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Livio Persemprio

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  1. Like
    Livio Persemprio got a reaction from gabriel rodrigues brandao in Suggested Zombie Behavior Changes   
    some things are here for an interesting gameplay, but some makes sense with the zombie lore. 
    zombie thumping on stuff until they break it makes sense because the zombie is too dumb to understand he's the one causing the noise, so he will keep believing something is causing the noise and will keep trying to get in forever, and other zombies will be attracted by the noise and they will convince each other there's a reason for that thumping. 
    same goes for groups, any noise a zombie causes will make other zombies follow, they'll end up grouping up in no time
     
  2. Spiffo
    Livio Persemprio reacted to Faalagorn in UI Overhaul Suggestion.   
    Thanks for bringing that up, here's the original blog entry for those interested: https://projectzomboid.com/blog/news/2019/07/reloaded/
     
    The inventory definitely needs some work to do, I've talked about it with friends the other day, so let me add a few things we discussed as well:
    The current inventory should at least have a search option, I mentioned it somewhere at forums before. Looking through the 200 units of unsorted loot lying in 4 surrounding floor tiles, full vehicle trunk, chest with organized or a full inventory (which in extreme cases can go past 50 by unequipping/filling stuff or as far as unlimited with debug/mods) or even regular bags with various little items can make finding specific items lengthy process, even if you know the name, they are sorted alphabetically and your screen is big enough and the window is extended. The search feature is already used in Item List menu in -debug menu. It's especially slow if you have low UI refresh rate (which in other hand helps performance). There should be a way to rebind inventory shortcuts too (especially ctrl+a as it makes your character move, or find a way for it not to move, as it's a well-known and easily memorable). Adding to the previous one, some items share name, especially the water bottle and empty bottle share the same name. With the clunky way to check each item icon and fullness (see below), it's getting tidy. Some translations already implement different names for each bottle, and I make a post and pull request for English version as well, see my post here with poll here: https://theindiestone.com/forums/index.php?/topic/34297-should-empty-bottle-and-water-bottle-be-separate-for-each-item/ There are other name changes I submitted, some of which are already done in mods or translations. Thirdly, seeing items properties, such as remaining amount (for drainables), durability (for weapons) or hunger value (for food) is tedious and while some properties appear as a bar, some appear as tooltip (such as thirst and nutrients for food, or cooking/freezing progress), some are represented as an icon/name (dirtiness, poisonous), so there's no inconsistency here. It's really hard to notice a missing pixel too, that's especially noticeable for not 100% filled water bottles but other drainables too. Drainables and weapons should always sort automatically by amount/durability left, you can do it manually and I often do it, but it's tedious. I love how drainables got a lot of fixes, though there's still some that should change weight depending on the amount left; most notably medicines. See also https://theindiestone.com/forums/index.php?/topic/29230-realistic-medication-names/ There's a bug where you sometimes can't fill the water container fully, a workaround is to put content to another container and then back in. Sometimes the rounding is weird though and you get more or less amount of water just by pouring it (while it could be a feature, it sadly is a bug of rounding floats at this stage). There should also be more categories for items, there are mods that do that. Finally, while I love how many items got it's use, having more use for them would make inventory management less tedious. I'd love if more items could be burnt (broken tools and new shoes), clothes torn down (see this thread) or smelting got back for metals, especially with jewelries, too much clutter, which also negatively affects performance. At least garbage bins can remove stuff now. Also, more use for existing materials like stones or electrical items (hopefully it'll come with the revamp down the road), and makeup items with more content to back it up, such as comb for certain hairstyles, rubber band for ponytails or cologne/perfume as antiseptic, basically the content of small but important suggestions, it'll pay back down the road eventually, generally lots of small jobs for Team Tanglewood that will benefit the whole game in the end. The point being is while overhaul is much needed at some point surely, just the slow improvement on existing features should improve the situation a lot, too!
  3. Like
    Livio Persemprio got a reaction from TrailerParkThor in About Electricity   
    Whenever i play i don't even bother using electrician, they love to add a lot of stuff and leave it half broken. Like when they added foraging for medical plants without fixing the bug that made you sleepy (now fixed), or when they added generators but made it on purpose that 6 month later players couldn't even try it becase you had to rush to the gas pumps before the shutoff or you'd be stuck with little to no gas in the whole world (not fixed yet, siphoning from cars will balance life, but as far as i'm aware it's not in the game yet).
    or meral working, struggle twice as much as carpentry to build anything, and still wooden stuff has more hp... but at least metal stuff attracts zombies with its noise whenever hit.
    that said, it might take years, but they always eventually fix stuff
  4. Spiffo
    Livio Persemprio reacted to AuthenticPeach in Infinite Dirt Exploit   
    I know that other people reported this a while back, but we need a 2020 post about it. You can take an infinite amount of dirt from one tile of dirt. Also, you can not pick up and remove the dirt tile once it is placed down. For instance, I can take 1 dirt tile and put place it on the roof of my base to start a roof farm, then I can take 20+ more dirt from that 1 dirt tile to complete it. One way I can see a fix for this is maybe you can only take dirt from a dirt tile that only has grass on top of it?
  5. Like
    Livio Persemprio reacted to nasKo in Zombies are broken   
    You're right, it isn't but it could be that the "hiding behind fence" mechanic basically increases the chance of being spotted if the character is bloody. 
    So no smelling mechanic itself, but that's what the intention behind it would have been, if that makes sense?
  6. Spiffo
    Livio Persemprio reacted to lemmy101 in IWBUMS 41.26 released!   
    NEW
     
