Tips, Tricks and Newb Questions: Reborn!

@Udai_Shankar @Malkeus
You can see the current exp and point avaible, on the list of your mobs killed, iirc the default key is “)”

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So I recently got a chance to update to the current build from early post-0:D and I have to say that the amount of new additions have been quite impressive. Second stories for most buildings, Mountable horses (finally I can play like a proper knight and joust from a horse instead of a motorbike), lots of new places, scenarios and zombies.

I noticed that the school scenario is missing, did it get removed or replaced with something else?

Also I found a research center and that place smells like loot to me. The only thing that deters me from raiding it is a Flaming Eye near the entrance. Does anybody know if I can hide from its gaze by, say, wearing a blindfold or would that just be sticking ones head in the sand? I know tinfoil hats would do the trick, but foil is incredibly rare and hard to find in the apocalypse.

First of all, tinfoil hats work against flamng eyes :O??!.

Second, i think night/darkness can help against the effects of the flaming eyes

We need this confirmed…

Is it possible to shoot a monster / NPC throuth the wall, door, various furniture etc?

Furniture that doesnt block line of sight, yes. Walls no. Chain link fences yes.

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That’s a nope. Tinfoil hats grant PSYSHIELD_PARTIAL, and some artifacts grant PSYSHIELD. Comments say PSYSHIELD will protect against “stare attacks,” but both flags are only coded to work against the mental paralyzation attack of Amigara Horrors right now.
Maybe it should defend against Flaming Eyes, too? Being able to tinfoil up for partial protection from teleglow would be nice.

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Is there a guide to make a PR on github?

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I knew tinfoil hats stopped Amigara Horror’s stare, but I thought that they did the same for Flaming Eye’s. Looks like I was wrong.

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There is if you look on the clever raven github, it’s a subsection that one of the great contributors made for adding certain items, monsters, weapons, etc.

Also, do infections go away once you recieve them as like an incognito thing? Or is my characters just extremely lucky that it dissapeared a couple hours after my wound turning green

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Is it just me, or vehicles’ fuel consumption is very low?

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iirc it depens on the speed you are driving and the weight of the vehicle, so are you going fast and heavy?, or fast and light?

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While infected, every turn there is a very small chance the infection will cure itself.

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Does anyone has a link or some info for the mecha update?

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Nice, looks liie I’m just completely lucky or there was a great pr recently

If you’re using magiclysm and like night raids; acidic spray is an awesome part of the biomancer questline, and just run from an enemy in the dark, and once you can guess that you’re three spaces away, use the spell and spray away. With how the turns usually go, the zombie will usually be right in front of the cone, just be careful that the acidic spray makes a lot of noise

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I think vehicle fuel usage was lowered a while ago to make it more in line with reality. I do know damaged engines will consume more fuel, and some engines are more fuel efficient than others.

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I made several test vehicles to check gasoline usage a bit back:

  • A 3x4 780kg roadster with a V6 engine, racing slicks and 20L of gasoline
  • A 3x4 1500kg personal tank with also a V6 engine, but heavy frames and armored wheels. Also mounted a set of rams in front for some of the tests (making 3x5)
  • A 5x8 7000kg Mobile fortress with a v8, but also tested a v12, an electric engine, rams and front quarterpanels and naked frames

I made a test track consisting of a mixture of road areas and traversable off-road areas and made the cars to a fixed number of laps after topping up.

  1. Lighter vehicles consume less gasoline than heavier ones. Weight seemed to be the most significant aspect in my tests. Removing the storage batteries and the extra ballast (to make the fortress slim down two tonnes) impacted the fuel consumption significantly.
  2. Smaller engines consume less gasoline than bigger ones, but also a smaller engine seems to consume more than a bigger engine when pulling big loads. Replacing the V6 of the tank for a V8 did not increment the fuel consumption as much as it did on the roadster. Swapping the V6 of the roadster for an I4 make it so efficient that probably you could traverse the full map back and forth on a single 20L tank. Increasing the engine size in the mobile fortress actually made it run a bit more efficient on roads, IIRC.
  3. Aerodinamics seem to be also a determining factor: replacing the row of rams for a quarterpanel made the fortress consume a bit less and made the top speed a bit better
  4. Wheels also seem to affect: replacing the roadster slicks for wide wheels made little difference if I kept to roads, but saved fuel when I started going off-road. Adding a third row of wheels on the fortress improved the speed on off-road, reducing the consumption notably (but slightly increasing it while on roads)
  5. Speed does seem to affect but to a less degree: the roadster sipped gas at 130km/h while the fortess was gulping it at 80km/h

I did not test for damage, as save for start hitting the parts (and that does not guarantee reproducible results) I did not found a way to spawn a partially damaged engine or wheels.

IIRC you liked to travel light, with small vehicles and little load. Motorcycles and small cars consume very little gasoline and can travel very far without worrying about having to reload. You start feeling the pain at RV size.

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Is gun jamming present in the 0.D stable and 0.D experimentals?

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Not really, I think the only thing you get from that is a malfunction when firing, which basically means your gun doesn’t shoot

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As QuietCoyote said above, and even then I think it’s only certain guns.

However I haven’t had a malfunction in a real life year, or I just haven’t noticed.

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