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pzdan

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  1. Like
    pzdan got a reaction from Jason132 in RELEASED: Build 35.26   
    35.2 still hasn't fixed my problem...
     
    All my Pokemans still have three footprints underneath them in my "Nearby". Get it together, TIS.
  2. Like
    pzdan reacted to Kuren in RELEASED: Build 35.26   
    It's a reference to Pokemon Go and the recent bug/issue of the tracking feature ("Nearby") not working for the past week or so. Needless to say Niantic is most likely a larger development team with far more resources and money to go around so I'm assuming/hoping this is a joke with good intentions, saying people who complain about TIS are silly to do so when Niantic hasn't fixed bugs people have been complaining about since day one and Pokemon Go is a far more successful game to say the least. Then again, I could be wrong and it's just a random reference for the sake of making it and trying to be funny lol
  3. Like
    pzdan reacted to EnigmaGrey in RELEASED: Build 35.26   
    I do not know what this means.
  4. Like
    pzdan reacted to RobertJohnson in RELEASED: Build 35.26   
    System use all this already Lipids/Carb/Prot/Calories, all have an effect
  5. Like
    pzdan reacted to pershgn in Wall cracking/erosion happens too quickly, need a way to repair cracks.   
    Completely agree with this, would love to see the two separated.
     
    As of now I like to imagine the cracks in store walls are from all the zed pounding... on the doors..
     
    I like the vegetation growth though, part of me would actually like to see natures growth expanded on, or maybe just a higher setting (anyone ever experienced a kudzu problem? I have watched it grow a foot a day, if anything is ever going to mutate into man eating vines, its kudzu).
     
    I'm curious about thoughts on trees growing also, really just saplings to make open spaces somewhat less open over time, I feel like it has been addressed somewhere before though. I try to live as long as possible, never anything near long enough to see a full grown tree develop, but 3-5 ft saplings of many types of trees develop quickly (i pull new 4-6" maple shoots from my rose bushes every two weeks), and it could make for a really interesting complication as months go by and those open space become more obstructed.
  6. Like
    pzdan reacted to Keshash in RELEASED: Build 35.26   
  7. Like
    pzdan reacted to RobertJohnson in RELEASED: Build 35.26   
    Build 35.25