    Revamped mod system:
    - Updated the Mods screen. The mod description is displayed for the selected mod on the right side of the screen, instead of in the list of mods. Other details such as the ID, Workshop ID (if any), installation directory, and any posters are displayed on the right.
    - mod.info can have multiple poster= lines to specify multiple images in the Mods screen.
    - mod.info can have multiple description= lines which add to the total description.
    - The New Game screen has a button to choose which mods are enabled for the new game.
    - Each savefile has its own list of mods saved in a file named mods.txt.  mods.txt also has a list of map folders that is used in cases where parts of different maps overlap each other.
    - The Load Game screen displays the map folders and mod names used by the selected savefile. Since old savefiles do not have a mods.txt file, all currently-enabled mods are used when loading an old savefile. After loading an old savefile for the first time, the mods for that savefile cannot be changed, except by editing or deleting mods.txt.
    The old Zomboid/mods/loaded.txt file has been replaced by Zomboid/mods/default.txt.  This file contains the default set of enabled mods that will be used when creating a new game.  The default mods can be overridden when creating a new game in the New Game screen.
    default.txt also contains the list of map folders that was previously saved in options.ini (the old "mapOrder" setting that was used to deal with overlapping maps). If there are no map-overlap conflicts, this list of map folders is empty.
    - Added bBeingSteppedOn IsoZombie GameVariable to test if a player (or zombie) is standing on a prone zombie. Originally I was going to use this to prevent fake-dead zombies turning over when the player is standing on them.Prone zombies won't stand up if another zombie is standing on them.
    Changes on character creation:
    - Can now save/load outfit (clothing, m/f, name)
    - Can now select texture when item using multiple texture but no colors (jeans comes in 3 colors, but a random one was choosen everytime).
    - Tweaked washing clothes at sinks:
     - Clothing is washed one item at a time.
     - Items are washed in order from least-bloody to most-bloody when Wash > All is chosen.
     - Context-menu tooltips display the required amount of soap and water.
     - The correct amount of soap and water is used.
    - Added a display option to specify which modifier key used in combination with the mousewheel cycles between containers in the inventory and loot windows.  The default is Shift.
    - The "Walk To" context-menu command displays a cursor to specify the location to walk to.  This allows the player to click multiple times without having to choose the "Walk To" command again, making long jaunts through forests easier.
    - Items are now placed onto an adjacent not-full square when dropping items on the ground. This is needed since the loot window displays items from the surrounding 3x3 squares, and each square can only hold 50 weight.
    - Added an option (under Accessibility) to drop items near the center of the square the player is standing on, rather than exactly where the player is standing, for neat freaks.
    - Items now transferred from lightest to heaviest, to maximize the number of items that will be transferred.
    - Animation now plays when transferring items between main inventory and equipped bags.
    - Vehicle-headlight distance and intensity are based on the part condition instead of being randomly set  when the vehicle is created. Headlight width is also based on part condition. The Focus Up and Focus Down context-menu commands which changed headlight width were removed.
     
