He will also strive to bring extra zombies/enemies in order to make the “final game” more challenging. Hub city, jagged rocks, and sticks are some excellent examples, and he wants to attempt to integrate extra gameplay features from that age. He’s also attempted to add some realism by concealing a lot of recipes behind benefits, since most average people wouldn’t know how to do/make such things.Īlso, he started playing in Alpha 8, so he wanted to attempt to bring back some of the era’s aspects. The idea is to delay the early game so that you take longer than normal to achieve Iron and Steel. He learned that he really loves customizing, therefore he has expanded on it quite a bit. Our base is established and I’m working on a warfort.Tthis is a 7D2D mod written by KhaineGB to fix a few “issues” that he, his wife, and many friends considered the game to have. We’ve already made it through the first two blood moons in our playthrough. I heard that Trader Joel’s music is a lot of fun – I haven’t visited him yet, but other folks in the Posse have. Sure, the tracks can get a bit redundant at times, but it’s still a really cool concept. I really can’t think of another game that has implemented a system like this. It’s also alerted us to times when zombies were beating on our base wall though we didn’t hear any other trace of them. Battle music is a tad odd at first, but actually quite helpful – you know when you’re being targeted even if the zombie is in another room somewhere. Somehow, the game recognizes when I’m just chilling and building the base as opposed to being out in the world exploring, or creeping through a house with zombies around every corner. So if you just want to explore and rock zombies with a few tunes from time to time, you can do that. I’ve got mine up to 100% but the default is something like 30%. Once you enable the music, you have control over not just the volume, but how often you hear the tracks play. The lovely thing about this system (which is off by default) is how much you can customize it. As of Alpha 19 there, are 31,558 unique combinations of music. The propriety Dynamic Music System algorithm measures and uses many player-centric conditions such as player location, biome, time of day, inside or outside a location, nearby aggressive enemies, threat level and more to tailor a custom movie like musical experience for the player.įrom this Dynamic Music System algorithm the system can play from the following musical groups: Home day music, home night music, exploration, suspense, combat and custom trader music for each trader.Įxploration, suspense and combat are procedurally generated providing a complete musical arrangement from a set of interchangeable loops. TFP have again teamed up with Native Darkness Productions to make the Alpha 19 Dynamic music system more robust while adding a ton of new content and features. Here’s what the patch notes say about it: Playing on a randomly generated map as we do, it makes sense to have dynamically generated music as well. That’s changed with A19, and I’m really impressed by the concept and customization of this dynamic music system. But aside from that, there was just some slightly atmospheric loops that felt more like sound effects than true music. You get a jingle in the morning and an ominous piano when it turns night. There’s a ton to write about, but the one thing that really stood out to me from the very start was the new dynamic music system.ħD2D has always used music pretty sparsely. Just as with any alpha update, it feels like a whole new game. 7D2D Alpha 19 dropped last week, and I’ve been meaning to write some posts about it as we’ve explored what the update has to offer.
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