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venthos

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Everything posted by venthos

  1. Yeah, I want good guns to be something you don't just swoop up. I'm not even sure yet that I'm pleased with the current rarity. Of alive survivors.. there are: 2x M24 1x CZ550 2x M249 0x M240 2x Mk 48 1x FN FAL 2x M16A4 ACOG 4x M4A1 HOLO 7x M4A3 CCO 8x M4A1 CCO That is out of 105 living survivors. In tents/vehicles... 0x M24 0x CZ550 1x M249 0x M240 0x Mk 48 3x FN FAL 2x M16A4 ACOG 1x M4A1 HOLO 2x M4A3 CCO 1x M4A1 CCO I may even still make the above guns a bit more rare. I want you to shit your pants in excitement if you kill somebody and get one of the above guns or find one, and I want you to rage with anger if you end up dying and losing one such gun. The other guns (AKs, M4A1, M16A2) are the guns I want to be the guns you more commonly roll around with, but still need to put some effort into finding. Almost forgot the tools. 2x NVGoggles 9x Range Finders. In tents/vehicles... 1x NVGoggles 1x Rangefinder The NVG/RF were spawning a bit too frequently up until 0.1.2 in my opinion, so that may explain the plentiful rangefinders. For skins... 2x Ghillie unworn suits in inventories 4x people wearing Ghillies 1x Camo unworn suits in inventories 3x people wearing Camo
  2. Yeah. I'm really conflicted on that. I love choppers and the concept of squads using it for transportation/ops. But it sucks how it basically allows a single person to [1] farm all heli crashes in minutes [2] discover 100% of camps in short order. I'll have to look into something that tries to address that, but a short term thing might be to just make sure I'm spawning helis much less frequently than vehicles. So, once a heli is destroyed it will be a while before it comes back, but ground vehicles will spawn somewhat more frequently. We'll see. There's so much that I'd like to address in DayZ that it's a shame, really, due to time constraints. There's only so much time and everything takes a decent amount of it. Anyone know how effective something like this is with hiding vehicles? Is it really just for show or would it help? I could see adding something like this into the mod if it would help.
  3. I apologize to those of you who have PMd me questions or asked me questions in the thread that I haven't responded to yet. Yesterday I was working on the next patch most of the evening, and honestly my PM box fills up by the end of the day unless I mass-deletes things so I may inadvertently delete a PM that I otherwise had been trying to hold aside for a later response. Please don't take offense if you don't get a response, if I don't respond in 24 hours you may want to just poke me with a stick again. Chopper Fuel: I like the concept in making it riskier to fuel up a chopper, but this would either involve making a new "jerry can" type item or otherwise a new mechanic (which may not be a bad idea, of course) since the engine wouldn't allow for me to signify what "type" of fuel is in a jerry can or the like. It's a possibility that some mechanic is introduced for making fuel more risky to obtain all around, especially helis. I like the idea of that, but there's some other stuff I want to get to first and I'd have to flesh out a proper mechanic for it before I moved forward with it. Gamma Lock: I wish it were possible, and already looked into the possibility. The engine doesn't support a means of locking a client's gamma. This makes me sad, as I agree I would love to see more people hanging around at night using chem lights/flares/etc. I had a blast the other night running around elektro with that knowing how risky it was. I could, of course, force moonless nights in which turning up gamma does almost nothing to help. But, it makes it that much harder to see even with chem/flares. I'd like to add some sort of incentive for playing when it's dark out, but I don't think I'll be able to force people to play legitimately and not jam their gamma up. That makes me sad :( Tweaked Server Options (3rd Person, Waypoints, Crosshairs, etc.) Turning off waypoints will likely happen pretty soon. Perhaps crosshairs. I'd be up for a server without 3rd person as well, but I would have to always maintain a server with 3rd person on because I know how many people will refuse to play without it. I'd need to have multiple servers up and going (which means this first one has to get a steady 30-35ish population first) before I consider having a dedicated 1st person server. This also brings me too... Multiple servers I've had a few people step forward about launching additional servers with the mod, most commonly a desire to have a EU server. If/when a 2nd server is turned up, it will be a EU server and mimic the same settings as the current US server. As it stands, this will be something that I will be running myself and paying for myself as a result. It may sound arrogant of me, but I am distrusting of the greater part of the server admin community from vanilla DayZ. A lot of them are self-entitled admins who think the fact they pay money for their server gives them the right to destroy the quality of the game experience for others. Part of solving the gameplay problems in vanilla DayZ on public hives isn't just bug/exploit fixes and curbing hackers, it's stopping self-entitled abusive admins from treating their experience and their clique's experience above that of the server populace. If this mod becomes popular, I'll really have no choice but to involve some outside help (as I can't pay for tons of servers out of pocket) but I have no idea how I'm going to find trustworthy admins who [1] will run a server properly, putting the experience of the server community above their own -and- [2] not turn around and leak the server code to the public. I guess at some point I'll have to cross that bridge and hope for the best that I can find some trustworthy people. First thing is first, though, in releasing more patches and seeing whether or not the mod gets popular enough to where this is something I legitimately even have to consider.