    - Updated community translations.
    - Added a nag panel that pops up the first time the user tries to access the Mods screen.
    - Added the word "ERROR" to the little red box of doom.
    - Zombies can now have random bandages (bloody!) on them, thanks Captain Australia on reddit for the idea!
    - Overlays updated
     
    BALANCE
     
    - Limited the forces applied to vehicles when driving over corpses to prevent liftoff.
    - Added sewing kit (icon pending) to kitchen loot table, this contain needles/thread and few strips to fix clothing.
    - Added mouse trap in kitchen random distributions.
    - Forbid building barbed wire fences without a connecting fence post or barbed-wire segment.
    - Color palette at character creation now doesn't heavily favors shades of pink and green over others.
    - Flint knife now has crafting recipe 
    - Now possible to recover and repair a weapon used in Spear creation
    - Stomp with fractured thigh/shin/foot now affects stomping accuracy
    - When stomping on multiple zombies, player now chooses the one whose head is closest. Previously, the distance to the zombie wasn't considered, other than being in stomping range.
    - Allow the player to drop items while moving, to avoid unfair deaths
    - Changed Screws weight to match Nails.
    - Changed IsoGameCharacter.maxWeight from Integer to int.
    - Reduced the damage to headlights from hitting zombies.
    - Added more attack prediction for the standing/on ground zombie detection.
    - Moved Tailoring perks from Survivalist to Crafting sub category.
    - Changed Flint knife to Stone knife (using a sharped stone).
    - Increased Digital Watch spawning rate.
    - Lowered chance of some helmet removals.
    - Can now attach meat cleaver to the belt.
    - When a car spawn in zed stories (police, fireman..) key of the car can be find on one of the zombie spawned with it.
    - Lowered general condition of car spawning in house stories.
    - Renamed Key in House keys.
    - House key can now spawn in kitchen counter.
    - Fireman in burnt house stories now spawn a firemen vehicle.
    - Added Drink from pot anim.
    - Can now use the Stone Knife in various recipe (cutting animals, fish, creating stake...)
    Some changes on Foraging UI:
    - Foraging now doesn't close the UI.
    - Added progress bar on the UI when foraging.
    - Items gathered will be displayed on the right.
    - Can now filter on "fish baits".
    - Animals filter still get all the fish baits too.
    - Worms can now be found at level 0.
     
    CUTAWAY FIXES
     
    Cutaways - [Bug] Can't see character through some objects
    Cutaways - Can't see inside of a house through a window facing top-right
    Cutaways - Cut-away walls plop back up when trying to open a window, even when unsuccessful.
    Cutaways - Hide the eaves on roofs when entire building is hidden/transparent
    Cutaways - Player made walls not display walls, windowframes, doorframes on north and west when build it on Z>0.
    Cutaways - Wall cut away system not hiding enough of player-made walls
    Cutaways - Wall cut out issue when near window
     
