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Haidrgna

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Posts posted by Haidrgna

  1. Hello, 

    Some people may recognize this perk from having been part of Gnamod. But in an future update the perk will no longer exist in Gnamod but I still think people may be interested in adding it to their vanilla games, so here it is as a simple modlet.

    A20.6_2022-09-17_17-15-43.thumb.jpg.bcbfae26a03a78443132cce5cfacd697.jpg

    So what does this modlet do?
    It adds an extra perk to Strength that allows you to raise the gamestage of the game for you. It does nothing else but make everything harder, so it's only if you need something to sink points in later, or give yourself an extra challenge.
     

    Download

     

    Also: There is no terms of service on this mod, it's free to be used in other mods, overhauls, included as is or copied over. Though if you do I would appreciate that I am credited for the work. 

  2. 15 minutes ago, meilodasreh said:

    Aren't stacksizes determined individually for every item, independent from one may or may not be an ingredient for another?

    And the "should be" part: well let's not start the "why can I carry 6000m³ of concrete but only one piece of XY" thingy.

     

    Yes stacksizes are determined per item, but makes little sense to apply the change to one if all other similar items would not have that change done to them, that was my point. So if we would go with making each 'jar' or canteen or whatever we use to carry liquid in item would stack to one, it would be odd if once they are filled they suddenly stack to 10 again.

    The concrete argument is your fabrication, not mine.

  3. 16 minutes ago, Catdaddy said:

    Agree. So is stacking them.

     

    So keep jars in game, but never stackable, full or empty.

     

    This way they still exist but are extremely inefficient to abuse.

     

    You could still take a backpack full of single jars to the river and fill them one at a time for a few days of water, if you want. You enjoy that. I'll be over there setting up my fancy new dew collector farm.

     

    Win/win? 

     You do realize this will and should also make any other jar non stackable right, so all drinks, even those from your dew collector that now need to also be supplied with clean jars.

  4. I just released the 0.9.0.3 update, it went to both Stable and Latest on the Mod Launcher and is available as manual download as the current version now:

    ==0.9.0.3==

    Balance patch to improve early game spawning balance, fix several issues with unlockable recipes and general improvements to gameplay.

     

    ++Core++

     

    - Changed: More variety in trees spawned in POIs, some trees will appear in all biomes now.

     

    - Changed: Steel bundles and Mechanical Parts are now always unlocked recipes. This is until progression is fully redone, and I have decided how to handle bundles. They likely will go away in the future due to being able to directly affect the yield of a recipe based on available tools/perks so there is no need for extra steps.

     

    - Fixed: Issue with doors looking damaged or off because of changes made in how doors show damage states. Reverted doors to vanilla for hitpoints for now until they can be properly changed.

     

    - Fixed: Small graphical glitch with dirt texture showing in steep slopes, should now show stone textures.

     

    - Fixed: Sound issue where the hit sounds of T2 fists were not played.

     

    - Fixed: Cleared up mismatch in description for Makeshift firearms.

     

    - Fixed: Issues with several items being locked behind nothing or referring to wrong/non existing unlocks causing issues when trying to craft them.

     

    - Fixed: Issue where stone and bone arrows were giving the wrong arrow tips on opening them.

     

    - Fixed: Localization issue for Challenge note quests. They for now have a generic localization until they are properly reworked. (The localization for some was removed).

     

    - Fixed: Issue where Miner69er did not boost damage on level 1.

     

    - Fixed: Changed starter quest to trigger from a bigger distance, hopefully should mitigate the marker being up high or deep under ground and then not being reachable by normal means.

     

    - Balance: Check-up on all spawning to make sure high-level zombies are not showing up to early. Fixed several spawning group errors where the wrong zombies were in there and a spawning issue where on day 1 the wrong scout list was being used. Tuned animal spawns as well making zombie animals rarer in the wild. Hopefully this should deal with the early game balance where the mod has become harder due to weapon changes.

  5. On 5/3/2022 at 4:08 PM, iamzombie said:

    So do I just suck or is this mod just incredibly difficult? I've played lots of different "hard" mods (RH, DF, etc) but this is just punishing. 

     

    I know one of the features is the randomized zombies, but when you're encountering radiated climbers on day 1, that's not difficult, it's impossible.  Is there some way to configure the parameters of the randomization in the XML?


    I am currently rebalancing the spawning, some unintended stuff slipped through and some changes done actually made certain zombies appear far earlier than they should have (like bosses and radiated crawlers showing up as scouts on day one because there was no entry for day 1 anymore and it defaulted to the end-game list instead).

    I am finalizing the changes today and likely release it by the end of today as a balance patch. 

    But yes, this mod is hard and intended to be hard. Finding the right balance however is a challenge, especially after a new alpha and overhauls to weapons on top of it. I feel the current version is getting to where it should be.

    Also luck is a feature of the mod, sometimes you can roll really badly and just get into a nearly impossible situation. Do not be afraid to run, bail out when you encounter strong zombies early on.

    You can customize spawning yourself further if you want using the XML yes, assuming you know how it works, though I recommend waiting for this next patch first :)

  6. On 4/20/2022 at 3:20 PM, Nuko-san said:

    Is it normal that the crafting (including boiling water etc.) requires me to actively look at the crafting que? like I need to have the campfire opened for the things to craft, is that normal?

    It only works that way for the backpack crafting, workstations are like normal.

     

    I have just released a small hotfix to Gnamod, version 0.9.0.2 that mainly addresses a change that was sneaked in during the last build of 20.4 (after I falsely assumed they would release it earlier). This change broke the Players window and made it stick to the screen at all times instead. This build also enables dyes to work on the drone, or at least it adds the same tag TFP added to their dyes. Download links have been updated as well and both Latest and Stable received this update.
     