    [New]
    For now Nutrition is enabled on every difficulty to get some feedback, plan is to be enabled only on hard and hardcore difficulty once i balanced it completely Added nights events, be carefull where you sleep, close the curtains and turn off the TV! Big trees in wilderness New SadisticAIDirector sandbox options Added new skill books (first aid...) New world filler for container (shelves, bar shelves...) You can now build while having materials inside bags Barricade action can take items from your backpacks   Added missing object as bed (bar stool, barber chair...) Added a new MP server option FastForwardMultiplier (default 40.0, min 1.0 max 100.0), define how much the time will accelerate when all players are sleeping Zombies can now tears down your sheet rope You now only have 40% chance of spawning with your house key You now have a minor "chance" to spawn a new player with minor injury (could be bandaged), minor panic or a bit exhausted, won't happen in easy difficulty Wet items (bath towel and dish cloth) will now dry themself after a while, a progress bar is in the tooltip to show you how much time left Coffee and tea bag are now food items   New Evolved recipe: Prepare Beverage, from a mug of water, add coffee or tea, sugar/honey/milk if you want and cook it! You now can't destroy ashes with a sledgehammer, use a shovel to remove them instead Lot of fruits and vegetables now have thirst reduction Added a "Transfer All" button like the Loot All, it transfer everything in your current inventory that's not equipped/not a key ring/not favorite You can now favorite items (right click on it, "Favorite") meaning they can't be transfered (expect inside your own inventory, ie put it in a bag/unpack it) Updated credits     Updated/Added lot of items tooltips Highlight selected loot container in the world (color is currently orange, may subject to change) You can now paint almost any interior walls of houses (tell me if i'm missing some!) You can now paint your wooden furnitures (crates, chairs, table...) Drainable item (water bottle, bag of coal, painting...) now reduce weight according to their remaining uses Now spawn Extinguisher in shed and garage     Dismantling a TV remote will now give a Receiver, used to craft remote trigger Added various info UI (character creation, inventory, health/skill panel) to help newcomers, but feedback is always appreciated anyways Added Fruit Salad (make them from a bowl and add fruits!) Park Ranger and Lumberjack now move faster in forest (park ranger more than lumberjack) Now grab automatically items in the first aid kit (even when not equipped!) when using the health panel menu You can now consolidate 2 drainables (eg. fill a not full petrol can with another, etc.) Your character no longer climb over a fence when using context key ("e" by default) if it's on upper floor, you can still use right click -> climb over to do so You can now make molotov with empty glass bottle (wine, whiskey) and petrol Small mail box is now a container and can spawn newspaper and magazing (including profession magazine!)    Drop your cooking pot, bowl, bucket or saucepan on the ground when it's raining and it'll fill automatically! (long process, even longer for the bowl or saucepan, because they're smaller) Added black & red painting Added Box of Jars, spawn in houseware store and groceries, open it to get 6 jars and jar lids Added smoker trait: need to have a regular cigarette or start to gain stress/unhappyness Cigarettes now gives less stress relief, no more unhappyness but give bit of sickness if not a smoker, on the other hand smoker get more "bonus" from having a smoke Added a OnEat lua hook on Food items (called when eating the item, check cigarettes) Display a "% full" of a zone when foraging [MP] Admin: Log players spawn coordinates upon fully connecting. [MP] Admin: Log players death coordinates. (in the user log if by zombies or in the pvp one) [MP] Admin: Log incidences of the game removing "duped" items when a player tries to have both of them in inventory. (with coordinates) [MP] Admin: Log players locations when logging off [MP] Removed /grantadmin and /removeadmin commands, use now /setaccesslevel "username" "none" to remove an access level [MP] Added a "display name" for users, can be changed by admin (your username/loggin/save still remain the same, but the name shown to the others player can be changed) [MP] Admin staff will now have UI box when something important occurs in the world (detected cheats, player killed in pvp...) and can teleport to the place via a simple button [MP] Added an admin panel, press "escape" while in game and click on "admin panel": In this panel you can have a little SGBD: see/modify the database (only moderators and admin can modify) Admin staff can also enable carpentry cheat: construct anything in carpentry menu instantly without materials (more "cheat" for admin are coming) You can see a safehouses list You can see a factions list You can see/modify the server options See/Modify "Non-PVP zone" [MP] Added a transactionID on players, should stop copying/pasting save in multiplayer (server option: SaveTransactionID, default false) [MP] Added a server option to save the player status after he gets hit (PlayerSaveOnDamage option) [MP] Added users log: Everytime something weird occurs (lua checksum, cheat detected...) a log is added, admin staff can see them easily in the admin panel Admin can also add log to keep trace of stuff Added also a warning points system: admin staff can add warning point to a user (with a reason) so they can have a trace of players having bad behavior Added a Multiplayer tab in the option screen: You can display or not your username (works only for you, others will always see your username if the server options said so) Change your username/speach color (it's now persistant!) [MP] Admin: Added a /teleportto command, use it to teleport to coordinates, ex: teleportto 10607,9462,0 [MP] New access level for admins, check this: [MP] Added a player stats UI, admin and moderator can now change a player's stats (name, surname, nickname, traits, professions, experience, ...) [MP] Admin and moderator can now setup a tag name + a color