Latest experimental features

[quote=“KA101, post:59, topic:5582”][quote=“Jaso11111, post:58, topic:5582”]“undefined-s
A strange shimmering…nothing. You think it wants to be a .”

The hell?
Good think i decided to save before i used it. Half the it crashes my game and the other half it says it dosent have enough charge. Is this a bug?[/quote]

This latest feature clearly gets people’s attention when Stuff doesn’t spawn properly. If you’d post the details over in the Garage, we’d be much obliged. (Because yes, any time these appear, that’s a Bug.)[/quote]

Please do add this to the description, and if you won’t, I’ll submit a PR.

Say, like, “This isn’t supposed to happen! This isn’t right! Submit a bug report to The Garage in the forums if you find one of these.”

You can repair and reinforce almost everything now and there is a repair kit for some materials that previously weren’t repairable (wood and chitin). It uses duct tape.

Probably not intentional but I can use soldering iron and plastic chunks to repair those damaged MRE packs before disassembling them, lest I fail to recover crackers and chewing gum :slight_smile:

Also, you can no longer practice skill to the stratosphere by continuously using a simple level 0 recipe. I really enjoyed the challenge of bringing my fabrication and tailoring to 7 so I could craft a full suit of survivor gear. Had the savant disadvantage too, I always take it 'cause I like my character to build up power very slowly. It’s still possible without books if you choose your options carefully :wink:

There’s also a toolkit that serves the same purpose, but more efficiently and it also contains tools for most every purpose. A bit bulky, though.

Yeah that’s not really an intended use. Hooray for emergent gameplay!

I’m glad that you’ve found the effort to craft yourself some survivor gear to be worth it. Things like resource/skill heavy recipes provide player-originated ‘quests’ and goals for the player, and I’m glad to hear that they’re working as intended.

In the new experimental build the armor protection values are visibly halved.

In 0.8 there was an invisible division by 6 when the game calculated with the protection values. After 0.8 the code was changed and the divide part was removed. That made the armors overpowered.

I think halved values are still too good, because a brute barely can hit through a light survivor suit, but is a good start.

Probably not anything meaningful to ask, and I’m probably missing out on something, but fuck this curiosity of mine, man.

Is there a development roadmap somewhere? I have a really bad feeling that I’ve asked this before and forgot the answer completely.

[quote=“Wayne, post:65, topic:5582”]Probably not anything meaningful to ask, and I’m probably missing out on something, but fuck this curiosity of mine, man.

Is there a development roadmap somewhere? I have a really bad feeling that I’ve asked this before and forgot the answer completely.[/quote]

Development outline maybe?

Editing to be on-topic: I’m kinda partial to the upgraded turrets, myself.

Just started playing the Experimental, and I like it a lot.

It certainly feels a lot harder at the start, although part of that would be complacency from successes with Kaufman. Hordes hurt a lot, and having one move over where your character has shacked up for the night is especially unnerving. I eventually dialed the spawns back to the default after the game killed me a few times.

The new scavenging possibilities in the Forests help counteract this, as you can pull bird and reptile eggs (which have some safe-to-consume Quench value as well as Nutrition) from the undergrowth while searching for a place to boil water. And there are a host of new sites to try hiding in, including Offices and Wildlife Management centres.

Also Toxic Waste Sarcophagi, but I don’t recommend hiding out in one of those!

reinforced skeletons are frightening. I thought it was a regular skeleton until I killed it, with some difficulty, and searched its body. it managed to inflict three bleeding wounds before being brought down and really didn’t take a lot of damage from small arms fire. once it was pulped, its body turned back into a regular skeleton.

RM13 armor is nerfed! It eats plutonium almost seven times faster now!

Not that this wasn’t due for a long time… full environmental protection, all possible gadgets, quiet movement AND low power consumption? Too good.

Though since my current char has Disorganized trait, I guess I’ll still have to switch to something with less encumbrance and more storage. Unpowered RM13 + duffel bag = sad me. Plus this frees my plutonium cells for something else, like mininuke manufacturing :slight_smile:

Overhauled blocking effectiveness. Now str, melee skill, and weapon blocking ability equally contribute to how much damage is absorbed/deflected when you block an attack, and it displays a message indicating how much of the damage was deflected instead of just that you blocked.

Between my characters getting over-run by zombies and them escaping only to fall victim to gangrene, I’ve seen signs of a vehicle sound system and… Compact Discs!? Don’t get me wrong, I like the implications, but we don’t use casette tapes today and I doubt that CDs will last to the 2040s. USB drives would be more of a “black box” (i.e. there’s no need to explain exactly how the storage medium works, just that it’s a flash drive that you plug into your electronics).

Yeah, one more type of content for USB drives would be better than CDs :slight_smile:

RM13 armor is nerfed! It eats plutonium almost seven times faster now!

Don’t forget:
RM13 (off) - Bash:Cut = 08:16
RM13 (on) - Bash:Cut = 16:40

Being able to disable Rivtech stuff makes me happy.

Hey I was just playing and I noticed that the automatic notes that show stairs and stuff have been switched off by default.

How come? It was a pretty useful feature.

[quote=“Bonevomit, post:75, topic:5582”]Hey I was just playing and I noticed that the automatic notes that show stairs and stuff have been switched off by default.

How come? It was a pretty useful feature.[/quote]

Folks who play in large towns (basements) got lots and lots of flashy-map and complained. Kevin did too, so that change went through pretty quick.

I guess that makes sense, I usually don’t have big towns, so it wasn’t an issue for me.

I like that I can now paint the walls and lay down carpet. Now I just need to find some paint and carpet. :slight_smile:

Admittedly, the new skill system hasn’t been kind to Metal Doors. :’(

I just merged some rollerblades. When properly fitted, they double movement speed on flat terrain but make non-flat terrain take half again as much time. Just be careful dodging with 'em on, OK?

…KITO WILL DODGE WITH ROLLERBLADES ON