PC V3.1.0 Henpocalypse Experimental Update!

Let's clarify something

This should have read:
  • Enemy Density and Respawn Sandbox Options do not increase desert or snow rare spawns like Chuck and Rancher


In spawning.xml,
Code:
<biome name="desert">
        <spawn id="dz01" maxcount="1" respawndelay="0.9,1.575,1.215,0.9,0.9,0.9" time="Day" entitygroup="ZombiesDesert" type="rare" notags="commercial,industrial,downtown" />
        <spawn id="nz04" maxcount="1" respawndelay="1.1,1.925,1.485,1.1,1.1,1.1" time="Night" entitygroup="ZombiesDesertNight" type="rare" notags="commercial,industrial,downtown" />

<biome name="snow">
        <spawn id="dz01" maxcount="1" respawndelay="0.9,1.575,1.215,0.9,0.9,0.9" time="Day" entitygroup="ZombiesSnow" type="rare" notags="downtown" />
        <spawn id="nz04" maxcount="1" respawndelay="1.1,1.925,1.485,1.1,1.1,1.1" time="Night" entitygroup="ZombiesSnowNight" type="rare" notags="downtown" />

Notice that respawndelay = Default,Very Slow,Slow,Normal,Fast,Very Fast
The settings for Very Slow and Slow will be slower, but Default, Normal, Fast, and Very Fast are all the same "default" respawn rate.

These groups are also using a new type="rare" parameter that ignores them for the Biome Density option.



Having individual options for every zombie type is not something we plan to implement.
 
.
Yes. This is definitely needed. I want to have density set to high, but it makes the snowy forest and desert so annoying that I turned it back down to normal. One of the devs (schwanz9000, I think) said there was something planned related to not increasing density of biome specific zombies. It's definitely needed.
Yes. This is definitely needed. I want to have density set to high, but it makes the snowy forest and desert so annoying that I turned it back down to normal. One of the devs (schwanz9000, I think) said there was something planned related to not increasing density of biome specific zombies. It's definitely needed.
Not increasing my ■■■

I got to the snow in a poi after killing a wolf or just breathing wrong and I got a whole new poi exit or if the house is wood! NO POI LEFT!

And the bees tho less destructive (or funny) are may more annoying
Post automatically merged:

Let's clarify something

This should have read:
  • Enemy Density and Respawn Sandbox Options do not increase desert or snow rare spawns like Chuck and Rancher


In spawning.xml,
Code:
<biome name="desert">
        <spawn id="dz01" maxcount="1" respawndelay="0.9,1.575,1.215,0.9,0.9,0.9" time="Day" entitygroup="ZombiesDesert" type="rare" notags="commercial,industrial,downtown" />
        <spawn id="nz04" maxcount="1" respawndelay="1.1,1.925,1.485,1.1,1.1,1.1" time="Night" entitygroup="ZombiesDesertNight" type="rare" notags="commercial,industrial,downtown" />

<biome name="snow">
        <spawn id="dz01" maxcount="1" respawndelay="0.9,1.575,1.215,0.9,0.9,0.9" time="Day" entitygroup="ZombiesSnow" type="rare" notags="downtown" />
        <spawn id="nz04" maxcount="1" respawndelay="1.1,1.925,1.485,1.1,1.1,1.1" time="Night" entitygroup="ZombiesSnowNight" type="rare" notags="downtown" />

Notice that respawndelay = Default,Very Slow,Slow,Normal,Fast,Very Fast
The settings for Very Slow and Slow will be slower, but Default, Normal, Fast, and Very Fast are all the same "default" respawn rate.

These groups are also using a new type="rare" parameter that ignores them for the Biome Density option.



Having individual options for every zombie type is not something we plan to implement.
Never-mind all is forgive

Praise fatal and schwanz9000
 
You beat me to it!

I did check, and the changes were merged to the 3.x branch.

I think people are just asking for the ability to determine separate spawns for biome special zombies only. I rather agree, as even on normal they can get out of control. Rancher and Chuck occasionally, but Mutated/Direwolf/Zbear spawns in the wasteland get absolutely nuts, especially at night.

"Biome-specific Spawn Rate" as a sandbox option with something like None/Low/Normal/High/Very High, if you will.
 
I think people are just asking for the ability to determine separate spawns for biome special zombies only. I rather agree, as even on normal they can get out of control. Rancher and Chuck occasionally, but Mutated/Direwolf/Zbear spawns in the wasteland get absolutely nuts, especially at night.

"Biome-specific Spawn Rate" as a sandbox option with something like None/Low/Normal/High/Very High, if you will.
Chuck only models all zombies are chucks and they Chuck wood and you learn how much to Chuck
 
The Magnitude system, or what I prefer to call the Boosted Stats system, doesn't have anything in the works currently.

Is there an actual issue with the system, or is this a personal preference issue?
Yes. It's way to overpowered to find an item in the wild that has 2+ boosted stats. Every item should be limited to 1 random boosted stat. This will give you reason to keep looting to find the missing boosted stats on your items to make your end game items.

I found a steel sledgehammer with 4 boosted stats on it on day 12 of my recent playthough. Theres practically no more upgrading left to go in an new playthough when that happens.
 
Can we name the chickens?
Post automatically merged:

Rotting Flesh? What kinds of chickens are these?

I could see having to use sand or rocks in the recipe, but rotting flesh?
What about sneed’s feed and seed? Do not look up what chickens eat in real life. Spoiler serial killers have utilized them. Also they’re cannibals and eat eggs and other chickens.
 
Replaced animal Boar with animal Bear and balanced environment in house_construction_02
I really hope it's not a typo. If so, it's a very welcome change!