  4. The best I can say is to make sure you're setup properly client wise. [1] If using Steam, make sure you have launched "ARMA 2: Operation Arrowhead" using the "Combined Operations" selection at least one time. This preps the install as needed to play DayZ via steam. [2] Then, make sure you have beta client 97448 installed. [3] Go to Steam, open your Library, and right-click on "ARMA2: Operation Arrowhead". go to properties. Click "Set Launch Options" and then enter in: beta=Expansion\beta;Expansion\beta\Expansion -nosplash -skipIntro -mod=@DayZ_DIAF Also, make sure you're running the latest beta and have copied the beta EXE from: C:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\Expansion\beta\arma2oa.exe TO: C:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\arma2oa.exe and overwrite that file. This will make sure Steam always starts with the beta. Each time you update to a new Beta client, you'll have to copy a new arma2oa.exe over again. Make sure @DayZ_DIAF is located at: C:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\@DayZ_DIAF and that should be all that's needed.
  5. I backpedaled on the "no guns in bags" thing when I realized that there's no way I could prevent item loss when someone tries to move a gun/item/whatever into a "full" bag/gear/tent (it'd require an engine modification). I felt it was a bit unfair to newcomers to the mod who probably won't read through all the changes made and end up having lots of guns eaten up. So, bag limits/gun carrying in bags should still be identical as it is in Vanilla DayZ. If not, please do let me know.
  6. Didn't think of that possibility. I'm torn on whether to leave it in (since you can always fire a shot in the vicinity to throw him into combat) or indeed consider chloroformed people in combat for the full duration. Probably makes sense to force them in combat otherwise people will do exactly what you said. One important thing to remember is that I'm not just removing/keeping guns. I am redoing loot tables entirely. Some I'm barely touching, some I'm completely revamping. So the reasons you state that reference the ease/difficulty of obtaining the gun does not necessarily apply. For example, the CZ550 no longer spawns at Farm spawns. Only deer stands. It's also considerably rarer now. Probably the rarest thing on a deerstand next to a coyote pack. CZ550 ammo also does not spawn anywhere in game. You only get the CZ550 and the 1 - 3 mags it spawns with. Similar for the M24. I made it only spawn at heli crashes and mags are impossible to get elsewhere. The reason I chose these guns specifically was their "primitive" nature (no zeroing) and their low magazine count. This means when you find a sniper you're getting 5, 10, or 15 rounds of it with no chance for getting more ammo unless you find the rifle again. Anything with a DMR mag (M14/DMR) means the gun is coming with 20, 40, or 60 rounds. The SVD would be 10, 20, or 30. The SVD also has the built-in range finder and the DMR/M14 are semi auto. That's my reasoning for why one sniper and not the other. I want ammo to be rare and I want people to really have to choose when they use it vs. going "woohoo, 60 rounds!". Plus, if you mix DMR/M14/M24 you now have a higher chance of getting ammo for it by combining mag types. I could "break" that feature, of course. As for the suppressed weaponry, I'm just trying to see how it goes without them. I think it may be neat to not allow people to be so easily silent in towns. I love/hate hearing distant gunshots and not knowing if they know I'm here or if they just got zombie agro and had to dispatch one. The mind fuck is enjoyable. It's probable that I will add back in some of them, but it would likely be at best the M9 SD and MP5 SD. Both are pretty bad guns for taking out players but good for clearing zombies before they agro. Expect ammo to be more rare than in vanilla DayZ if this happens though for similar reasons of wanting people to really have to think "do I need to a suppressed gun here and spend my limited ammo?" This is a worthy concept to recognize. I state fully and clearly that I do not aim to appease 100% of the existing vanilla DayZ crowd. There will be people that hate my mod, and I am okay with this. But I do hope that a sizable chunk have a similar mindset that I do and will enjoy it. It's just over 100MB, it should be comparable to vanilla DayZ download size.