    FIXES
     
    - Fixed advantages give through cancelling attacks (IMPORTANT: If you prefer playing with the ability to walk while attacking zeds (kiting), then this is possible by disabling Melee Movement Disruption in Sandbox options)
    - Fixed player animation lockup when gun breaks after firing it.
    - Fixed blob corpses in McCoys and Prison zones.
    - Fixed a reused zombie's animation blending in from the previous one it was playing before the zombie was removed from the world.
    - Fixed the wrong HurtSound being played for zombies after male/female swap.
    - Fixed reversing over corpses not playing a sound.
    - Fixed bunch of bugs in Fixing Generator (perks wasn't taking in calcul, also now gives electrical exp.)
    - Fixed snapping in farming actions due to wait for turning to finish before playing the animation
    - Fixed the player taking damage from heavy loads when resting, sitting or sleeping.
    - Fixed vehicles taking fall damage each time they were loaded.  It didn't happen every time, possibly only when two vehicles were touching.
    - Fixed issues with targeting windows and shooting zombies through windows.
    - Fixed failing to load models with capital I in the filename using the Turkish language.
    - Added 'world' attachments to more weapon models so they are centered and lie flat in the world.
    - Fixed zombies farther away than 10 squares having a negative chance to spot the player.
    - Fixed not being able to build barbed-wire fences in one direction.
    - Fixed zombies thumping fence posts.
    - Fixed fake-dead zombies sometimes appearing naked until the player gets close.
    - Fixed no wait for turning to finish before starting ISBuryCorpse.
    - Fixed inventory items displaying the timed-action green highlight after actions finish.
    - Fixed the player continuing to move while sleeping somtimes.
    - Fixed lua error after clicking Continue after the last-played savefile has been deleted.
    - Fixed Flashlight not being consumed from bags or on the ground when crafting Lamp-on-Pillar.
    - Fixed battery status not being preserved when installing a radio in a vehicle. Changed ConditionMax from 10 to 100 for radio items that can be installed in vehicles.
    - Fixed not being able to remove a clothing patch without having patch material in inventory.
    - Fixed clothing tooltip using the wrong player in splitscreen.
    - Fixed mod IDs for deleted mods not being removed from mods/default.txt, resulting in them being added to mods.txt for new games.
    - Fixed texture-filtering issue that affected scrollbars and the debug console sometimes
    - Fixed being able to drink from a Washing machine
    - Fixed not being able to put a corpse in a grave without a shovel
    - Fixed fresh, frozen ice cream having negative boredom / happiness values for some inexpiable reason
    - Fixed Hats held in char inventory (not worn) also becoming wet/soaked
    - Fixed translations for new game modes not being used in Load Game ui and post-death text.
    - Fixed zombified players not standing up due to other zombies standing on them.
    - Fixed game-mode translations not being used in a few places.
    - Forbid digging graves above ground level. People could put dirt on a roof then dig a grave in the roof.
    - Fixed dragging items from a bag to the floor not unpacking them first, as was done when clicking the Drop button.
    - Fixed military fences being climbable when facing south or east.
    - Fixed new bandage items being added each time the game is loaded, resulting in bandage models not being removed.
    - Fixed higher engine quality lowering the chance of starting a vehicle.
    - Fixed colder weather increasing the chance of staring a vehicle.
    - Fixed vehicle engineQuality sometimes being less than zero or greater than 100.
    - Fixed rendering of lightswitches, shelves, and other objects that are on the south or east side of a square. This also fixes rendering of doors that swing open the opposite way of most other  doors (double-doors in Westpoint Gigamart and church for example).
    - Fixed placement of sheets on doors that open the opposite way from most other door
    - Fixed cutaway outline for window frames that have no window (such as carpentry window frames).
    - Fixed not being able to build doors on a square a player or zombie is standing on.
    - Fixed metalwork not using items on the ground.
    - Fixed metalwork not equipping a non-empty Blowtorch if an empty Blowtorch is equipped.
    - Fixed non-empty bags being allowed but not being used when doing carpentry (creating a rainbarrel for example).
    - Fixed Torch and Rope items on the ground not being allowed when creating Lamp-On-Pillar.
    - Fixed tooltips blocking mouse movement over context menus.
    - Fixed properties of some light switches (attachedE, attachedS).
    - Fixed properties of some overlay sprites in tiledefinitions_overlays.tiles.
    - Fixed clothing on zombies and on the ground not getting wetter in the rain.
    - Fixed unnecessary reading of directory contents when looking for mod.info files. This slowed down activating mods for the first time.
    - Fixed water effects animating while the game is paused.
    - Fixed lua error when creating a splitscreen player.
    - Fixed player being able to walk through compost bins by making them solidtrans
    - Fixed characters pathfinding through Lamp-on-pillar by making them solidtrans
    - Fixed log walls not being transparent like tall fences. (not LOS transparency)
    - Fixed the savefile picture not updating after playing then quitting to the main menu.
    - Fixed DebugOptionsWindow being taller than the screen sometimes.
    - Fixed being able to sneak run/sneak run low when having foot injuries.
    - Fixed making stakes not giving woodwork exp.
    - Fixed being able to remove battery while the car engine was running.
    - Fixed drink from bowl. (drink from pot anim is coming!)
    - Fixed drinking from popcan having timing issue.
    - Fixed duplicate bandage models and body-damage models being applied to zombies sometimes.
    - Fixed a zombie snapping upright after hitting it after it climbs over a counter. A zombie will still snap upright if it is hit while it is still on the counter.
    - Fixed replaceOnUse/replaceOnDelete not setting favorite is the previous item was favorite.
    - Fixed destroying stuff not having a calories modifier.
    - Fixed riverside garage missing their loot table.
  7. Like
    Livio Persemprio reacted to Svarog in NecroForge [Item Spawner & Utility]   
    Welp, finally had some time and did an update. There's more to do but it works. Should be compatible with Build 39, 40 and IWBUMS 41 without issues. If there are any, do let me know.
     
