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Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
game stage is partly factored by days since start so lowering xp gain might actually be worse :shrug:

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OgNar
Oct 26, 2002

They tapdance not, neither do they fart

Flesh Forge posted:

game stage is partly factored by days since start so lowering xp gain might actually be worse :shrug:

Well, we'll see. I usually run it at 200% on single, but lowered it to 125%




https://community.7daystodie.com/topic/28129-alpha-21-dev-diary/

e: to quote someone else
"How TF are you supposed to make Molotovs this way?"

OgNar fucked around with this message at 18:24 on Jul 23, 2022

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
how do you make any drinks at all :confused:

Kibayasu
Mar 28, 2010

It seems like anything that needed an empty jar could just have that requirement removed.

Cuttlefush
Jan 15, 2014

Gleichheit soll gedeihen

Flesh Forge posted:

game stage is partly factored by days since start so lowering xp gain might actually be worse :shrug:

The timer/day count portion of the game stage is moderated by player deaths and maximum level. Not sure what the exact formula is (it should be in the exposed configs to see) but dying a lot should zero it our or cap it fairly low.


Also for anyone trying Undead Legacy, I found that it spawned, way, way, way too many zombies. Especially at night in the middle of nowhere. I believe the multipliers it uses are 2x during the day and 6x at night. I found that this lagged the poo poo out of everyone and would often prevent POI/quest sleepers from spawning correctly as the game was constantly capping out on the max number of possible zombie spawns. I set it to be 1x during the day and 2x at night, except in the wasteland where it's 2x and 4x. I also adjusted the horde parameters you can put in your server config to spawn more frequently and sometimes much larger wandering hordes. It's close to the same number of zombies, but there's a lot less "why the gently caress are there 30 zombies out here in the middle of nowhere" at night and more "oh poo poo where did that horde come from".

The relevant file for the ambient spawning is .../Mods/UndeadLegacy_Content01/Config/spawning.xml. If you're using a dedicated server both the server and every client connecting will need the same edits.

The wandering horde behavior can be changed in serverconfig.xml. They have the explanation and defaults on their site somewhere. You can set the horde event frequency (e.g. 24 hours), the time range (a range of 12 would make that 12-36 hours), the max enemy count, and the enemy count range. Seems a lot better in practice and they can surprise you right after you get out of a grueling POI. And it's not lagging constantly asthere aren't always 50 business zombies uselessly moshing around in the woods at night.

Fun mod so far. Darkness Falls is pretty wacky in comparison but it is nice that it was more zombies and... othe stuff. Weird poo poo though.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
15 slot toolbar is pretty great

The Locator
Sep 12, 2004

Out here, everything hurts.





Flesh Forge posted:

15 slot toolbar is pretty great



Haven't played in quite a while. Is that a mod or is that in the base game in the latest version?

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
it's a mod, and it's drastic enough it won't work with EAC running. I like it because it's interesting to throw rocks and get zombies to move around and other situational poo poo like frames and molotovs and there just isn't enough room on a 10 button toolbar. This particular one is by the author of the Darkness Falls mod, he also publishes a lot of small UI mods separately that seem pretty stable and safe to run :shrug:

https://7daystodiemods.com/tag/khainegb/

https://7daystodiemods.com/15-slot-toolbelt/

I also use this (expands crafting queue to 8, mainly I use it to scrap a bunch of trash in the field)
https://7daystodiemods.com/12-slot-crafting-queue/

and since I dislike inventory management in general, and also the vanilla game gives you no reason to put points into Pack Mule since pocket mods will easily max you out, I use his expanded backpack mod:
https://7daystodiemods.com/bigger-backpack-mod-60-96-slot-with-without-food-water-bar-on-hud/

The Locator
Sep 12, 2004

Out here, everything hurts.