    ==0.9.0.2==

    Small Hotfix for a change introduced in 20.4 that breaks the UI and some minor tweaks.

     

    ++Core++

     

    - Changed: Dyes should now also be able to be applied to the Drone.

     

    ++CoreUI++

     

    - Fixed: Modified the Players window to be in line with the changes done in the final build of 20.4 that broke it. Window should work, but its all about the ingame use of voice, so unsure if it looks ok.

  7. I just released version 0.9.0.1 that works with both 20.3 and 20.4. It will say 20.4 in the files and on Mod Launcher but works in both versions. It is just a couple of fixes that have been pushed to stable right away so are available for manual download and on the Mod Launcher.
     

    ==0.9.0.1==

    First hotfix version and making the mod compatible with 20.4 as well. This version has a couple of fixes, most notably fixing an issue servers had because a piece of patched code did not exist there.

     

    ++Core++

     

    - Fixed: Servers work properly with this version and have the same weather changes, no need to use the server fix anymore.

     

    - Fixed: Stability issues with POIs where some would collapse randomly. Changed the material back to vanilla, so POI blocks have no hardness anymore, but should no longer collapse automatically.

     

    - Fixed: Localization for building materials not stating the actual tool needed to build with them. Stone blocks always require a trowel or toolbox, while metal blocks need better wrench types for stronger metals.

     

    ++Horde Mode++

     

    - Fixed: Zombie reward bags were not lootable because they referred to A19 loot ids still. Now they point to the proper loot table again.

    Also I did not yet update the main post(s) of this thread, I was going to do that but stuff (mainly motivation) came in the way. I still want to do it, but no idea when it happens. I am making screenshots to use and if anyone wants to contribute screenshots from their gameplay that would be cool as well, I think you can attach them here or just post a shared link to your screenshot in Steam and I can use that link.

    If you come across any issues post them here or more preferably, post them on Discord. Chances of me picking something up there are much much higher as for this forum I rely mainly on mail updates as I hardly visit anymore. So if you want help, provide feedback, help out or have issues with the mod, join the Discord, link is in the first post.

  8. Thanks for the report Koneko and doughphunghus!

     

    I will investigate this today and see if I can fix it, I have a suspicion I forgot to change a reference to the old loot ids for Horde Mode so should be easy to fix. I will post an update here when a fix is out (there are some other issues on the list to be fixed).

  9. It has been a while since I posted here, not because I had forgotten about it, but because the mod has been in heavy development over the last months and for a long time was not updated yet to work properly with A20 and with a few big new features mid development when that came out. Now I am proud to announce that the mod has been updated to A20 and that a new big version: 0.9.0.0 is out and ready to be played. It is updated both on the mod launcher and the download links have been updated (One points to the Archive and another to the Current version. This new folder structure allows me to keep it intact in between alpha's but it broke all old links in archive posts and other places that they may have been shared to. 

    Here are the release notes. I will update the first posts in this thread later with the new documentation and new pictures of the mod in A20 and the UI. Some of them are old and no longer valid. You can find the current documentation and some pre-made maps in the download links: Download Here
     

    ==0.9.0.0==
    This will be the first big release for A20 and come with some big new features such as Weapon Parts, Ammo Tiers, and Schematic/Tech Perks. Note that some features that were touched by the move to A20 or by the changes done for this version may be incomplete or not fully working as intended yet. This means icons may be placeholders, unlocked-by text missing, descriptions no longer reflecting the current state, item stats not showing the needed values yet etc. This is still very much under development and will continue to be improved in the coming updates for this major version. New major versions are always a bit more unpolished. More polish would also mean more delay on release. 

     

    Important! This version requires EAC to be off always to work properly.

     

    ++Core++

    - Added: 5 New wilderness-based traders that replace the city-based ones in Gnamod generated maps. The city-based traders are also there for maps generated by other means that use them.

     

    - Added: Weapon Part System for bows, crossbows, melee, tools, and firearms. This system makes each of them require one or more parts to fully function. The parts have quality and add stats specific to that part. Melee, tools, and bows have up to 2 parts plus the base item while firearms and powertools have 4 parts plus the base item. Melee and tools share certain parts since most of them are Shafts and Grip items that fit a broader set of items. Loot has been adjusted for this change, you will generally find these items with parts already attached and some of the parts may be broken or makeshift.

     

    - Added: Alongside the weapon parts, all the weapons and tools have been rebuilt from the ground up with new stats and balance. This is still the initial version and balance changes will happen in upcoming updates.

     

    - Added: Firearm Ammunition Tiers. Firearm ammunition has been reworked to add more different calibers. The following ammo now exists: .22 LR, .38 SP, .45 ACP, 9mm, 5.56mm, 7.62mm, .44 Mag, .500 Mag, 30.06, .50BMG, 20 GA, 12 GA and 10 GA. Each of these calibers also has a HP and AP version (these are slugs for Shotguns), and each has 3 quality levels: Reloaded, Normal and Pristine. For this, new components were added as well, split into small, medium, large, and shell. New chemistry resources were added to craft the new propellant options.

     

    - Added: A20 version of Gnamod comes with Harmony/C# mods that enable some cool new options. This is still experimental but enables stuff like Custom Biomes and RWG mixer changes as well as tweaks to the inner workings of the game.

