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JaxTeller718

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Posts posted by JaxTeller718

  1. Patch Released. No Wipes Necessary

     

    **Warning** Empty your Water Filtration Unit before updating. The WFU is reverting to the previous way. This update will change the WFU and if you do not remove your materials it will destroy them.

     

    When updating your UI's will be reset. This is an unfortunate side effect of how the code calls for the various UI. You will NEED to go into your mods folder and delete ALL the OptionalUI folders. Once you have done this you can update as usual. You will need to go back in and select your preferred UI again and restart the game. This will save your ui choice.

     

     

    Patch 7.2.1

     

    Addition: Newspaper Lore with Icons by Sinder as well as Newspaper Vendor Boxes randomly to the world.
    Addition: Craftable Flag in PWB You can place to note where you looted

    Balance: All Arrows Now Do More Damage
    Balance: Sledgehammer XP Increased
    Balance: Lessened chance of arrow heads in stiffs boxes
    Balance: Output of Mortar Increased
    Balance: Bows Do More Damage
    Balance: XP Rewards for Archery Skill Increased
    Balance: Probability of Honey Comb Increased in Stumps
    Balance: Probability of Honey Comb from Wasteland Treasure Perk Increased

    Change: Xp Defecits are 25 percent instead of 50 percent per death
    Change: Jar of Honey from trees in Wasteland Treasure Changed to Honey Combs
    Change: Now you only lose 2x your XP level before it caps instead of 5
    Change: Wood Spikes can now also be made in Table Saw and doubles the yield of craft
    Change: Research Desk Added to BlackRaven POI

    Fix: War Hammer should now have proper damage
    Fix: Cobblestone repairs now take mortar
    Fix: Nulls caused by Zombie Cops
    Fix: Spider Audio Causing Nulls
    Fix: Lockpicks would not unlock at Great Heist Completed
    Fix: Localization on Colored Vehicles
    Fix: Navezgane Poster

  2. Patch Notes Preview for the 7.2.1 Patch

     

    Addition: Newspaper Lore with Icons by Sinder as well as Newspaper Vendor Boxes randomly to the world.
    
    Balance: All Arrows Now Do More Damage
    Balance: Sledgehammer XP Increased
    Balance: Lessened chance of arrow heads in stiffs boxes
    Balance: Output of Mortar Increased
    Balance: Bows Do More Damage
    Balance: XP Rewards for Archery Skill Increased
    
    Change: Xp Defecits are 25 percent instead of 50 percent per death
    Change: Now you only lose 2x your XP level before it caps instead of 5
    Change: Wood Spikes can now also be made in Table Saw and doubles the yield of craft
    
    Fix: War Hammer should now have proper damage
    Fix: Cobblestone repairs now take mortar
    Fix: Nulls caused by Zombie Cops
    Fix: Spider Audio Causing Nulls
    Fix: Lockpicks would not unlock at Great Heist Completed
    Fix: Localization on Colored Vehicles

     

  3. Ravenhearst 7.2.0 for 19.2b4 Stable has Released

     

     

    Now available on the Launcher

     

     


    Client Files

     

    Server Files

     

    Head to our Discord for bug reports, help and information. We hope you guys enjoy this edition, but remember it is still unfinished so expect issues, bugs and possibly wipes until we reach stable 7.

     

     Patch Time! A Wipe May Be Necessary, New Install Needed

     

    Updated to Stable 19.2b4
    
    
    Addition: Cubish Poi by evilracc0on
    Addition: More Vanilla Foods
    
    
    Balance: Reduced xp on air drop zeds
    Balance: Lowered probability of bear and dire wolf spawns
    
    
    Fix: Safe Loot should never be empty
    Fix: Fish Trap Had Misspelt Name and wouldnt unlock
    Fix: Movie Posters were not in the correct position
    Fix: Primitive Repair Kit Sell Prices
    Fix: Surf and Turf recipe
    Fix: Scrap Tools and New Weapons Now have craft quality
    Fix: Air Drops No Longer Destroy on Close
    Fix: Cult POI
    Fix: Gun Parts should now unlock and show unlock by
    Fix: Empty Gas Cans stack to 1250
    Fix: Added a singe craft to most quests to avoid null fly throughs
    Fix: New weapons given proper Localization
    Fix: Coffeemaker exploit
    Fix: Pwb items can now be made in workbench
    
