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Bir çeviri sorunu bildirin
The Unstable branch of every build usually comes with its own panel-van's load of bugs and balancing-experiments, on top of issues that have carried over from previous builds.
If the pattern continues, Stable will become a lot more delicious as TIS cooks.
*Sorry; I am very hungry and the scents of the lunch that Mrs Projekt is preparing have been making me mistake several threads as being about food.
Good
* Map updates are phenomenal. Really fun new stuff to explore. There's three new big towns, and lots of new smaller locations, crazy fun special locations to discover. Basements are a huge new dimension to old locations. The map teams hit it out of the park.
* Early game skill grind has been slowed a bit by books being more spread out and harder to find in one place and training TV/videos being capped at level 3. Some might disagree, but IMO, this makes it easier to just get around and explore or to actually try something different every new game. I personally found the first month or two of new Apoc games in B41 were getting super tedious and overly built around life/learning and then rapid-training all the same old stuff with help from videos afterwards. Now instead of trying to find all the books ASAP, I'm often looking for livestock, or skipping the phase 1 base in favor of finding a more permanent spot right away.
* There's an end-game now. The older crafting skills take a little longer to train now but are still largely independent skills you can focus and master without a ton of work station or foraging/crafting-only mat requirements. The newer crafting is much more involved in terms of cross-skills, materials, and work stations. You can still get by comfortably on looting, carpentry, and trapping/fishing by having all these skills at a decent place by the time winter hits, but for the big project goals, getting a full metalworking forge set up involves a lot of new stuff to do and find and I love it.
* Lots of new items/weapons. Brawler is my most recent surprise. It gives you some amazing apparently very rare schematic (I never found most of these) weapon recipes for really good stuff that's not that hard to make. The sheet metal reinforced bat is really really good for the skills/mats/tools required. There's also cool stuff like the handiknife, which can replace knife, bottle opener, corkscrew, scissors, and can opener in your inventory. You can also find webbing that allows angled flashlight use with 2-handed weapons.
Unfinished
* It's already adding a lot to the game but crafting overall is still a bit of a rough cut. People who seem to prefer mastering carpentry by end of week 2 without lifting a hammer complain of it being too "grindey" but some of it is actually way too easy. e.g. butcher's hook and butter churn both require like level 2 carpentry, 2 boards, and 2 nails IIRC. Butchering gives too little return? One pig on a hook blows through the first two level with the book read so that's likely to improve fast. Animal Care just flies once you start milking cows and collecting eggs. And some things just aren't ready yet like a lot of the new un-craftable work stations being unmovable. Also, most of the old right-click options are gone. I suspect these will come back eventually but you have to spend a lot more time in the new build and crafting menus now.
* Livestock - It's actually great and a super fun new dimension to the game but clearly unfinished still, even if the Chickenpocalypse (weird mass duping of animals bug) has been resolved. Sometimes you just don't get all the options when right-clicking on animals or they simply don't work (seen this on cows a lot). But overall, eggs as a food source, milk for butter, and butchering are great ways to get food on the table and the critters are fun to deal with. But separate groups of egg-laying-for-food-only hens from your rooster though. You don't want like 140 eggs in your fridge hatching several days in a row, because you can only murder chicks one at a time and it's depressing.
* Nutrition - Lots of new food items don't appear to have any nutritional impact at all. Turkeys and chickens are effectively giant pickles. And the new default settings (see "Bad") also make for a much more physically aggressive early game so people are struggling to keep weight on. Cereal, ice cream, and peanut butter still do the trick but you'll need a lot more and I highly recommend a bull and two dairy cows cranking milk for butter ASAP. The butter makes you sad but you can pet your new buddies to boost happiness back.
* Heat maps - The really big fancy POIs including a lot of the exciting new ones, are unfortunately now so crowded as to make a lot of them completely not worth the effort. Like you won't get more ammo than you spend at the LV checkpoint and it will take like 1/100th the time to get into most smaller gun shops with any other approach. Unfortunately, dialing things down a notch sets things in the other extreme where it's all way too easy. The new towns are very cool but I wouldn't settle inside most of them, yet. I'm assuming overbalanced for testing or there's some kind of oversight here. Riverside is very similar to its B41 self. Rosewood seems a lot more crowded. It seems like there's a lot more zeds inside buildings now overall.
* Farming - It's a lot more complicated now with tons more crops with growing seasons. The problem is, that the only thing that tells you what the growing seasons are is the tool tip when you go to sew the seeds. More than half the optimal planting times are before July so figuring out what you can plant, whether planting is worth it outside of growing seasons is all in dire need of a guide or better in-game UI.
* Visual stealth - This one actually makes me a little grumpy because I thought they were going to FINALLY deal with the multiple checks per second issue that made visual stealth worthless and it looks like more like they just turned it off altogether. On the one hand they've finally curbed zed viewing distance for stuff like darkness and weather. Crouching makes you invisible behind fences and even standing behind cars makes you visually undetectable. On the other, sneak appears to have 0 impact on when they spot you in the open, which is always, the second you enter their visual range. So it apparently doesn't really do anything. I don't need visual stealth to be super powerful. But it's been years of being busted and now it's gone from maybe a marginal difference to no difference whatsoever. I'm assuming unfinished but would like to see some priority finally put on visual stealth because it's been busted for way too long.