     

    - Added: Custom Biomes and A20 RWG overhaul. A system still fully in development but already allowing finer control over how RWG creates maps, where biomes go, the result, as well placement of custom biomes in these worlds. Gnamod always tries to change the RWG and with this a lot more options have been made possible. Its currently still not fully utilized but will be in future updates.

     

    - Added: Reworked Schematics and added Perks to keep track of unlocked technology. Normal perks no longer unlock tech, but for the current version generally do grant the first level of a related tech for free. This is still in development and will be combined with a full progression overhaul in 0.9.1.

     

    - Added: New experience curve and skill point gain rate. No skill points will be gained after level 100, but you can keep leveling after that up to 1000 still. The amount of skill points gained will top of at 150, with 134 from levels (the first 36 levels will add 2 points). The remainder of skills will be earned from quests and story, currently only the begin story quests are there for the first 5 points. This will tie in with the progression overhaul in 0.9.1.

     

    - Added: New Snowcaps biome that appears on top of mountains. This is like the Snow biome but almost no trees. It has less zombies but more animal life.

     

    - Added: Return of the Water biome underneath water bodies. This also returns the swamp sounds of that biome.

     

    - Added: Zombies now turn to dead bodies or piles of cloth after about 10 seconds. This is not always the case and some may just disappear instead.

     

    - Added: Set of Damaged cans, which can always be opened and stack, have a chance to give good or bad food or a can of murky water.

     

    - Added: A few new resources such as Animal Organs and Raw Plastic, and some chemistry resource currently only used for ammo making. 

     

    - Added: A lot of new icons for new items, schematics and some existing items/blocks that used vanilla ones or duplicate icons (like the worktable). 

     

    - Fixed: Updated existing features to work with A20 changes.

     

    - Balance: Difficulty scaling has been altered, player damage is unaffected and enemy damage scales to be normal at Nomad and Double at Insane. 

     

    - Balance: Player damage has shifted to make headshots more relevant, dealing more damage with all weapons on headshots but this scaling is even

    more on ranged weapons.

     

    - Balance: Players start with an invisible lucky bonus that gives them some chances to loot better stuff that deplete as stuff is looted. After level 3 the

    Lucky buff can become active which does the same but on a smaller scale.

     

    - Balance: Due to the changes with schematics and tech unlocks Advanced Engineering and Grease Monkey have been removed. Trap experience has moved to the Electrocutioner perk and gives 100% at max level. This perk still also works on the stun baton, that for now is a legendary item that is rare.

     

    - Balance: Crafting in the player inventory is halted when the bag is closed. Crafting times of survival recipes have been adjusted to this. Crafting in workstations is not affected. This includes repairing items. So, make sure to find a safe spot to craft/repair.

     

    - Balance: Rebalanced spawning around the new cities, wilderness has less zombies and more animals while cities have more zombies and zombie animals. At night cities are a lot more dangerous, but areas can be cleared for long periods.

     

    - Balance: Balanced Horde spawns around the new level curve. Scout will not spawn until the second day to give players a bit of time to get settled on day 1.

     

    - Balance: Adjusted economics so that prices as set in XML are the actual price paid to buy an item from a vendor, while they buy stuff from the player at 1/10 the price. Items and perks can still alter these prices. Items with quality add their own additional value based on their quality, this is no longer a blanket increase, so a T2 item may only increase 100 per quality, while a T5 item goes up 400 per quality tier.

     

    - Changed: Reworked how Bows and Crossbows operate. Bow effectiveness is based on the amount of time it takes to aim, increasing accuracy and damage the more the bar is filled. Stamina drain also increases as the bar fills, making it hard to keep this power up. If stamina drops to low, shots lose all power (until I can make the game undraw the bow instead). Crossbows are more like guns where it is just point and shoot.

     

    - Changed: The given quest note now first sends the player to a nearby POI and then to the trader which gives the player a guaranteed gun as reward.

     

    - Changed: Block placeholders have been improved to include new deco, this mostly affects biomes but also random junk.

     

    - Changed: Modified existing biomes and weather. A20 generates sub biomes differently resulting in ores being a bit rarer, but the veins are visible now, not only on the map.

     

    - Changed: Breaking a lockpick causes the timer to reset, so each attempt takes the full time. This is a placeholder until a better lockpick system can be added.

     

    - Changed: Dyes cannot be removed once applied or found on an item. In the future hopefully dyes can overwrite existing dyes so you can change colors of items.

     

    - Changed: Items with quality spawned from harvesting, attached to items or from other means not using a template will have its quality rerolled by a base template so its not 1/6 chance to be max quality. This means good batteries and engines will be rarer.

     

    - Changed: Changed weapon mods to have quality and added a few new mods. This is still mostly experimental. Mods cannot be crafted in the current version and not sure they will be in the future.

     

    - Changed: Removed recipe unlocks from books, most of these were moved to schematic perks. Ammo crafting currently is always unlocked, this is a temporary thing. Books will be reworked along with progression to give meaningful stuff and likely to have something for each weapon class. Some books may not do much in the current form.

     

    - Changed: Removed clothing crafting for now, until either reworked in a future update or when TFP does their overhaul on the clothes. At least gives the clothing stores a use.

     

    ++CoreUI++

    - Changed: Overhauled the item info windows to show all information in one go.

     

    - Changed: Overhauled the recipes and recipe info windows to show ingredients and recipes as tiles. Crafting slots are now at the bottom of the recipe window. Craft actions at the top.

     

    - Changed: Overhauled the trader window to show sold items in tiles like recipes, allowing more to be shown at once. Trader actions also show in the top of this window like the recipes window.

