No work is planned for that in A21.
No work is planned for that in A21.
Originally posted by Midas: Silencers are for stealth kills, and stealth damage is going to be way higher damage than normal. Also, if I'm not mistaken, there's a perk to negate the penalty and a perk to grant bonuses with any silent weapon. Can't recall where they are though, probably Urban Combat or something.Correct. And doubling-down on the damage just because it's silent isn't good development.
1. Digging underground is allowed
2. All poi are destructible / buildable
3. (Slightly) random item stats keep me looking for that "best" item.
Now I really like the ship building/tinkering part of Empyrion but their POI (which are few and far in between) will never look as "human real" as the 7D environments because they are tied to a 3m grid.
Yes, they had to balance detail and view distance of bases/ships against performance and something had to give.
It's just harder to feel personally attached to something on the scale of a warehouse and you can never make things look as grunge and lived-in as in 7D.
While Empyrion has "base attacks" it really only means your base gets carpet bombed and you'd better have had enough turrets to win the damage race. There's no planning or strategising involved. Build as many turrets as you can and you either win or you don't.
...Originally posted by YOR:Read moreOriginally posted by JimmyIowa: I think this ir correct. I have long said the same thing is true for zombie move speed. Move speed affects effective difficulty way more than the difficulty setting does.
Playing the first few weeks of a new game on the lowest difficulty (whatever it's called) with 24/7 high speed zombies is way WAAAAAY harder than playing on "insane" with zombies set to walk.
Yep. As you noted increasing Z speed does affect diffic...
Originally posted by Uncle Al:Read moreOriginally posted by Crater Creator:
I’m pretty sure there’s only one block definition for the tree stump, which means there could only be one probability for dropped honey on harvest. Anecdotal variance is best attributed to randomness or confirmation bias.
There was a bug when the drop chance was reduced, which happened in one of the A20 updates. I forget which exactly. POI stumps still used the old drop chance (40%, I believe) while stumps in ope...
Originally posted by esthergray:Originally posted by Karmaterrorᵁᴷ: Thanks guys, went for a bike ride back to the lush biome yesterday, found a lumber mill with a tonne of tree stumps around it and got a load of honey stocked up at base now :)
Your chance of honey are much greater when the stumps are on pois
Originally posted by esthergray: I've never seen one in the desert.
Originally posted by !C4ught/M3^withMYN4D30ut: The workshop should be a requirement of EA. a slap in the face to the modding community as well :as_terminal:No, it shouldn't.
Originally posted by BGratz:Read moreOriginally posted by ⚜ JOST AMMAN ⚜: The default will be OFF, so I don't see an issue there.Ok lets give me a point of view of a serveradmin
As serveradmin you really like the automatic resets, you you definately dont want to set it to off.
On the other hand you maybe have build a "Marketplace" where player can meet, or you want a Mine that is not resettet, or you want everything to reset except the Pois in a small town you renovate for RPG reasons....
I was looking at why an item would not drop for me (which is likely just random chance) but I noticed:
loot.xml
This is an example of about 20 occurrences where an entry tries to reference a loot_prob_template ... but instead points to a quality template which does not return a probability value at all but returns a quality value of 1-6.
I was looking at why an item would not drop for me (which is likely just random chance) but I noticed:
loot.xml
This is an example of about 20 occurrences where an entry tries to reference a loot_prob_template ... but instead points to a quality template which does not return a probability value at all but returns a quality value of 1-6.
I was looking at why an item would not drop for me (which is likely just random chance) but I noticed:
loot.xml
This is an example of about 20 occurrences where an entry tries to reference a loot_prob_template ... but instead points to a quality template which does not return a probability value at all but returns a quality value of 1-6.
I was looking at why an item would not drop for me (which is likely just random chance) but I noticed:
loot.xml
This is an example of about 20 occurrences where an entry tries to reference a loot_prob_template ... but instead points to a quality template which does not return a probability value at all but returns a quality value of 1-6.