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hilvon

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  1. Yeah. That would be great too. You can scoop tainted water from puddles little by little. Snow can offer same capability and obviously as you boil the scooped water to make it drinkable this would melt the implied snow too.
  2. I have been playing a lot of CDDA mode recently and I realized one thing that is bothering me about snow. When it recedes because the temperature got above 0C for some time - why does it leave behind dry land? It looks like instead of melting into water snow sublimates directly into gaseous form, which is weird. The game already has puddles that are increased during rainfall and then recede under sunlight. Can receding snow also contribute to the puddles formation?
  3. I have a similar problem, though I suspect this might be a side effect of another issue. More dtails on my situation. Set up a game with high zombie population, no respawn and recurring helicopter event. After about 2.5 month and 4000 zombies killed a helicopter would still bring a ton of zombies to my base vicinity which got me a bit frustrated because it is kind of sus that after that many kills there would still be that many undad out and about. So I hop into debug mode and pull up zombie population stats. Of the 4 map tiles I see immediately around my base most are basically at cap population circa 650/650. The tile my base is actually on the populations counts are through the roof like 1500/620. Use Ghost mode to jump around the map tiles furter away and some of them are under population and the missing counts in them add up to about 2000. Which is significant but don't account for all the zombies I killed and all the overfolow zombies I have around my base. So it looks like there is something off going on. I TP back to base, turn off ghost mode and keep playing till the nect chopper hits. Then when I hear it coming I hide un the ubstairs of my base and watch the zombie population charts. Sure enough a large number of zombies from outside my marked vicinity move in close to my base. Then become yellow dots and shuffle about. All seems pretty normal. Then the chopper starts leaving I assume, because I see another blob of white dots plotted to move to somewhere away from my base. but even though this blob should have covered the zombies immediately around my base they didn't seem to respond to that chopper pulling them away. And after that (and trying to fight my way outside of my base killing quite a lot of zombies, the game starts to lag. I assume that it was due to my laptop overheating, but turned out it just got umplugged and thus in power saving mode. So I start the game again and... there are no zombies around. So... my theory on what happens is - in some instances - especiallu when large migration occur, some zombies in the immediate vicinity don't get properly reassigned if they should be handled by the meta zombies system, or full gameplay instanced zombies system. So we get some zombies that are spawned into gameplay, but are not accounted for by some systems. So they fail to react to meta events and are not serialized into save file while existing in runtime data. This explains why they vanish on game reload.
  4. Not sure that it counts as a bug, but it definitely does not feel like "work as intended". If there are both crawlers and downed zombies in your stomping reach the character prefers to target the downed zombie, allowing to crawler to take a chomp. This is annoying because crawler is definitely a bigger threat. Especially if you stand on the downed zombie not letting it get up, so the downed zombie is no threat at all, and yet it is considered a higher priority target than a crawler that can bute your groun off if your luck is bad enough. On a similar topick if you manage to knock down two zombies with an overlap - i.e. the lags of one are in about the same area as the head of the other one, and you try to stomp the head, it feels like the damage is prefering to go into the legs. And if you are tired and not doing high damage in the first place, the "legs zombie" often becomes a crawler rather than die, putting you into the annoying situation from above... So I would suggest setting the targeting priority the other way round. If a hit can go into a crawler and a downed zombie, it should go into the crawler. If a hit can go into a head of one of downed zombies and non-vital part of another downed zonbie, it should be assumed that you were trying to hit the head.
  5. 1151. Throw items for distraction. A stone thrown into a wall or a bush should make a faint sound that might draw attention of zombies in a small area. Throwing a glass bottle will cause the bottle to break making a louder sound attrackting more zombies' attention. Throwin primed mechanical alarm clocks to use their ringing to draw zombies away from where you want to go. Mechanically should not be hard. There already is a throwing mechanic for Molotovs and grenades (awful as it is...) that can be used if the item marked as throwable is placed in main hand.
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