21.1 will have a variety of fixes. We put our changes in trunk which is the next version of the game (A22) and then branch some changes to the A21 project for building and testing.
21.1 will have a variety of fixes. We put our changes in trunk which is the next version of the game (A22) and then branch some changes to the A21 project for building and testing.
Yesterday, I finished a loot console command that lets us loot a container x amount of times and logs results sorted by count/name/quality.
Command: loot container [name]
Hello survivors!
We are currently investigating several server issues that necessitate extensive logging of incoming and outgoing server traffic.
It will only be running for a week or two, so do not expect to play a long term game.
TFP Public Test
NorthAmericaEast
185.209.179.61:25012
Password: tfptest
Direct Connect
steam://connect/185.209.179.61:25012/tfptest
Highlight the url, right-click, and select open in a new tab/window. It should launch the client and direct connect you to the server.
Yep. I fixed that one last week and should be in .1.
I also fixed that corpse heads were getting the head damage bonus when you were harvesting them.
Summary: While you are fully submerged in water many of the item actions on thrown explosives do not work as expected.
Game Version: A21 b324
OS/Version: Windows
Game mode: Client on Dedi, RWG
Did you start a new game? Yes
Did you validate your files? Yes
Bug Description:
While you are fully submerged in water:
Thrown rocks/snowballs: work
Grenade: works
Molotov: no interaction possible
Pipe bomb: Can light. Can not throw. Explodes in your hand.
Stick of dynamite: Can light. Can not throw. Explodes in your hand.
Contact grenade: Can pull pin. Can not throw. Does not explode.
Timed charge: Can arm. Can not throw. Does not explode.
I know that at least in some cases (maybe all) this is in X...
Read moreSummary: While you are fully submerged in water many of the item actions on thrown explosives do not work as expected.
Game Version: A21 b324
OS/Version: Windows
Game mode: Client on Dedi, RWG
Did you start a new game? Yes
Did you validate your files? Yes
Bug Description:
While you are fully submerged in water:
Thrown rocks/snowballs: work
Grenade: works
Molotov: no interaction possible
Pipe bomb: Can light. Can not throw. Explodes in your hand.
Stick of dynamite: Can light. Can not throw. Explodes in your hand.
Contact grenade: Can pull pin. Can not throw. Does not explode.
Timed charge: Can arm. Can not throw. Does not explode.
I know that at least in some cases (maybe all) this is in X...
Read moreYou get quite a bit of XP upgrading concrete to steel and placement mistakes are 1/2 as hard to fix.
Block: Iron Garage Door 3x2 (Powered) // ironGarageDoor_PoweredBlockVariantHelper
Summary: When using the radial menu to pick up one of the placed doors you do not get the VariantHelper block back.
Instead you get the individual door variant back which can not be shape (colour) selected again.
Game Version: A21 b324
OS/Version: Windows
Game mode: SP and Client on Dedi, RWG
Did you validate your files? Yes
Detailed steps to reproduce the bug:
1) Take Iron Garage Door 3x2 (Powered) from the creative menu.
2) Select a colour.
3) Place the door within landclaim range.
4) Pick it up and observe that you do not get the crafted helper block back but instead a creative menu-only block.
Expected result: I expect it to be ...
Read moreBlock: Iron Garage Door 3x2 (Powered) // ironGarageDoor_PoweredBlockVariantHelper
Summary: When using the radial menu to pick up one of the placed doors you do not get the VariantHelper block back.
Instead you get the individual door variant back which can not be shape (colour) selected again.
Game Version: A21 b324
OS/Version: Windows
Game mode: SP and Client on Dedi, RWG
Did you validate your files? Yes
Detailed steps to reproduce the bug:
1) Take Iron Garage Door 3x2 (Powered) from the creative menu.
2) Select a colour.
3) Place the door within landclaim range.
4) Pick it up and observe that you do not get the crafted helper block back but instead a creative menu-only block.
Expected result: I expect it to be ...
Read morePlayer-crafted dew collectors return 1 dew collector when destroyed.
Right, the muffler thing. I had kinda forgotten about that one.
Definitely a LOT more streamer-friendly than vanilla.
Added the super corn recipe mod.
Some of it is RNG but mostly on the item drops. Crafting goes up pretty much as planned because with so many rolls it evens out.
For me, I do go out looting whenever I can but ended up crafting a lot of my gear. In A20 I might have crafted 1 or 2 pieces tops.
Crafting is definitely a lot more viable now, especially since you can craft items with 4 mod slots.
Eventually looting will get you the final version of your stuff but... given the 4 mod slots a lot of QL5 gear can now be better than QL6 so even that is not a huge difference any more.
And "eventually" is something in the vicinity of lvl 75-90 so that's gonna be a while.
I run my own server and I changed anything that I perceived too broken, buggy, messy or bothersome in any way, shape or form.
These are all XML modlets and have a high chance of being compatible with other mods that don't try to change the exact same lines.
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Installation:
Extract the ZIP file so that the contained folder ends up in a spot like
\steamapps\common\7 Days To Die\Mods\GazzA21MoBetterAwesomeness
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Less violent bird nest destruction.
Looting one no longer sounds like you're taking down a door with a sledgehammer.
Download
We're looking into it.
Are there any VODs with timestamps that would help us find it faster?
Handguns vs bows is firepower vs stealth.
Bow vs crossbow is obviously a sidegrade where you choose high mobility vs maximum sneak attack damage. If you really like bows and run&gun often, a bow can actually work well while a crossbow gets your ass bitten.
If you're not the sneaky type then yes, a rifle will beat a crossbow in most cases. But then you should go Perception.
It's rather the magnum/vulture that have no real niche in the game and were added purely for coolness, bloating the attribute even more. =P
Balance is not done and will continue to change right up to gold.
It is not sound. My own personal theory, since this is not real, is your scent from touching the parts combined with vibrations, makes them interested. I could say the same for the cement mixer. Your feet tapping the ground as you walk around could really do it too. Next up...sand worms.
So DVulture/SMG are T3 ranged, yet they are treated even worse than other T2 ranged.
If they dropped on a T2 loot table it could be reasonable but no, they are actually harder to find than other weapons since Vulture/SMG share the slot when an agility firearm is rolled to drop.
Compound bows do use the T2 quality and loot template so they drop much earlier and at higher quality.
Your preferred weapon already dropped half as likely and now you get shafted on mod slots compared to other T3 ranged.
Who hates the agility attribute so much?
Summary:
T3 ranged weapons have 3 entirely different setups for mod slots per quality level, even inconsistent inside the same weapon class.
Game Version: A21 b324
Did you validate your files? Yes
Are you using any mods? No
Status: NEW
Bug Description:
Tier 3 ranged weapons use 3 different setups for mod slots. That can not be intentional.