     

    - Changed: Overhauled the map window to show more map area and compacted the waypoints to one side while map info is on the other side. Placing waypoints has improved and you can now choose any vanilla icon for them.

     

    - Changed: Overhauled the player window and streamlined the buff information side. Slots are now organized with armor on the left and clothes on the right.

     

    - Changed: Updated the looting windows to scale to the top right with their slots so they always close to the backpack window. No longer takes unneeded screen space on smaller containers and always shows sort buttons.

     

    - Changed: Updated the journal window and no longer flashes the icon if there are unread messages. It will only be colored until all are read.

     

    - Changed: Other windows have been altered to fit the changes of A20 and the changes to the headers and window positioning.

     

    - Changed: Altered the GC code to not fire every 20 min the first time a window is opened (this usually caused a bit of lag on opening something, like loot). Now this waits the maximum time, 60 min and then always fires. This means every 60 mins the game will freeze for a bit longer. This sadly seems to be a choice between two evils.

     

    ++Horde Mode++

    - Fixed: Maps have been updated to A20.

     

    - Balance: Horde Mode vendors share lists with other traders and thus should sell all the new items and components, but this is not fully tested on balance yet.

     

    - Changed: Horde Mode now starts off with a weapon and a tool kit that will add a bit more randomness to the starter kit. Its not quite a full starter kit though.

     

    ++Other++

    - Fixed: Updated existing modlets to work with A20
     

  10. Gnamod has been updated to 0.8.4.1. 

     

    ==0.8.4.1==

    This patch aims to fix some balance issues and bugs around puking zombies.
     

    ++Core++

     

    - Fixed: Normal birds cannot puke anymore and deal crits like they should.

     

    - Changed: Rebalanced sleepers to spawn less pukers, especially early game.

     

    - Changed: Puke has slightly less radius vs blocks.

     

    - Changed: Wood POI blocks hp and strength overhauled, they now are no longer super weak against puke and in line with metal and stone in terms of HP.

    - Changed: Broken blocks in the world now harvest for resources, things like rebar, broken concrete, broken brick and broken wood. Pallets now harvest for Sawed Wood.

     

    ++CoreUI++

     

    - Fixed: (Hopefully) Arrow in the player display should properly rotate to their location.

  11. Alright it is there and ready to go on the Stable branch of the Mod Launcher and the manual downloads have been updated with this version as well. Check the notes for all changes in this new version of Gnamod!

    ==0.8.4.0==
    Gnamod 0.8.4.0 is like 0.8.3.0 in between a big update 0.9 and adding in improvements to existing features where there is no need to hold them back. This update focuses on improvements to the HUD of Gnamod CoreUI and additional balance updates and fixes to the existing gameplay.

    ++Core++

    Fixed: Removed fake cabinets from placeholder. If it looks like a cabinet it should be lootable.

    Fixed: Animals (such as bears) no longer spawn wounded.

    Fixed: Proper icons used for deployable turrets.

    Fixed: Nailgun producing a lot of additional heat for no reason.

    Changed: Puke applies a healing effect on zombies, this mostly counters the damage the blast deals to them, but may heal some more.

    Changed: Removed Pigs. Mainly because their model no longer has working collision and thus they cannot be killed.

    Changed: Climber and Bomber zombies that have no unique voice (Arnold, Ryan, Crispy) will now use the spider sounds if male and screamer sounds if female.

    Changed: Limepowder stacks to 1000.

    Changed: Recipe for farmplots no longer uses clay, but uses nails and a bit more nitrate. The discount is applied each level of perk now, up to 60%. This does not show in the perk description (since those are going to change soon).

    Changed: Scouts now come in slightly larger groups when time passes than before.

    Changed: Scrap arrows/bolts are no longer sold by traders.

    Added: A new type of Vulture called Spitvulture, these will always puke but are slower and have more hp. The normal vultures no longer puke and see further away.

    Balance: Puke corrosive effect rebalance, direct hits have 5% chance to cause ragdoll (down from 50%) and when it happen it adds no stacks from the direct hit.

    Balance: Puke is less accurate for all sources, direct damage and explosive damage also have been reduced.

    Balance: Rebalanced the spawns of Wandering Hordes. Removed exploding zombies and increased counts and reduced delays between waves. 

    Balance: Increased the overall danger of Sleeper zombies. Removed exploding (except Arnold) from the lists but increased the overall power level of sleepers.

    Balance: Tweaked the animal spawns in biomes, removed super rare spawns from some that made little sense.

    Balance: Mines have been made a bit more dangerous. The base timer is lower now, so difficulty and perk have a lot more influence on the final timer.

    Balance: Tweaked nests and their loot. There will always be at least 1 feather in a nest now (in addition to other loot) and the number of fresh eggs has gone up.

    Balance: Redone craft times of arrows/bolts to make more sense in the stage of the game you use them. Same goes for the arrow components.

    Balance: Reduced the passive heat generation of actions by 20%.

    ++CoreUI++

    Changed: Redesigned the HUD elements, mostly using a shadow effect to improve readability of texts and make it look neat. 

    Changed: Compass, time and other info now in one block, including the mod version number.

    Changed: Bars on the left are now 2 rows of 2 with buffs on top stacking horizontally. This gives much more room for buffs and easier to see whats active.

    Changed: Removed delay of pickup/xp and reworked it to be the same as the buffs. 

    Changed: XP bar is now on the left together with ammo indicator. The UI will work with either toolbar.

    Changed: Increased chat size and text delay time. Chat text also has more space on the screen.

    Changed: Reworked the player bars on top left, can now display up to 10 players.

