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Rass

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Posts posted by Rass

  1. Considering that you have so far been keeping the timeline of the game's events somewhat ambiguous, showing us that the cause of the zombie infection is doc Brown's and Marty's careless meddling is a bold move. I like it.

  2. On 12/21/2019 at 10:36 AM, Caturday said:

     

    They have to limit "fitting" mechanic as well, no logic to fit a chair or a antique over into your backpack regardless of their ingame "weight".
    Some items should be hand carry/vehicle storage only. Also allow to drop that asap on the floor in case of crap hits the fan.

    Shouldn't be too difficult to implement, this mechanic already works with corpses.

  3. 4 hours ago, talysia said:

    So...is anyone else experiencing flying cars? (To the best of my knowledge I don't have any mods installed. I only started doing IWBUMS with the new animation updates. I had not interacted with this car in any way and only discovered it as I was walking into a part of the map I hadn't loaded in game yet. I was a bit startled. Apologies for lack of sound. I play without sound on and therefore with the Deaf attribute.)

     

    Prior to the most recent IWBUMS update I'd had a little bit of trouble with the entire gray rectangle spawning with the vehicles being completely impassible, but I haven't dug through the changefiles deeply enough to know if that was dealt with or might be connected somehow. I'm really only thinking about it because the wheels were oriented to the car when I couldn't get close to them on the ground in the same way that they are oriented to the flying car.

     

    I do have a larger file saved, if it would be helpful. This was all I could fit in the forum's file size limit.

     

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    I'd also been meaning to come on to say that the clothing on female characters starts to show throw layers near the bust and the tops of the thighs, but I think the cars might be a bit more useful to know about. The thighs had always been a trouble area for female characters and clothes, so I figured I'd mention it on the off chance more test players are playing male characters.

     

    Now we just need to find out how many generators are needed for an output of 1.21 gigawatts.

  4. Sleeping also used to keep your health up during a fever even if you were not well fed, but not anymore. I'm not sure if that's a bug or an intended change of mechanics.

    Quote

    Also Does prone to illness trait make fevers more lethal or simply just more common?

    Same question to slow healing trait?

    I'm pretty sure that "slow healer" is only supposed to affect wounds that show up on the health panel (bleeding, scratches, broken bones...), not things that only show up as moodles. "Prone to illness" should increase your rate of zombification (though I'm not sure whether it should affect the fever triggered by "hypochondriac") and increase the chances of getting ill from bad weather.

  5. On 10/18/2019 at 9:49 AM, ZombieHunter said:

    I counter propose an idea that players instead be allowed to grow tobacco plants - allowing players to make cigarettes \ cigars. 

    If we're talking realism, wouldn't normal cigarettes be easier to find than rolling papers? It would be really cool if we could get a pipe though.

  6. 1 minute ago, Pandorea said:

    I ususally select Burglar and always start with the boosts.

     

    I think this may be related to the issue of "Random" button removing pre-selected Profession. It should be fixed in the next build. 

    The random button definitely has an effect. The bug appears even if you press random once and then manually select different profession/traits.

  7. There seems to be an issue with zombification right now. 

    My character got bitten and the queasy moodle appeared during the night. The next day, he eventually became zombified without ever reaching the "fever" state. The character had the "hypochondriac" trait, not sure if that could've affected the situation.

  8. 19 hours ago, nasKo said:

    Finally, last week we showed an example of the Sims-style cutaways that ChrisW is working on – but it was very WIP and we probably didn’t underline quite how much it would improve the visibility inside buildings. With that in mind, then, perhaps this image will be a little bit more explanatory.

    2019-01-14_21h34_36.jpg

     

    Will this feature work with player-built structures? It would be great if their visuals finally worked the same as those of standard buildings.

  9. 9 hours ago, Blasted_Taco said:

     

     

    Can we please dont use those types of colors? It kinda hurts the eyes when you are reading in the dark and they are kinda annoying to read.

    Really? I actually hope those kind of colors replace the in game text color in this IWBUMS.

  10. On 14. 9. 2016 at 7:59 PM, GOGOblin said:

    WHY? We ill now fall from our balconies because idiot-character climbs whereever he wants, not where the sheet rope is.

     

    Try building a full sized wall on each side of the fence with sheet rope, it makes climbing down a lot safer.

  11. 20 hours ago, GOGOblin said:

    (Is it my imagination or alarm clocks are set to random and turned on? I once was pretty much surprised - and Zs were surprised not less - when I was sneaking between them and suddenly - Drrrrrigggdidingdingdingdrrrrring! - It's dinner time! - I had a recentely found alarm clock in my pocket)

    Both the alarm clock and digital watch have a random alarm time and whether it's turned on or off is also random.

  12. 15 minutes ago, GOGOblin said:

    I answered Enigma's post where he says "you always go to the same places to find the same items".  Tell me how this can be changed in a hard-mapped world. 

     

    Honestly, it sort of already has been changed. There are houses randomly dedicated to a profession. There are barricaded houses full of supplies (and zombies). You are still likely to visit the big warehouses and stuff, but now there are more randomly generated objectives along the way.

  13. Right now the happiness/boredom system is set up in such a way that unless you're trying to survive on worms, you don't need to pay much attention to it. The idea is good, but there would need to be an overhaul of the whole system for it to affect gameplay in any way.

  14. Hygiene in general won't appear in the game because it takes too much micromanaging. With this in mind, growing hair would work well since you wouldn't have to cut it so often, but I'm not too sure about facial hair on male characters. Keeping your char clean shaven would be bit of a chore, though that might just add some immersion. As long as it doesn't influence the gameplay too much...

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