b323 is a stable candidate. Depends if it has any major bugs. Just played a few hours on it using my previous game and didn't see any new bugs.
b323 is a stable candidate. Depends if it has any major bugs. Just played a few hours on it using my previous game and didn't see any new bugs.
This has nothing to do with dew collector farms. Make all you can afford and place them wherever you can. This has to do with screamers actually showing up at your base because you are doing things. If you want to move a forge farm down the street to avoid the activity, you can do that too. This is a zombie game and we do want you to interact with zombies in various ways while at your base (screamers, biome spawns, wandering hordes and horde night). I find all those ways to be fun, because I like killing zombies.
While they are filling any jars.
6 dew collectors would be 2 forges worth of heat. So far we have not seen an issue. The good news is, these are just our initial numbers and the game is still being balanced, so we can and will adjust as needed as we keep play testing.
Heat map is a generic term for something that tracks activity. A dew collector generates the activity of 2 torches. All player activity would generally attract zombies. We could go as far and say, breathing, walking, touching and/or just plain old living attracts zombies. Anything you build could attract zombies as you touched it. Next we will be adding nylon gloves, so you don't get your smell on stuff...JK. There is no realism in much of this as we have no real zombies to base it on. Just fantasy and fun.
Are you running low or out of memory?
Vulkan is still very much an experimental feature in our game and Unity. We will be updating to Unity 2022 LTS for A22, which should have better Vulkan and DX12 support as Unity does improve them each year.
I lowered the height as short zombies would just walk under it and it was reported as a bug. Zombie controller collider height was shortened, so they stack better, which also made more of them miss the wire. In a typical case, I would not be putting a wire high above the ground where enemies walk under it, but lowering it even more may make other issues, so it landed where it is now.
Unity does, but it seems to only be for the HDRP, which we do not use. Graphics effects are generally done in shader code, not c# or c++.
Dynamic res automatic is only useful in some cases. It was added as an experiment, but I don't use it.
FSR support was put on hold as plant shaders have to be changed to support motion vectors otherwise they blur badly as they animate. Entities animating also have blur issues.
Thanks for the info.
It probably should. As a creep around at night stealth player, I am thinking zeds should be more attracted to light like a beacon in the night. Having to hide campfires from sight would be fun as I feel like i should have to do that, yet it does not matter currently.
And additionally, the game is NOT done. It is NOT balanced as a whole. This remains an ALPHA. Wasteland, snow and desert will possibly be gated by survival gear, so you won't just be running off on day one to those biomes and if you do, it will be harsh.
My daughter and I started a new game last night on our internal b318 version and we are planning on heading to the snow biome once we get our bikes. Will it be hard and we die more? Probably. Will it be unbalanced and change our progression? Maybe. Will I learn something about a different way to play that might be helpful in discussing what we want to do and future changes we make? Sure and hopefully we have some fun along the way.
People seem to also have forgotten or don't know that during an experimental we do a variety of balance changes as we continue our playtesting until we reach a point we consider solid for the stable release. This is normal game developmen...
Read moreThat is not how it works. Different people work on different parts of the game. Water (drinking) and learn by looting are primarily worked on by designers. Bandits are primarily worked on by artists and 2 programmers, who also worked on hundred of other tasks over that time frame, which pushed bandits being ready for release into a future alpha.
It is around 50% random. We found that the great majority of the time we all just took the 9 magazines making the other choices pointless. I did a quest for testing today, did not get the magazines as a choice and was like, wow I have to think about what I want.
That was addressed at their play style, which actually needs more of all loot. As an example, if I had 3 people hanging out at base and not wanting to loot, so I was the sole looter supporting them, then I would certainly turn up loot abundance to feed them all the items they want. Granted I now have a transport issue, but I would not be going so far as nearby loot containers would have x2. If it was me, I'd tell them to do their own looting and not have to change abundance.
Hardly temporary as you would be playing the whole game like that.
Sometimes data changes break things. It can be worked around. My daughter's game is on day 42. She used the giveselfxp console command to get her level back up and used the creative menu to get magazines back to approximately where she was.
I'd turn up Loot Abundance.
Yes, zombie and animal reach is too long, but player reach is also too long. Changing all of these would require a complete rebalance and would feel very different to everyone, so it has been like that for many years as many of us think it is fine. In b317 I reduced the overall zombie reach by 3% to see if that feels different without ruining balance and made a short zombie hand item so they can have a separate Range value and that has about 20% less reach. Network latency also makes this worse.
I don't think we changed it and seems the same to me. I prefer agility and use the bow quite a bit.
They always have a destination when spawned, but when they reach it, they wander around and then despawn. If they did get a destination in the air, then would be under it and jumping, but the destination should be on the ground.
Possibly. What and when entity network data is sent has been optimized. Data is sent less often when farther away. More when close. Player outfits and anims are being redone for A22, which they are already working on.
100%.
We play our own game. We see things we like or don't like and adjust accordingly based on a general group consensus and priority/difficulty/time. My daughter and I played last night and I experienced a few things that annoyed me and I bailed, so today I ranted and we had some discussions, changes were started, I'm tweaking AI attack range stuff and we are planning a few more things. That is how it works. People on the team have ideas and we figure it out.
Additionally, if we see half the players having a bad time with something, we try to improve it, but in a way that makes sense to us and is fun to us. We can tell what percent of people like or dislike something regardless of how loud a percent is yelling. Some people should just wait for stable, as it seems the stress of us dialing it in is just too much anxiety and not fun for them.
The last 10k world I generated was 214 MB.
The problem with a fixed 60hz vsync is if you can't stay above 60, you will drop to 30, which can lead to it oscillating if half the time you are just below 60.
What hardware to you have (CPU/GPU/RAM) and what game video settings are you using?
We have made about 30 changes over the weekend. Mostly minor bug fixes and balance changes, but a few major bug fixes like randomly disappearing nav icons after a few deaths or crashing when putting a charged stun baton in a container. The last build was started just a few hours ago for the icon fix, so we will be doing final testing in the morning.