No new stamps. Artists would typically make those. We could use more. Not planning on making it procedural.
Yes. Any POI could be listed with any combination of biomes.
It could do more than 10k, but no plans for it. We would have to test to see what memory is needed and if we need to, then disable it on some hardware.
You should get more buildings now anyway with the recent changes as cities/towns generate more successfully and even more so if you increase Towns to Many.
Originally posted by lojezao da amazonhinhas:
Sorry, I think "Most of your constructive criticism is about the early game" is wrong, it's about the "survival sandbox", which the whole idea the of the game revolves about.
Yes. Future biome progression/survival/story will probably tie into specific traders, but that is all subject to change.
You can change it by modding rwgmixer.xml:
Well, if I added a colon as it would appear in our change log, it would be more clear:
Added: Trader types are each in their own biome (with a min of 2).
I don't think there will be more traders, but could happen in a DLC or sequel in a galaxy far far away.
More RWG changes coming to A22:
Improved player spawn locations.
Added rwgmixer biomeTags which limits to one or more biomes (requires partial_name).
Added trader types are each in their own biome (with a min of 2).
Improved town planning quality.
Adjusted township counts and sizes.
Added biome township count logging and trader logging.
Balanced lakes, rivers, craters, canyons, township and wilderness settings.
Added POI spawning limits based on surrounding density in world.
Improved POI spawning fallback to use a smaller size but ignore name restriction.
Added preview coloring for districts (3 brightness levels each) and traders.
Improved preview POI descriptions and added score.
This is the current default 8k map:
That is why many of the games that have clothing/armor with bonuses also have cosmetic slots to allow them to look different for the players that care about cosmetics.
Cosmetics is something we may do after a22. At this point most devs have their plates full for a22 and we are not doing additional features unless critical.
Originally posted by lojezao da amazonhinhas:Read more
Pointing out the lack of motivation to live in rural areas does affect the survival open world aspect of the game, even more if the biome around you is exactly the same all around. If you played older alphas, which I immediately assume you have, you do remember mountain formations, uneven terrain, bridges, rivers, lakes, islands. I think these should come back.
I lost you at walking simulator? I hope you are spawning with a bicycle, no way i'm walking 3km to the trader.. it becomes a chore eventually. So you'll build next to a trader, right? Then what's the point for the rest of the map? It's not like loot is exclusive to an area.
Is this constructive enough for you? ...
Each zombie adds rendering, animation, collision and character controller overhead. You can turn off AI and watch the FPS drop as you spawn more and more.
Originally posted by Lizara:Nope. It was an intentional change. Bags used to be indestructible.Originally posted by SylenThunder: The dropped player backpack does not have infinite HP. It is possible for it to be destroyed.
that sounds like an oversight since very infested rooms or group play can easily cause the backpack to be destroyed by accident
Originally posted by Lizara: your dropped loot stays on the ground for 3600 seconds or exactly one hour. if you got to your loot before that and the bag was just gone, that is not normal, noThe dropped player backpack does not have infinite HP. It is possible for it to be destroyed.