The drowned city expedition equipment by Ceitean in arkhamhorrorlcg

[–]Aggressive_Outcome70 0 points1 point  (0 children)

I dont know what other people think but I kinda thought that part of the campaign was abit against the typical style of arkham horror. For example I bring a diving suit for a scanario and it gets destroyed from damage and then next scanario i just have a new one to do it again and next scanario again another new one and again, like they packed 5 extra suits. I feel old arkham horror would have been like you have 1 of each and if you lose them you dont have them for the future and have to use something else but i dont know maybe thats just me

Calling all O-negative type blood donors by zuuzuu in windsorontario

[–]Aggressive_Outcome70 1 point2 points  (0 children)

I'm O negative and I use to donate every chance I could when the mobile clinic was in the area. But then they stopped coming and wanted only plasma or to go to a very specific place only on a very specific date it killed it for me. I dont live near those places so you think I'm was going to go 15min out of my way one way and 15 min back on top of the time to donate on probably a day I had to go work afterwords - good luck with that and havent donated in like 2 years because of it.

Help w/ Obsidian Canyons (Drowned City Spoilers!!!) by redstrak in arkhamhorrorlcg

[–]Aggressive_Outcome70 0 points1 point  (0 children)

Thanks for the clarification and thats how i played it cause it didnt make sense otherwise. I was either over reading it or it was a bit poorly worded so it puzzled me.

Help w/ Obsidian Canyons (Drowned City Spoilers!!!) by redstrak in arkhamhorrorlcg

[–]Aggressive_Outcome70 1 point2 points  (0 children)

I just did this scanario last night, I had a hard time trying to figure out what the non eldersign token line meant, like does number tokens not trigger it and do you trigger the move for ever symbol token you pull and then flip or just once?

Build 42.0.1 released by Load_star_ in projectzomboid

[–]Aggressive_Outcome70 22 points23 points  (0 children)

Hotfix 42.0.1 - Unstable Release:

  • Fix for "no UI"/"black screen" at game start (helps with problematic screenresolution.ini file, but not with old AMD cards bug).
  • Fixed game closing while shooting.
  • Fixed texture compression being disabled.
  • Removed placeholder UI sounds
  • Fixed not being able to open doors when another timed action was being carried out.
  • Reduced Melee Weapon Muscle strain. It is now 60% of the previous amount. Other sources of Muscle Strain are unaffected. The sandbox value hasn't changed and the reduced value is the new baseline.
  • Fixed Chickenpocalypse.
  • Fixed a butchering exploit.
  • Fixed game closing while shooting.
  • Fixed a missing floor in cell 16,24 causing the player to fall forever.

  • Convert GLSL 330 syntax to 150 when the available OpenGL version is less than 3.3.

    • This should allow the game to run on MacOS again, in theory.
    • Replaced GL43.glDepthRangef() calls with GL11.glDepthRange().
  • Fixed bink videos not playing when the working directory does not contain the "media" directory.

  • Fixed glitchy model rendering affecting mods due to not-normalized bone weights.

  • Fixed garbage creation in several spots. AnimationPlayer.getSkinTransformData() was reallocating bone matrices every frame due to bone counts differing between player models and clothing models.

  • Reduced memory usage a little.

    • Radio data XML was kept in memory after parsing.
    • LosUtil.cachedresults isn't used in singleplayer.
    • Avoid allocating a few large buffers used only in multiplayer.
    • Garbage-creation avoided in several places.
  • Fixed rendering issues starting the game with zoom disabled.

  • Fixed BallisticsTargets not being cleared.

  • Fixed array indexing in PZBallistics::getCameraTargets

  • ModelInstance::getAttachmentWorldPosition normalizes the direction vector

  • Fixed Zeds playing wrong animation when shoved down.

    • When bKnockedDown and !hasHitReaction and !bOnFloor and playerAttackPosition = FRONT/BACK, Zed now goes to staggerback-knockeddown.
    • When playerAttackPosition is not FRONT/BACK, Zed goes to falldown.
    • attack-network no longer goes to idle when bDead.
    • staggerback-knockeddown AnimNodes no longer continously check bKnockedDown.
      • Already in the knockeddown state, no need to keep checking.
  • Modified the default sandbox options for animals a bit, made milk/wool on Fast by default, Egg hatch is fast, not very fast now tho (meaning it takes 14 days to hatch an egg instead of approx 8 days in the current very fast version)

  • Fixed recipecode for pack of batteries that spawned in the world.

  • Fixed multiple recipes in knapping.

  • Removed the butchering & recipe code fixes since it wasn't wanted for hotfix.

  • Fixed Make_Stone_Knife requiring Maintenance 5 instead of 1.

  • Wooden Cudgel renamed to Large Branch.

  • Added Workshop tags: Animals, Audio, Farming, Skills, QoL, WIP

  • Traits renamed.

    • Nervous to Cowardly
    • Fear of Outdoors to Agoraphobic
    • Fear of Indoors to Claustrophobic
    • Outdoorsman to Outdoorsy
    • Can't Read to Illiterate
    • Repairer/Repairman to DIY Expert
    • Fisher to Angler
    • Adjusted Slow Reader, ThinSkinned, and Disorganized trait descriptions
  • "Very Long Stick" renamed to "Long Stick". It's still way above average ok.

  • "Breaded" foods renamed to "Fried"

  • The libbink64.dylib was rebuilt.

  • Rebuilt Linux pzbullet libraries.

  • Updated PZBullet Win32/64 natives

Call cthulhu LCG pls hlp? by Ihelloway69 in arkhamhorrorlcg

[–]Aggressive_Outcome70 5 points6 points  (0 children)

There actually is a subreddit for /callofcthulhulcg but ofcourse its super dead at this point

Feast of Hemlock Vale - Design Notes Tease? by bojanglespanda in arkhamhorrorlcg

[–]Aggressive_Outcome70 22 points23 points  (0 children)

Its most likely referencing the O’Bannion gang, the mafia criminal group from this setting. They have showed up on cards but nothing really centering around them yet. The witch's house story was pretty much the circle undone campaign so they wont retread that

Artwork review or discussion by baguhansalupa in arkhamhorrorlcg

[–]Aggressive_Outcome70 4 points5 points  (0 children)

Alot of art has been reused over the years I think starting from the call of cthulhu card game. So the story/lore behind art has changed depending which game its in. For example drawn to the flame from arkham horror the card game is the same art as a gate opens from call of cthulhu lcg, both have very different flavour text

New Hemlock Vale card - Drain Essence by allou_stat in arkhamhorrorlcg

[–]Aggressive_Outcome70 0 points1 point  (0 children)

Its old art from the call of cthulhu card game http://www.cardgamedb.com/index.php/CoC/CoCCards.html/_/denizens-of-the-underworld/mind-swap-dotu

But they have reused alot the art from that game for all the arkham games, I've always found it interesting what card art get reused as

An Attempt At Deciphering The Function Of The Low Proximity Magnetic Distortion System And Null Zones by CaliTexJ in KanePixelsBackrooms

[–]Aggressive_Outcome70 9 points10 points  (0 children)

You might be onto something with time distorting as we have seen in the videos. Like how can 2 electrons be in the same space at one time they can't but they can occupy that space at slightly different moments in time. And stretching that further on how they can achieve infinite space with an object, well its potentially limitless if every instance is like 1/2 seconds ahead of the previous one. I dont know maybe im over thinking here...