Correction: I checked out the plumbing sinks bit and it doesn't function even if you do get the option to plumb. You have to wait until water turns off before you can test it.
thanks for correcting, thought my game was bugged since the plumbing action entirely disappeared after I finally managed to build a rain collector. guess they just removed it since it didn't work
"I suspect players will go from raging at missing their shots to players raging guns do no damage" yeah sounds accurate(no damage) yeah sounds accurate(no damage) yeah sounds accurate(damage)
I mean when you shoot a zombie 5 times point blank with a shotty and he just shrugs it off, yea its rage inducing. I abandoned that world and changed the setting back right after that lol
It doesn't help that they changed "MinSightRange" on all guns in b42. All pistols/rifles have MinSightRange 2, shotguns have it set at 3. What it does is the moment the zombie enters 2/3 tiles of your character you get a massive decreased chance of doing damage, because "Chance to Hit" was changed to "Chance to Damage". Since you get a massive debuff to "Chance to Damage", the moment a zombie enters 2/3 tiles close to your character. Tons of players are gonna complain.
@@quineloe You can shoot any tile between the min-max range of every gun. Gun combat is coded weird. You get a crit chance increase of 28% if a zombie 0 tiles away from character, each tile away you lost 7% crit chance (You can't land a bullet since your gun clips through zombies on your tile). But thanks to MinSightRange being added to every gun and the latest "pellet damage modifier" effect. If you shoot a zombie within 2 or 3 tiles depending on weapon, you have a significant increase to pellets doing no damage. So pistols/rifles best is 2+ tiles away. Shotguns best 3+ tiles away. Guns feel horrible. You get a crit chance bonus, the closer a zombie is. But you get an increased chance for pellets to do no damage and guns can clip through zombies. You lose crit chance each tile away a zombie is starting at 4. And most attachment changes are nerfs e.g. Laser sight +10% aim time, Red dot sight +10% aim time and +2 MinSightRange.
They should combine both aiming systems. Like when you are farther away you start missing and doing no damage when you do hit. It pushes people in the right direction of letting the zombies get a bit closer for a better shot. Higher levels of aiming then let you not only reliably hit from distance, but also hit and do damage, you can then be an actual sniper, or even hunt the new deer in game with guns. I like the stun, really makes it feel like it isn't doing nothing, but is at least kinda helping. I do wish even a no damage hit gave XP though, even if it was a reduced amount. That would also buff shotguns a bit, though not nearly to what they were, and help people learn aiming
Yeah I feel like this is the way. Aiming skill should be a combination of both your aiming (hitting your target) and consistency (landing your shots that will actually damage). Mid level in aiming should be able to pretty reliably land their shots but still have issues getting headshots. This is still a plus since stunning zombies consistently can help you create distance to get away from
i think RNG gun damage and chance to hit in a game where you directly aim the gun is always a bad idea. they really gotta focus the gun skill on everything except aiming and damaging; gun cleaning, gun maintenance, gun loading & reloading (yes I know this is already in). i think in the same way that a character with 0 skill in any melee can still clear a horde if the player is patient and skilled enough & they have supply for it, a character with a gun should be able to clear a horde with a gun if the player is patient and skilled enough & they have the supply for it, and the gun skill relieves the "supply" part of that equation.
The problem is they're asking people to aim manually and giving feedback with the reticle while still having an internal "skill" that determined whether the shot actually hit. IMO, if you aim correctly, you should always get some feedback, but staggering the zombie might be excessive, it would be enough to have "grazing shots" that just made them twitch a bit.
imo they should do weapon spread and display it as a cone. The smaller the cone the more accurate you are. Standing still while aiming makes the cone shrink and moving causes it to expand. The higher your shooting skill the faster your cone shrinks and the smaller it gets until it becomes pin point accurate. Your skills and traits will also effect how movement, stress, pain, fatigue etc. will interact with the cone.
That could actually be a fun stealth tool. Turn a TV onto max volume from the outside to lure zombies to that house. Be interesting to know the limitations
its also great for several of the farming work stations. Not that theyre very useful tbh, for example, a lot of time, effort and resources required for leather tanning which seems pointless when zombies drop plentiful leather clothing. seems more worth it to leave the heavy hides behind and use the old reliable leather coat (worn, bloody, dirty.)
I still don't see a reason why me personally would go for spears. You can make them more reliably now, but they still don't excel at anything, not damage-wise, not attack-speed wise, not accessibility-wise. They don't do anything that other weapons don't do just the same or better, while still being very fragile AND now they are the only weapon type without any kind of xp boost whatsoever, making them the hardest to level.
almost no fatigue? almost no muscle soreness? best range of all melee weapons, high dmg, decent critchances? firehardened have ok durability. thats why they are good
@@thekamikaze789 Fatigue and muscle strain calculations are not based on weapon type. They are solely based on weapon weight, whether it's a two- or one handed weapon, and character skill levels such as strength / fitness / weapon skill - and spear is the slowest leveling weapon since you can't get any xp bonus for it in vanilla zomboid. Here's a rough muscle strain calculation for example (this might've been before the strain nerf back in december): ((((weaponWeight * 0.15 * weaponEnduranceMod * 0.3 + 0 or penalty) * 4) * (spikePartIndex??? or 1) + 1) * ((15 - str) / 10) * ((1 - weaponSkill * 0.075) or 1) * twoHanded or 1) * 0.6) * 2.5 * sandboxOption It does have a high max range, but also an equally high minimum range, so this is entirely person preference. Damage is not higher than other weapons, most spear are somewhere between 1 min and 1,6 max per hit, which is definitely not bad, but nothing spectacular either. Crit chances roughly match long blades, short blunts, axes, and is outmatched by short blades and long blunts. I'm not saying they are bad, they are definitely usable just like any other weapon. But they don't really excel at anything, and they are the slowest to level.
that's what most excited me about this patch. cause i assume all other occupations will eventually get similar buffs. like carpentry has an INSANE spread of stats for only costing 7 points. it's cheaper than handy while providing more stats. can't wait to see what else changes.
I learned last night that melee attacks with a pistol in your hand are faster than melee attacks with nothing in your hands. So holding a pistol and not using it is better than holding nothing.
Ah, the old D&D initiative roll being faster if you have a dagger in your hand than if you have nothing at all. (I have noticed references to D&D were added as items to build 42).
So to summarize even more: - most guns made slightly less useless - shotgun made mostly useless, oh shit what are you doing TIS? - rock is even more of an emergency weapon than before - loot somewhat more consistent, but still full of clutter and an unsaid one - car doors still don't have an opening animation, hooray. Thanks for the condensed version, Ret
@@snowdevil002 Its like they took a holiday Christmas break and somehow churned out a massive patchnote in less than 2 weeks without managing to crash the game 90% of the time
I will still stubbornly sit on my hill of this skillshot shooting system being ill-advised and that TIS should have just fixed the damn targeting logic on the previous one and rebalanced the guns to give them all practical niches. Instead, we're going to spend six months watching them try to make this new system work. Hopefully it'll be only six months.