    
    Change: Fish foods moved to survival campfire
    Change: Removed Random Stats System
    Change: New Water Filtration System
    Change: End Game Foods added to Stoves Only
    Change: Weapons and Tools no longer have random stats
    Change: Logs and wood and sticks yield more in table saw 

     

  4. Thank god this was moved out of dev diary, was afraid someone would actually read my post.

     

    We moving all the "omg it looks amazing cant wait" posts too? since those definitely fall under discussions, albeit more positive ones.

     

    1 hour ago, Roland said:

    Getting to play with all the inevitably cut content is truly one of the Early Access perks.

    One of the reasons i will never say i wasted money on it, or regret buying it. It gave me over 4000 hours of amazing enjoyment. But even the strongest most classic of cars run out of mileage and cant be amazing forever.  Stronger shinier faster models are always an inevitability. 

  5. On 10/31/2020 at 11:05 AM, Danidas said:

    For future versions of the game would you consider the possibility of re-adding cosmetic mods. Like the current hat mods for helmets to make them look like a cowboy hat, baseball hat, etc but for all 4 gear slots. In order to allow us to swap out the look of our gear to further diversify our characters appearance beyond the dye system. As one of the main complaints about the new gear perk system is that everyone will end up looking identical when doing a specific role.

     

    Glad you are seeing it now. A lot of us have been arguing this for years but we were treated like a group of morons who were holding back the games potential.
     

    Im sorry but I am not into this whole Fallout/WoW inspired clothing system. We wanted better armor and clothing choices but we did not ask for set bonuses and tiered raid style junk. Now with biomes getting gamestaged like WoW zones (good job on removing the extra biomes btw BEFORE adding in zoning makes a lot of sense) I am starting to think my time is coming to an end with this game. Which is quite sad as I have so many good memories but i played 7 days because it was 7 days. The team seems intent on becoming a poor clone of every other game out there so why would i keep playing this one when i can play the superior versions of all of this?

     

    A16 will always be the prime for me in this game, and as we go forward I see glimpses of brilliance but the avalanche of generic shooter/looter survival mechanics that are replacing a once complex and fun core game are making it quite difficult to keep coming back for more.

    Compare the complexity and gameplay from 16 to today and what you have is a shorter more simplistic version of 7 days that looks amazing. Something i wont deny is the art and style have come a LONG way but the growing trend of games looking gorgeous with having little to no substance is a sad one in this day and age of gaming.

    Wish i could be more excited for the road ahead. Maybe the games outgrown me. I dont think so though as i can load up older versions and still sink hours into those. So its good we have that option. Just wish I could be on the hype train for whats to come.

    5 hours ago, art1336 said:

    So we're not going to be able to wear clothes and armor at the same time? What's the design motivation behind that?

    Things have been going in this direction for a while. They prefer simplicity over complexity, streamline over choice. Thing is this one seems to hit a few more folks than the other stuff we used to comment on. Simplified farming, removing resources, removing LBD, gun parts, simplifying meats etc are all things people used to discuss but none seemed important enough. Some of us were constantly reminded about our over reactions. Yet here we are, 20 alphas later and STILL removing content. 

    Clothing is just the next in line to get the hand of simplicity reach down and sweep it into the sea.