    Changed: Cleaned up the quest display header.

    Changed: Twitch menu moved to fit the sidebar. Using the classic toolbar will move it back.

    ++Horde Mode++

    Balance: Rebalanced the vendor stocks, mainly on the number of raw resources being sold and where. Amounts have increased and distribution changed.

    Balance: Vendors will sell a lot more readymade blocks the first 5 levels of the player, after that the machine will stock between 0-2 rolls of blocks, so they become much rarer. Readymade blocks are only there to help getting started. Building material stocks are increased.

    Balance: Cash rewards from zombies are now tied to gamestage so the chance to get more cash will go up as you progress.


    This shows all the elements of the HUD when activated, including the Twitch window and 10 dummy players. Shows both toolbars, generally there will be only the one on the right, unless you enable the Classic Toolbar.

    A19.5_2021-07-12_20-11-41.thumb.jpg.a89346b60a6cc427c0af4dd885f8e91c.jpg

  12. On 7/13/2021 at 7:28 PM, XaLeX12 said:

    unknown.png

     

    It does not appear in Modlets

    Yes I seen that now, it was because the modlet's info file had the same name as the toolbar so it did not see it. It is there in the actual folder though.

    I have pushed a small fix to this file to rename it, so it should appear if you sync the mod. Sorry for the inconvenience.

  13. 5 hours ago, XaLeX12 said:

    How do I activate the health bar?

    The modlet is packed with the mod and has a file that is called Disabled-ModInfo.xml, if you remove the Disabled- bit the modlet will be loaded. In the mod launcher you can easily do this with the manage modlets button.

  14. On 7/5/2021 at 4:02 PM, Seal77 said:

    is there a way to get the Blueprint as stand alone modlet?? => Blueprints: Gnamod does away with Frames, instead there are Blueprint blocks in nearly 100 shapes available for 11 different materials. Blueprints appear as blue translucent blocks, support no weight and can be walked through. They are upgraded by using the right tool and material. Materials have different properties and the shape will determine the final strength and support glue of a block. Stone materials have more HP but a lower hardness and explosion resistance than the metal blocks which have 2 stages of upgrade while stone walls need to dry. The following materials exist (in order of strength): Scrapwood, Platedwood, Flagstone, Scrapmetal, Brick, Iron, Granite, Steel, Concrete, Stainless and Hardcrete.

    Not really, it is woven into the mod pretty deeply. I technically could make a vanilla modlet out of it, but that is not on my radar at all atm. This would also not be something that is easily made, since I have specific upgrade materials that do not exist in vanilla that would need to come with such a modlet as well.

  15. 11 hours ago, 7daystodierocks said:

    wish i could but my pc cant handle it

    That is to bad :( But there is always YouTube and Twitch, there are video's of people playing the mod to be found to give an idea how it plays now.

  16. On 6/27/2021 at 4:17 AM, 7daystodierocks said:

    curious haidra how much nastier is your mod now with demos added :)

    Only one way to find out :)

  17. Gnamod has been updated to 0.8.3.1, you will find all the changes done in the release notes. It has been pushed to the mod launcher stable branch and is available for manual download.
     

    ==0.8.3.1==
    The first patch to 0.8.3.0 this aims to fix a bug that would appear at night after having visited the trader and trying to craft anything. It also has some additional fixes and balance tweaks.

     

    Fixed: Food vending machines were not appearing in the world.

    Fixed: Index out of range spam at night after visiting a trader recently.

    Fixed: Blunderbuss ammo longer has a higher value than it should have.

    Fixed: Blueprint blocks properly scrap into blueprints now.

    Fixed: Scrap metal stacks can no longer be scrapped into stacks of cans.

    Fixed: Wrench and the likes are now properly back to Salvage Operations for quality/crafting.

    Fixed: Flashlight no longer locked behind nothing.

    Fixed: Cooking boiled meat with a can no longer gives back more meat than used.

    Fixed: Display icons now use the actual Ammo icon I added for that purpose.

    Added: Added 3 more loading tips (Heat, Modlets and Horde Mode). Finetuned the texts in existing ones.

    Added: Zinc scraps are now part of the scrap metal loot so will appear more frequently.

    Changed: Altered some placeholders to not produce air for certain blocks. Fridges can now also be from another type.

    Changed: Hatches can be used as drawbridges again.

    Changed: Night penalties from trader only apply if you remain nearby.

    Changed: All non-special arrows/bolts can now be crafted per 1 and always use at least wooden shafts and basic fletches. Making quivers is still more resource efficient.

    Changed: Sawed wood bundles do not give excessive amounts of scrap wood anymore.

    Changed: Renamed Store Shelves to whatever they contain or just Shelve, since they are not limited to stores.

    Changed: Increased frequency of pristine cans in loot.

    Changed: Broken vending machines have their own loot pool now and are either filled with stuff from food vending machines or food from soda machines, not combined like before.

    Changed: All parts are now equal in rarity, so you will find tool and melee parts in loot as frequently as weapon parts.

    Changed: Minor loot balance, slightly less lockpicks, glass in trash loot.

    Changed: Making sawed wood bundles is now a lot faster.

    Changed: Passive heat generation increased from all actions and it lingers longer. Weapon fire now adds more heat and lasts longer to attract zombies from anywhere.

    Changed: Soda machines sell more types of drinks. 

    Changed: Vending machines found in the world now sell stuff at only 1/4th the actual price, so its cheap but they are very limited in stock. See this as them selling with old prices and since they never restock, you are taking the last remaining items.
     