6 months? The Indie Stone? Try 3 years if we are lucky. B41 unstable came out in 2019. Over 3 years later B41 final stable released in 2022. Its been 2 years since since B41 stable final. 2 years of work on B42 so far and the game has barely changed, if anything its worse due to the many balance and game changes. Modders have made more progress developing the game than the devs at this rate, the aim mod for B41 is fully customizable to user preference and more realistic than whatever this abomination of an aim system is.
Just copy CDDA who's already figured out the best system for this, have low skill result in more grazing hits and have them gradually phased out and near impossible at high skill levels. Making investing in firearms rewarding and progression noticeable.
Guys just checked the wiki and they have modified the weapon and attachment stats alot (didn't realize). Tons of changes to all gun sound radius* modifiers e.g. M9 pistols attract zombies in a 100 tile radius (shotguns still attract them in 200 tiles). Laser sights reduces aim speed by -0.10 (higher value=beneficial), and weight is increased by 0.4. Red dot sites reduces aim speed by -0.10 and your min-max range is increased by 2-10. Recoil pad has been nerfed from -10 to -2 (lower value=beneficial). They have changed guns massively. They added "MinSightRange" at a value of 2, to all Rifles and Pistols. All shotguns have MinSightRange 3 now. If you don't know, "MinSightRange" massively decreases weapon hit chance when zombies enter MinSightRange e.g. 2=2 tiles, 3=3 tiles. Also if you don't know, guns get a crit chance bonus the closer a zombie is and loses 7% crit chance each tile away e.g. ("tile"="crit chance") 0=28%, 1=21%, 2=14%, 3=7%, 4=0%, 5=-7%, 6=-14%, 7=-21%, 8=-28%, 9=-35%, 10=-42%. Presently there is no scaling limit, so each tile away a zombie is you lose 7% crit chance. By the way minimum crit chance a gun can reach is 10%. TLDR: So basically the more tiles away a zombie is, the less chance to do a crit. The moment any target enters within 2 or 3 tile radius around your character, you have a massively increased chance for hits do no damage to any targets (2 tiles=pistole/rifle, 3 tiles=shotgun). So guns get debuffed for using them at range, and debuffed for using them on zombies 2 or 3 tiles near your character. Good luck guys.
That (and a lot of other details) is mentioned on the full patch notes, but the Steam version is truncated. I tried to tell Retanaru but YT kept (and still keeps) deleting the post...
Correction: The shotgun is still better per shot, because you get multiple chances to damage per shot. However, the exp caps at a single instance for damage. Lets use an example, if you have a mere 20% chance to damage, then most guns only give exp 20% of the time. But if 4 pellete make contact, thats 1-0.8^4 chance, or 51% chance. That is still a *massive* advantage over other firearms while your chance to hit is low.
I didn't say it wasn't a nerf, I'm saying the shotgun is still much better than most firearms, and not "just as bad as all the others" as claimed in the video.
What they should do is have a bubble size targeting system for aiming. The bubble is a circular crosshair that is an inch and a half in diameter and decreases to pinpoint accuracy at max level. Whatever is inside that bubble has a chance to hit or miss. Therefore if you are aiming at a horde of zombies with a pistol you can always hit some zombies. The bubble size should also increase or decrease depending on the weapon you use. Shotgun have the high spread radius at mid to long distance. Being able to hit at least 2-6 zombies with 4 out 6 critically killed while the other 2 zombies receive a 50% reduce damage. Meanwhile rifle with a 8x scope can zoom out extraordinarily far and pick off zombie from a long distance.
Thanks for the breakdown bud, albeit many of the changes that came with 42 made me and my friends quite upset so we're sticking with 41 for now. It's nice devs are noticing how bad some changes are and toning it down.
@@TheDilla lighting stuff is cool, animals are cool, but not much more than that. Animals just add an alternative food source when you already have a litany of other food sources that require far less effort and maintenance. Crafting is also...cool, but not much more. A lot of the crafting skills are plain useless unless you're going for a caveman run. I don't understand the utility of knapping, glassmaking, or pottery in a normal run. I remember they said they wanted you to be able to start in the woods with nothing, but that's wild to me as the game is set in 1990s kentucky with plenty of towns to loot. Why would you ever do that if there's a whole ass county of stuff to loot.. smithing is nice i have no issue with that, seems a good change for late-game goals of self-sufficiency. I don't know what's going on with TIS but 2-3 years for an update that has this many issues is...something. But it's free and still in unstable, so I'm hoping they'll sort this out.
i would also like to add that now if you fall from a 2nd store tall building there'll be a change for you to actually gain a deep wound on your characters leg (idk if it was mentioned in the patch notes thought)
Not too different from B41 really. Falling from second story always gave you a chance to seriously hurt your character. So adding it into B42.1 seems reasonable.
Great changes. I actually managed to find a generator magazine in a car within a week this time, after several playthroughs last patch on apocalypse lasting around a month each had no such luck. Occupations getting some love is also neat to see.
@@stallfighter They were like caffeine pills with a hint of cocaine. woke you all the way up with just a sip. Even nerfed by 60% they are still very powerful.
Wild that we got another small patch fixing the short bat recipe and the tree:log ratio, and this video is only 6 hours old. Really fast work by indiestone on that one
Another interesting thing with zombies being frozen is that if you swing at a zombie with a spear and knock them down, they'll get frozen in that standing up pose.
Really hope TIS fixes shotguns to be viable. I've got to be honest, despite WANTING guns, they've made it hard to actually like guns in this game. B42 seems to be aimed towards making guns decent, but...
Absolutely, a shotgun is the definition of "easy to aim and handle" for beginners - especially buckshot. A double barrel is the apocalypse dream weapon reduced to a squirtgun in the latest build.
All of the long guns should really perform fantastically in damage and accuracy as a benefit to their weight. Even a complete amateur should not miss a center mass hit on a zombie 10 yards away unless subject to strong moodlet debuffs
1:24 - You are absolutely right. I hate the idea of a "hit" with a **GUNSHOT** being as effective as a shove. The game doesn't really mechanically adhere to the destroy brains thing, as anyone fighting in melee knows.
@ I believe you however it never happened to me in 41 not saying you’re wrong it’s just my personal experience. Also it’s happened every single day in my first week so I have missed every 6am life & living. Not the end of the world just annoying.
4:30 it was in the patch notes, somewhere in the middle of the thousand bug fixes it said "readded mixing CanWash tag to dirty rags, denim strips" (and other 3 items I can't recall)
@@angeloaliazas2894it is their excuse for doing nothing for past 2 years. I got expelled from university, served my country and reapplied to university again. And I have THE SAME game after 2 years. NOTHING CHANGED IN PARTICULAR.
@angeloaliazas2894 B41 stable final released in 2022. Here we are 2 years later with way more jank than we thought was possible. The devs are changing entire systems that don't need to be changed instead of focusing on systems that really need to be expanded upon.
"Hey TIS, the guns in this update feel weird and the aiming feels off. Will you be able to fix this?" 'We sure can! We have added a chance to not damage and made it harder to level up aiming! We hope you continue to enjoy build 42 while it is in unstable, see you next month for an update!' On god this update feels like it was cooked up by lemmy for us.