  6.  Ravenhearst 7.1.0 for 19.1b8 Stable has Released

    Client Files

     

    Server Files

     

     

    **Patch 7.1.0 for 19.1b8 Stable**

    Addition: Christmas Trees (Suck It Wook)
    Addition: Wookie Selectable UI - Now you can choose your UI. Requires Full Game Reboot
    Addition: Jukebox
    Addition: Radios
    Addition: Record Players
    Addition: Box Truck
    Addition: Dirt Bike
    Addition: Ability to empty jars with right click
    Addition: Golf Cart
    Addition: Golf Club
    Addition: Firearms Extended Modlet with 12 New Guns
    Addition: Perk Books Added to Loot
    Addition: Caves (Need feedback on Stability)
    Addition: Scrap versions of our high end ores. Coming soon ore versions of vanilla metals
    Addition: Night Terrors
    Addition: Nightmares
    Addition: Over a dozen plus new POIs by evilracc0on
    Addition: Added josefpatch Melee Weapon Pack
    Addition: Sinders Fixes, Rebalances and Modifications for multiple Evilrac0on POIS
    Addition: Wookies DMT Fix for Traders Respawning in Place while Alive
    Addition: Flags (Not animated and some missing but WIP)
    Addition: Movie Posters (More to Come)
    
    Balance: Lowered Nail Craft from Bent Nail to 2 seconds
    Balance: Stone Axe and Pickaxe Are Now More Durable
    Balance: Boiled Water in Jar removed from normal campfire
    Balance: Increased empty gas can counts in car harvests and loot
    Balance: Gamestaged Wasteland
    Balance: Horde Night will now last until 4am
    Balance: Prim Bow and Spear and Sledgehammer recipes adjusted
    Balance: Ore Nodes No Longer Give Stone
    Balance: Increased Honey from Bee Hives
    Balance: increased Water from Collectors
    Balance: Increased chance of Bee Hive and Collector Schematic Drops
    Balance: Gas recipes and loot increased all around
    Balance: Increased zombie night sight
    Balance: Store Shelf Loot should yield better loot
    Balance: Medical Box Loot has had junk removed from its lists
    
    
    Change: Torch no longer levels blunt
    Change: New Well Model
    Change: Finishing weapon quests now gives a top tier schematic for the weapon in that line
    Change: You will now get 15 Action Skill Levels in the class weapon of your choice
    Change: Skyscraper Lowered to tier 4
    
    Fix: Supply Crates Do Not Destroy on Loot
    Fix: Quest Text Numbering
    Fix: Vanilla Perk Description Changes
    Fix: Crops should now yield 2 crops and 1 seed
    Fix: Fuel Value on Sticks
    Fix: Craft Output Amounts on Forge Materials
    Fix: Description on Crowbar
    Fix: Pallet of Limestone Recipe
    Fix: Catcher, Composter, BeeHive should no longer be able to be placed in close vicinity to each other
    Fix: Pickaxes should now mine proper ores of next tier
    Fix: Wrench Recipe No longer Nulls
    Fix: Urban Combat and Fireman Almanac Perk Book Lines Adjusted properly to fully unlock
    Fix: Removed unneeded Miner 69er perk causing craft issues
    Fix: Irrigation Not pumping Water Fixed. 60 minutes for Pump to Fill, 5 minutes for Pipes to fill, 60 minutes for refills
    Fix: Dropped Backpacks No Longer Delete Some Items
    Fix: Sledgehammer no longer level blunt
    Fix: Trader prices increased
    
    Removal: Raw Meat
    
    Update: Tormented Emus Terrain Array DMT Mod to work with Linux
    Update: Spherecore and Legacy Terrain DMT Mods

     

     

  7. On 10/11/2020 at 3:31 AM, Jost Amman said:

    @madmole

    For the sake of "simplification", we should get rid of the dart trap ammo and just make it shoot nails.

    Dart ammo is only used there. Whatd'ya think?

    I swear I can g back over your posts and se multiple requests for simplification and removal of items. Like whats up?

    "Hey MM since frames are made of wood how about we just make wood turn into frames on harvest."

     

    I get yall are over actual complex gameplay but can we not remove crafting from everything. 