    Necroforge 2.7b Changelog
     
    Added Missing Clothing Items Added Missing Skills to EXP Debug Menu [Backwards Compatible] Added Support for Clothing Dryers and Washer objects to Tile/Object Cloner New Vehicle Function - Spawn Vehicle New Vehicle Function - Debug Repair Full (Adds Missing Parts Too) New Vehicle Function - Debug Remove Vehicle Fixed Generated Vehicle Key had Default Key Icon Fixed Some Weapons Being Miscategorized into Ammo Fixed Spawning Zombies in Undies  
    Mediafire Download: NecroForge 2.7b
    Also available on Steam Workshop
  8. Like
    Livio Persemprio reacted to nasKo in Like, sew cool   
    Hi everyone, Thursday again. It’s been a busy week both out there in the wilds of the Knox Event and deep in the code-mines that have created it.
    We were expecting player numbers to drop off a bit now we’re a full month after the initial 41 IWBUMS beta release but, somehow someway, they haven’t.
    It makes us wonder just how many people will be booting PZ back up once we turn the MP back on – though please be aware that right now it’s still a way’s off.
    In any case, on Monday we released Version 41.19 which reintroduced sprinters amidst a bunch of other cool stuff.
    This left the following on our ‘big ticket item’ list that we want to have nailed before a full 41 release: MP, MP networking improvements, the improved visual fidelity via our ‘zoom’ work, optimization of zombie crowds, new fire visuals, fixed tutorial, new zed decay skins, a system for clothing repair, Turbo’s work on player body heat and finalising the ‘challenge’ of the two new Challenges.
    Right now in internal testing we have a Version 41.20. We hope to release this next week, and it will contain:
    NEW ZED AND PLAYER MODELS
    Mash has created a better rang eof zombies, alongside various states of decay for them to show the longer you survive. These will look at their best once Zac has finished his work on the hi-res zoom branch, but already look pretty cool.
    On the far left is the current base zombie level, then one to the right is the ‘new’ base level zombie appearance. The two more decomposed guys to the right are what happens when he stands in a hot room for a bit too long… 
    And here’s a quick pic from the Zoom branch where, annoyingly, all the zeds are looking away from the camera…
    THERMAL WORK
    Turbo’s work with player character temperature, clothing insulation and a code-side thermoregulator that evaluates warmth of different bodyparts and overall impact on the player. As in real life your character should still quite easily maintain a core temperature of 37 degrees when the external temperature is in the 20 – 30 degrees Celsius zone and wearing light to moderate clothes.
    When conditions cause overall heat gain or loss, however, your body will try to adjust to the conditions. Your alcohol intake, hunger, fatigue, aerobic activity, water intake and more will all have a part to play.
    CLOTHING REPAIR
    When it’s released into the beta there will still be some UI work required, but those wanting to pick up needle and thread will have the ability to patch ripped clothes – and maybe sew on some extra defence too.
    The quality of repairs and defence will be governed by a new Tailoring skill. It will be possible to cut cotton, leather and denim into strips – and then patch up your damaged clothing.
    GENERAL IMPROVEMENTS
    Betterment of firearm hit rates and the way aiming abilities scale as you level up. Improvements to sprinters – giving them sprint abilities only if they have a target, a chance to trip and a wider turning circle. Many and varied fixes for reported issues. IN OTHER NEWS
    We would like to formally introduce Sam, Casey and Fox to the PZ codebase – who will be working as Junior Programmers and focusing on bugs and QoL issues.
    Sam and Casey are both students, while Fox is a recent graduate. They are all a part of Tanglewood Games’ new Revolting Creations team (who regular readers will know as ChrisW) and we’re very excited to provide them with one of their first steps into the wider gaming industry.
    Chris is looking for programmers of all levels, including students with no industry experience, so if you think you fit that brief then here’s the deets.
    IN AMAZING NEWS
    Our heartfelt congratulations to Ocean and Valkoinen: a couple who first met while playing Project Zomboid, and who got married at the end of October! Spiffo (our Spiffo) sends all his love, and best wishes for the future!
    This week’s image from Ashsjester who lives over on Reddit. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  9. Like
    Livio Persemprio reacted to Geras in Feedback on Apocalypse (and a few other things) (big post)   
    As a veteran player (over 1.2k hours) I mostly agree with your opinions, however there are a few things I disagree with.
     
