Latest experimental features

I hate this because I don’t have a computer ;_;

Managed to get into a military outpost and was met with a plutonium generator. I interact with it but it says its sealed. I imagine its purpose is to… generate plutonium? Either way, I know its a bad idea, but I want to get it open.

Those are long-running milspec power generators, currently used to keep the searchlights shining brightly no matter the conditions. I imagine they could be re-spec’d to power laser turrets as well?

ah ok, that makes sense then. would be cool to tap into it.

I tried the “Mutant” scenario, but I didn’t get any mutations. Was experimental 1978

EDIT: Whoops, this is probably the wrong thread for that.

Still, pack on topic: I just discovered one of those towns that are extremely weird, do I get some special reward for clearing it?

(Experimental 1982)

Really liking the Locked-Lab scenario, provides a tough challenge.

Unfortunately, it seems like it’s not exactly possible to save a preset character with a scenario other than Evacuee, given that the starting location overrides the scenario start. Still gives you the points, though.

I fricking love the new power substation.
Not for its unique items or architecture (because ther is none), but because they spawn technician zombies, which may give low tier bionics.
Just too bad when you mess up two installs in a row, each with 20% failure chance. :confused:

It’s just a really good way to make players curious about the bionics stuff, without giving OP endgame gear.

Well done!

[quote=“Snaaty, post:207, topic:5582”]I fricking love the new power substation.
Not for its unique items or architecture (because ther is none), but because they spawn technician zombies, which may give low tier bionics.
Just too bad when you mess up two installs in a row, each with 20% failure chance. :confused:

It’s just a really good way to make players curious about the bionics stuff, without giving OP endgame gear.

Well done![/quote]

Glad to see some positive feedback on my addition. You can be expecting a 2x2 variant to be popping up in the pull requests sometime soon. Perhaps with a unique mini-boss encounter and moar l00tz.

[quote=“Snaaty, post:205, topic:5582”]I tried the “Mutant” scenario, but I didn’t get any mutations. Was experimental 1978

EDIT: Whoops, this is probably the wrong thread for that.

Still, pack on topic: I just discovered one of those towns that are extremely weird, do I get some special reward for clearing it?[/quote]

Mutant scenario just lets you pick mutations during chargen as traits, IIRC. Unless you mean you couldn’t pick mutations as traits, in which case it would be a bug.

Grabbed the latest experimental today and noticed the “deconstruct furniture” option was now conveniently located at the top of the build menu. This is a feature I am greatly appreciative of, as small a thing as it is. Also the scenarios are awesome, tried the lab challenge and spawned at the back side of a room with a turret in it and was instantly peppered to death.

I wonder though how often the hotkey for deconstruction will be swaped arround again in the goming experimentals :d

At least i know that i am playing the latest experimental when i find myself pressing the wrong button yet again :3

Doing the stupid food poisoning routine again because water is being difficult. Apparently you can be nauseous but not barf if your stomach is empty? Seems like I might finally no longer puking nutrition points out of my body mass, but actual quantifiably eaten food.

Yep, Reaper did well there.

Fear!.. no, wait… Cheer the Reaper! :smiley:

Due to popular demand, I spent the past two weeks getting interruptible item pickup/dropping working.
Now whether you’re picking things up, dropping them, stashing things in your zombie slave’s backpack, or shuffling things around on the ground with Advanced Inventory, you should never be stuck for more than a turn or two* without being able to respond to new threats.

*Specifically, dropping worn items still takes a fair chunk of time per item dropped, so if a zombie comes around a corner while you’re in the middle of taking off your backpack you might be stuck for a few turns before you can do anything about it.

YEEEEEEEEEEEEESSSSSSSSSSSSSS

HECK YEAH GOOD JOB KEVIN

Apparently butcher quality of a tool is now a nuber between 1 and 30(?).
I greatly appreciate that, and ideally such a thing could be done for other tool-qualities as well!

Unless it was changed, a switchblade has quality 44!

[quote=“Kevin Granade, post:215, topic:5582”]Due to popular demand, I spent the past two weeks getting interruptible item pickup/dropping working.
Now whether you’re picking things up, dropping them, stashing things in your zombie slave’s backpack, or shuffling things around on the ground with Advanced Inventory, you should never be stuck for more than a turn or two* without being able to respond to new threats.

*Specifically, dropping worn items still takes a fair chunk of time per item dropped, so if a zombie comes around a corner while you’re in the middle of taking off your backpack you might be stuck for a few turns before you can do anything about it.[/quote]

Thats awesome!!!
And the backpack thing is imo not a problem… in fact i think its realistic to loose some time if your suprised while trying to take of something like a backpack or your pants :stuck_out_tongue: .

[quote=“Snaaty, post:217, topic:5582”]Apparently butcher quality of a tool is now a nuber between 1 and 30(?).
I greatly appreciate that, and ideally such a thing could be done for other tool-qualities as well![/quote]

That’s always been like this, only now it’s visible to the players.