Bad
* New default zed settings - I generally prefer to not mess with sandbox as much, preferring to meet the challenge where it's supposed to be at, but I ultimately found B42 unplayable without dialing some new problematic settings back to a more B41ish medium. In particular, zed detection set to random, turns a minority of zeds into super-spotters making every melee attack like a B41 gunshot-equivalent since the more oblivious zeds tend to follow the super-spotters when they start moving regardless. Random zed speed is also problematic since having slow shamblers in the mix makes herding a giant PITA. Super-spotting slow shamblers is a recipe for getting your base chewed on while you sleep since they'll spot you from blocks away but won't show up until an hour after you got home. It's like a 16x game grind with an added dose of never being sure when any given fight is actually over. I don't hate the option but these shouldn't be on by default.
* New default auto-looted setting - Currently by the end of month 2 there's a 50% chance of every new rolled map's buildings being looted. Survivor locations DO spawn much better loot sooner than they used to but this doesn't replace 50% of the entire map getting wiped out by non-existing NPCs. It turns late-game exploration, particularly of some of the big POI completely infested areas, into a big downer. Also an intriguing new setting, but it should also be off by default or spawn more survivor locations with time.
* New chunk loading performance - Driving through Louisville is ROUGH. Hopefully just unfinished but my gaming PC is a few years old now.
* Carpentry now levels a lot more slowly but you still need to be a master carpenter to move a made-by-you chair or any bookcase with a 0 chance of breaking it. This was always dumb, but now that you're more likely to be at a coin toss percentage of breaking these things for months rather than 2 weeks, it's REALLY annoying.
* Loot balance - Yes, you can make your own now but I have found one sledgehammer since December 17, I have been playing to excess, and most of my games have gone a month+. I think I've found about 4-6 generator mags, which is a little more in line with mags/books being really spread out and you can train electricity to 3 to get the knowledge now.
General Tips
* Ruby Gas and the nearby warehouse are super quiet now. It's a great place to get up and running quickly with plenty of livestock options nearby and you can easily get into Louisville with a smaller car through the fence breakage just North of the checkpoint.
* Riverside is still about the same if you dial back the new defaults to B41ish and that was always a great place to start.
* Take brawler. Get sheet metal reinforced baseball bats ASAP. Get some bats, tools and sheet metal.
* Pay an early visit to a video store to level carpentry and cooking to 3 ASAP and you can ignore TV till 18:00 for the duration.
* New town highlights - Irvington has a gigantic hardware store and a jerky factory I still haven't checked out yet. Echo Creek has an all-skill-book community college library that will take a bit of a grind to get to but is worth it. Brandenburg has a military checkpoint that you can pick away at near a broken fence to get at some zeds with military backpacks and other good gear but I'd wait for more late-game combat skills to try for the whole thing.
* Survivor zeds can be a great source of literature. Particularly the ones you spot in the middle of pods. Even if all they have is a stupid satchel, or sheet bag, prioritize them because they almost always have books. Ag stores (particularly for foraging/trapping) and community center and community college libraries are other great sources of books. Aiming/reloading are fairly common finds in gun stores. The new long blade training books don't appear to have a sweet spot location that I'm aware of yet. Grade school libraries and bookstores sometimes seems to have skill book sections but are way more hit or miss now. LSU still seems to have everything but is now a P-R-O-J-E-C-T you need to be prepared for.
Playable is a very stretched term here
Dunno how far you have ♥♥♥♥♥♥ in 42.1.1 but it is so much worse than that.
I started in Riverside, made a pass through the entire town, hit a few essentials on the outskirts, then cleaned out the Gigamart - that took much of my first two weeks, but I managed to score enough weapons/fuel for an early expedition to catch some hard targets before they were pre-looted. I left town for four days to hit the Military Surplus store and make a pass at Fallas Lake. Nothing pre-looted in either of those locations. Success? Hardly. By the time I got back - as of 7/24 - the US Mail Service building in central Riverside was already freaking nuked. Dozens of the shelves in it were empty. There were maybe three mail bags left in the entire building.
It doesn't matter if its the end of month 2 or the end of week 2, and it doesn't matter if the map cell is new or the player has been there before, loot just evaporates into thin air now.
If you want a guaranteed chance at even halfway decent loot, you have a clock ticking over your head. Do it within the first two weeks, or its an ever-increasing dice roll of "lol nope"
The worst part about all of this is that it really dumps a bucket of cold crap on the rest of your tips on places to loot. I'm not even disagreeing, they all sounded like great ideas, but if you try to pace yourself getting there? lol, lmao, enjoy the broken windows and trash heaps and empty leftovers
New areas are also great, and the changes made to existing ones as well.
The moment where we found a *sings* Secret Tunnel! that led to some abandoned huge building full of zombies who swarmed the far end was what hooked us back for good.