  18. Gnamod has just been updated to 0.8.3.0 and is fully compatible with 19.5 and Twitch Integration now for all those brave souls that find it to easy :)
    You will find the mod on the usual download link and in the Mod Launcher. It may still show outdated data on the Mod Launcher for a bit but it should download this version on either branches, but it is recommended to play on Stable for long term games.

    It should be possible to update an existing game, but it is wise to backup before doing so. I have posted the release notes below, you can also find them in the download link folder. Good luck survivors :)
     

    ==0.8.3.0==

    Gnamod 0.8.3 is an update to fit in between the development towards 0.9 and keeping the mod working on 19.5. A lot of stuff that could be ported backwards from the 0.9 version in development will be in here as well as some fixes and stuff that I have done specifically for this update. It is aimed to be one of the final versions of Gnamod for A19 as the 0.9 update is targeted to release with A20 or somewhere after it becoming stable (depending on the amount of rework needed for it). I have also added a 4th version number for patches. There is a chance of a 0.8.4 version coming as well, but that will mainly focus on the UI changes that are also needed for 0.9 that should be compatible with 19.5.

     

    ++Core++

    Fixed: Crates sometimes spawning a new crate or nothing.

    Fixed: Placeholders for sheet fences and wild west coffins now work.

    Fixed: Walloven (the red ones) now uses the correct lootgroup.

    Fixed: Gaspumps no longer sink into the ground and no longer have a car model as explosion.

    Fixed: Couches and Sofa’s now properly give scraps again when harvested and occasionally a full material (leather or cloth).

    Fixed: All shoe piles are lootable now.

    Fixed: Certain animals such as Zombie Dogs were getting stuck in walls, they will now properly try to wreck your base if they cannot path to you.

    Fixed: Pricing of turret ammo does not break the economy anymore.

    Fixed: Throwable items like rocks now cause a distraction reaction from zombies again.

    Fixed: Special arrows cannot be opened anymore for no effect. They will not have the option.

    Fixed: Display of food/water from edible items use a new group that should work for all items Gnamod affects currently. Also fixed a display issue in boiled water cans.

    Fixed: Water and Snow items are now working as intended when eaten, giving food and a chance to get dysentery.

    Fixed: Reduced max range of treasure quests to prevent an index out of range error.

    Fixed: Icon for coffee beans now not being the same as coffee seeds.

    Added: More lootable blocks now degrade into empty variants of their model on looting them. This includes Freezers, Gunstore racks, Cloth Racks and more.

    Added: Pallet blocks such as the blue tarp or cement bags now show what they are and give on harvest via a display text.

    Added: Support for Twitch integration using Gnamod zombies, loot tables etc. The balance is still mostly vanilla, any feedback on pricing etc is welcome.

    Added: Ammo type icon to ammo items and specific type icons to canned goods to show if they need a can-opener or can be opened right away or are already open.

    Added: 33 new loading tips to help plays with Gnamod and the concepts that seemed the most confusing to new players. Some tips are adapted from the base game and those are no longer displayed. Feedback on the tips or suggestions for new ones is welcome.

    Added: Localization for all Zombies and Animals to show their simple name. Zombies with special abilities will have this reflected in their name.

    Added: Electric traps can now be obtained through looting.

    Added: Some new UI Icons for canned goods.

    Changed: Blocks now upgrade to the blueprint version of the same shape of the next level of material. This requires a blueprint to upgrade; any upgrade tool can do this upgrade. The new blueprint does not offer support, so it can collapse a structure.

    Changed: Recipes using building materials (such as Platedwood + Nails) are now using the individual pieces in the recipe to remove the extra step of needing to make it first. Repair of blocks also changed to match this change.

    Changed: Drawbridge now is only 1 block deep making it easier to use and place. It will need to be placed on properly supported blocks or it will fall.

    Changed: Puke now passes through any blocks that also allow bullets/arrows to pass through such as bars. Puke now applies its effect as a stack and only direct hits add the most effect and can ragdoll the player. Multiple hits stack and worsen the effect. Drinks can be used to reduce the number of stacks.

    Changed: Mine overhaul makes them more dependent on difficulty. The lower the difficulty the more time before a mine detonates, stronger mines detonate faster. Mines deal less extreme damage to players but still good damage to zombies and animals. Proper protection and full health should keep one safe from a blast at point blank. Mines can give buffs now, like sprain/broken leg and concussion. Cooking pot mines now explode like molotovs. Recipes are made less expensive.

    Changed: Trader prices are extreme at night now to reflect that they are closed. You also get no experience while being within the trader’s influence at night.

    Changed: Destroyed containers now drop a piece of trash rather than a purse. This will last for 30 seconds, so if you want to salvage loot from broken containers you will need to be fast. Protect your containers in your base!

    Changed: Scouts are no longer limited to Anna and Axel (Screamer/Spider), but any zombie can be a scout. You will never really know and thus scout hordes will feel more natural rather than a bunch of the same zombies showing up each time.

    Changed: Unified the upgrade tools working, they all repair 100 damage per hit and all require the same amount of hits for upgrade, but speed per hit goes up for the better tools. So nailguns will make a lot more hits in the same time. This way upgrade hits still matter and repairing is not instant but takes effort to fully repair a block.

    Changed: Bandages now heal 10 HP, Medical Cream 20 and First Aid Bandages 30. They do not give XP for use anymore.

    Changed: Re-localized in English many lootable blocks to reflect that they are lootable now and not empty or have a long name. Many blocks will have simple names like Boxes, Trashcan, Freezer etc.

    Changed: Bloodbags are no longer lootable or tradeable and are no longer part of any recipe.