  8. Patch Time! No Wipes Needed, Files in Data and Mods Folder changed so do a resync/redownload

     

    **Patch 7.0.2 for 19.0b180 Stable**

     

    ```
    Fix: Wood Stoves Had Incorrect Window Title
    Fix: Air Drops Will No Longer Break
    Fix: Lowered Infernal Dog Health
    Fix: Removed all instances of raw meat. Toss yours out
    Fix: Table Saw Schematic Added to Research Desk
    Fix: Stone Pick Power Swing Drains Stamina Now
    Fix: Gas Pumps Were Breaking into thin air
    Fix: Incorrect Numbering on Open Quests
    Fix: Localization on Wooden Boards
    
    Balance: Air Drop Timer Corrected
    Balance: Stone Axe and Pickaxe will Last Longer
    ```

     

  9. On 9/16/2020 at 6:35 AM, xtended2l said:

    Sorry if I ofended you by downloading your dev version. I dont want to participate as a tester anyway, and if it is hard to answer simple question (if it is intended or not) - NP.

    We knew about it and its fixed in relese. Not offended just didnt realize people could access it.

     

     

    7.0.1 for A19.0b180 Stable is now Released!!! Links in first post

  10. 10 hours ago, beerfly said:

    Better, we will have drones rounding around us, capable of many things depending on setup we choose. A20 dev diary is near, so not long till we see.

     

    We have bicycle, minibike, motorbike and a precious gyrocopter, better than horse. (sorry horses). And a 4x4 that is gonna get some love as all others in the future. 

     

    And sadly, a dog companion have been discussed and rejected, probably because the complexity of the worlds (generated or pregenerated), things as path finding can`t be as in Minecraft you know. 

     

     

    Sorry NOT better. Not interested in Fallout Lite

  11. 1 hour ago, xtended2l said:

    Hey @JaxTeller718! I died from infection when it reached 100% and stuck in death loop on my bedroll. Is it intended? The only way I managed to continue playing is by using debuff command.

     

    P.S. Sorry, forgot to mention I am using your dev version, as I needed server version, so I decided to use it.

    So you decided to use an in progress developer version, not ready for release or advertised as such, because you "needed" to use it.

     

    If you are interested in testing join our Discord and sign on as a tester. Not grab copies that aren't officially released. 

     

    Anyways in hopefully happier news

     

    In preparation for the release of Ravenhearst 7.0.1 here are the Patch Notes so you can get familiar with what has changed. Release is in a few days barring any emergency issues arising from server testing.



     

    Updated to Harmony2
    Updated to Stable 19.0b180
    
    
    Addition: Zombies now have random heights
    Addition: Armor Bench Recipe
    Addition: Darker Nights and Interiors Modlet (Already bracing for the response to this one)
    Addition: Added Sinders Smoke Filled T5 Pois Indicating Radiation
    Addition: Xyths Animal Pack with Crow, Spiders. May need some balancing.
    Addition: Death Penalty is now more Harsh
    Addition: Jerky, Salt and Trail Mix
    Addition: Screws to Powered Recipes
    Addition: Robears pallets
    Addition: Admin XP and Skill Books
    Addition: Set of Kukri
    Addition: Baton
    Addition: Archery, Blade, Blunt Class
    Addition: Firearms Classes
    Addition: Food Processor
    Addition: Cling Wrap and Preservation Barrel
    Addition: Journal with Pen and FULL Quest Line
    Addition: Ink to Research recipes and loot
    Addition: Poster and Journal items for opening quest
    Addition: Seed Packs
    Addition: Complete Journal Quest Line
    Addition: Terrain and Road Buffs
    Addition: Sharpened Stone
    Addition: Dried tea Leaves
    Addition: Composer and compost
    Addition: Turds
    Addition: Worms
    Addition: Empty Gas Cans
    Addition: new quests to opening quest
    Addition: Sounds Folder in prep for custom sounds
    Addition: Canned Water
    Addition: Wave of Sinder redone rad Tier 5 pois with Smoke
    Addition: Empty Gas Cans added in loot and craft
    Addition: Wookies No Station Storage DLL and Module Checker
    Addition: Fertilizer
    Addition: Wookies Fix for Workstations. Fuel and Tools will now work but you cant place items in them
    Addition: Additional Poster. More to come
    Addition: Wookies Random Sound Dll. Now a sound cue will play randomly. Very much work in progress
    Addition: Several POI fixes and sleeper placements by Sinder
    Addition: New Meat Icons
    Addition: Mumpfy New Zombie Textures (Biker, Joe, Janitor, Arlene, Darlene, Steve, Fat Mama)
    Addition: Tormented Emu Texture DLL
    Addition: New Personal Workbench Model
    Addition: New Opening Book Model
    Addition: Stone Well
    Addition: Can Insects
    Addition: Bug Kabob
    Addition: Grey and Red Smoke Variants
    Addition: Fixed Up Kuldin House
    