@@lawler197 unfortunately due to the heavy modding scene, they have opted to reduce modder frustration by releasing large patches after doing a bunch of stuff, rather than hotfixing the game every time they get something done. Means we have to wait longer for patches, but lets mod compatibility exist in a way that doesn't piss modders off lmao
Oooh, the "target zombie by its fingertips" explains the new very weird behavior I saw in my last video. I could hit zombies with a crowbar for what feels like way too far away, but then if I swing a second time, their stun animation has moved them out of range again, so I miss the attack and if the timing and distance is exactly wrong they get very close to a free attack immediately after...
Any news on whether cooking recipes that should use a partial hunger value- ie, adding rice to a saucepan, flour when making cookies, etc using the full item instead- have been fixed?
Food seems to have gotten some tweaks. I used to be able to minimize my hunger by drinking soda or beer. Now I can consume an entire beer and it does nothing for hunger. I need to eat a lot more to have an impact in hunger. This usually means something like two cans of food or a pot of soup where I have added beans and macaroni twice each to make a dent in my hunger. The calories still pile on so you will be hungry even though you have eaten enough to gain weight.
I don't really understand why the devs are so insistent on making guns bad. Just allow them to be good. The fact that they alert every zombie in a mile radius and that they use ammo are the balancing factors.
Wait I'm pretty sure that generators can power basements now (and above level 8 floor), and flashlights don't go back to 16% condition upon loading an old save file now !
@@Nukedphonethey didn't fix it. Pretty sure he must be using a mod to be seeing the plumbing option. I and others can't get it to work at all with 0 mods
I gotta admit, I don’t like the new gun guarantee to hit. Previously it was about keeping moodles away and beta blockers to have the best odds, now even if I’m at maximum tiredness, pain, exhaustion, esc I can still “snipe” zombies at any range. Sure the odds of damaging are low but visually it looks like I have RDR2 Deadeye activated. I don’t want to have to say “skill issue” to those complaining about missing with guns but it is true, managing moodles and (previously, not anymore) using shotguns to level was key and good game balance.
The funny part is all the skill issue bits still exist. It doesn't give you good feedback that you should get closer to actually hit anymore. I'm worried people will be shooting at max range complaining of peashooters.
@@Retanaru I agree, playing with the OSRS xp bar was mandatory already but now the visual feedback you receive is tricking you into thinking you are doing damage, when in reality you actually “missed” 4/5 shots.
@@Retanaru yeah, I'm really not a fan of the new change. It provides incorrect feedback to the player, making them think they hit when they really haven't. I really liked the previous balancing of guns, I think it's okay and, in fact, a good thing that guns miss a bunch in the early levels, otherwise the levels wouldnt matter in the first place.
If I aim a gun at a thing and pull the trigger, the bullet should not perform a sharp angled turn to avoid hitting what I'm pointing at simply because a numeric stat is too low. Shooting zombies, hitting zombies, and the zombies not going down and instead just taking bullet after bullet is classic zombie feel. I absolutely approve of the change they made. Watching a zombie get hit repeatedly over and over again by somebody with poor stats captures the essence of fighting zombies with a gun.
@@Moleculor Aiming is a IRL skill that takes time and practice to be able to hit anything you’re aiming at. Someone with 0 knowledge on gun handling will jerk the trigger, jump when the gun goes off, not hold their breath, or just not even understand the mechanics of the thing they’re holding. If aiming was as easy as Zomboid right now at level 0, then my home city of St. Louis would be depopulated and everyone dead. Just because you think pumping 1 zombie full of lead like it’s John dying in Read Dead 1 doesn’t make it realistic nor good game balance.
I haven't seen anyone mention it but the moodles look different again. They went from being the old pixelated ones in B41, to the new high res ones in B42, to now being the new ones but more pixelated again.
this is an amazing gun change. and it makes sense, yeah everyone can aim the gun, but you need a high skill level to hit somewhere where it does damage
The more I use the guns, the more I actually enjoy the new system. It requires some training and thats a pain in the ass, but im finding that non-shotguns are much more effective. I think the system likely needs more tweaks but I enjoy it.
Retanaru, I don't think anyone mentioned, but a lot of weapon weight stats were significantly increased. Especially on short blade. From 0.3 on knives to 0.7 and screwdrivers bumped by 0.1, so not only they introduced muscle strain, they also nerfed a lot weapons, making combat that bit harder. And also some knives they added don't even function as ones. Idk what you can do with that info, but would be really interesting to see what else they nerfed in terms of weaponry. And hammers got increased as well. From 1.0 to 1.5, Idk what was their reasoning. Clothes still weigh way too much, but they keep on nerfing carry capacity forcing us to run around butt naked. Instakill on umbrella sprint does not work as well. Zomboids just take damage, roll on the floor and... Wake up right after like nothing happened. Also life and living now is kinda useless after first 2-3 days, you dont get increase in cooking and carpentrly for whatever reason. So no staying at home meta. Zeds destroying every door is also very idiotic change, but I guess you already mentioned it.
The bowl duplication bug is still around, but I've just taken to throwing away the extra bowls I get and limiting myself to 'using' ones I have in the cupboard.
The ranged target switch really threw me off. I thought maybe because I leveled up my long blunt it increased, which would make sense, but I noticed it immediately.
so it seems like you are aiming with your mouse, when you actually need to imagine a straight line coming out of the gun. @ 1:50 you are actually pointing the shotgun more away as the zombie gets closer even though your mouse is right on him the whole time, someone made a video in debug mode explaining this but i cant remember who.
new shooting adjastment works fine for me with all kind of Bandids submods - at least now i hit a shoots without grinding ton of aiming skill. haven't tried on zombies, but for npcs this is more than enough for me
I think they can make a balanced use of both aiming mechanism. IMO when manually aiming for head with a rifle should be using "Chance to hit" system, while hip fire with M16 without aiming should use "chance to damage" system. In former case, a miss is a miss; in later case, you full-auto for a chance to survive. There's no absolute right or wrong using both system, but balanced and reasonable will be great.
Uninstall any mods you might have. I had issues with certain mods causing the game to crash while loading, specifically at the script loading stage of launch. Make a list of what you had before unsubscribing to your mods so you know what to look out for when they're all updated for the new update.
I had the same problem but i just uninstalled the bug fix mods (like battery drain fix etc) and it worked after that, but im still unable to load the game in debug mode. I'll try it again without the ladder mod like the guy above said.
same here, being changed "zombie" file in game folder (at least there 3 mods in there). after verifiy intergrity and restore to base form, game start work with no problem
Check full update report on dev website, the one posted on Valve's CDN is incomplete due to having too many letters. I'm having to use weird terms because my posts keep auto-vanishing on your channel.
Posting or referencing to links in the comments gets your comment deleted by RUclips themselves now days. The link to the Dev forum with the full list is in the video description.
@@Retanaru - There was no link, I'm not that new here. I don't know if it was the mention of water in a pressurised gaseous state, the sewing-related term for software updates or the numbers four two one and one, but I literally had to reword that six times until it stopped evaporating into the ether. I mentioned that because you left out of the video things like generators powering basements, which are pretty major, and were not included on the original "vapour" post.