    Changed: Infiltrator now allows picking up mines each level, unlocking more pickable mines each time.

    Changed: New localized offer for the Trader Advert quest.

    Changed: Blunderbuss now uses Glue and Sawed Wood in its recipe.

    Changed: Fortbites now uses Testosterone Extract to make.

    Changed: Worktable now needs 50 Sawed Wood instead of 200 Scrap Wood to make.

    Changed: Vending Machines now sell unopened cans of water as they can be opened without a can opener now.

    Balance: Reduced amount of working vehicles spawning in the world slightly.

    Balance: Reduced number of intact ruins in the snow biome significantly.

    Balance: Reduced ore gain from vanilla ore blocks.

    Balance: Reduced amount of feathers from harvest in world and animals to reflect other changes. You need less feathers for most stuff now so they can be rarer.

    Balance: Altered Bloodmoons to be gentler on the very low gamestages and rack up to more extremes on higher ones. Trickle zombies increased in numbers, so you always have action all night.

    Balance: Rebalanced the chance of dysentery for raw vegetables/fruit items. The minimal chance is now 5%.

    Balance: Honeycombs now cure 3% infection. They did 2.5, but that never displayed properly.

    Balance: Reduced the amount of building material drops, they were way to common and in too large quantities given in certain containers.

    Balance: Trader rewards are now tied to tier more, where higher tier quests have better chance of being higher in quality and quantity or better items. Quests always offer a choice of money or other items and the amount of choices increases with tier.

    Balance: Reduced the amount of Armor in loot and the chances to get a whole set have been reduced as well. Getting full armor was way to easy with just looting. As long as there is limited amount of armor/clothes available in the mod this will remain.

    Balance: Removed feathers from book loot and made paper more common in bookshelves. Bookshelves that are lootable should be more common as well.

    Balance: Cooking pots are a bit more common; hammers are a bit rarer.

    Balance: A lot of changes to loot balance that affect the final feel of the mod’s looting and how it is determined to prepare for 0.9 with weapon parts being added into the mix.

    Balance: Many containers are now by default not affected by Loot Abundance, only a handful still are where it is not a huge problem. The way Gnamod’s loot is setup makes any setting of loot abundance above 100 break the balance severely as there already is a chance to get much more loot in containers build in.

    Balance: Palisade blocks now use 2 sticks to make in addition to the other items.

     

    ++CoreUI++

    Fixed: Nav icons for Twitch Zombies, Backpacks and Spears no longer have a minimum range so always show.

    Changed: Location of the Gnamod UI logo to the left so it does not interfere with the version number.

    Changed: Localization for loot containers and interactable items has been improved with color coding to show the state of something (Green untouched/locked, blue touched, red empty).

    Added: Target Bar to display names of zombies that is always active.

    Added: New modlet to enable a health bar in the UI instead of just a name. This modlet is disabled by default.

     

    ++Horde Mode++

    Fixed: Horde Mode buffs and display messages are now localized.

    Changed: Beacon no longer applies the Shocked buff to zombies, but instead tags them with a simple shock effect that deals only minor damage. It will serve as a warning to you, but not kill off zombies for you.

  19. On 4/12/2021 at 10:00 PM, doughphunghus said:

    @Haidrgna I’ve been playing your core + UI mods on a19 (latest stable) and I just felt the need to say: Thanks for making such a great set of mods!  I’ve really been enjoying how much they change up the look/feel/style of the game and make it much more challenging. At first I really didn’t like the UI changes (which are optional to load) but I figured “why not learn something new” and after a few hours I ended up liking that a lot as well :)

     

    im not going to mention much more as I don’t want to give away any of the “welcome surprises” I’ve seen in game. So far Ive made it to morning on day 14 and have died a lot (yay). My personal favorite changes are the “general increase in clutter” as well as the weather modifications.

     

    Thanks for your kind words and feedback :) I have noticed from other players the UI is an acquired taste so to say, hence the toolbar change is optional to allow people to transition or those that play so many mods they just need to rely on muscle memory. 

     

     

     

  20. On 1/9/2021 at 8:38 PM, bachgaman said:

    hi

    is there way to play only horde mode? i mean tower defense with vanilla recipes, zombies, etc?

     

    btw I was discouraged by one-shot full hp spitting birds on the second night

    how i have to play this?:D difficulty 2 haha

     

    Hello,

     

    Horde Mode is an add-on to Gnamod and gets its balance and implementation 95% from Gnamod Core. Separating it to work with vanilla would be a totally different mod, something that is very far from what I do. 

    Playing this on Insane may indeed prove to be very very hard, not recommended if you are new to Gnamod and how it works compared to vanilla. On default the birds should not one-shot the player, though they are still very nasty.

  21. I have been working a bit on a next patch, 0.8.2c, which will be released in a moment to the launcher and then to the manual download. Most notably it will fix the annoying UI bug where the craft action was on the wrong spot causing it to overlap with the first slot in the belt. There was no real change that needed Gnamod to update to make it compatible with 19.2, so this version is compatible with 19.1 and 19.2 still.

    Changes:
    - Minor rebalance to amount of usable world vehicles (seemed it was still to high now that the on

    -hud icon reveals them from much further).

    - Replaced vanilla vending machine with proper placeholder like intended. You will now not find one that gets restocked outside of traders.

    - Changed some items and blocks to different item groups that are more clear (like bundles of ammo components to ammo etc).

    - Bookshelves and Electronic shelves now properly degrade on looting in a puff of smoke to an empty shelf.

    - Fixed display issue on some food items.

