A screenshot Xaa took of me tonight in 72D2 — he said I looked like a Minion. 😀
So, in between schedules and work trips, our Posse has been able to continue making progress on out longest running 7D2D game in a while. Last time, I talked about how as time passes, we started seeing more dangerous, glowing zombies in hordes. But while designing a base has, up until now, mostly been about function, with the new painting feature and skills, it can now be about form.
Painting is something that was just introduced with this last major patch. This patched in paint brushes, paint, and patterns that you learn from finding recipe books. Paint itself can be found (usually in hardware stores), or by crafting it using the chemistry station and common plants. Thankfully, you make a lot of paint per plant, so there’s lots of room to experiment.
In the picture above, you can see the base concrete block all the way to the right. The rest of the blocks are concrete with a brick pattern painted over them. Keep in mind that when you paint, it only covers one side of the block. Also, if you upgrade that block (ie. from concrete to steel), the paint is overwritten and you will have to paint it again.
This is fine. For years, I’ve had to put up with bases looking like Frankenstein conglomerations of wood, iron, concrete and steel. Like this:
Now, I can make it look so, so much nicer!
And inside? I converted that old log cabin into something fairly nice. Even my team members were joking that they’d walked into some upscale hotel or something. In terms of 7D2D, this is pretty nice looking. 🙂
They also laughed at me because apparently, painting splashes paint everywhere, and makes a loud wet noise. At first, this confused them.
Someone asked, “Do you hear that sound? It’s like water dripping.”
I said, “Oh, you mean this sound?” *paint paint paint*
“Yes, that’s it! What is that?”
But the most important thing to know is that you can paint things pink!
If you want to see this in action, here’s a pretty great video that covers painting as a whole. This looks like it’s done in creative mode, so things are a little different in survival mode.
Over the past few weeks, the Posse has started a new game in 7D2D, since the stable version of the patch was released. We still faced some pretty game breaking issues, which pushed us to host from the dedicate server module rather that through Steam. But once Syn got all that set up, everything was running well again.
Almost every time we start a new game in 7D2D, we experience something we’ve never seen before. This game is the longest running we’ve had in a long time. I think we were pushing up on day 40 pretty soon.
The last couple hordes we fought brought something new… radioactive zombies.
Apparently, the fat cop zombie is always glowy and green now. They were always a bit intimidating before since they could puke long distance projectiles and would rush and try to explode to take you out. But now they also glow green.
They’re not the only type of glowing zombies… I’ve seen glowing spiders and ferals as well. And the ferals have seriously increased in size.
It’s something else to look over the hill on a blood moon night and see something like this coming your way…
There’s five of us, and we’ve had no problem holding our own against them. The concrete fort reinforced with steel spikes has also done its job well. So you get a pile of radioactive zombie bodies burning with flame from the Molotov cocktails that Vix likes to set herself on fire with.
Oh, and sometimes the zombies catch fire, too…
The other thing we’ve discovered for the first time are the new skyscraper POIs. The patch notes said these were meant to be like vertical dungeons that your team could explore. And explore, we did!
Lots of loot. Lots of sleeper zombies. Lots of floors to explore. Good fun.
Also, trap rooms!
The “Beware” sign on the screenshot at the top of this post indicated that the floor in that area would fall out under you! We also found this little spike trap room…
The skyscraper is interesting because you really did feel like you were exploring a place that survivors had holed up into — from the top level penthouse to floors of offices where you found working cubicles and mostly businessman zombies.
And then, you find strange things like toilets hanging out on unfinished ledges.
I have no idea. Random generation at its finest, I guess.
Our game is currently on hold for a little while since Syn won’t be able to host until she gets back from a trip. But I did want to post about all our newest discoveries. I swear just when you think you’re familiar with 7D2D, it throws a curve ball at you.
So, while the Posse is fidgeting and waiting for Stormblood to drop, 7D2D released Alpha 16 last weekend… just in time to give us a little taste of it before FFXIV whisks us away. This update upped the stakes and increased the difficulty of the game, which was something we could tell instantly (even though we play on lower settings).
I say this as a positive thing. A16 keeps you on your toes, even if you’ve been playing the game for years, like we have. Sleeper zombies are a new thing — they lay there until you get close and just wake up out of nowhere. You can put them down if you sneak up on them before they wake, but man, do these things make exploring new locations a startle-fest.
Also, new wildlife, such as wolves and buzzards are in. Wolves (and dire wolves) are almost everywhere, and attack much the same as the zombie dogs used to. At first, I thought this would be annoying, but then, when I realized you could harvest them for meat, fat and hide, they’ve become more of a good thing. Instead of running after pigs and deer, you can let dinner come to you!
It looks like the old roaming zombie hoards are back. I missed hearing the frightening sounds of running zombies at night. And these hordes are pretty sizable, giving a good challenge no matter the time of day.
