Latest experimental features

On github there’s a milestone tab, we’ll have an open milestone if we’re even thinking about a release, and the number of open issues associated with the milestone tells you how far from release we are. (ignore the date, this is for fun, we don’t do deadlines)

At the risk of sounding unappreciative… what is the large tent for?

Sleeping in? What else would it be for?

I imagine having a rainproof shelter that’s not barely big enough to squeeze your rollmat in and lie down? I thought the small one felt really cramped. If you’re gonna be operating from it for a while, makes sense to set up a cooking area, sleeping tile, and otherwise organize a bit.

[quote=“CarrierPrimoris, post:137, topic:5582”]I love the idea of otherworldly features being the loci to strange weather. Perhaps fungal spires could host sporefalls at some point; have your respirators ready (particularly if you happen to be asthmatic)!

This should likely belong in a request thread, but it just occurred to me. How does CDC warning posters strike people? They could act like fliers, requiring examination to read the specifics. Some would be whole, while some could be vandalized. Perhaps they could even give some good advice occasionally, like dealing with parasites or teaching a minor recipe. There could be an NPC quest that involves finding undamaged examples for a collector.

My apologies for that tangent.[/quote]

Chiming in to say that I love both of these ideas! Sporefall, ashfall, slimefall, etc would all be cool features that would also necessitate the character focus on more gear oriented preparations.

I also had the same experience with the weather prioritizing my tailoring skills. I also enjoy that very much.

Saw a post above about npcs and survivor camps. Do you have to have npcs turned on to see survivor camps? Have not kept up with latest releases, has progress been made on npcs?

The building will be present but you need Static NPCs enabled for it to be populated. I recommend enabling Static NPCs as Acidia’s added a LOT to them–and by extension, to DDA. Random NPCs are still more of a pain than a help, so I’d leave 'em off.

The culmination of a number of projectile handling changes, now when you fire a gun the bullet will keep going until it either hits something or reaches the effective range of the gun/ammo.
In technical terms, automatic weapons are now super badass against large groups of enemies, since if there are enough targets in the way, it WILL hit something.

This does apply to turrets as well.

I hope some projectiles still stop short by hitting the ground. Dispersion should affect pitch, not just yaw.

Eventually yes, but that ended up being a pain in the ass to implement, so I put it off.

I Cant seem to find the camps anywhere. I even tried searching them with the debug.

I found them in the forests, along the road. Their symbols look a lot like the forest itself.

I found them in the forests, along the road. Their symbols look a lot like the forest itself.[/quote]

If you’re looking for NPC facilities, that’s a “refugee center”, and they’re rather rare. Fairly large building that shows up on the map as a white grid.

So, what’s the deal with 'em? Is it just the refugee center, are there others to be tested, perhaps the static ones…?

There needs to be an option to start there.

That’s a great idea!

This. Really any additional starting options would be great.

I think we can start in houses now…

[quote=“Kevin Granade, post:168, topic:5582”]The culmination of a number of projectile handling changes, now when you fire a gun the bullet will keep going until it either hits something or reaches the effective range of the gun/ammo.
In technical terms, automatic weapons are now super badass against large groups of enemies, since if there are enough targets in the way, it WILL hit something.

This does apply to turrets as well.[/quote]

this, this, this, so much this. are there plans, or has it been implemented, that large rounds can pass through a target and keep going?

[quote=“saltmummy626, post:179, topic:5582”][quote=“Kevin Granade, post:168, topic:5582”]The culmination of a number of projectile handling changes, now when you fire a gun the bullet will keep going until it either hits something or reaches the effective range of the gun/ammo.
In technical terms, automatic weapons are now super badass against large groups of enemies, since if there are enough targets in the way, it WILL hit something.

This does apply to turrets as well.[/quote]

this, this, this, so much this. are there plans, or has it been implemented, that large rounds can pass through a target and keep going?[/quote]

Planned for future. That’ll likelly the major draw of the .50BMG.