Happy Tuesday!
A19.1 is going stable today
You can find the changelog here.
You can report bugs here, but please read here first.
Enjoy this patch and have a great day!
Hated
A19.1 has:
We found Tim the Toolman Taylor's toolbelt and gave it to players allowing you to carry 10 instead of 8 slots
A fix for the robotic turret freezing games and servers when destroying a block as collateral damage
Huge improvement to ladder usage
Some new and shiny zombies, one of them with hair physics!
Added
Player side steppin
That was the plan.
Some players just have a harder time with withdrawal.
Originally posted by Mummel: I referred to WoW getting about seven years of development before release, my point not being related to it's performance so much as seven years being *plenty* of time for a much smaller game to set aside some time to get it running properly. They've clearly spent most of that time counting up all the money from the millions of copies sold.
Originally posted by Nebgama: ...plus the images would most likely have some alteration to them to make them pop more.
Originally posted by nyannokonekko: I honestly think its retarded you can run a whole 100m before waiting 45s to regen your staminaWell there's a few important things here regarding that. First, that you're almost always in armor, which lowers stamina regen- Wear light or even no armor, and you can sprint a lot longer. Wearing heavy armor will tire you out rapidly.
Originally posted by AtlantisFR: I understand what you mean Shurenai but i feel that more realistic in Fallout4 or Skyrim.
I don't ask for super fast travel but for 1km game time spent should be around 30/40 min.
Not 2 to 3 hours.
And the problem is when you make days go faster (30min instead of 60) you dont travel faster ... Where is the logic ... ??
We appreciate your feedback and will continue to work with the community to improve your gaming experience.
Things like that increase the urge to strangle someone. =P
It's kinda impossible to balance.
We have a lot of small boni affecting block damage but the end result is rounded down massively to "number of swings".
There will always be situations where bonus XYZ "does nothing" when looking at a specific block type.
Long ago I had suggested that the "wasted damage" would carry over to the next swing. That way even 5% more block damage would be guaranteed to "do something".
Never got any traction, though.