@@Retanaru - And I can write 42.1.1 on its own just fine. It's not just word detection, it's "AI" which even RUclips doesn't understand (which is probably one of the reasons why they don't give any feedback like "word X is not allowed", they just silently delete the post 20 seconds after initially accepting it).
So do you still miss if the cursor isn’t t hovering the zed or can you just shoot in their general direction now? If it’s the former then I think it’s the superior system, combining feedback while still requiring you to actually “aim” unlike the b41 system.
I'm not sure lumberjack needed a buff especially since stone axes seem to be quite good right now, but hey, at least axe users will enjoy that. One funny thing that happened as a result of the profession skill changes is you now have this funny little comparison you can make: Carpenter [+1]: +3 Carpentry, +1 Carving, +1 Maintenance, +1 Short Blunt DIY Expert [-4]: +1 Carpentry, +1 Carving, +2 Maintenance, +1 Short Blunt Maintenance is definitely good, but I'm not sure it's quite that good. In all seriousness though, it's a test branch so I think these things are expected and even encouraged. Most resources I've seen on game design encourage over-nerfing and over-buffing during testing, because otherwise you might not even notice what effect your changes have had for a long time, whereas overdoing it makes it obvious and easier to adjust properly later on. Obviously comes with its own drawbacks, but I'm nonetheless excited to see what else will be shaken up with professions and traits moving forward.
axes are a trap in mid to late game, because you cant craft light axes unless using mods, so if you go axes you are stuck with stone axes or cleavers which are no good late game when you want to basically 1shot everything, the muscle drain make heavier axes unusable even with max lv/strenght, unless you dont mind sitting every 2minute while cleaning entire towns... So in the current meta axes are just bad, not sure why people think its the best thing ever now, its actually terrible, i guess they will realize once reaching end game.
@@lucidd4103 I'm not sure that's actually true - if you're talking late game then while max strength is unrealistic, having close to max axes is reasonable, and with that stone axes already perform very well even on very high pop sandboxes - I've had great results on apocalypse set to insane pop and seen others use it very effectively on 16x as well. Muscle strain especially feels like a very strange thing to point out - that matters at low skill levels but is basically negligible at high skill levels for all weapon types even at mediocre strength, and mid-to-late game is when you fulfill that condition. If you feel that axes are not a good weapon type right now, then what do you think are the good weapon types and why?
I don’t know if this is a bug or I am uninformed but I had to make a new character and athletic and fit options weren’t available in character creation.
Sharpness drain was fine, with this change durability drops faster than sharpness now, rendering whetstones useless for knives. (At least at short knife 3 maintenance 3.)
The cursed crops thing has really been burning my ass. Even with a mod that's supposed to fix it all my crops died before making it to the seed giving stage on my most recent playthrough. I've got no electricity and winter coming in half a month.
Correction: I checked out the plumbing sinks bit and it doesn't function even if you do get the option to plumb. You have to wait until water turns off before you can test it.
thanks for correcting, thought my game was bugged since the plumbing action entirely disappeared after I finally managed to build a rain collector. guess they just removed it since it didn't work
I'll miss the stone weapon meta. It rocked
I get it
At least you can still use it when you hit rock bottom.
someone please mod that back in. stone fun.
@@Retanaruyou could also use the rock to get out of a hard place
I'm hard....... Rocks
"I suspect players will go from raging at missing their shots to players raging guns do no damage" yeah sounds accurate(no damage) yeah sounds accurate(no damage) yeah sounds accurate(damage)
I mean when you shoot a zombie 5 times point blank with a shotty and he just shrugs it off, yea its rage inducing. I abandoned that world and changed the setting back right after that lol
It doesn't help that they changed "MinSightRange" on all guns in b42. All pistols/rifles have MinSightRange 2, shotguns have it set at 3. What it does is the moment the zombie enters 2/3 tiles of your character you get a massive decreased chance of doing damage, because "Chance to Hit" was changed to "Chance to Damage". Since you get a massive debuff to "Chance to Damage", the moment a zombie enters 2/3 tiles close to your character. Tons of players are gonna complain.
@@sap_r4226 so shoot at 4 tiles away?
@@quineloe You can shoot any tile between the min-max range of every gun. Gun combat is coded weird. You get a crit chance increase of 28% if a zombie 0 tiles away from character, each tile away you lost 7% crit chance (You can't land a bullet since your gun clips through zombies on your tile). But thanks to MinSightRange being added to every gun and the latest "pellet damage modifier" effect. If you shoot a zombie within 2 or 3 tiles depending on weapon, you have a significant increase to pellets doing no damage. So pistols/rifles best is 2+ tiles away. Shotguns best 3+ tiles away. Guns feel horrible. You get a crit chance bonus, the closer a zombie is. But you get an increased chance for pellets to do no damage and guns can clip through zombies. You lose crit chance each tile away a zombie is starting at 4. And most attachment changes are nerfs e.g. Laser sight +10% aim time, Red dot sight +10% aim time and +2 MinSightRange.
Yeah.. nope, I’m going back to full on missing the shots rather than thinking I did damage when in fact that I dont.
They should combine both aiming systems. Like when you are farther away you start missing and doing no damage when you do hit. It pushes people in the right direction of letting the zombies get a bit closer for a better shot. Higher levels of aiming then let you not only reliably hit from distance, but also hit and do damage, you can then be an actual sniper, or even hunt the new deer in game with guns.
I like the stun, really makes it feel like it isn't doing nothing, but is at least kinda helping. I do wish even a no damage hit gave XP though, even if it was a reduced amount. That would also buff shotguns a bit, though not nearly to what they were, and help people learn aiming
Yeah I feel like this is the way. Aiming skill should be a combination of both your aiming (hitting your target) and consistency (landing your shots that will actually damage). Mid level in aiming should be able to pretty reliably land their shots but still have issues getting headshots. This is still a plus since stunning zombies consistently can help you create distance to get away from
i think RNG gun damage and chance to hit in a game where you directly aim the gun is always a bad idea. they really gotta focus the gun skill on everything except aiming and damaging; gun cleaning, gun maintenance, gun loading & reloading (yes I know this is already in).
i think in the same way that a character with 0 skill in any melee can still clear a horde if the player is patient and skilled enough & they have supply for it, a character with a gun should be able to clear a horde with a gun if the player is patient and skilled enough & they have the supply for it, and the gun skill relieves the "supply" part of that equation.
The problem is they're asking people to aim manually and giving feedback with the reticle while still having an internal "skill" that determined whether the shot actually hit. IMO, if you aim correctly, you should always get some feedback, but staggering the zombie might be excessive, it would be enough to have "grazing shots" that just made them twitch a bit.
They should just use foxholes aiming system
imo they should do weapon spread and display it as a cone. The smaller the cone the more accurate you are. Standing still while aiming makes the cone shrink and moving causes it to expand. The higher your shooting skill the faster your cone shrinks and the smaller it gets until it becomes pin point accurate. Your skills and traits will also effect how movement, stress, pain, fatigue etc. will interact with the cone.
remote controllers can now interact with tvs wirelessly :D
Nice! I saw a mod for that in the workshop but skipped it over. Glad they implemented that officially!
actually gamechanging
That could actually be a fun stealth tool. Turn a TV onto max volume from the outside to lure zombies to that house. Be interesting to know the limitations
Whoa. Wonder what the distance is on those. Could combine it with a wireless transmitter or remote detonator to turn tv on from many cells away
Hold the fuck up, that WORKS now?