    
    Balance: Table Saws in World Now Work
    Balance: Replaced Stalactites with Salt Deposits
    Balance: Fog should start soft in morning and get thicker by night
    Balance: Scaled Spawns Back Slightly
    Balance: Uncooked Insects now hit for 1 health
    Balance: Removed Storage from Wood Helper
    Balance: Added screws to Metal Helper Recipe
    Balance: Replaced wood with Planks in Wood Helper Recipe
    Balance: Garage Shelf Upgraded to 28 Slots for Storage
    Balance: Increased repair times on all items
    Balance: Reduced Amount of Zombies and Animals in CP for Performance
    Balance: Changed Starter Crate
    Balance: Rebalanced some books and updated descriptions
    Balance: Reorganized and redid the Opening Quest.
    Balance: Changed handles recipe
    Balance: Compost and Fertilizer Added to Seed Recipe
    Balance: Redid all station recipes so they are in line with reality and the journal
    Balance: Increased XP Needed to level all action skills
    Balance: Increased time on Pallet crafting
    Balance: Infection persists through death
    Balance: Death Penalty Increased. Now you lase 50 percent per death XP. Cap raised to 5 levels of xp loss so dont die!
    Balance: Increased durability of all items
    Balance: Removed T4 from damaging you to Radiation
    Balance: Mixed up the RWG Mixer for vanilla and custom POI entries for more diversity in RWG worlds
    Balance: Rad Suits Will No Longer Break
    Balance: Bicycle can now be made in PWB
    Balance: Updated New Default Settings to Play On
    Balance: Infection will now persist through death
    Balance: When you die you will now respawn with 60 percent food and water
    Balance: Moved Chemistry Station to Physician 3
    Balance: Moved various deco to decorating table
    Balance: Moved some items out of PWB
    Balance: wood frame recipes to 12 wood instead of planks
    Balance: Lowered Physician Perk Benefits slightly
    Balance: Lowered Lucky Looter Loot Times
    Balance: Lowered Daring Adventurer Perks
    Balance: Lowered Pain Tolerance Perk
    Balance: Lowered amount needed to make forging plate
    Balance: Rebar and Iron Frame Recipes
    Balance: Increased Zombie Speeds
    Balance: Thinned out Animals
    Balance: Assigned Tiered Damage to Zombies
    Balance: Heat Mapping on All Stations
    Balance: Shortened Zombie Reach Slightly
    
    
    Fix: Repair Kits are now properly named
    Fix: AK Schematic Call removed in Action Skill
    Fix: Insect Trap Cant Be Looted
    Fix: Auger Harvesting
    Fix: Wrench should now craft at proper quality
    Fix: Loot Window Searching
    Fix: Removed Empty Jar Mold
    Fix: Rad Suit Resistance to radiation Increased
    Fix: Fist Weapons Increasing Blunt Weapons Skill
    Fix: Bone Fragments No Longer Scrap
    Fix: Main Menu Updated
    Fix: Tanning Rack and Survival Campfire added to PWB
    Fix: Growth times on farming. It is now 120 a stage
    Fix: Iron and Steel Arrowheads added to Working Stiffs
    Fix: Grace Now Drops Proper Resources
    Fix: Added Casket Helper
    Fix: Yucca Smoothie now Cools You down
    Fix: Icee Now Cools You Down
    Fix: Storage Tags to Safes
    Fix: Locked Research Desk
    Fix: Many Localization and Icon Fixes
    Fix: Wood Stove not showing survival campfire recipes
    Fix: Open Quest Change
    Fix: Composter now gives fertilizer
    Fix: Gas Pumps will now downgrade when looted
    Fix: Online requirement from Z2 removed
    Fix: Gas pumps can now be upgraded with empty gas cans and looted over time
    Fix: Lucky Looter times were incorrect
    Fix: shotgun turret recipe asking for wrong parts
    Fix: gun pieces in loot not being proper RH gun parts
    Fix: Descriptions on Clothing and Armor to show Which Repair Kit is Needed
    Fix: Leather Strips Scrapping
    Fix: unlock info on salads
    Fix: Stone Axes giving car parts
    