    I wouldn't like multi-shove to come back. Combat now is as easy as ever after getting used to animations, besides maybe being attacked from behind. If you're constantly attacked by multiple zombies, the problem then is in your playstyle.
     
    Imo loot rarity is fine. Even on very rare you'll be swimming in stuff after some time.
     
    Car spawns imo are fine. I even enjoyed 6 months later scenario more where there are less cars afaik and you also need to find a working battery. I'd like to see some cars spawn with missing parts, i.e no wheel, no  battery, no door, missing a seat or two, etc. Now on Apocalypse you only need to find a car with a key and usually find petrol and off you go.
     
    Zombie distribution I'd like to see by default go slowly from urban focused to uniform, i.e. within a year. That would make late game harder imo, nowhere would be safe.
     
    Zombie respawn, redistribution, grouping, etc. imo must be random within some minimum and maximum values. You'd never know how much zombies had respawned, when, or when they're going to come from other cells.
  10. Like
    Livio Persemprio reacted to Geras in Pipe's max reach is too long for it's model.   
    Same goes for wood axe, reach is too long for its model.
  11. Like
    Livio Persemprio got a reaction from Geras in Wood Axe using too much endurance   
    if your idea of good weapon is what you show in the video then i think apocalypse is not the mode for you. 
    this looks way more like what you should do in builder/survivor mode, and in there many weapon acts like this without exploiting a game's weakness. 
     
    anyone can enjoy the game as they wish, but please don't ask to buff the weapon even more. if anything, this axe requires your exploit to be patched out, so an indirect nerf. 
    most of us want the zombies to be as dangerous as possible, because, frankly, the moment we stoo fearing them is the moment the game becomes boring. 
    so, enjoy the game the way you like it most but i highly doubt they would allow such brokenness to be even buffed. we're the preys, not the hunters
  12. Like
    Livio Persemprio got a reaction from Burger_Time in Wood Axe using too much endurance   
    i never said you can't kill stuff in apocalypse, i'm currently at day 14 and killed more than 100 zombies. 
    it means that combat is often best avoided, and the game will be balanced more towards that direction. 
    the game is meant to be hard, and there are a lot of things people do on twitch to cheese as much difficulty away of the game as they possibly can. 
    try not abusing those mechanics and see if you are really safe and guaranteed. 
    nothing should be guaranteed in apocalypse so, again, move to survivor and ask the devs to make its combat more challenging, because apocalypse will keep getting harder and as soon as your cheese will be patched out you'll be back complaining about the difficulty.
    you have a mode all about combat, ask to make that one better instead of dumbing down the mode we like as dangerous. 
    just to clarify, all of my "you" 
    are generic yous, not You Zyggylata, i don't kbow you so i would never talk directly to you like this
  13. Like
    Livio Persemprio reacted to Burger_Time in Wood Axe using too much endurance   
    You can't. At least not supposed to. Otherwise shit like you've shown in the video happens.
  14. Like
    Livio Persemprio got a reaction from Burger_Time in Wood Axe using too much endurance   
    if your idea of good weapon is what you show in the video then i think apocalypse is not the mode for you. 
    this looks way more like what you should do in builder/survivor mode, and in there many weapon acts like this without exploiting a game's weakness. 
     
    anyone can enjoy the game as they wish, but please don't ask to buff the weapon even more. if anything, this axe requires your exploit to be patched out, so an indirect nerf. 
    most of us want the zombies to be as dangerous as possible, because, frankly, the moment we stoo fearing them is the moment the game becomes boring. 
    so, enjoy the game the way you like it most but i highly doubt they would allow such brokenness to be even buffed. we're the preys, not the hunters
  15. Like
    Livio Persemprio reacted to Burger_Time in Pipe's max reach is too long for it's model.   
    ^
    Especially noticable when you fight a Z while moving backwards. At some point the model won't even reach a Zombie, but hits will still register.
  16. Like
    Livio Persemprio got a reaction from trombonaught in Wood Axe using too much endurance   
    there are already too many reliable weapons, imo the wood axe is better as it is now: slow and heavy, it will likely one shot but it's exhausting enough that you won't use it as a main weapon. 
     