New sandbox toggles are super useful, and I'm really happy to see chicken coops finally added to the game - we now have actually renewable eggs, feathers, and meat! I launched the game to casually test out the new features and noticed a few balancing issues:
  • Once a chicken reaches 100% stress, it can be caught again almost immediately. Since it stands still for a few seconds after escaping, it's very easy to grab it repeatedly. I think there should be a short cooldown during which the chicken can't be picked up again.
  • The effects of 100% stress are practically unnoticeable from a gameplay perspective. It honestly feels like even the smell from eating a can of food is far more dangerous. If stressed chickens are supposed to attract zombies, I think the attraction radius should be significantly larger.
  • When the stress level transitions to the next stage (for example, 30% → 40%), an item pickup sound is played.

Things I personally dislike about the update:
  • The screenshots used for the new loading screens look like they were captured at a very low resolution, which is even more noticeable because the loading screen text itself appears perfectly sharp (but thank God its not ai slop).
  • Unfortunately, the AI slop still made its way into this update. The icons for the new food items look like very rough AI-generated images. Their contrast is much higher than that of the existing in-game icons, making them feel extremely out of place. I hope they get replaced soon.
  • The new food item descriptions also feel a bit strange and unnatural. My guess is that they were AI-generated as well.
 
Thought Bandits were supposed to be added in 3.1.0 ?


As of 3.0.1 I'm still seeing issues with Crossbow reloading . . . today I made the change of AutoReload = "true".

The "R" reload has become so spastic over the last few updates that I can't depend on having a Bolt loaded, so I've unfortunately had to resort to this.

Now, the reload is actually faster than what my rhythm / muscle memory was able to accomplish, which is not really desired, but at least it is consistent.

Got tired of having the $#!+ beat out of me expecting my Crossbow to be loaded, only to have it empty - no longer an issue with the above.


Really sucks that I've had to go this route, for one, this change has an "invisible" Crossbow bolt, which now only shows up if you switch to another hot slot and then back to the Crossbow slot.

Not something I'm going to bother to do since it works whether the Bolt is shown or not.



Don't really expect to see it changed with this update, since not even the promised Bandits for 3.1.x are even mentioned in these notes . . . will see.
 
Thought Bandits were supposed to be added in 3.1.0 ?


As of 3.0.1 I'm still seeing issues with Crossbow reloading . . . today I made the change of AutoReload = "true".

The "R" reload has become so spastic over the last few updates that I can't depend on having a Bolt loaded, so I've unfortunately had to resort to this.

Now, the reload is actually faster than what my rhythm / muscle memory was able to accomplish, which is not really desired, but at least it is consistent.

Got tired of having the $#!+ beat out of me expecting my Crossbow to be loaded, only to have it empty - no longer an issue with the above.


Really sucks that I've had to go this route, for one, this change has an "invisible" Crossbow bolt, which now only shows up if you switch to another hot slot and then back to the Crossbow slot.

Not something I'm going to bother to do since it works whether the Bolt is shown or not.



Don't really expect to see it changed with this update, since not even the promised Bandits for 3.1.x are even mentioned in these notes . . . will see.
Where did you see bandits promised for 3.1.0? Please give a link as I'd like to see that.

As to the crossbow, seems like a bug. Guessing you haven't reported it?
 
Where did you see bandits promised for 3.1.0? Please give a link as I'd like to see that.

As to the crossbow, seems like a bug. Guessing you haven't reported it?
People seem to conjure promises out of thin air. If someone does not use the word promise, definitely, for sure or something similar, I assume it is not a promise. If I said, hey we will go to the store tomorrow, it seems some people interpret that as a promise. It is not unless I said, I promise we will go to the store tomorrow, which I would never do, as I know the dangers of promises.

There will be more 3.x releases and they will not have bandits.
 
People seem to conjure promises out of thin air. If someone does not use the word promise, definitely, for sure or something similar, I assume it is not a promise. If I said, hey we will go to the store tomorrow, it seems some people interpret that as a promise. It is not unless I said, I promise we will go to the store tomorrow, which I would never do, as I know the dangers of promises.

There will be more 3.x releases and they will not have bandits.
True. That's why I asked for a source as I'm curious where such an idea even came from. Unless they are really behind on things and are still thinking of the old 3.0 that was supposed to be bandits. But ignorance isn't really an excuse to come and be passive aggressive about things.
 
There will be more 3.x releases and they will not have bandits.
Do you promise? ;)

But yeah... bandits were never promised for 3.1. They were originally said to be for 3.0, but the version numbers got renamed so bandits were changed to 4.0. That change happened last year, so anyone still thinking bandits are anywhere in 3.x are really behind on the news.
 
People seem to conjure promises out of thin air. If someone does not use the word promise, definitely, for sure or something similar, I assume it is not a promise. If I said, hey we will go to the store tomorrow, it seems some people interpret that as a promise. It is not unless I said, I promise we will go to the store tomorrow, which I would never do, as I know the dangers of promises.

There will be more 3.x releases and they will not have bandits.

My apologies.


I just re-reviewed the 3.0.x threads where I (seriously) believed I saw it stated the 3.1.x would add Bandits, as they were originally stated to be in 3.0.x.


I thought for sure I read that in one of the 3.0.x threads, but I'm not pulling it up now :/


Concerning, as I usually have a pretty good memory for these things . . .



As for the Crossbow issue, it was discussed in experimental b257 (and confirmed by others), and b259.
Didn't bother with 3.0.1 Stable as it was basically the same as b259 Experimental.




BTW - I used to Alhpa / Beta test other games (Slitherine) and got bored / disappointed, so I may not be as polished these days in reporting things I see as issues.

7DTD is my favorite game in this genre, but that doesn't mean I'm not going to note things I don't believe are right.
 
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