Despite all these things, we were able to reinforce a starting location in time for the first blood moon. The 7 day hordes are now adjustable in size — we left ours at 8 zombies (per person, I believe), but you can make them bigger. With five of us playing, we had quite a lot of zombies rushing our base.
We found a few bugs (zombies and wolves running in circles but hardly doing damage, short weapon range, falling through the world, way too many screamers), and a few changes… but overall, we had a good time with the new build. I’m looking forward to exploring the new painting tools and making our base look faaaabulous!
But, first… who’s going to clean this all up??
This was a weekend of exciting announcements for FFXIV players, and lots of random gaming for me. There’s so many small things going on, but nothing huge, so it felt right to make a highlights post today. I may go into detail on some of these later!
FFXIV: Treasures and Tanking
This weekend marked our FC’s first organized Treasure Hunt night. We’ve been running the Aquapolis from time to time, when people remembered. Folks are having so much fun, and there are still some who have never tried it, so we put it on the calendar as a light event on Friday nights.
We had such a turn-out that we had to organize two groups to accommodate everyone who wanted to run. And while our group didn’t have the best luck getting the portal to open, when we finally did, we reached Chamber 7 again this time (as did our second group)!
As I announced earlier this weekend, I also finally leveled my Paladin to 50! I got some Ironworks gear for her, and I have to grudgingly admit that I think Paladin looks good on my character.
This weekend I also co-tanked the Labyrinth of the Ancients raid in Crystal Tower, which is the first time I’ve tanked a raid of any kind. I was mostly playing the off-tank, just trying to get a feel for how things worked from a tank’s point of view. But it seemed less stressful overall than tanking a whole dungeon where all the pulls rest on your shoulders.
I didn’t think to get any screens of it since I was too busy figuring out my role, but I wouldn’t be against trying it again sometime. Aside from that, I’ve been doing beast tribe dailies and some random FATEs, continuing to level Paladin on the side. At this point, Beast Tribe quests actually give a good chunk of daily experience, while I am working on earning FATE crystals for my Paladin relic by activating the Monk Anima quest instead.
Minecraft: Finding Fishing
Minecraft remains that game that I play for short bursts when I have some down time or just want to chill. I have been working on expanding my island base with actual dirt blocks to allow the grass to grow there, as I mentioned earlier.
I also learned that there is fishing in Minecraft. Anyone who knows me knows that if there’s fishing in a game, I’m going to be doing it! Especially since you can cook the fish and use it as a food source. Even better, there’s a chance at reeling in treasure — I especially have my eye on finding a saddle.
I haven’t seen a horse in game yet, but when I do, I want it so badly! So, for now, I’m exploring fishing in the little oasis pond next to my Dune Village.
7D2D: Tri-Biome Home
This weekend, our Posse decided to restart our game of 7D2D. So we seeded up a new map called “Spriggan” after my kitten, and that went just about as well as it sounded like it would. This map dropped us in a pretty harsh environment with a lot of mountains and desert. Not to mention, our trader quest took us two days away from our first house find.
Thankfully, there was a little house fairly close to this trader, and it has a very interesting placement.
As you can see in this picture, I’m standing in a green forest biome. This transitions into desert, where the house is actually located. But to the right, both green forest and desert turn into snow biome!
This makes for very interesting weather patterns. If it’s raining in the forest, you can stand on one side of the base and get rained on, while moving towards the desert side makes the rain stop!
I had a horde approach the house from the back, where desert and snow met, while there was a snow storm happening in the snow biome. It looked like this:
If I were to take a few steps to the left, you’d see the snow stop, replaced by desert instead. Very trippy! XD
RPG Maker Saturday
While this isn’t really playing a game, it’s a good chunk of time Syn and I put towards spinning up the beginning of our Nefol RPG. We haven’t put as much time towards this as I’d like, but I feel like we made up for that this weekend.
We scripted up the introduction, and I got to work on relearning how to script events in RPG Maker. I’d forgotten a lot, including how to properly use switches, which led to hours of time trying to debug events that did exactly what I was telling them to do, but not what I was hoping. I’ll write a longer post about this on the Nefol page… but in the meantime, I wanted to close with this demo screen of our heroes in a boss fight. 🙂
While I’ve mostly been writing about adventures in FFXIV, the Posse has also spent a good deal of time in 7D2D over the past few weeks. We’ve gotten further than we have in a while — we survived the Night 36 horde last time we played.
Tales of a Greenhouse
Now that we’ve put this much time into one location, we’ve been able to experiment with building things we don’t normally get to in a shorter game. Much of this is trial and error based on how zombies respond to things that I build.
For example, I noticed that zombies could trash our garden if they got caught on the plants during a horde. So, I started fencing it in. But that hardly did anything to stop them. So I built a wood wall around the garden.