    you really want to save it for trees, it's not intended to be good for anything else
  17. Like
    Livio Persemprio reacted to Burger_Time in IWBUMS 41.19 released!   
    And you just want it to be more powerful? No, no thanks.
  18. Spiffo
    Livio Persemprio reacted to Ziggylata in Sprinters dont sprint until bothered?   
    Non-aggrod sprinters should still shamble around, only sprinting for meta events or tracking sounds or spotting a player. Its a bit awkward for them to be standing still then sprint 4 feet to the left then stop sprinting again, due to their AI sort of idle walking around. I feel this would make sprinters a lot less strange to deal with, cause when a zombie just starts bolting its hard to know if they see you or if theyre sort of just moving on their own.
     
    I know sprinters arent a defined normal thing but I for one am going to be playing with sprinters a lot and this would be a great QoL change for this.
  19. Like
    Livio Persemprio reacted to lemmy101 in IWBUMS 41.19 released!   
    NEW

    Re-added sprinter zombies to sandbox.
    Certain headwear now have a chance to fall when attacking (on zombies and players). Hats now rendered as 3D models in the world.
    Slot labels now displayed above the hotbar when the mouse hovers that slot.  This was to fix labels that are longer than the slot. When no item is in a slot, the faded icon of the item that provides the slot (such as a belt) is displayed instead.
    New SFX for lower impact car collisions
    Added  new sandbox presets to the sandbox options screen. Updated all the sandbox preset files so they include values for all options.
    Added star quality to show durability of items in hotbar.
    Left belt is now first, then right slot, this'll work only if you unequip/reequip the belt.
    Updated community translations
    Added ProjectZomboidOpenGLDebug64.bat which uses lwjgl-debug.jar instead of lwjgl.jar to enable extended error checking. Among other things, this calls glGetError() after every OpenGL call.
    Sneaking now drains more endurance when walking/jogging than normal walking/jogging.
    Equipped item/clothing now at the end of the inventory and not at the top.
    Added some debug info about quit and around saving the game on quit
    Pressing R can now do multiple thing:
    - If mag is in equipped gun, unequip it, check for a new mag to insert.
    - If no other mag found, check if we can load bullets in one mag, when done auto reload/rack.
     
    BALANCE
     
    Changed all open doors to be see-through to help with combat when zombies are on the other side of an open door.
    If a vehicle is inside a garage, the area of the vehicle now decreases slightly - to help with parking.
    Balanced firearm stats.
    Increased chance of finding magazine in guns.
    Improved M16 and Automatic fire weapons. 
    Adjusted some loot spawns
    Add carpentry exp when making spears.
    Zombies have now defense according to clothing
    Eating frozen food now gives unhappiness/boredom malus.
    Re-added guns to spawn
    Lowered gigamart spawn rate.
    Increased safehouse loot.
    Changed Builder's food rarity settings from "extremely rare" to "rare"
    Disabled automatically vaulting over fences when there's no floor on the other side.
    Added a grace period during which a 'Surprise Bathroom zombie' attack does no damage to avoid unfair instadeath. 

    ANIMS/MODELS
     
    -tweaks to Hunting vest x files and masks so they work better together
    -adjusted wedding jacket to work a bit better with jumpers.
    -adjusted Huntingvest masks so that it works better with clothing
     