  7. One of the things about chloroform is you have to be right up on someone to use it. That's why the reward (someone being helpless for 3.5 minutes) is so high. If you make chloroform a range attack, then you are taking that huge risk out of the equation. For anything that has a sizable reward, I want associated risk. What that did give me an idea for, though, is putting in "riot gun ammo" that could be loaded into the M16A2 GL or M4A1 HOLO. Something like "Sandbag" rounds. This would knock someone "unconscious" for maybe 5 seconds. With the delay in animation for falling down/getting back up, that should still give decent time for you to do something. Perhaps even run in and chloroform the person. However, with as difficult as it is to learn how to use the launchers' sights (and the limited amount of launchers), this may not be something people would actually use. Still, a consideration.
  8. Yeah, I really wish there was a way for me to check with battleye during the combat log logic to see if battleye kicked someone vs. if they "lost connection" (alt-f4). A friend of mine (who admittedly has a terrible/unreliable connection) got kicked for signature check failures the other day which resulted in a combat log. If the current mechanic becomes too much of a widespread problem and I can't figure out a better way to modify it, I may have to revert to something like the 'bot' temporarily being placed down for some time after someone logs out. But, I do like that this mechanic eliminates combat logging -- period. I just wish it didn't come with the side-effects. The only saving grace is that if you were just fighting zombies or what not, you know exactly where your body is to get your stuff back. Which brings up the point that the only item you couldn't make yourself whole again with would be if you had camo/ghillie. What's everyones thoughts on making camo/ghillie actually drop on a body? The argument for it would be that it "makes sense" to be able to take the clothes off of the body. The argument against it would be that it would significantly increase the amount of ghillie players and very little ghillie suits would ever decay out of the ecosystem.
  9. Indirectly, kind of. The weight of the wheel spawn hasn't been changed, but weights of other spawns have been. Compared to vanilla DayZ, generic loot and trash loot have a slightly increased likelihood of spawning instead of industrial goodies. The hatchet, knife, and toolbox spawn chance has been slightly reduced. The catwire and tanktraps have been completely removed (which is why the knife/hatchet was reduced since they were otherwise spawning quite a bit in the absence of catwire/tanktraps) But the individual loot weights of vehicle parts (jerry can, rotor, glass, engine, fueltank, wheel, scrap) are unchanged. I feel you, though. I spent several hours in Zelenogorsk on Monday night looking for 1 wheel to get an ATV at green mountain up and going. Had no love. Yesterday, we found a few spawned all at once in the factory north of Solnichniy. EDIT: Similarly, we spent last night and today looking for engine parts and couldn't find a single one ;)
  10. I'm not sure how I feel about the first contact from SurviveDayZ in my thread being accusatory and combative. Classy. Just because someone has performed a fix that produces a similar result as mine, does not mean that it's their code. I had actually fixed a majority of the bugs the tunngle guy did before I even found out about their duct tape fixes. That's also exactly what a lot of them are, duct tape fixes. Try and eat infinite food on my server, and try it on a Tunngle based server. Notice how the behavior is different? My fixes also aren't performed by using the mission file and hooking the real functions. I simply fixed the real functions themselves. My mission file contains no "fixes". The actual code is all fixed. The stuff they've fixed is also a small drop in the bucket from what I've fixed, just read my giant changelog. Should I start accusing you guys of "stealing" my ideas when about 36-48 hours after I posted my initial preview video about "no backpacks on start" and "adding the MH-6J", you guys did the same? What is your answer to that? I bet it's just like mine. Real classy move on the accusations, sir.
  11. I don't want to say anything yet just in case it doesn't pan out and I break a promise. It's more of a game quality boost than shiny new feature. But I do want to add a shiny new feature immediately after. The plan by this weekend is to setup a site, get the patch out, and setup some means of a dev tracker where I can dump the ideas I have. Players will be able to vote on what they think should be next. I'd rather spend time on what I know people want first. There'll be some means of contributing ideas/bugs, too. Of course I could be getting ahead of myself and everyone decides the mod is garbage by next week...