    
    Removal: Cooler Recipe
    Removal: Thumper :(  (Does not work on servers)
    Removal: Iron Tools from PWB
    Removal: Config File
    Removal: Fishing Portion of Journal since its broken
    Removal: Weather Modlets because they interfered with desired fog effect
    Removal: Removed a few books
    Removal: Seeds givebacks on Crops
    Removal: Khaines Supply Crates
    Removal: Food Spoilage
    Removal: All newbie coats
    Removal: Parkour
    Removal: Steel Sledgehammer Parts from loot
    Removal: Spoilage Text from Storages
    Removal: Storage Pocket Mod Recipe Causing Nulls
    
    

     

  12. 4 hours ago, Mjolnir45acp said:

    Hey love your Mod.

     

    It does run fine for me. I just noticed the Zombie spawning in the beginning may be a bit excessive. I usually play vanilla on permadeath/insane/nightmare and enjoy the challenge of Ravenhearst but you cant do anything other than fighting 30-50 Zombies all the time once the spawn protection wears off. This also happens at 13:00 instead of 22:00 contrary to your description. Since the weapon specific perks are also gone you are even missing bleeding or extra stun damage from the perk tree. This is very tiresome and you are fighting well into the night. The long fights also make the club the only viable weapon since you break them on repair and need the personal workbench for all other weapons in the beginning. You may look into it if its intended this way. I have the city Zombie Multiplier on 1x, other than that insane difficulty and vanilla zombie speed if thats important.

     

    Looking foreward to a stable release.

    We are tinkering with the zombie settings

     

    The effects from the trees are still there. they are just merged into the action skill now and need better documentation so no worries there. We wont be removing those effects. 

    For day 1 - 2 id make a few clubs as with any weapon class (i know classes arent in yet) our intention is to have people stay in tier 1 weapons longer. Unlike vanilla our progression will come from the use obviously so it shouldnt be too hard to gain that next tier. We do plan to add much more choice of weapon and expand beyond 3 tiers of tool and weapon all with more varied ranges of stats so that you will feel rewarded on each level up. Thats still a work in progress obviously.

    We are toying with the idea of half spawns on day 1, then day 2 it trickles in until we get normal spawning. I balked at this initially because Im a jerk lol. But im seeing the case made for this being a good idea.

  13. Ravenhearst Experimental 7.0.0.20 for b180 has Released

    Direct Link

     

    Head to our Discord for bug reports, help and information. We hope you guys enjoy this edition, but remember it is still unfinished so expect issues, bugs and possibly wipes until we reach stable 7.

  14. Patch Notes Preview Guys!

     

    https://ravenhearst.enjin.com/home/m/47994860/article/5071504

     

    Please remember Ravenhearst 7 is Experimental. This means expect bugs, wipes, imbalances and missing content. It is not finished. Play is opt in only. You will need to make a copy of 7 Days A19.0b178. The mod will not be updated to any other experimental number. Instructions on how to make a second copy of 7 Days is above. 

    Downloads are direct only. There is no server install or support currently. Please report any bugs or imbalances. Check the known issues thread. We will not accept any reports from users who modify files, remove files, add files, change anything or modify any thing.