Aight, slap that 1.0 on it, game is feature complete as far as I care.
I guess spears are back on the menu since you can reliably get saplings now
its also great for several of the farming work stations. Not that theyre very useful tbh, for example, a lot of time, effort and resources required for leather tanning which seems pointless when zombies drop plentiful leather clothing. seems more worth it to leave the heavy hides behind and use the old reliable leather coat (worn, bloody, dirty.)
I still don't see a reason why me personally would go for spears. You can make them more reliably now, but they still don't excel at anything, not damage-wise, not attack-speed wise, not accessibility-wise. They don't do anything that other weapons don't do just the same or better, while still being very fragile AND now they are the only weapon type without any kind of xp boost whatsoever, making them the hardest to level.
almost no fatigue? almost no muscle soreness? best range of all melee weapons, high dmg, decent critchances? firehardened have ok durability.
thats why they are good
Where do you find the sampling?
@@thekamikaze789 Fatigue and muscle strain calculations are not based on weapon type. They are solely based on weapon weight, whether it's a two- or one handed weapon, and character skill levels such as strength / fitness / weapon skill - and spear is the slowest leveling weapon since you can't get any xp bonus for it in vanilla zomboid. Here's a rough muscle strain calculation for example (this might've been before the strain nerf back in december): ((((weaponWeight * 0.15 * weaponEnduranceMod * 0.3 + 0 or penalty) * 4) * (spikePartIndex??? or 1) + 1) * ((15 - str) / 10) * ((1 - weaponSkill * 0.075) or 1) * twoHanded or 1) * 0.6) * 2.5 * sandboxOption
It does have a high max range, but also an equally high minimum range, so this is entirely person preference.
Damage is not higher than other weapons, most spear are somewhere between 1 min and 1,6 max per hit, which is definitely not bad, but nothing spectacular either. Crit chances roughly match long blades, short blunts, axes, and is outmatched by short blades and long blunts.
I'm not saying they are bad, they are definitely usable just like any other weapon. But they don't really excel at anything, and they are the slowest to level.
Occupation buff is huge god damn
that's what most excited me about this patch. cause i assume all other occupations will eventually get similar buffs. like carpentry has an INSANE spread of stats for only costing 7 points. it's cheaper than handy while providing more stats. can't wait to see what else changes.
Don't make it sound too fun or they'll nerf it by making it cost more points.
yea but veteran buff when?
@@jacobpeterson7592 Veteran got buff (same for Desensitized) where they are completely immune to any form of panic.
Used to go fire officer everytime, but now that lumberjack gets a point in maintenance it’s a lot more of a difficult choic
used to go veteran every time, but now that veteran is the same as police officer I go unemployed lol
Why, lumberjack is superior in every way simply for the axe man trait, that alone is worth it.
@@sei_asagiri Desensitized is back to full panic immunity, they just forgot to change the description!
@@Tiku-firemen are cool
Bro lumberjack was superior even before the maint +1, axe-man is only contested for the best trait by desensitised.
I learned last night that melee attacks with a pistol in your hand are faster than melee attacks with nothing in your hands. So holding a pistol and not using it is better than holding nothing.
Ah yes, shooting swings and bashes into zeds
Makes sense I like that
remember, wildly swinging your gun at an opponent is faster than reloading
Ah, the old D&D initiative roll being faster if you have a dagger in your hand than if you have nothing at all. (I have noticed references to D&D were added as items to build 42).
i learned too that a shotgun have a buttstock hit animation that do alot of damage while i miss my shots
advanced trajectory my belowed
"OH GOD MY BONES ARE BENDING I CAN'T TURN ANYMORE WHY"
-42.1 Character
So to summarize even more:
- most guns made slightly less useless
- shotgun made mostly useless, oh shit what are you doing TIS?
- rock is even more of an emergency weapon than before
- loot somewhat more consistent, but still full of clutter
and an unsaid one
- car doors still don't have an opening animation, hooray.
Thanks for the condensed version, Ret
it's like they're running in circles and have been doing nothing this past month
But hey at least they added even more recipe books, weapon parts and useless clutter to the loot table, oh wait...
@@snowdevil002 Its like they took a holiday Christmas break and somehow churned out a massive patchnote in less than 2 weeks without managing to crash the game 90% of the time
@@snowdevil002 past month? its been 2 years since B41 stable final released, what have they been doing for the past 2 entire years?
@@sei_asagirinothing. Cash and grab from all of the hype they did not deserve. "Modders will fix it"™
I will still stubbornly sit on my hill of this skillshot shooting system being ill-advised and that TIS should have just fixed the damn targeting logic on the previous one and rebalanced the guns to give them all practical niches. Instead, we're going to spend six months watching them try to make this new system work. Hopefully it'll be only six months.
6 months? The Indie Stone? Try 3 years if we are lucky. B41 unstable came out in 2019. Over 3 years later B41 final stable released in 2022. Its been 2 years since since B41 stable final. 2 years of work on B42 so far and the game has barely changed, if anything its worse due to the many balance and game changes. Modders have made more progress developing the game than the devs at this rate, the aim mod for B41 is fully customizable to user preference and more realistic than whatever this abomination of an aim system is.
And at the end, they will just revert it. The end.
Amen.
@@sei_asagiriOuch. I wonder what they're doing with all their time. Must be working on another game or something.
careful youll get banned for talking bad against the devs.
Nice turn-around time, Ret!
It will be a cold day in Hell before TIS figures out what they want with guns and aiming.
Just copy CDDA who's already figured out the best system for this, have low skill result in more grazing hits and have them gradually phased out and near impossible at high skill levels. Making investing in firearms rewarding and progression noticeable.
Guys just checked the wiki and they have modified the weapon and attachment stats alot (didn't realize). Tons of changes to all gun sound radius* modifiers e.g. M9 pistols attract zombies in a 100 tile radius (shotguns still attract them in 200 tiles). Laser sights reduces aim speed by -0.10 (higher value=beneficial), and weight is increased by 0.4. Red dot sites reduces aim speed by -0.10 and your min-max range is increased by 2-10. Recoil pad has been nerfed from -10 to -2 (lower value=beneficial). They have changed guns massively. They added "MinSightRange" at a value of 2, to all Rifles and Pistols. All shotguns have MinSightRange 3 now. If you don't know, "MinSightRange" massively decreases weapon hit chance when zombies enter MinSightRange e.g. 2=2 tiles, 3=3 tiles. Also if you don't know, guns get a crit chance bonus the closer a zombie is and loses 7% crit chance each tile away e.g. ("tile"="crit chance") 0=28%, 1=21%, 2=14%, 3=7%, 4=0%, 5=-7%, 6=-14%, 7=-21%, 8=-28%, 9=-35%, 10=-42%. Presently there is no scaling limit, so each tile away a zombie is you lose 7% crit chance. By the way minimum crit chance a gun can reach is 10%. TLDR: So basically the more tiles away a zombie is, the less chance to do a crit. The moment any target enters within 2 or 3 tile radius around your character, you have a massively increased chance for hits do no damage to any targets (2 tiles=pistole/rifle, 3 tiles=shotgun). So guns get debuffed for using them at range, and debuffed for using them on zombies 2 or 3 tiles near your character. Good luck guys.
