“Too bright to sleep” usually comes from sunlight. You can counter that by putting on a blindfold before going to sleep. Blindfold is craftable.
I see that the trenchcoat is starting to get nerfed by the looks of it from the looks of it…
Also light survivor hood with kevlar plating is good
I got a mission to install a radio repeater mod. How do I obtain one?
Thanks for the replies. I decided to check out experimental since it seems like most folks play it. I’m not that far along (8 days in with an infected poor student start) and it’s probably just resistance to change but I don’t like some of the changes - yet. I’m sure I’ll adapt.
[quote=“Coolthulhu, post:9820, topic:42”]Clothing encumbrance.
Encumbrance multiplied by 10 (and effects divided by 10). Almost no armor has 0 encumbrance now.
Torso encumbrance is less harmful, hand encumbrance more harmful.
Acid hits way harder, you can’t get immune to it by just wearing boots.
Later on, zombies get way tougher and new types of zombies start spawning.[/quote]
Yeah. I get that some people have played this game to utter death and need challenges but not all of us! Stable feels easy at times - til you die. I guess you can save scum but I’m not into that. I like some increase in challenge but I’m not a big fan of tedium and I feel like some of the changes are more towards tedium - but I’m barely rolling with it, so we’ll see how it goes.
Thanks - they’re not in stable but I see it in experimental.
Acid hits YOU way harder (but more generally - not just nuking your legs), but it hurts your stuff less, which is good (because in stable, getting equipment melted off seemed to happen ALL THE BLOODY TIME).
Also, regarding changes in experimental, explosions and light in general are both getting messed with. I don’t think either of them has reached “improvement” (or really even broken even) yet, but I’m hopeful that the end result with be nice.
Oh, and z-levels are working. It’s mostly nifty (there are still a few growing pains).
Don’t forget, lots of item/content additions, new monsters, and new mods.
Next! Question(s) that is.
Did (only) night vision trait get boosted (5 tiles vs the previous 2 and it costs more now) or did seeing at night in general get boosted? (would be nice as it’d make the night vision trait less mandatory feeling)
Is there some feedback for experimental thread? I’d rather pile on to an existing if possible. I don’t like the encumbrance changes but I’ll adapt. I’m especially not liking zombies dancing around in combat as if they had brains and agility - it’s silly - and already tedious - hope this is turned into an option or someone mods it out. I could see the more mutant-oriented zombies having this, but not your generic “brains” zombies. The changes/improvements to the light system are good. More variety in content (buildings/vehicles/monsters) is always good. I just saw an armored van that’s gonna be my first ride in experimental.
I guess my issue with the encumbrance changes is that it was fun to build up a zero encumbrance set early on and see how long you could pull it off - tweaking and adding in stuff and avoiding hosing it all. It was like an art form. I suppose the new system is similar but more gradual but it initially feels all around punishing. The changes also murdered bindles, which used to be an early game savior for getting some capacity - but perhaps too easily or too routine.
I would say there’s improvements in the lighting because in stable I’d often not be able to craft during the day next to a window if it was raining, which was silly, and that seems better now. I also like how night vision is tweaked by being near a light source. And you can no longer disassemble things in the dark which makes sense.
It seems like a lot of changes being made to the game are reactions to how the game is played more so than expanding on the game (while there’s plenty of new too) - dunno if that’s good or bad. As someone new to the game and who found stable to be pretty amazing (after hearing so much good about the game) I don’t know that major changes are necessary? /shrug Re-balance is something I usually associate with the worst of modding (since it’s a pet peeve of mine when modders think they know what’s best for someone else’s game design - I happen to be a (non-game) developer)) or with failed games needing major work.
Without night vision, you’re still hosed in darkness, but vision in dim light without the trait might be buffed. Not sure. Conversely though, being near bright light will spoil night vision, so it’s take-and-give.