Flesh Forge posted:

it's a mod, and it's drastic enough it won't work with EAC running. I like it because it's interesting to throw rocks and get zombies to move around and other situational poo poo like frames and molotovs and there just isn't enough room on a 10 button toolbar. This particular one is by the author of the Darkness Falls mod, he also publishes a lot of small UI mods separately that seem pretty stable and safe to run :shrug:

https://7daystodiemods.com/tag/khainegb/

https://7daystodiemods.com/15-slot-toolbelt/

I also use this (expands crafting queue to 8, mainly I use it to scrap a bunch of trash in the field)
https://7daystodiemods.com/12-slot-crafting-queue/

and since I dislike inventory management in general, and also the vanilla game gives you no reason to put points into Pack Mule since pocket mods will easily max you out, I use his expanded backpack mod:
https://7daystodiemods.com/bigger-backpack-mod-60-96-slot-with-without-food-water-bar-on-hud/

Thanks. Starting to get the itch to play again, but it's been a while so I'll probably play without an overhaul mod and see what the game is like now in the current version. Might use these UI mods though - what's "EAC" that you refer to?

Maguoob
Dec 26, 2012

The Locator posted:

Thanks. Starting to get the itch to play again, but it's been a while so I'll probably play without an overhaul mod and see what the game is like now in the current version. Might use these UI mods though - what's "EAC" that you refer to?

EAC is Easy Anti Cheat. If you never play on public servers it is pretty much something you can just forget about.

The Locator
Sep 12, 2004

Out here, everything hurts.





Maguoob posted:

EAC is Easy Anti Cheat. If you never play on public servers it is pretty much something you can just forget about.

Ah, cool. Yeah I only play single player so that's a non-issue for me, just have to look into how to disable it. Probably good to disable it even without mods given how anti-cheats are the root of many issues with game performance historically.

Edit: Looks like it's pretty easy and can actually be done in the launcher. Downloading the game again so I'll know fairly soon.

The Locator fucked around with this message at 22:14 on Jul 24, 2022

Slow News Day
Jul 4, 2007

Water is apparently getting a total rework in A21

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
cool, looking forward to getting drowned in my under-lake base

OgNar
Oct 26, 2002

They tapdance not, neither do they fart
Anyone know how I could incorporated one of the Reality check mods into Undead Legacy?
Really want to get rid of Demos before they start blowing poo poo up,

https://7daystodiemods.com/reality-check-removing-some-zombies-animals/
Sadly it doesnt work straight out of the box.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
There's a UL thread on the 7 Days forum and also a discord for it (for support):
https://ul.subquake.com/

Duodecimal
Dec 28, 2012

Still stupid
Latest experimental is out, which includes the switch to using %appdata% or some other user-configurable location for saving your prefabs.

quote:

Added
  • JunkDrone NPC menu entry for toggle ally healing.
  • News window in main menu
  • DBS/F11 screenshots are now showing the world gen seed
  • GiveXp command

Changed
  • Storage and Service sounds to be consistent between vehicles and the drone.
  • Friends, History and LAN tabs in server browser now ignore filters and show all entries
  • Vultures don't auto aggro on players in vehicles
  • Updated repair and harvest items on gas pumps and vending machines to discourage exploits

