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now you can just see them pop out of the surface, at least in random gen worlds afaik. even see them on the map if you zoom in. only reason to dig down now is for an underground bunker, and that has it's own slew of issues.
well, time to build up i guess :D
If it's been a really long time since the TC last played, zombies now dig, including dig downwards etc and can home in on the player in that fashion. Just saying. Bunker bases definitely still work if you want to have one, just needs more thought/planning, but it's one of the many reasons such bases aren't as popular anymore.
And yeah, "needing" to mine deep/spend a lot of time doing it for resources, as a whole, has been downplayed a lot.
the veins sticking out on the surface is HORRIBLE. why? ever tryed to drive a motocycle trough the woods at night or during rain with a supercrasher mod on it`? now youll learn why its called supercrasher.
or "NOTANOTHERIRONNODE" mod. as you ♥♥♥♥♥♥♥ cannot even spot some of these half in the ground iron nodes during night or storms even with the large vehicle light mod active. due to the shadows of the game world (unless you turn em off which makes the game look... horribly plastic) you dont ♥♥♥♥♥♥♥ see half of these iron nodes and crash ram directly into them at full speed. there goes 40% of your motocyles health. its stupid annoying^^
them beeing shown on map now is mainstreaming the game. happens to every successful game once enough money has been made the devs start to cater and design the game towards mainstream casual players mostly. thats also why vehicles no longer care what quality your battery and parts you use to make em have. the result is always the same quality vehicle. this also removed all reason to make more than 1 of each vehicle from the game.
you still dig down for mineing tough. the veins extrend massively underground. the peaks are just to show where they are and make finding them even more simple.
they probaly raised bedrock level because of the AI maximum active range. so you cannot hide so deep down anymore that youre out of range of zombie ai activity. i see no other good reason to raise it tbh.
i wonder if the old football zombies and cheerleaders will make a comeback in the new tier 5 football stadium poi in a22. would kinda fit.
That was my general opinion for why they did the change as well. There might have been some additional tech reasons or something but imo the main motivation was to prevent people from squirreling "safe" underground re: AI. TFP's have repeatedly indicated they do not want players to be able to invulnerable in that fashion. Which is understandable, being a tower-defense premise game.
My memory is digging zombies were always in the cards, there was just a long period of time where they didn't exist because of technical/AI problems and so people got used to bunker=invulnerable for a while. Once they solved those issues, digging z's were back in.
Crazy idea huh? Giving players options? I think bedrock level used to be something around -52m, but now it's like +3m or something. I mean do you want voxel or not ffs? Dumb.
Devs should really change their name to "The Pimps" because it seems like with each subsequent update they suck a little more fun out of the game.
Whatever though. I'm at least grateful that the earlier alpha versions are still available to play. Even if the game progresses in a direction I dislike, at least I can play the version I like best. Unless they decide to take away that option too, which wouldn't surprise me in the least.
Anyway more later.. off to work.
find a little mountain or hill, and go to it's foot. dig a 45° angle / stairwell diagonally down in the direction of the mountain.
once you're about under the middle of the mountain, dig about 10 blocks straight. that's gonna be your kill corridor.
cap that off with a vault door, and have hallways left and right from that kill corridor, with bars instead of walls.
the zombies, sensing that running down the shaft is easier than digging, will practically sprint to be the first ones in that killzone, allowing you and your friends and turrets to simply shoot them through the bars while the zombies wail on the door.
putting some traps like electrified fence (the fence posts are in the side corridors, meaning zombies can't destroy them) and rotating sawblades in turns that into a zombie smoothie factory.
Sure it would be nice to have much deeper, or no, bedrock, a higher sky limit, infinite maps etc. but it's not enough of a benefit to be worth taking a significant performance hit.
One is how your position is displayed. Yes, bedrock is now shown as +2 or +3 but even back in 2014 your elevation internally was +2. And maximum building height was 250. So that's just a change in display information, the world is still about 250m high.
The other thing that changed was ground level. If you create an RWG world now the average ground level is around 34-35 m. If you load up Navezgane the ground level is around 62 m. So it seems they lowered ground level, to give more air space maybe?
I don't see a way to adjust ground level in vanilla RWG, but I haven't done much with it other than just make maps. I would guess with the map making utilities you can adjust the heightmap generation. So maybe that is an option if you like building underground.