Sadly the main thread in the announcements subforum is for ANNOUNCING changes, not discussing them. I wish we had a designated thread for that, along with a thread for announcing and discussing new PRs.
As it stands, zombies were recently given the stumbling flag, and Kevin’s been working on code tweaks to make them shamble in a more realistic way.
Yeah, I just switched to a more recent experimental, and they DEFINITELY “stumble” about a lot. Too much, I think, but maybe that’s just me.
They’re a tad drunk, yeah. Hence Kevin messing with it.
the game should have normal acid and purple soda acid
[quote=“Voqar, post:9811, topic:42”](playing stable .c)
I’m building/customizing a vehicle (formerly military apc tweaked and refitted with facilities and now more RV-like). I’ve spent hours dinking with it - the vehicle stuff in this game is amazing, as is the rest of the game.
Whenever I sleep in the vehicle I’m awakened by an “it’s too bright to sleep message.”
I’ve switched out quarterpanels out for boards, put roof on every tile, rearranged such that the bed is in a 1x3 area enclosed by board/wall and an internal door (says it’s opaque and I sure can’t see in/out of the sleeping area). Currently it’s 1x3 with a cargo thing on either side of the bed.
At the same time, it’s too dark to craft inside my vehicle (I’m debating how to do lighting - hate wasting a floor spot to a light that could be floor trunk - I’m a hoarder - I needs my storage). So as a side question is there any really good way to light inside your vehicle without it eating a whole tile?
Too bright to sleep and too dark to craft - my vehicle isn’t good for anything! But it looks pretty cool - so there’s that.
I never did sleep in the RV so I don’t know if it has the same problem, but I’ve tried to incorporate some of it’s structure (like roof everywhere) to no avail.
Character has heavy sleeper and less sleep traits and is healthy/no pain, no hunger/thirst, and if I sleep in my basement bed I usually wake “well rested” unless I have a cold or something. Bed has 2 sheets, 2 blankets, 2 pillows. One must be comfy when the world ends, ya know.
I’ve tried googling but most google for this game ends up at the wiki and it seems rare that I can find answers to specific questions without pulling teeth. I did see in the wiki that the “quality” for sleep of a car bed is way lower than a real bed.
So…is there something obvious I’m failing here?[/quote]
Get some sheets. Easiest way is to ‘peek’ outside of closed window curtains from a house. Then remove them. You will get 2 sheets per window. Put them on all the doors(with windows) and windows in the Vehicle. Then ‘close’ and open them like normal curtains. The reason you do this is to drop the sight of things seeing you in it when you sleep. You are less likely to have issues with animals and other things beating on the vehicle.
It also makes it dark, which still doesn’t stop the ‘too bright to sleep issue’ in .C stable.
Hey, just wondering if attrition based warfare is a suitable approach to dealing with the undead hordes? I recently found a minefield and I’m planning to lure a zombie horde into it.
Also, anyone know the rules regarding if zombies can go into the sewers via manholes?
[quote=“Blackhawk, post:9834, topic:42”]Hey, just wondering if attrition based warfare is a suitable approach to dealing with the undead hordes? I recently found a minefield and I’m planning to lure a zombie horde into it.
Also, anyone know the rules regarding if zombies can go into the sewers via manholes?[/quote]
If you have the “disables zombie revivification” mod on, that’s an adequate solution.
If not, you’re gonna want to finish what the mines started, as they don’t reliably pulp corpses.
Shit, another question, can landmines reliably kill hulks and brutes?
Mine fields are actually bugged right now they do very very little damage.
If u plant a land mine all good.
But mine fields that spawn with map are bugged.
I’ve made a pr just waiting for fix
Explosions don’t deal very much damage right now.
Are zombie hulks supposed to kill other zombies? I just had one kill about 10 z’s in the middle of a field.
One more question: 00.01 is the slowest evolution setting in experimental?
Zombie Hulks go wherever they want. If something else is in the way, like a wall or another Z, well, sucks to be them…
how about a concrete wall