Fixed
  • Localization needed for drone ally healing
  • ModRoboticDroneModCooldown and Desc needs localization
  • Drone sounds don't affect stealth.
  • Vehicles storage access not playing sounds or adding to player stealth.
  • Drone receives buff from charismatic nature, nets +1 hp gain per hit at level 3
  • Drone will trigger when motion sensor is set to strangers and zombies
  • Drone pathing NRE when falling in Prefab Editor
  • Drone can't heal abrasion when using a first aid bandage or kit
  • Localization needed for drone ally healing
  • ModRoboticDroneModCooldown and Desc needs localization
  • Error with the drone with multiple cargo mods on a dedi, after a long play session.
  • EAC crashing the game on macOS Monterey
  • Key rack in diner_03 triggers a shutter in the poi next to it.
  • Seeds cannot spawn in trader loot.
  • Imposter blocks for poi abandoned_house_03.
  • Workbench crafting tool mod dupe
  • Can't pickup nonsquare frames if inventory is full
  • Store_grocery_03: On/off button on a forge becomes unresponsive
  • Clients in playtest games receive an NRE after selecting the given LCB
  • Harvested farm plots vanish when player inventory full
  • Molotovs are always lit once you light the first one in the stack
  • Workstations visually disappear when placing motion detecting equipment in the same chunk
  • Accessing an aimable electrical component after doing a melee attack will make you repeat the attack
  • BuffPerkGunSlingerBonus cvar doesn't clear during automatic fire if triggered with single shots
  • Urban Combat Vol. 7 no longer works due to unlinked IsIndoors cvar
  • Iron and steel spears disappear when thrown too far
  • Underground crouching and sprinting can result in teleportation to surface
  • Harvesting animals with full inventory results in lost items
  • Damage mitigation buffs only give a HP refund to players, not actual damage mitigation
  • Double XP killing a zombie while it is on fire using torch or any explosives.
  • Using auger or chainsaw right before they're done repairing breaks item/hand placement and hand animation
  • Vehicles collide with Sticky Projectiles
  • Can not save prefabs on MS Store build Saved prefabs now always go to the LocalPrefabs folder in the UDF
  • Can not create new worlds on MS Store build New worlds now always go to the GeneratedWorlds folder in the UDF
  • "Show light performance" setting in the editor carries over to normal game
  • Mod code being initialized twice if both legacy and new mod location exist and code mod being in the latter
  • Saving during imposter creation kills POIs
  • Creative menu stack size number decreases by right clicking single quantities of a grabbed stack into inventory
  • Not trying to load mods twice if UserDataFolder is set to the game folder
  • Players with nonlatin characters in their Windows user profile are unable to start game through the game launcher
  • Typo on special infected group GS1 and GS50 zombieWightRadiated probability
  • As client on a dedi, buried supplies are always in the South West Quadrant of the circle.
  • Buried supplies/treasure chests can spawn below bedrock.
  • Breaking weapon sound is not happening anymore.
  • "NO TRADER" appears on starter quest if no forest biomes exist or no trader in nearby forest.
  • ZombieSoldier backpack collision issue
  • Fixed industrial light 2 lens flare being blocked at moderately low angles
  • Fixed crawler and spider ragdolls shift back when blending out.
  • Fixed street lamp LOD group thresholds being too low.
  • Going from vehicle mod slot to clothing mod slot causes NRE
  • Switching from drone's mod window to another mod window will transform the drone to the other item
  • Iron and steel spears disappear when thrown too far.
  • On/off button on a forge becomes unresponsive
  • Knife harvest can easily hurt other players if they are standing near you
  • Accepting invites / joining through friends list is not blocked while game is still initializing
  • XBL invite creates new launcher and game instance if already running
  • Unable to join servers with some player names

Slow News Day
Jul 4, 2007

Vulture change is huge.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
"GiveXP command" don't mind if I do

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
Extremely happy to see this!



e: heck yeah

Flesh Forge fucked around with this message at 03:59 on Jul 31, 2022

OgNar
Oct 26, 2002

They tapdance not, neither do they fart
Still need a 1 city map option.
Just wall to wall city.
With random parks for trees and whatnot.

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead
delighted to be posting here in this well-deserved stickied thread with you all

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
Welcome to the Hojobi Valley, where our common export is rotting flesh and gravel :sludgepal:

Slow News Day
Jul 4, 2007

GreyjoyBastard posted:

delighted to be posting here in this well-deserved stickied thread with you all

we arent

Kibayasu
Mar 28, 2010

Flesh Forge posted:

Extremely happy to see this!



e: heck yeah



I wonder, if there’s even just a touch of pine forest would you still spawn there?

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
No it appears random, on that map I started in snow, although I'm now playing wasteland only. Incidentally this is much easier than the last time I tried it, I got quality 5/6 iron tools as loot on day 1 and 2 just looting cars and trash boxes. Got the schematic for the compound crossbow on the morning of day 1 :shrug: I'm in some kind of suburban area and it feels like loot is way more generous and advanced right at the beginning than last time, I was having to eat road kill fat before because I didn't find any food anywhere.

Kite Pride Worldwide
Apr 20, 2009


Flesh Forge posted:

Welcome to the Hojobi Valley, where our common export is rotting flesh and gravel :sludgepal:



If there was ever a time to buy the anti-landmine perk :stonklol:

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
they toned that down a lot apparently, I did hit one small one but they seem to be drastically less frequent than they used to be.

Kibayasu
Mar 28, 2010

Flesh Forge posted:

No it appears random, on that map I started in snow, although I'm now playing wasteland only. Incidentally this is much easier than the last time I tried it, I got quality 5/6 iron tools as loot on day 1 and 2 just looting cars and trash boxes. Got the schematic for the compound crossbow on the morning of day 1 :shrug: I'm in some kind of suburban area and it feels like loot is way more generous and advanced right at the beginning than last time, I was having to eat road kill fat before because I didn't find any food anywhere.