  12. This first post is now OUT OF DATE. Please see this thread for more details and another video! So, today I started a project. That project being modifying DayZ to include bug fixes for the current DayZ version as well as custom mechanics/features that I think could be interesting. Since my current DayZ server's hostname is "dayz.dieinafire.com", I'm lovingly calling this mod "DayZ DIAF" to indicate its origins. There's a lot to do still before I would consider it workable to start having people play on it. But, with the massive volume of DayZ servers out there I'm not even sure if people care about something like this. So I want to see what interest (if any) is out there. Should there be interest, this would be a whitelist only server when it's put online. Thanks goes to ayan4m1, as I'm utilizing his Private-DayZ dayz_server.pbo code and Hive system as a base for the server-side stuff. The end goal is to hopefully create a near hack-free, absolutely dupe-free and douche-free server environment with some various tweaks to mechanics. I by no means am presenting this as "this is how DayZ should be. I'm right, Rocket is wrong!". I'm just damn curious how things in DayZ's gameplay changes if I spin some dials and pull on some levers. This mod will be a living entity and core mechanics will likely change based on in-game testing and feedback. But, I need people interested in this to even possibly have the chance at some fun. If you have ideas or want to play on the box once I have an initial baseline up and running, let me know. I'd love to have this thing capped out and running a full community at some point. But, this thread could also slip into the ether because everyone thinks I'm an idiot for doing this. Let's find out, shall we? Video of Current Changes: Current Changes: [ Bug Fixes ] * Fixes of original DayZ bugs * - It is no longer possible to drink without consuming the drink item - It is no longer possible to eat without consuming the food item - It is no longer possible to pitch a tent without consuming the tent item - It is no longer possible to switch clothes (ghillie/camo) without consuming the clothing - It is no longer possible to build hedgehogs/sandbags/catwire without consuming the item - It is no longer possible to use medical items without consuming the item - It is no longer possible to generate infinite full water bottles at water sources - Switching skins no longer repairs pain shakes and broken legs - Switching skins no longer resets your backpack to an old pack - Switching skins no longer potentially dupes your backpack - Switching skins no longer refills ammo - Switching skins now properly remembers your currently wielded weapon vs. swapping to the one you had earliest obtained. [ Anti-Douche Bag Changes ] + Introduced the base mechanic of stopping ALT-F4 / combat logging. The "Combat" system. If you fire at somebody or have someone firing bullets near you (they don't have to hit you) then both such players go into "Combat". For testing, this duration is 30 seconds and has an indicator. The "Abort" option is blocked while in combat. If you disconnect for ANY reason while in combat (such as ALT-F4) I can have the server retaliate. Potential plans is to insta-kill the player and spawn a corpse with their loot in their place. This should eliminate combat logging entirely. [ Vehicle Changes ] + MH-6J (Littlebird) added as a pure transport helicopter (Can't wait for these to be buzzing around!). [ Backpack Changes ] - Backpacks are no longer capable of holding any weapons. This attempts to force squads to form and individuals to take on speicalized roles with their weapon choice vs. carrying weapons for all situations on every person. [ Starter Items ] - No longer start with any backpack. Not only does this force you to stay near towns a bit longer, but it makes that little 4 slot vest pouch actually something people might pick up and use! [ Item Removals ] - "Flashlight" removed (Everyone spawns with one... so why have it use up a loot spawn chance?) - Satchel charges removed (The cool factor is hampered by the douche bag factor) - One battle rifle removed * FN FAL AN/PVS-4 - All silenced weaponry removed * M9 SD * MP5 SD * M4A1 CCO SD * Bizon SD - All sniper rifles removed * CZ 550 * M24 * DMR * M14 AIM * SVD Camo * M107 * AS50 - All ammo exclusive to the removed weaponry has been removed * M9 SD Ammo * MP5 SD Ammo * STANAG SD Ammo * CZ 550 Ammo * M24 Ammo * DMR Ammo * M107 Ammo * SVD Dragunov Mag ( AS50/SVD/Bizon Ammo doesn't naturally spawn anyway outside of with its weapon) [ Helicopter Crash Loot ] Revamped loot table. The only Helicopter Crash "exclusive" loot is now the FN FAL and L85A2 AWS. - Removed Bizon SD - Removed M14 AIM - Removed FN FAL AN/PVS-4 - Removed M107 - Removed AS50 - Removed DMR + Added Rangefinders + Added GPS + Added M4A1 HOLO + Added M16A4 ACOG Planned