  15. Major Announcement

     

    Ravenhearst 7 Experimental will be releasing soon. This edition of the mod will be available for a19b173 Experimental ONLY. Please make sure you backup a full copy of this experimental. We will NOT be updating these mods to any new experimentals.

     

     

    These releases are to be considered unfinished and incomplete. DO NOT DOWNLOAD OR PLAY THESE VERSIONS UNLESS YOU FULLY UNDERSTAND THIS  I am releasing these to give players a taste of what to expect, as well as help us in finding bugs in prep for our stable release. We wanted to give our community something to tide them over while we finish our development. This release is not to be considered stable enough for a long term play through

     

    RH 7 will be releasing sometime in Stable. We can not guarantee it will be for 19.0 but that is the goal. Development takes how long it takes. A lot is still missing. If you do not wish to risk wipes or corruptions or do not wish to play an unfinished mod I urge you to wait for Stable. I want to stress that no one is forcing you to install or play. There will be issues and bugs.

     

    To everyone else we look to forward to hearing what you think, and to helping us to shape the best experience possible for you. My time on these forums is very limited and the majority of my development team has moved to Discord only. If you would like your questions answered quickly please join our Discord. We have an amazing community of fellow RH veterans and new players alike that are always willing to help out and offer tips and advice, as well as myself and my team checking in daily. Full patch notes will be posted here over the weekend.

     

    YO9cNKv.png.d274e25016f7db5c1b448fab9cce85ee.png

  16. The update broke everything. I'll try to get it fixed soon but rh broke too and I'm going to be honest I'm reaching a breaking point with this game.

     

    Might be time to move on until they go gold if they ever do. Redoing mods every 5 days especially something like rh is no longer fun.

     

    I'm fixing more than playing and with rh by the time I fix last patches breaks a new one drops. At this rate I'm not sure when rh will be ready.

  17. Three new modlets for you guys today

     

     

    19 Drink Change Revert

    In b163 Pimps removed all poison from water and also removed a 1 point stamina hit on canned food. This made the perk associated with it useless now. This modlet adds those changes back in.

     

    Animal Population Control

    b164 added absurd probabilities and faster respawning for animals resulting in players having hundreds of meat by day 5. This modlet reverts animals back to pre b163 status.

     

    Loot Rebalance

    A big one and ongoing based on feedback. This trims down loot amounts in several key areas for more challenging gameplay. Treasures have had their counts reduced a bit, some loot containers have had weapons removed from them, and ammo has been shaved in half. More work will be done in the future.

  18. On 7/2/2020 at 10:45 AM, LewZephyr said:

    Thanks for all your work.

     

    Do you intend to update the Eggs in Refrigerator modlet?

     

    Thanks.

     

    EDIT:  I guess it may not bee needed.  I looted a refrigerator today and there were 4 eggs in it. 

     

    Thanks none the less for all your skills.

    Haha yes they added it themselves :) So no need for it anymore

     

    Tristam I dont understand the question. Do you want me to convert these?

     

     

    3 new modlets today

     

    Trying to do the infection thing. Im able to get it to keep a broken leg but they changed food and water buffs and I admit im having a difficult time with buffs. Its my definite weak point in the xml.

     

     

    Car Respawner

    Adds a car respawner when a shell of a car is broken down, it turns into a small piece of grass that will grow over time (roughly 30 days) to a new car to harvest.

     

    Increased Wandering Horde Size

    Takes the vanilla wandering hordes and adds a few extra zeds to each stage for a bigger more dangerous wandering horde

     

    Zombie Sight Range Increased

    Increases the sense and sight of all zombies in the world making them more dangerous.

     

     

  19. So work on Ravenhearst is well underway. Its going to be a while since we want to get this right, and I have a lot of stuff going on personally. You can read more on all of that in our Discord.

     

    I was shown something today that will be in RH and I just could not keep it to myself. Here is some of what WookieNookie has cooked up for you guys. Lots more customizable options and we will also be using Sirillions Z2 as our RH UI in 19. 

    Wookie loves it so much he decided to make customizable options for that as well! Heres a sneak peek.

     

     

     

     

     

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