I don't like 2d games. I'm playing Read Dead Redemption 2, excellent game.
I don't like 2d games. I'm playing Read Dead Redemption 2, excellent game.
The art dept is still doing R&D on hair.
My own hair is progressing well, I'm successfully reversing my hair loss and am on the journey of growing it long again. It's still pretty short but longer than it's been in ages. I'm sure you can stay updated on my instagram and twitter
MM replied: No, lockpicking is shippable as is. Sure a minigame might be better but we're a small team and we can do more quest types or redo features that are shippable already.
SphereII and I coded and released a lockpicking minigame mod which your welcome to use as a startin
Yes, but the pipe weapons reload clunky and slow like the blunderbuss did.
They are being redone, like everything else, and do not look the same. Some have changed more than others.
No plans to bring back Trader Jimmy.
I doubt this is going to be the default.
Rivers of tears, y'know.
Binary solutions won't help much one way or another.
What I would do is to not clear all debuffs on death but cap them back to their non-lethal stages.
That approach is easy enough by increasing the per-slot encumbrance to eleventh.
Probably just one number to change.
Vanilla doesn't work that way because you end up with a debuff and then you have items in a slot that is no longer there.
Specifically, I've been profiling the game and our MinEvent system, which has to do with processing all the rules in our xml files, like progression.xml, continues to take a good amount of CPU.
A good example is every 2 seconds an action tries to remove fire particles off the player, which was slow and made some garbage because it checked all the player transforms (200+). Now entities have a list of active particle effects, so basically takes zero time. The transform find function is also faster now and makes no garbage.
A19.3 has some optimizations, but these changes a
Originally posted by galdon2004: I feel that you did not read at all what I had wrote, Sylen. I am not suggesting passive EXP; I am pointing out a flaw that traps negate exp you otherwise would have earned while actively engaging a zombie if the trap happens to deal the killing blow.No I did. You already get exp for gathering the materials to make passive traps, and you get additional exp for crafting said traps. These are traps that require zero interaction from you after placing outside of the occasional repair, which you will also earn exp for.
Originally posted by Boresight: They use to be in War of the Walkers.Yes, because they took the partially implemented code TFP has put into the game, and just enabled it. They were/are buggy as hell. If you actually played the War of the Walkers mod you would be very familiar with this.
Well, was off last two days on a trip to Michigan.
Been working on event system optimizations.
19.3 exp is getting close.
I knew where it was heading. =P
There are multiple approaches to get there so the only chance to scale this is statistically, taking all means into account. It's up to the players how strongly they push harvesting.
If you create a mod where it's game over after you harvest one block then the vanilla balancing would suck for that.
Yup, pretty much.
This only "affects" people who for reasons of their own harvest one block and one block only.