Jump to content

KhaineGB

Members
  • Posts

    4,661
  • Joined

  • Last visited

  • Days Won

    31

Everything posted by KhaineGB

  1. The DLL thing is a false positive. Several of us have checked it and it's fine. It's been reported to Microsoft. V.O.I.D is still undergoing updates. You don't change nightvision back. No, you can't. 5.1 is a save killer due to quest and progression changes. Yes. It's been like that for all of A21. I just made the loot better. Same way as you would for single player
  2. Experimental is out! No, it's not on the launcher. DF-V5.1.0-DEV-B1 to B7 patch notes - Updated Quartz. - (IDC) Updated IDCCore. - (IDC) Updated Trader Overhaul. - (IDC) Added V.O.I.D. - (IDC) Added patch to allow icon tint to show in ammo selection wheel. - (Myth) Updated PEP. - The Lord of Hell now has a unique ability. - Removed unintended extra damage on Incubi/Succubi. - Removed some unnecessary code and patches from the main DF DLL file as it wasn't being used. - Removed all references to the nightvision "eye" item in loot so it cannot drop anymore as that was not intended. - Removed the gamestage bonus to Hell on Earth and made it the same as Insane as it has plenty of other changes as-is. - Fixed missing tag on Porkins Shotgun which meant it couldn't take a magazine extender. - Fixed Liquid Nitrogen not scaling with Demolition Expert when it's supposed to. - Fixed missing unlockedby on the two reconstructor repair kits. - Fixed incorrect spelling of craft_tool on the 4x4 parts. - Fixed incorrect spelling of always_unlocked on one of the steel crossbow bolt recipes. - Fixed overcharged energy cell MOD being installable in ranged weapons. - Fixed Fusion Forge being outside of the "placement" box. - Fixed Master Hunter Localization. - Fixed upgrading to Titanium Log Spike needing Forged Steel instead of Forged Titanium. - Fixed Titanium Log Spike being repaired with Forged Steel instead of Forged Titanium. - Fixed numerous bundle localization issues. - Fixed Incubus regen getting "stuck" occasionally so they became immune to damage. - Fixed some localization issues. - Fixed customized fittings mods not being installable in power armor (which was only the case due to an old, vanilla bug which is now fixed). - Fixed incorrect noise values on sounds used by the Thermal Cooling mod. - Fixed "young" coconut tree's (the stage between seedling and grown) having incorrect model. - Fixed missing Scrap Sledgehammer recipe. - Fixed missing coffee recipe from loot lists. - Fixed buckets of water created from sources other than collecting water, not being able to place water. - Fixed the stamina regen issue when the player has less than 75 water. - Fixed coilammo bundle amounts. - Added extra difficulty beyond Insane - Hell on Earth. - Added extra animal feed recipes using plant fibre and tree seeds. - Added ability for sap to be gathered from player planted trees that have started to grow (NOT the seedlings). - Added back MOST of grumpybeard's expanded lockable storage (some models don't exist anymore, so those blocks were removed). - Added ability for larger zombies to crouch so they can fit through doors. - Added more knives and machetes so they scale fully from bone up to laser. - Added IDC's ammo disassembly. - Added IDC's Trader Overhaul. - Added IDC's patch that returns fuel from vehicles if you modify them (like when you add/remove mods to guns and it returns the ammo). - Added IDC's hydroponics. - Added new Legendary Icons by Tobi so they stand out more. - Added Crucible unlock to Forge Ahead 3. - Added biome limitations to vanilla traders so they won't spawn in the wasteland in RWG. - Added a gore block for demons that will drop demonic essence on harvest. - Added Titanium Log Spike recipe so they can just be crafted. - Added lower degradation use for light melee weapons to Flurry of Blows. - Added a new perk to Security: Mobile Gunner. Increases ammo capacity and reduces kick and spread of auto weapons. - Added 10% run speed bonus while holding automatics to Security mastery. - Added class book to give the player a random class, rather than picking one, for people who want more of a challenge. - Added some benefits to using sledges as weapons to Breaking and Entering. - Added some extra T6 quests to Caitlin just so the quest list can fill out and hopefully not bug her out. - Added "Good To Be Home" Buff that grants extra benefits to the player when nearby their campfire while indoors and in a land claimed area. - Added Scrap Iron Sledgehammer (shut up Tobi). - Added armor scaling on zombies based on difficulty and the tier of the zombie. - Added bonus XP to action skills on hit/kill headshots. - Added magazine increase for bows to the Robin Hood perk. - Added screamers specifically for the scout quests that now actually spawn zombies. Have fun! - Added new Food Poisoning buff that works more like Dysentery so it's less severe and curable. - Added new buff for the flamethrower at Demo Expert 1 or higher so it's useful against demons (but ONLY with Demo Expert). - Added new armor events when taking critical hits (sprain/break/concussion/laceration/fall damage) - (Dobbers) Adjusted armor protection values for better scaling. - Adjusted the degradation use bonus from Well Maintained so it won't hit -100% when stacked with mods and Flurry of Blows. This only applies to weapons, not tools. - Adjusted XP amounts for levels. 