for this tag (will appears like: [Coder] RJ) [MP] Admins can now mute the /all chat for a player (do this from the playuer stats UI) Auto set keys to azerty keyboard if azerty language (only french? meh.) detected Allow key replacement in the option screen (if you type a key that's already in use, you can switch values via a simple modal dialog) Changed default resolution from 1024x768 to the max possible (according to your screen, max is 1920x1080, set to 4K directly in option) You can now pass through green hedge, but it slows you a lot (zombies included ;)) [MP] Added "Non PVP Zone" for admin From the admin panel, you can manage your non pvp zone Add, remove, change title of a zone easily with this new UI To add a zone, click on "add new zone", then you draw a rectangle with your character (you'll see a green rectangle as you move, this is the non pvp zone you're creating) once you're done, click on "create new zone" to finalize. Everyone inside this zone can't shoot or be shoot people, they also can't use melee attacks on others, you can still fight zombies [MP] Added a safehouse UI for players (and/or admin): Once you've claimed a safehouse, right click it while inside it and choose "View Safehouse" From there you can addremove players in it (with list of connected players) Change safehouse title (new thing!) Change ownership (again new!)            [MP] Admin staff now have unlimited weight capacity [MP] A safehouse now need to have a bedroom (can't claim police station etc...) [MP] Added DisableSafehouseWhenPlayerConnected server options, if true it make safehouse not safe (you can enter/loot it) while someone from this safehouse is connected and some times after he disconnect   Added lot of new things to translate. New map areas for survivors to discover! We want the community to discover these together, so all we'll say for now is that to find them you go in a generally south-western direction from Muldraugh. If you see a new road, follow it! [MP] Faction Create your faction from the user panel (press escape while in game to see it), admins can use FactionDaySurvivedToCreate options to make players needs to survive some days before creating one Add a tag (4 letters) and choose a color for it, it'll be show over your head (or not, use the faction panel to disable your tag for players outside of your faction) Admins can use FactionPlayersRequiredForTag option to set a minimum of number of players in the faction before crerating a tag Disable PVP for players of your faction from the faction panel! Be carefull though, as it only works for melee, firearm will still hurt them if you enable pvp From the user panel, players can now also send tickets to communicate with admins Admin can answer and manage those tickets, players will see the answer. VOIP! VOIP lets you talk to your co-op friends and survivors you meet on MP servers. It’s not a general overall PZ chat channel, but instead allows survivors to communicate when they’re in ‘audible’ distance from each other on the map itself. To enable VOIP enter the options menu, then choose whether you want the system to operate via Voice Activation or through the press of a button (default: left alt). Added lot of new zone for foraging (not 100% is done yet) Added a "Known Recipes" on the crafting UI, showing total recipes you can do and how many left to discover  
    Alarm clocks/Sleeping tweaks:
    Your alarm clock and digital watches are now usefull to wake you up! Without them, you'll wake up only when your character is not tired anymore Set the time to ring the alarm, enable it and you're good. And don't forget to turn off the alarm... Your character can have trouble falling asleep, meaning he could wake up still a bit tired You'll not be able to sleep if you're in pain or panicked (you can counter this with sleeping pills...), while being anxious could bring some nightmares... Clock (top right screen) is hidden if you don't have an alarm clock or a digital watch in your inventory  
    Disassembling:
    You can now scavenge (disassemble) world items (chair, shelves...) to obtain materials This often require tools and skills, low skill could end in the destruction of the item Metal welding: Craft various objects from walls to fences, windows... In metal! You'll need a blowtorch (works on propane) and a metal welding mask in order to craft anything involving metal You can also barricade your windows and door with metal plates or metal bars  
    Multiple stage building:
    You're now able to upgrade your constructions if you have to appropriate skills It'll take some materials to upgrade your constructions and you need the right skill (ex: you build a wall lvl 1, then hit lvl 4 carpentry, right click on the wall and upgrade it!) You now first need to build a frame (wooden or metal) before building a wall or a window.  
    Added sleeping quality:
    Sleeping on a good bed could reduce the needed time to sleep a tad On the other hand, sleeping on a chair or some couch could make you tired even after waking up (understand you had a bad night, trouble to fall asleep..) and some pain in the neck You can't sleep if too much in pain or anxious, take some sleeping pills to counter this       
    Added compost:
    Build them from the carpentry menu, under furniture Put food in it, when the food is rotten it'll start to transform slowly into compost, more or less depending on it's hunger value When the compost is at least 10% full, you can grab some compost with an empty sandbag Then use the compost just like the fertilizer, it'll make your farming plants grow faster!  
    Inventory Experimental Tweaks:
    Goal: make it feel more like a windows explorer Using "shift" key now select a list and not a single item (you first select an item, press shift and another item, it'll select everything between your first selection and your second) Using "control" key now select one more item/unselect in the list, just like the "shift" key did before Increased a tad the highlighted white rectangle of selected items Unselect items when clicking outside the inventory Ctrl key (or anything you binded on "Aim") still stop moving the camera when inside the inventory                        