Changes: [ Anti-Hack ] * Anti-teleport logic * Anti-godmode * Disabling of all non-legit guns from even functioning * Disabling of all non-legit vehicles from even functioning [ Anti-Douche Bag ] * Prevent players/vehicles/tents/etc. from going into debug plains. Stay in the map! [ Changes from stock Private Hive code ] * Have vehicles spawn with proper base loot in their gear like standard DayZ does * Have the option at least to have consistently damaged vehicles like standard DayZ does * Provide caps per-vehicle vs. overall vehicle cap [ Changes from stock DayZ code ] * Permit forcing certain vehicle types to be force respawned after X time regardless of use (anti-hoard, keeps new vehicles coming!) [ Bug Fixes ] * Need to clean up the current anti-tent/vehicle gear dupe. I don't like the current method from stock Private-DayZ. * Either stop the gun from trying to go into a bag or make sure it drops to the ground otherwise. Will need testing. [ Up in the air considerations ] * It sounds hilariously cruel to spawn a blackhawk (either with or without weapons.. not sure) as a single spawn point right in the middle of NWAF's runway. Wouldn't that be a bitch to repair successfully and take? I'd also force its respawn at some interval regardless of its use so the "Blackhawk at NWAF" is always a looming reward. * Thinking of adding some sort of "Crashed Heli" equivalent for newbies on the coast. Either crashed vans or something like that exclusively along the south coast which contains a high chance of low quality gear (ALICE packs, tools, other low-end stuff) (I'll update the list as I remember more... it's late)
  13. Bah, no love on the heli crashes not smoking. They were all lit up like christmas. I'll fix that next time. Next goal is a patch this weekend with a new feature/mechanic. *crosses fingers it goes as planned*
  14. Crowbars are just like Hatchets in that normal "dropping" is disabled. This is because of a backasswards way that Rocket had to implement melee weapons (and I can think of no better way). When picking up a melee weapon, you are secretly given a free magazine of melee "Ammo". You don't see it, but it's on you. That's what you reload it with. When you drop it, the code must rip the magazine out of your character as well. This can only be done by forcing you to use a special "Drop" menu (vs. the normal drop feature) so we can latch onto it and delete the magazine. When you found the crowbar, did you find it on a person's body or find it on the ground? If from a body, I'm aware of this bug and I'm exploring what I can do to realize that players need to be given "ammo" in that situation for it. If from the ground, let me know and I'll need to test it further. Worst case, you should be able to drop it to the ground, pick it back up, and that should give you the inivisible mag of hatchet/crowbar ammo. Respawn locations have been unchanged. The RNG seems not so random sometimes in games, though, eh? hehe.
  15. v0.1.2 is out. The server is coming down in 1 minute for the update. Get the link in the OP or dayz.dieinafire.com As I was uploading the completed ZIP I realized I forgot about the Hatchet ammo thing. And there's more I wanted to fix but I couldn't get to by the end of this evening. I'll probably have another update this weekend (perhaps with a new feature). This should be fixed in v0.1.2 which is going out in 1 minute. Let me know if it's not. I haven't look into six updater. Does it permit folks to contribute to it? I shall look into it. I wouldn't mind if DayZ Commander supported it. But I somehow doubt he'd add in support for a mod that's run on a single server ;) EDIT: Oh, and there has been a refresh of vehicles since you guys apparently love blowing them up and crashing them. Pay no mind that I crashed an Ikarus and UH-1H the first day the server was up. EDIT2: Request for feedback! I didn't have sufficient time to wait around for an hour or so and verify that medical boxes and backpacks are still able to spawn on top of loot piles (and vice versa). It should work, but I at least made sure the boxes/bags were spawning. If someone can please let me know the moment you see a bag sitting in a loot pile or a medbox sitting in a loot pile, let me know.
  16. I'll reply to folks in the thread and whitelist more people in a little bit. As much as I don't want to neglect whitelist requests, I can't keep getting pulled out of testing/coding if I want this patch out this evening. Bear with me :) Sorry. In a few days a better (automated) whitelisting system will be in place
  17. Alright folks. I'm setting in to code for the evening. I should have 0.1.2 up this afternoon/evening with bug fixes and the like, and then resume work on some bigger features. Please do let me know if you notice any performance issues with the server. I'm trying to hold off until the patch before its next restart.