The weapon/attachment changes can be viewed on the wiki, if you scroll down.
OSRS music triggers something deep within me
ORSR
I LOVE YOUR VIDEOS I would also love a video explaining the crafting, although I know it may quickly become outdated.
Yeah... I'll wait for it to slow down first.
"every change has not gone to plan". LOL
they should absolutely NOT make that update if it didn't go to plan
an important bug was fixed. Generators now work for all floor levels (including basements!) They also might've made books easier to find.
That (and a lot of other details) is mentioned on the full patch notes, but the Steam version is truncated. I tried to tell Retanaru but YT kept (and still keeps) deleting the post...
Correction: The shotgun is still better per shot, because you get multiple chances to damage per shot. However, the exp caps at a single instance for damage.
Lets use an example, if you have a mere 20% chance to damage, then most guns only give exp 20% of the time. But if 4 pellete make contact, thats 1-0.8^4 chance, or 51% chance. That is still a *massive* advantage over other firearms while your chance to hit is low.
Higher chance yes, but compared to when each pellet could give aiming xp this is still a gigantic nerf.
I didn't say it wasn't a nerf, I'm saying the shotgun is still much better than most firearms, and not "just as bad as all the others" as claimed in the video.
4:30
I believe in the patch notes it's referred to as "can pipe"
I don't have the option - do you need a new save?
Nah, that note is referring to an actual can pipe, you can make a tobacco pipe out of a soda/beer can
What they should do is have a bubble size targeting system for aiming. The bubble is a circular crosshair that is an inch and a half in diameter and decreases to pinpoint accuracy at max level. Whatever is inside that bubble has a chance to hit or miss. Therefore if you are aiming at a horde of zombies with a pistol you can always hit some zombies. The bubble size should also increase or decrease depending on the weapon you use. Shotgun have the high spread radius at mid to long distance. Being able to hit at least 2-6 zombies with 4 out 6 critically killed while the other 2 zombies receive a 50% reduce damage. Meanwhile rifle with a 8x scope can zoom out extraordinarily far and pick off zombie from a long distance.
Thanks for the breakdown bud, albeit many of the changes that came with 42 made me and my friends quite upset so we're sticking with 41 for now. It's nice devs are noticing how bad some changes are and toning it down.
its unstable bro, do you think they're not going to change anything?
@@TheDilla3 years to make bad changes people don't like, bro
@@JackdotC you don't like animals or new locations or lighting updates or new items or new crafting?
can’t make everyone happy 🤷🏽♂️
@@TheDilla lighting stuff is cool, animals are cool, but not much more than that. Animals just add an alternative food source when you already have a litany of other food sources that require far less effort and maintenance. Crafting is also...cool, but not much more. A lot of the crafting skills are plain useless unless you're going for a caveman run. I don't understand the utility of knapping, glassmaking, or pottery in a normal run. I remember they said they wanted you to be able to start in the woods with nothing, but that's wild to me as the game is set in 1990s kentucky with plenty of towns to loot. Why would you ever do that if there's a whole ass county of stuff to loot..
smithing is nice i have no issue with that, seems a good change for late-game goals of self-sufficiency.
I don't know what's going on with TIS but 2-3 years for an update that has this many issues is...something. But it's free and still in unstable, so I'm hoping they'll sort this out.
Oh, plumbing is fixed? Thanks, that's what was holding me from restarting a save!
It isnt
You need a mod for it
i would also like to add that now if you fall from a 2nd store tall building there'll be a change for you to actually gain a deep wound on your characters leg (idk if it was mentioned in the patch notes thought)
Not too different from B41 really. Falling from second story always gave you a chance to seriously hurt your character. So adding it into B42.1 seems reasonable.
I deadass just posted on the forum about bringing back sanitization via water just the other day, im so happy
Hope devs watch your videos. One of the most informative RUclipsrs out there while keeping it short
Worth noting a 42.1.1 patch went out last night, for those unaware
Great changes. I actually managed to find a generator magazine in a car within a week this time, after several playthroughs last patch on apocalypse lasting around a month each had no such luck. Occupations getting some love is also neat to see.
Thanks for the condensed notes. I just noticed they patched soda 😭
Daaamn that's sad
what was OP about it?
@@stallfighter I believe it used to set your tiredness to 0, hundreds of times better than a few vitamins
@@stallfighter They were like caffeine pills with a hint of cocaine. woke you all the way up with just a sip. Even nerfed by 60% they are still very powerful.
What does it do now could a kind soul provide an answer
the ability to turn off discomfort is the win for me
"time to use spears!" *all spears freeze zombies from basic attacks*
Must have been missed by that "internal testing team" they like to tell us about.
Wild that we got another small patch fixing the short bat recipe and the tree:log ratio, and this video is only 6 hours old. Really fast work by indiestone on that one
Another interesting thing with zombies being frozen is that if you swing at a zombie with a spear and knock them down, they'll get frozen in that standing up pose.
Really hope TIS fixes shotguns to be viable. I've got to be honest, despite WANTING guns, they've made it hard to actually like guns in this game. B42 seems to be aimed towards making guns decent, but...
Mid to higher aiming levels feel a lot better. Using the shotgun early game got gutted though. I think they'll get it right in a few more patches.
Absolutely, a shotgun is the definition of "easy to aim and handle" for beginners - especially buckshot. A double barrel is the apocalypse dream weapon reduced to a squirtgun in the latest build.
I just don't want to be reduced to using fire to solve all of my problems!
All of the long guns should really perform fantastically in damage and accuracy as a benefit to their weight. Even a complete amateur should not miss a center mass hit on a zombie 10 yards away unless subject to strong moodlet debuffs
@@Eon2000Center mass, sure, but they're zombies. Hitting the tiny head of a shambling, limping zombie would be a lot harder.
"You're all going to die down here". -Red Queen from Resident Evil movie, I couldn't resist.
great video as always
1:24 - You are absolutely right. I hate the idea of a "hit" with a **GUNSHOT** being as effective as a shove.
The game doesn't really mechanically adhere to the destroy brains thing, as anyone fighting in melee knows.
Yeah, at most they should twitch a bit, not get fully staggered.
My digital watch alarm isn’t working my character just sleeps right through it.
I'm pretty certain that you have a chance to oversleep. Happened to me several times in b41.
@ I believe you however it never happened to me in 41 not saying you’re wrong it’s just my personal experience. Also it’s happened every single day in my first week so I have missed every 6am life & living. Not the end of the world just annoying.
your character is like me fr
4:30 it was in the patch notes, somewhere in the middle of the thousand bug fixes it said "readded mixing CanWash tag to dirty rags, denim strips" (and other 3 items I can't recall)
nice work pal!!!