    [Balancing]
    Balanced nutrition, weight progression should be more linear... (really need feedback on this one ;)) Adjusted zombie behaviour in terms of night-time house lighting Changed way "lucky" and "unlucky" traits works, changed the way lower odds, it's now a fixed % instead of weird numbers calculation. Renamed "Build" menu into "Carpentry" Chef and Burger flipper can't take the "Cook" trait You can now find watches sometimes directly on dead zombies Claustophobic panic will now depend on the room size + Capped it so beta effect still works Made some fixes in the tutorial/improve it.     "EXIT" -> "QUIT", "RETURN" -> "RESUME" in Main menu Trap Stick -> Stick Trap   Barricade context menu becomes now Barricade (Planks) Falling take your weight, athleticism and type of floor to calcul fracture/damage done Falling more than three storeys is always fatal Reduced how the stats multiplier sandbox option impact fatigue in easy difficulty Stairs planks and nails requirement increased from 8 to 15    Tweaked a bit how the fire spread, should less spread/start on non desired tiles (roads...) Increrase weight of mattress from 2 to 8 Inventory context button: drop all/drop one/unpack is now Drop all/Drop one/Unpack Rest option is now possible even with no exertion moodle Boredom/Unhappyness no longer increase while reading Digging hole for farming now drain much less fatigue Removed electrician skill requirement to pick up fridge but increased their weight from 30 to 40 Reduced move speed even more when carrying heavy objects Scale endurance loss while running being heavy loaded with current weight Now also reduce endurance if you're walking while heavy loaded    Beans Bowl now have happyness reduction just like the open can of beans, cook the bowl to remove the happyness debuff Increased planks and nails required to build wooden crates from 2 to 3   Renamed "Empty Sang Bag" into "Sack" Increrased the time for a rotten food to totally disapear (x10) Food poisonning (from eating rotten food) is now tied to it's hunger reduction (meaning bigger items poison you more), it's generally less than before Generators will now drain more or less fuel depending on how much electrical objects they're plugged on Use 2 nails instead of 1 to barricade a window with a plank Balanced how XP is given for recipes: lot of cooking recipes has been tweaked, opening jars/etc won't give xp while making bread etc will give more Same for sawing log, it now gives 3 xp if your woodwork level is under 3, but only 1 xp point then Stress now reduce the damage done by your weapons (shaking hands..) Being stressed for a while start to increase unhappyness Changed paperclip weight from 0.1 to 0.03 (same as nails) Changed notebook weight from 1 to 0.5
    [Bug Fix]
    Fixed a bug in eating food ("can't eat more" sometimes wouldn't appears, thanks vanorfeadiel!) Now reduce nutrition value to pasta and rice when put in a saucepan or pot Now remove curtains if a windows burn Fixed wrong burnt fencing on some fencing If you killed zero or one zombie, write "zombie" and not "zombies" in the death screen. Pot of soup and stew from evolved recipes now reduce thirst Fixed thirst not changed when pouring soup/stew into bowls    Firing a firearm don't give blunt maintenance and guard XP anymore Soup from canned soup now also reduce thirst   Changed "SMall" chest to "Small" chest Stop spawning double bag + stuff when choosing easy and a starter kit (first week or sandbox) Can't barricade wooden fences Fixed a bug making you're health not decreasing if starving Now take the weapon needed from the container if needed when upgrading/removing upgrade on it (thanks Snakeman!) You can now barricade with planks if nails were inside one of your backpacks Fixed a bug when sometimes the paint menu appears empty of painting Removed inaccurate ping in top left of the screen (+ key binding) Fixed some translation problems (button not aligned, etc... Thanks Teesee!) Fixed making sheet rope invisible when building a wall over it Fixed ultra fast stomp glitch [MP] Create the servertest.ini even in dedicaced server (not only in host)  
     
