Appreciate the rundown of things. I've still yet to wrap my head around AI behaviour. If you camp in a bush and observe they will deviate from patrolling to sprinting off randomly. Sometimes they engage you first and will simply bugger off without any follow-through. What intrigues me more is their combat routine, which seems fairly nuanced. I actually like that they are speedy and weird with their movements. I also like the feign death or recovery mechanic.
Ahh, that's some good info. I think I must be around -80 scav rep. At that level I only see rep drops on probably 1/10 engagements with them. I'd say I'm not far off being a kill-on-sight prospect for them.
About the Permadeath mode. Is it possible to backup your existing game so you can make a new campaign? I wouldn't mind starting an Ironman run, but don't want to lose my current save. I feel like ironman wouldn't be that hard seeing as I have yet to die since equipping my first weapon.
I have yet to look, but I would like to configure it so that there is no auto-surrender function on the enemy side. I feel that robs the game of any true adversity. Times when I rightly should have died, I was shot to pieces but ultimately saved by submission/theft interactions.
Omg, Med station. It makes perfect sense lol. Much appreciated!
If an enemy spots you, they will either grab you, shoot you, or run away from you.
You can back up saves by copying them from the save folder. (C:\Users\[Your Username]\AppData\Local\DeltaZone\Saved\SaveGames)
It's not an automatic submission, rather the enemy will just grab you. You're not submitting, in fact you are being raped.
Actually I'm not sure if it's memory leak anymore, as restarting the game should be able to fix it if that's the cause. The effect remained when I reload my mid-raid save so I can only assume that whatever is causing the performance issue is being saved into the savefile and only getting deleted when the raid ends. Memory leak on the other hand is released by the system after the game is closed.
Educated guess it's still a memory leak. The game loads every single detail, every single map, every enemy dead or alive, every container, item, tentacle, and so much more shit all at once. My suggestion (from a non-dev's perspective) is to split up loading in chunks, taking parts of a map and loading it
only when the player gets there. Then once a player goes into a different map, store the previous map's data in the save (or a separate save per map) and unload it, leaving space for the next map.
I'm not sure if this would work (let alone if it'd even work at all) but theoretically this should alleviate the problem. UE people please don't take my cats away