  18. Yeah I'm really not sure why the multiple loot on top of each other doesn't seem to be a problem in vanilla DayZ. I never changed that logic from vanilla (and it's purely rocket's code, not the private server code). In theory this should be happening all the same on vanilla DayZ... But, either way, it'll be fixed in tonight's patch. I'm pretty sure I'll go exactly that route with the combat system. Right now it's in its "debug" form so people can notice oddities of the timer "sticking", being set too high, or any other such bugs. Once I'm confident with it, an icon sounds great.
  19. Haha. Rocket has droves more experience than I do in this arena. I just started self-teaching myself ARMA2 scripting the other weekend. I do have reasonable development experience, though. It's what I make a living doing, after all. Some of the stuff (like preventing gear from being eaten when moving from inventory -> full bag/vehicle) can't be fixed without engine changes. But so far a lot of stuff has been fixable as well (and I think the axe thing is one of them). I think it's a time constraint for him and a balancing act of whether or not he should spend time on the mod vs. time getting the standalone in our hands. I'm honestly kind of hoping standalone gets delayed for a while... [1] I'd cry if I just get this mod purring along and somewhat popular... then standalone releases, killing my mod off. [2] I have no problems with giving Rocket lots of time to make DayZ standalone's first alpha release a robust one.
  20. Yeah that happens in vanilla DayZ, too. When i made the crowbar beltable and droppable it did the same thing. I think it's just how "tool" items drop per the engine. I'd have to make it a "weaponholder" object and add the weapon into that vs just dropping the weapon... which I think I can do... I'll look.
  21. I think removing waypoints is in line with how I want the server/mod to operate, but I also want to make sure I'm not so restrictive that there aren't a lot of people who play. If this mod becomes popular, I'd like to do something like that as well. I'll also remove it if/when I get this other new mechanic in place that I want to do. Ugh, so many cool things I want to work on and only a finite amount of time to work on them.
  22. The entire sheep disappeared or meat didn't show up? If the sheep poofed, you just got unlucky. The way animals spawn is that every player is "responsible" for spawning X amount of animals map-wide. If that player logs out, the animals poof instantly (just like zombies when players logout). Even if they're dead zombies/animals, that happens. I think there's code that's intended to "Switch" ownership of zombies/animals to nearby players if it can be done... but I don't believe it's functional. In short, you got unlucky. I'll add looking into the "shift zombies/animals onto nearby players" logic to my list of things to do. hehe. It's a big list.
  23. Just replied to your PM. But looking at the logs further it looks like some files aren't passing signature checks. I guess make sure everything is patched up properly, because that's a stock ARMA2:OA pbo and not a DayZ/mod pbo.
  24. I have to admit I'm jealous of SurviveDayZ's sticky in this sub-forum and their shout-out from Rocket at Eurogamer ;P But, I'm not working on this mod for recognition and I'm certainly not saying that any mechanic changes/additions I make are "the way DayZ should be". I just have a lot of ideas in my head and I'm curious to see if, when thrown together, it results in a variation of DayZ that people are interested in playing. I'm trying to work something out that I want to play (and I did, all yesterday evening on the server) that is harder to get "geared up" in and that there's more to do once you are geared. I'm anxiously hoping someone posts a YouTube video in the near future of Chloroform in use. I'm excited to see what people do with it. I believe there is 1 Huey and 1 Littlebird up on the server. After tonight's patch I plan to spawn in a few more cars (I know of at least 4 or so that have been exploded/crashed) and make sure there are 2 Hueys and 2 Littlebirds up on the map. So tonight/tomorrow you should see more vehicles.
  25. What that actually is is about 100000 "rounds" of hatchet ammo ;) The way hatchets/crowbars work is by secretly giving you a hidden mag of "ammo" for your melee weapon when you pick it up. Previously it wasn't showing on bodies, but due to how I had to fix the crowbars so they could be toolbelted properly it is now showing. I'll have that fixed in tonight's patch. You actually DID pick it up, by the way, and you now have more hatchet ammo :D It just isn't setup in a way that you'd see it in your inventory.
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