    Patches:
  8. Like
    pzdan reacted to lemmy101 in My Understanding of NPC development (2011-2016)   
    Read between the lines of last week's mondoid 'after anims' and 5 stage release plan
     
    We'll talk more after anims go live
  9. Like
    pzdan got a reaction from Johnny Fisher in New Metalworking (spoiler) from RJ   
    I can't help but hear a bitter old man voice when I see this bald guy admiring his blocked off windows:
     
    "That'll keep those damned whipper snappers out of my house!"
  10. Like
    pzdan got a reaction from Keshash in New Metalworking (spoiler) from RJ   
    I can't help but hear a bitter old man voice when I see this bald guy admiring his blocked off windows:
     
    "That'll keep those damned whipper snappers out of my house!"
  11. Like
    pzdan got a reaction from Mr_Sunshine in New Metalworking (spoiler) from RJ   
    I can't help but hear a bitter old man voice when I see this bald guy admiring his blocked off windows:
     
    "That'll keep those damned whipper snappers out of my house!"
  12. Like
    pzdan reacted to Keshash in New Metalworking (spoiler) from RJ   
    Yay! New sneak-peak from RJ! I know this will probably be in the next Mondoid, but uh... Yay?
     
  13. Like
    pzdan reacted to CaptKaspar in Brexit and RJ   
    TIS could relocate to the US. Maybe a nice small town in KY? Anyone ever hear of Muldraugh or West Point?
  14. Like
    pzdan reacted to critical jim in Knives are objectively the best weapon.   
    The last comment wins obvs lol.. in logic: argumentum ad infinitum - arguing until no one cares anymore
  15. Like
    pzdan got a reaction from Geras in Knives are objectively the best weapon.   
    Just stopped by to say:
     
    "Wow, this went on for this long??"
  16. Like
    pzdan got a reaction from Kuren in Knives are objectively the best weapon.   
    Just stopped by to say:
     
    "Wow, this went on for this long??"
  17. Like
    pzdan got a reaction from critical jim in Knives are objectively the best weapon.   
    Just stopped by to say:
     
    "Wow, this went on for this long??"
  18. Like
    pzdan got a reaction from Johnny Fisher in New Metalworking (spoiler) from RJ   
    I think the idea of the vast majority of the forging being done in a separate location is a fantastic idea for both realism and challenge. Provided, that is, that we get something like a wheelbarrow simultaneously to move scrap/finished products from one place to another. It would add a huge element of risk/reward to clear the forging area out and protect it. Maybe some people might choose to make their base there and turn it into a metal fortress. I think it would be an amazing dynamic for multiplayer and give those people who like to play out in the woods where Zombies never show up a reason to leave the safety of their cabins.
     