The insane jank of this game will never die apparently
the devs spent the last 4 years barely developing the game lol.
Its literally called unstable for a reason
@@angeloaliazas2894it is their excuse for doing nothing for past 2 years. I got expelled from university, served my country and reapplied to university again. And I have THE SAME game after 2 years. NOTHING CHANGED IN PARTICULAR.
@angeloaliazas2894 B41 stable final released in 2022. Here we are 2 years later with way more jank than we thought was possible. The devs are changing entire systems that don't need to be changed instead of focusing on systems that really need to be expanded upon.
@@sei_asagiri yep honestly so much "sideways" development
"Hey TIS, the guns in this update feel weird and the aiming feels off. Will you be able to fix this?"
'We sure can! We have added a chance to not damage and made it harder to level up aiming! We hope you continue to enjoy build 42 while it is in unstable, see you next month for an update!'
On god this update feels like it was cooked up by lemmy for us.
Note: I like where they are going with the new aiming system, but these updates feel ROUGH while we wait it out.
@@lawler197 unfortunately due to the heavy modding scene, they have opted to reduce modder frustration by releasing large patches after doing a bunch of stuff, rather than hotfixing the game every time they get something done. Means we have to wait longer for patches, but lets mod compatibility exist in a way that doesn't piss modders off lmao
@@ticklord Modder gives up, it can leave a lot of servers on the hook. Good point.
its funny because the aiming system in B41 is good, so why change it? Its like they want the game to be in early access forever.
@@sei_asagiri No? not really? it felt that it was based purely on luck that gets remedied by aiming skill
This music remains me a lot of things ❤
Oooh, the "target zombie by its fingertips" explains the new very weird behavior I saw in my last video. I could hit zombies with a crowbar for what feels like way too far away, but then if I swing a second time, their stun animation has moved them out of range again, so I miss the attack and if the timing and distance is exactly wrong they get very close to a free attack immediately after...
Any news on whether cooking recipes that should use a partial hunger value- ie, adding rice to a saucepan, flour when making cookies, etc using the full item instead- have been fixed?
Some work right, others don't. It'll probably be like this for several patches as they hunt down every single recipe that needs it.
Food seems to have gotten some tweaks. I used to be able to minimize my hunger by drinking soda or beer. Now I can consume an entire beer and it does nothing for hunger. I need to eat a lot more to have an impact in hunger. This usually means something like two cans of food or a pot of soup where I have added beans and macaroni twice each to make a dent in my hunger. The calories still pile on so you will be hungry even though you have eaten enough to gain weight.
I don't really understand why the devs are so insistent on making guns bad. Just allow them to be good. The fact that they alert every zombie in a mile radius and that they use ammo are the balancing factors.
Wait I'm pretty sure that generators can power basements now (and above level 8 floor), and flashlights don't go back to 16% condition upon loading an old save file now !
Like the conciseness, hard to find these days
Being able to plumb sinks might have been mentioned in the patch notes, it just might have been worded weird. "Added Can Pipe"
Can pipe is a tobacco pipe made out of a beer/soda can, they just left plumbing out of the notes
@@Nukedphonethey didn't fix it. Pretty sure he must be using a mod to be seeing the plumbing option. I and others can't get it to work at all with 0 mods
Runescape's music is so fitting somehow, great choice
i LITERALLY stockpiled shotgun ammo for weeks and loaded my game in AFTER the update. Now my shotgun is useless. RIP.
I gotta admit, I don’t like the new gun guarantee to hit. Previously it was about keeping moodles away and beta blockers to have the best odds, now even if I’m at maximum tiredness, pain, exhaustion, esc I can still “snipe” zombies at any range. Sure the odds of damaging are low but visually it looks like I have RDR2 Deadeye activated. I don’t want to have to say “skill issue” to those complaining about missing with guns but it is true, managing moodles and (previously, not anymore) using shotguns to level was key and good game balance.
The funny part is all the skill issue bits still exist. It doesn't give you good feedback that you should get closer to actually hit anymore. I'm worried people will be shooting at max range complaining of peashooters.
@@Retanaru I agree, playing with the OSRS xp bar was mandatory already but now the visual feedback you receive is tricking you into thinking you are doing damage, when in reality you actually “missed” 4/5 shots.
@@Retanaru yeah, I'm really not a fan of the new change. It provides incorrect feedback to the player, making them think they hit when they really haven't. I really liked the previous balancing of guns, I think it's okay and, in fact, a good thing that guns miss a bunch in the early levels, otherwise the levels wouldnt matter in the first place.
If I aim a gun at a thing and pull the trigger, the bullet should not perform a sharp angled turn to avoid hitting what I'm pointing at simply because a numeric stat is too low.
Shooting zombies, hitting zombies, and the zombies not going down and instead just taking bullet after bullet is classic zombie feel.
I absolutely approve of the change they made. Watching a zombie get hit repeatedly over and over again by somebody with poor stats captures the essence of fighting zombies with a gun.
@@Moleculor Aiming is a IRL skill that takes time and practice to be able to hit anything you’re aiming at. Someone with 0 knowledge on gun handling will jerk the trigger, jump when the gun goes off, not hold their breath, or just not even understand the mechanics of the thing they’re holding. If aiming was as easy as Zomboid right now at level 0, then my home city of St. Louis would be depopulated and everyone dead.
Just because you think pumping 1 zombie full of lead like it’s John dying in Read Dead 1 doesn’t make it realistic nor good game balance.
Thank you for this
My combo washer/dryer needs that rain barrel pipping fix quick. C’mon Devs. My clothes ain’t gonna wash themselves!
Good changes , I love it 👍
Important to note you can make Twine out of Dogbane now. For the offgrid people that need fishing poles.
I haven't seen anyone mention it but the moodles look different again. They went from being the old pixelated ones in B41, to the new high res ones in B42, to now being the new ones but more pixelated again.
this is an amazing gun change. and it makes sense, yeah everyone can aim the gun, but you need a high skill level to hit somewhere where it does damage
The more I use the guns, the more I actually enjoy the new system. It requires some training and thats a pain in the ass, but im finding that non-shotguns are much more effective. I think the system likely needs more tweaks but I enjoy it.
I found the butter nerf to be pretty significant as well, it now requires 5L of milk up from 0.5L, which seems actually kinda balanced now.
Retanaru, I don't think anyone mentioned, but a lot of weapon weight stats were significantly increased. Especially on short blade. From 0.3 on knives to 0.7 and screwdrivers bumped by 0.1, so not only they introduced muscle strain, they also nerfed a lot weapons, making combat that bit harder. And also some knives they added don't even function as ones. Idk what you can do with that info, but would be really interesting to see what else they nerfed in terms of weaponry. And hammers got increased as well. From 1.0 to 1.5, Idk what was their reasoning. Clothes still weigh way too much, but they keep on nerfing carry capacity forcing us to run around butt naked.
Instakill on umbrella sprint does not work as well. Zomboids just take damage, roll on the floor and... Wake up right after like nothing happened.
Also life and living now is kinda useless after first 2-3 days, you dont get increase in cooking and carpentrly for whatever reason. So no staying at home meta.