Well, for some reason, that prompted zombies to spawn on top of my garden wall! And because I connected the garden wall to the base wall with a catwalk, they were strolling right on in. Sometimes they fell down inside of the garden instead. Not good.
I decided to put a roof on the garden. But this has to still let light through, so it became a greenhouse.
To stop zombies from strolling along the catwalk into our base, I destroyed its connection to our walls. I decided to experiment with the fancy new metal hatch. It looks really awesome!
So I put one hatch in the garden…
Then I dug an underground tunnel to the base and put another hatch inside. We now have a secret passage from the base to the garden, and no more zombies seem to have spawned on top of the greenhouse.
Another thing that the Posse wanted to experiment with that we never have before was building minibikes. Until this game, we never had the books and the resources, and just didn’t play the game long enough on one map to build a minibike. So, we made it a goal to make them, and we were successful!
But the thing about minibikes is that you have to store them somewhere safe. Since we use ladders to get in and out of our base, I had to devise a sort of protected garage for our new bikes.
I decided to be flamboyant and learn about drawbridges. That’s right. I built a garage with a drawbridge that spans over a pit of spikes for the curious zombies that come our way.
If you look, you can see the cement ramp located just under the hammer there. The drawbridge’s footprint is such that you can stand on the ramp and still open and close it. So you just drive your bike up, open the door, and ride inside the little garage to park!
The minibikes are a bit buggy and difficult to learn to drive at first, but they sure do speed up travel time. Of course, to ride the bikes, you have to have gas. So, Syn did her research and learned how to mine oil shale. She also learned how to make the chemistry station, which in turn, creates the gas.
From there, we started getting gas production going. I think we’re pretty set on this…
Against the Horde
Our base is slowly being upgraded to the first level of steel. But with the hordes we’ve been getting lately, we need everything we can get!
Even the screamer zombie hordes are getting harder. The last one spawned a zombie bear, which is the first we’ve ever seen. Syn discovered quickly that going 1v1 with a zombie bear with just a crossbow was not a good idea.
The bear then learned the superior power of our spikes and firearms.
The night 36 horde was massive. We had zombie corpses littering everywhere when it was done.
The base held up just fine under all this. A major success!
As I noted, over the weekend, I installed a pretty significant upgrade to my video card. So far, it’s been pretty painless – just needed to get an display port adapter for one of my monitors and had to fight with my Cintiq tablet’s drivers as it’s adjusting to the new setup. But as far as playing games are concerned, it’s taken to everything wonderfully.
The Posse has gotten back into 7D2D over the holidays, and we’ve been playing it almost nightly now. On our current game, we’ve worked up to night 19 again. This was after restarting the game a few times due to the desire for a better seed.
We discovered that there’s a way to view the randomly generated maps based on the seed name, and we’ve used it to glance at maps to determine which ones are best . In a few of the games we rolled, we had a hard time finding a viable city near our base.
While I can be content sitting at home building all day, a few in our party are explorers. They need cool points of interest to explore, and the newest build of this game really places a lot of emphasis on scavenging for parts and recipes. I think our newest map has a pretty good balance of what we need, and our base sits on the merger of three or more biomes, and quite near to the trader, which is always a fun thing.
Testing the Video Card
Seeing that 7D2D is a voxel sandbox game with fairly realistic graphics and a randomly generated world that often throws hordes of zombies at you, I figured it was a good game to test out my new video card. I’ve always played this game for function rather than graphics, so I never even took notice of all the higher settings I could choose. I thought the game looked good even on the lower settings.
So I turned on all the fancy shadows, reflections, better trees, higher grass and even god rays. Gosh… I had no idea all that was there! I pushed all the textures up, and man, what a difference. I didn’t realize that all this time I was playing with anti-aliasing turned off! Oops.
The result? My team had to hear me squee about how “fluffy” the world had become.
I don’t know! Maybe it’s because the grass is fuller and the graphics have taken on a softer tone, but “fluffy” is the best word I could find for it!
And it all runs just fine. I’ve slowly adjusted the settings higher and higher to continue testing it. I’ve had no problem no matter what I’ve done with it so far, aside from some wonky water reflections (it’s alpha).
But anyhow, I don’t have any new pictures of the updated base, but we’re starting to upgrade to cement walls. I also have built some fortification around our garden after a sad setback that took out most of our seedling potatoes. Apparently, zombies can and still will destroy crops. We haven’t had that happen in a while, so I didn’t know it was a risk. Bummer.
We are way ahead of the blood-moon hordes in terms of fortifications, so I’m feeling pretty confident in starting to explore other builds and add-ons to our base. I’m thinking about some catwalks, towers and other interesting additions. Our ultimate goal of this game is to finally make a mini-bike, though!
I have no idea why, but as many times as we’ve started a new game in 7D2D over the past years, we always have fun. Clocking in at 570+ hours, the most of any game I’ve played on Steam, this is one game I absolutely got my money’s worth from.