    - Fixed issue where dropped First Aid kit would not be very visible, now drops as a sack item.

    - First aid bandage now has a proper price that is equal to 1 bandage + 1 cream item. - Torches, Candles, Schematics, Quests no longer stack.

    - Plantfibers uses the correct hand and drop model again.

    - Changed icon of starter note to that of a quest so it does not look like the useless Duke note of vanilla.

    - Localized Cook/Mix/Craft all to the English 'Make', and Drink and Eat to the English 'Consume' so these actions are more generic. (in other languages they are not changed). - Some tweaks to loot balance, most notable the contents of technical trucks has been balanced towards more construction and resources and less to tools.

    - Removed duplicate Juccajuice recipe and moved Juice and Smoothy to campfire. Added a recipe for cornmeal from Supercorn.

    - Did a touchup to the trader POIs (Most notably fixed the rock in Rekt's place making a hole and made Joel's place use stronger materials on the supports so it does not collapse when you place or remove 1 block).

    - Added A17 icon for Blunderbuss ammo and restored A18 Ice block icon.

  22. Hotfix 0.8.2b released to the mod launcher and manual download, this is a bit of a bigger hotfix than usual because it has the UI changes in it needed to make it all work with the changed toolbelt. I have done some more patch-up and fixed some of the recently reported issues:
    - Fixed Scrap Iron hatch upgrading/repairing with the wrong material.
    - Fixed Iron Railing block to have same HP as Iron Bars and same repair material (since it works identical to it).

    - Changed Shale drops to be higher, so mining shale will give you more, up to twice as much depending on your luck. This should address gas being to expensive late game a bit (changing recipes would also involve economics rebalances that take to much time for a hotfix).

    - Added (back) three missing cooking recipes involving Pumpkins. They somehow were lost in one of the updates.

    - Fixed Shotguns, but also a few other guns, had wrong tags and thus gained quality from the wrong perk when crafting.

    - Added Progression to Physician perk to allow it to give quality to crafted First Aid kits.

    - Various Localization fixes to remove references to non-existing items, additional spaces etc.

     

    Changes for b8

    - Added the 3 newly added vehicles to the road and POI placeholders so they spawn in the world. They are a bit rarer than the military vehicles.

    - Added 2 lootlist, 1 for the Utility vehicles (containing whatever Stiff or MoPower boxes can contain) and 1 for the Ambulance, which is medical item and tool oriented.

     

    UI Fixes

    - Map Screen changed to fit with changes to paging header.

    - Quest Screen changed to fit with changes to paging header.

    - Removed info on compare that was on a weird place, will be added back when I redesign that window.

    - Fixed title of vehicle container name text being really small.

    - Fixed vehicle fuel/hp bars grey overlay to match the other bars (it was pushed off-screen). I will upload this all to both branches, which makes this stable and then update the manual packages. Launcher info will be updated, but likely will not be visible until the launcher updates it's records.

     

    This includes all the changes listed in the post above on the UI and zombie skins that came with A19.1.

  23. I am working on updating Gnamod to work properly with A19.1 Experimental and will release a working version shortly to the Latest branch on the Mod Launcher. It is not finishes as some windows are not entirely correct and not all things are properly aligned yet. I will release it as a Hotfix 0.8.2b because I expect the experimental to be short and likely not last long enough for me to finish 0.8.3, which I want to fix all of the outstanding minor UI problems and redesign a certain amount of windows that were not done yet or no longer look correctly after all the changes.

     

    Fixes:

    - Removed old skins of the 4 new zombies and loaded the new skins (Stripper, Businessman, Builder and Hawaiian).

    - All HD zombies now load the feral skin for certain special versions, this is a placeholder for now as replacing eyes does not work on them. In the future when all HD zombies are done by TFP I want to revisit making new skins for them and integrate Mumpfy's new work. This may not happen before A20+ though. No point spending time on this when its so much in flux still.

    - Added 10 slot belt to Gnamod (sidebar, inventory and classic toolbar). Added 10 extra slots for editor (this will in the future probably be replaced by an actual editor add-on modlet with a lot more belt slot and removal of useless HUD elements.

    - Backpack upgraded from 88 slot to 110 slot, total unlocked slots at start reduced by 2 so it unlocks 3 rows. All windows have been moved to left or right, but this is still a wip since some may need further work to look good. This also means 16:10 will find windows falling of the screen, but I do not think many still use this aspect ratio, 16:9 and wider screens are more common these days.

     

    A19.1_2020-09-13_14-43-53.thumb.jpg.9e6410041b2e9178aeefb9b78fc4cd7d.jpg

  24. Hotfix 0.8.2a
    I have pushed a hotfix update to both stable and latest branches of the Mod Launcher to fix an issue with the Medkit and Ration items that happen when you touch water blocks with the equipped and cause NRE spam that will not stop until you leave the water.

     

    Other fixes:
    - Quests were not awarding next trader quests options after completing a tier, it should now offer them again (I have not completed 10 quests to test, let me know if its not fixed).
    - Lucky Looter level 1 was giving to high bonus on search times.
    - Display issue where Spoiled Rations did not display how much food they gave on eating them (causing people to throw them away unneeded).
    - Horde Mode: Sleeper zombies were to blind and not reacting to the player, should not react to the player again.

     

    Manual downloads are also updated and will show 0.8.2a in the title.

  25. 9 minutes ago, Laz Man said:

    I was just thinking it would be a nice way to officially welcome GNAmod into Alpha19.  😀

    The images are all loaded from the Textures folder of the mod so you can grab any for promotional purposes if you want.

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