Zeds destroying every door is also very idiotic change, but I guess you already mentioned it.
osrs soundtrack is back babyyyyyy
Generators should power underground now right?
It's in the patch notes so they should. I didn't test it yet myself.
The zombie freeze thing can happen when just attacking zombies as well.
I can't believe you didn't mention the change so important it was mentioned in the patch notes three times: Clay bowls are now normal size
My bad for the comment g, it was out of line. I saw the stream 😂
I think a mix between missing the shots and doing low/no damage would be better, and make more sense, but this new system is nice
thanks duke
Another thing is that now you can craft planks from large branches
Why cant they just make a decent fking gun system. ..
secret invisible rock skill
The bowl duplication bug is still around, but I've just taken to throwing away the extra bowls I get and limiting myself to 'using' ones I have in the cupboard.
The ranged target switch really threw me off. I thought maybe because I leveled up my long blunt it increased, which would make sense, but I noticed it immediately.
so it seems like you are aiming with your mouse, when you actually need to imagine a straight line coming out of the gun. @ 1:50 you are actually pointing the shotgun more away as the zombie gets closer even though your mouse is right on him the whole time, someone made a video in debug mode explaining this but i cant remember who.
new shooting adjastment works fine for me with all kind of Bandids submods - at least now i hit a shoots without grinding ton of aiming skill. haven't tried on zombies, but for npcs this is more than enough for me
I think they can make a balanced use of both aiming mechanism. IMO when manually aiming for head with a rifle should be using "Chance to hit" system, while hip fire with M16 without aiming should use "chance to damage" system. In former case, a miss is a miss; in later case, you full-auto for a chance to survive. There's no absolute right or wrong using both system, but balanced and reasonable will be great.
the increased range is so cursed. It was high enough already.
You know what else is MASSIV-
Fixing the buggy propane torch is really good. Before if you used all of the propane torch you couldn't refill it.
The patch notes are... massive, you say?
Aren't short bad is exactly what it should be? They said that this crafted recipe exist to create new weapon handles so... It does basically this?
One if the first things I did in 42.1.0 was harvest some crops I planted earlier (with uncursed plants mod). Still didn't recieve xp.
My game won’t launche since the new update
Uninstall any mods you might have. I had issues with certain mods causing the game to crash while loading, specifically at the script loading stage of launch. Make a list of what you had before unsubscribing to your mods so you know what to look out for when they're all updated for the new update.
RIP
if you have the ladders mod uninstall it if you're using debug mode
I had the same problem but i just uninstalled the bug fix mods (like battery drain fix etc) and it worked after that, but im still unable to load the game in debug mode. I'll try it again without the ladder mod like the guy above said.
same here, being changed "zombie" file in game folder (at least there 3 mods in there). after verifiy intergrity and restore to base form, game start work with no problem
Appereantly they also removed the egg on damaged moodle and changed it to a broken bone instead
Wake up babe, 42.1.1 patch just dropped! 😄
oh damn. And here I was thinking that my m9 shoots BBs
Key spawns are being buggy in some mods. No car keys spawning on the floors or in buildings.
I went right away to test plumbing after seeing the video and it still doesn't work sadly.
I have really enjoyed Ostranauts these past weeks ...
Neo scavenger is where its at.
so what's the best way to level aiming now that shotguns xp gain got giganerfed?
Check full update report on dev website, the one posted on Valve's CDN is incomplete due to having too many letters. I'm having to use weird terms because my posts keep auto-vanishing on your channel.
Posting or referencing to links in the comments gets your comment deleted by RUclips themselves now days. The link to the Dev forum with the full list is in the video description.
@@Retanaru - There was no link, I'm not that new here. I don't know if it was the mention of water in a pressurised gaseous state, the sewing-related term for software updates or the numbers four two one and one, but I literally had to reword that six times until it stopped evaporating into the ether.
I mentioned that because you left out of the video things like generators powering basements, which are pretty major, and were not included on the original "vapour" post.
@RFC-3514 I assume you got caught typing out the patch number with the appropriate periods in it. That's a link according to google.
@@Retanaru - I tried several version without, still got deleted. RUclips's "AI" censorship doesn't play by logical human rules.
@@Retanaru - And I can write 42.1.1 on its own just fine. It's not just word detection, it's "AI" which even RUclips doesn't understand (which is probably one of the reasons why they don't give any feedback like "word X is not allowed", they just silently delete the post 20 seconds after initially accepting it).
So do you still miss if the cursor isn’t t hovering the zed or can you just shoot in their general direction now? If it’s the former then I think it’s the superior system, combining feedback while still requiring you to actually “aim” unlike the b41 system.
I'm not sure lumberjack needed a buff especially since stone axes seem to be quite good right now, but hey, at least axe users will enjoy that.
One funny thing that happened as a result of the profession skill changes is you now have this funny little comparison you can make:
Carpenter [+1]: +3 Carpentry, +1 Carving, +1 Maintenance, +1 Short Blunt
DIY Expert [-4]: +1 Carpentry, +1 Carving, +2 Maintenance, +1 Short Blunt
Maintenance is definitely good, but I'm not sure it's quite that good.
In all seriousness though, it's a test branch so I think these things are expected and even encouraged. Most resources I've seen on game design encourage over-nerfing and over-buffing during testing, because otherwise you might not even notice what effect your changes have had for a long time, whereas overdoing it makes it obvious and easier to adjust properly later on. Obviously comes with its own drawbacks, but I'm nonetheless excited to see what else will be shaken up with professions and traits moving forward.
axes are a trap in mid to late game, because you cant craft light axes unless using mods, so if you go axes you are stuck with stone axes or cleavers which are no good late game when you want to basically 1shot everything, the muscle drain make heavier axes unusable even with max lv/strenght, unless you dont mind sitting every 2minute while cleaning entire towns... So in the current meta axes are just bad, not sure why people think its the best thing ever now, its actually terrible, i guess they will realize once reaching end game.
@@lucidd4103 I'm not sure that's actually true - if you're talking late game then while max strength is unrealistic, having close to max axes is reasonable, and with that stone axes already perform very well even on very high pop sandboxes - I've had great results on apocalypse set to insane pop and seen others use it very effectively on 16x as well.
Muscle strain especially feels like a very strange thing to point out - that matters at low skill levels but is basically negligible at high skill levels for all weapon types even at mediocre strength, and mid-to-late game is when you fulfill that condition.
If you feel that axes are not a good weapon type right now, then what do you think are the good weapon types and why?
I still cant see any mods even mods compatible with 42 and i just dont know why
I don’t know if this is a bug or I am uninformed but I had to make a new character and athletic and fit options weren’t available in character creation.
Certain trait choices block you from getting it.
@@GorblinRat I was unemployed and had nothing
Sharpness drain was fine, with this change durability drops faster than sharpness now, rendering whetstones useless for knives. (At least at short knife 3 maintenance 3.)
The cursed crops thing has really been burning my ass. Even with a mod that's supposed to fix it all my crops died before making it to the seed giving stage on my most recent playthrough. I've got no electricity and winter coming in half a month.