    Edit: Or perhaps those areas will allow for a greater quantity to be forged at once, or something, for bigger groups/jobs.
  19. Like
    pzdan reacted to Livio Persemprio in New Metalworking (spoiler) from RJ   
    I hope you went for the "non buildable" furnace in the end, I love the idea of having to secure the area around a pre existing furnace in order to use it, it adds a lot to the late game
  20. Like
    pzdan reacted to dannyisdude in New Metalworking (spoiler) from RJ   
    Just for shits and giggles; Here are some things I found in build 34.24. 
    http://steamcommunity.com/sharedfiles/filedetails/?id=683033424
     
    http://steamcommunity.com/sharedfiles/filedetails/?id=682648014
  21. Like
    pzdan got a reaction from jamesorbe0 in RELEASED: Public Build 34.23   
    Very exciting!  Cannot wait to see the metalworking and animations added too.  I recently got four of my friends into the game so we're all very amped for that.
  22. Like
    pzdan reacted to Insidiousness in New animation video, HOLY &%!$   
    I don't regret for one second getting a copy of this game and buying it for muh friends. 
  23. Like
    pzdan reacted to EasyPickins in RELEASED: Public Build 34.23   
    Public 34.23 released!
     
    There were many fixes and tweaks, here are the highlights:
    All-new double-sized textures. Easy Co-op server hosting from in the game. Double-sized Tilesets option for low-spec machines. There's a new server-settings editor in-game. Barricades are allowed on both sides of a door/window.  For doors, barricades absorb all damage before the door takes any, to stop the door being destroyed before the barricades.  For windows, a barricade absorbs damage only when it is between the attacker and the window.  When removing a barricade, one plank at a time is removed. Allow rain barrels to be moved. Added SleepAllowed and SleepNeeded server options for multiplayer sleeping.  Players may sleep at any time.  When all players are asleep, the server clock speeds up.  Players sleep until they wake themselves by aiming or moving.  Players may wake other players.  Zombie attacks also wake players. Fireplaces work like campfires. Wood stoves now work like campfires.  They emit light, warm/dry the player, can be used for cooking, and don't require electricity. See-through doors. Hang sheets on see-through doors. Fixed walls and solid objects on the floor below blocking movement going up stairs. Staircases may now be placed above another staircase. Crates can now be moved with the furniture-moving commands.  When building new crates, the height is chosen automatically (no need to use the R key).  Currently, this allows stacking crates on top of tables as well, although that might change.  Destroying crates lower in a stack should cause the higher crates to drop down. Allow digging farm plots with a shovel.
    The "levelup" sound only plays when a point may be spent. It plays in these 2 cases:
        1) The player gained a point while already having enough XP for a new perk level.
        2) The player gained enough XP for a new perk level, and already had a point to spend.
    Added "Zoom Levels" checkboxes to the options so users can choose zoom levels.
    Added "Pour into" submenu so you can choose what to transfer water into.
    "Fill" is now a submenu of items that water can be transferred into instead of having separate menu items (when taking water from a sink, for example).
    Smoke bomb changes:
    - No longer start fires in multiplayer.
    - Now work when fire is disabled in multiplayer.
    - No longer emit light.
    - Don't burn corpses.
    - Use a larger smoke sprite when first triggered.
    Memory-leak fixes in multiplayer.
    Bags now displayed on ground.
    New community translations.
    Ham icon looks far less like a penis.
     
  24. Like
    pzdan reacted to lemmy101 in The brutal truth about helicopters?   
    Seems a little naive in your confusion as to why the military would care or try and help.  This is a potentially apocalypse making quarantine, and you're right in the centre of it. I'm not sure if you watch TWD and remember the flashback scene of Shane in the hospital where Rick is? Or played Halflife. Or any other game or TV show or movie ever involving any quarantine event and the military? When we finally add the military soliders doing clean up sweeps into the game, are you going to run up to them going 'thank god you're here!'?
     
    Suffice as to say the people in the helicopter, whatever they are doing, aren't out on a mission looking for survivors to help out.
  25. Like
    pzdan reacted to Moose65 in The brutal truth about helicopters?   
    This is great news. I've been waiting for awhile for some real threats to be added, as once you have established a nice safehouse, currently nothing is threatening.
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