Snow does have the second highest loot stage modifier though that seems pretty lucky.

OgNar
Oct 26, 2002

They tapdance not, neither do they fart
Was attempting to find me an Auger so I was hitting all the places like Pass N Gas and O'Really Autos in the Wasteland for that sweet loot bonus.
This is in the Undead Legacy mod.
I made the mistake of getting caught after dark.
This is after radiated have started to appear.

After getting overrun, I started to jump on my motorcycle, but UL has a thing with weight limits and I was 2 pounds over what the bike could carry which causes it to buck like a horse and not allow you to drive away.
I ran for a bit and attempted to put some stuff in my drone, which then gets hit by cop vomit, dropping the drone to the ground.
After running around and drawing an even bigger crowd after using my shotgun, I was finally able to hide out on a rooftop, sniping anything that got close.
Cowered in the corner until morning.

In UL, the Auger only does clay and sand, while I was out looking for the auger I found a jackhammer schematic which is what you use on any ores.
It generates ridiculous amounts of heat.
I had not gotten an screamers on this map until my first usage of it and had 4 screamers in 5 minutes of use.

The Locator
Sep 12, 2004

Out here, everything hurts.





OgNar posted:

UL words...

Meanwhile, I'm struggling with my first time playing in probably over a year, not even modded. haha..

I managed to be stupid and get infected on day one, and was desperately looking for any sort of antibiotics.. I found 2 honey, but only after the infection had progressed way too far to actually cure. I'm on a random generation map with lots of cities and I'm in desert, and on day 2 I managed to completely clear a huge city pop'n'pills and found ridiculous amounts of aloe vera stuff, but no antibiotics... so in desperation I hit the hospital.. and ended up with a broken arm and a near 20% infection when I triggered way too many zombies (not very familiar with the hospital) and ended up getting "cured" by getting eaten.

I'm so bad at this game, but for some dumb reason I still enjoy it.

Drakenel
Dec 2, 2008

The glow is a guide, my friend. Though it falls to you to avert catastrophe, you will never fight alone.
This game definitely scratches the exploration and looting itch for me. I don't think its any one thing, but the sum of its parts finally click after all these iterations of the game. I'm the kind of dude in minecraft that would rather go spelunking and exploring than building anything, so teaming up with a friend who does build is perfect here.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
Yeah it's getting to a really good place where it's all procedurally generated but it feels like it's worth exploring just for its own sake.

Kibayasu
Mar 28, 2010

I would like to see a big increase in the variety of tier 4/5 locations but I understand that would be a lot of work.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
That is something they have figured out sets them apart from a lot of games and they made a big deal in the promotion of the last alpha release to tell everyone they hired several full time level designers who are doing just that.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
It's definitely an incredible combination of procedural generation and carefully hand crafted.

Slow News Day
Jul 4, 2007

Randomization within the POIs themselves would go a long way. It's fine for two POIs to have the exact same layout, but you could have multiple sets of decor/color scheme for each room and randomize them, and it would go a long way towards eliminating the feeling of repetition.

Same with zombies. It shouldn't be too difficult to have different clothing for each zombie type. I wonder why they haven't done it.

Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)

Slow News Day posted:

Randomization within the POIs themselves would go a long way. It's fine for two POIs to have the exact same layout, but you could have multiple sets of decor/color scheme for each room and randomize them, and it would go a long way towards eliminating the feeling of repetition.

Same with zombies. It shouldn't be too difficult to have different clothing for each zombie type. I wonder why they haven't done it.

I think they have done inter-poi randomization. You can find multiple places within a POI that have the hidden satchel; sometimes hidden doors are in places that are otherwise normal.

That said, the decor does tend to be the same.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
yeah some variation among the zombies (even their clothing) would be super welcome as well. POIs have a little bit of variation in terms of what lootable objects are spawned where, and there is a little randomization of zombie spawn points but yeah just varying the tint of the walls would be nice.

OgNar
Oct 26, 2002

They tapdance not, neither do they fart
Whats wrong with having 20 zombies on screen but only 2 body types?

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Drakenel
Dec 2, 2008

The glow is a guide, my friend. Though it falls to you to avert catastrophe, you will never fight alone.

OgNar posted:

Whats wrong with having 20 zombies on screen but only 2 body types?



Hey buddy, I'm an engineer.

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