    FIXES
     
    - Fixed the player walking in the wrong direction while aiming with a controller.
    - Fixed hotbar position in splitscreen and after resizing the game window.
    - Fixed missing window icons.
    - Fixed tired moodle not in calcul hit chance for firearm.
    - Fixed exhausted moodle not being in calcul for stomping.
    - Fixed zombies pushing around zombies sat against a wall.
    - Fixed hand axe being on wrong rotation when attached in belt right.
    - Fixed various body location (gask mask could be wear with glasses, some full helmet etc..)
    - Fixed clothing protection could display over 100%.
    - Fixed wrong color scheme for bite/scratch defense color.
    - Fixed not regen endurance if heavy load was > 0.
    - Fixed heavy load moodle level 4 not doing anything to endurance regen.
    - Fixed fitness level 10 make you run faster (now only affect endurance).
    - Fixed missing rip clothing SFX.
    - Fixed stone not being lost when creating a spear from it.
    - Fixed double create spear with screwdriver.
    - Fixed missing adding kitchen knife to spear recipe.
    - Fixed occasional duplicated cars.
    - Fixed zombies teleporting through walls when choosing a place to sit after loading part of the map.
    - Fixed zombies never sitting against south or east walls.  IsoGridSquare.getWallType() looked for WallS and WallE properties
     which don't exist.
    - Fixed lua error looting hotbar items from corpses.
    - Fixed dissassembling not forcing you to stand.
    - Fixed removing a magazine from a firearm also removing 1 bullet from the clip.
    - Fixed some lua errors being printed to console without displaying the red error box.
    - Fixed car battery charger not rendering sometimes.
    - Fixed some blending during vault over.
    - Fixed sudden pause at the end of vaultOverRun
    - Fixed vault over sprint making a snap.
    - Fixed eating and drinking animations stopping in the middle of the action
    - Fixed some zombies walking being really fast or way too slow
    - Fixed Builder preset being initially selected in the sandbox "Saved Presets" combobox when the actual settings were for Survivor.lua aka Apocalypse.
    - Fixed the player's view cone changing direction more quickly than the model is turning.
    - Fixed character-info avatar not updating after washing off blood.
    - Fixed zombies sometimes standing idle when they should be chasing the player.
    - Fixed iso cursor being rendered at twice the size when Double-sized Textures = No.
    - Fixed players not always facing the direction they should when performing actions.
    - Fixed player walking when turning off an alarm that is in their inventory.
    - Fixed house alarms not working.
  20. Like
    Livio Persemprio reacted to Geras in Buff the Farmer Profession for the Love of God   
    Most of the professions need a rework imo. Also, every profession should have some kind of special trait to distinguish them more.
  21. Like
    Livio Persemprio got a reaction from DresdenBBQ in Buff the Farmer Profession for the Love of God   
    that is the best idea i ever heard about farming
    i'd just add a little input:
    the crops being seasonal is great and the farmer displaying informations is even better, but if there is no element of randomness (like the random poison berry for foraging) then people will just compile a spreadsheet with timetables for seasonal plants. 
    i mean, this should be possible to an extent but i think the farmer should have a more precise information so that he gets an extra buff to his planting 
  22. Like
    Livio Persemprio reacted to Okamikurainya in Buff the Farmer Profession for the Love of God   
    I think a buff should come in the form of an update to farming in general, with seasonal crops being a major part of it.
    Farmers, unlike other occupations, would be able to tell exactly when to plant their crops, as it would be displayed in the seed's info, anyone else would have to figure it out through trial and error as their crops either grow and flourish or wither away fast.
    They'd also have a greater effect on the crops everytime they water them and treat them for illnesses and such.
  23. Like
    Livio Persemprio got a reaction from Okamikurainya in Buff the Farmer Profession for the Love of God   
    that is the best idea i ever heard about farming
    i'd just add a little input:
    the crops being seasonal is great and the farmer displaying informations is even better, but if there is no element of randomness (like the random poison berry for foraging) then people will just compile a spreadsheet with timetables for seasonal plants. 
    i mean, this should be possible to an extent but i think the farmer should have a more precise information so that he gets an extra buff to his planting 
  24. Like
    Livio Persemprio reacted to Okamikurainya in Of Bites and Men   
    What could be nice is the addition of a random incubation period before the onset of symptoms, based on the severity of the Bite/Scratch/Laceration and where you were injured.
    It would still be a death sentence, but would trick you into playing a bit longer.
    That said, it could also have some people crying "glitch!"
    100% certain death mechanics are always hard to balance in high time investment games. 😅
  25. Like
    Livio Persemprio got a reaction from Okamikurainya in Of Bites and Men   
    iirc the devs spread the rumor themselves, then dataminers ruined that, no point in trying anymore. 
    bites are a complicated matter, let's just focus on the fact that even for scratches we get the queasy moodle so quickly that there's no point in waiting and hoping
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