act like a hive.

One thing only partially related, I love being able to add the swarm to the entity groups for spawn. It's creates and
audio queued, autonomic response, when I hear them. No matter which biome I am in, though at night on a roof,
it's a clincher.
AI still breadcrumbs to the player when tracking noise and they still do behaviors started in A17, it just has more variety/nuance/rules.
ok, it felt a bit more, surgical before, that is why I asked. When it was combined with the No where to hide theme
It was a run for your life feeling, but without the insta feral-sense I always know where you are mechanic.
Like Friday the 13th.
 
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