1-50 will be a little slower, while 51-150 will be a bit faster. This is a first pass and may need further adjustment (I have concerns 100-150 is too fast atm) - Adjusted junk turret so iron and titanium darts do less damage when used as ammo. - Adjusted iron and titanium darts so they do more damage when used in dart traps. - Adjusted loot stage of titanium items so they drop later. - Adjusted gun safe loot (ONLY lockpicked version, not smashed open version). - Adjusted cash register loot to remove casino coins and increase old cash since vending machines now need it. - Adjusted buy value of items in vending machines. - Adjusted ingredient requirements of vegetable soup. - Adjusted drop rate of some books. - Adjusted spear stamina usage so it's more like sledgehammers (attack speed NOT changed). - Adjusted knives to do damage similar to knuckles. - Adjusted machetes to do damage similar to clubs. - Adjusted clubs lower than titanium for better damage scaling. - Adjusted machete attack speeds again (especially Jason's that I forgot about). - Adjusted armor penetration of spears to be less obscene. - Adjusted gunpowder requirements for AP/HP ammo. - Adjusted fertilizer to trigger plant growth nearby on left click rather than being used as an upgrade item. (this uses a game event) - Adjusted Scrap Iron Arrowhead recipe. - Adjusted Behemoth, Titan, Incubus, Succubus, all variants of the previous AND Lord of Hell loot. - Adjusted wellness loss for Hell on Earth difficulty when you die (you WILL be set to 50 wellness, no matter the perks). - Adjusted HP ammo so it now has a -50% effective range rather than adding armor to whatever you're shooting. - Adjusted mod slots of bdubs vehicles to better match DF vanilla vehicle scaling. - Adjusted the effect that triggers from Feel The Heat so it should fire more consistently. - Adjusted hardened chest loot (end POI for T4/T5) as it was a bit insane. - Adjusted rain catcher to work like a dew collector, except it creates buckets of water and needs buckets (iron buckets, not clay) as fuel. - Adjusted the Crossbow Autoloader to add a small damage penalty (like silencers) for balance reasons. - Adjusted beer drop rate as it was too common. - Adjusted all drink drop rates for better scaling regarding wellness. - Increased duration of slow down from Liquid Nitrogen mod so it's similar to the shotgun stun. - Increased stack size of irrigation pipes to 25. - Increased stack size of boiled water/water to 125 like murky water/empty jars. - Increased amount of Iron/Steel/Titanium arrowheads made per recipe. - Increased Leather and Duct Tape requirements for Hazmat clothing, but did not increase the Hazmat Fiber. - Increased all coin rewards of all traders to make them more profitable vs scout quests when considering time investment. - Increased durabuility of the junk turret. - Increased crafting cost of Improved Heating Element since people kept @%$#ing it was OP. - Increase HP of both demonic behemoths so they're a little more threatening. - Increased dirtbike storage since it lost a lot of mod slots. - Slightly increased XP from injuring things when using archery weapons. - Slightly lowered spear attack speed. - Slightly lowered wellness increase from vitamins. - Slightly lowered the duration of vitamins. - Slightly increased dart trap fire rate. - Slightly increased the amount of empty jars made from the recipe. - Lowered coin rewards of "go here, kill these" quests on the scout, and fixed some T6 coin rewards that were FAR too low. - Lowered the damage fall off range of shotgun SHELLS, but increased the damage fall off range of shotgun SLUGS. This is to make shells less OP and give slugs a point. - Lowered bonus run speed from Automatics Action skill to 10% from 20%. - Moved Improved Heating Element from Hammer and Forge to Master Laborer as level 10 is too early. - Vending machines now require old cash to purchase items. Amounts may need adjustment, so looking for feedback on that. - Drastically lowered Hazmat Fiber requirements for making Radiation Ready mods. - Behemoths can now crouch and will no longer get stuck in the bunker. - Dog Days Are Over T5 has been changed to Hellwolves. Have fun. - Rewrote all scout item quest rewards for better scaling. - Swapped over First Aid Kit and Herbal Antibiotics in the Physician perk. - Moved Crossbow Autoloader from Science Crafting 3 to Science Crafting 5. - Archery action skill no longer grants a reload speed bonus to crossbows (but still does for bows) for balance reasons. - Most recipes (Food and Resources) that use jars/bowls should now return jars/bowls on CRAFT. - Changed gore block that can drop on zombie death, and adjusted resource drop amounts when harvested. - Re-ordered the Advanced Engineering perk so things unlock slightly earlier so it's better balanced vs the Electric Traps perk. - Coilturrets are now unlocked with Advanced Engineering 5. - Combined Pain Tolerance and Armor Training into 1 perk, and renamed Armor Training to Martial Training. Also added Sprained arm and concussion resistance in addition to the other pain tolerance effects. - Changed Nightvision to Black and White. - Reduced military fiber cost of the tactical rigging mods. - Rewritten all trader rewards to make them more unique on a per-trader basis and hopefully fix the random NRE we've never been able to track down. Main Download: https://drive.google.com/file/d/1PgKPNmnHSV0L56RmRD3pOW82JNXqFTha/view?usp=sharing Backup Download 1: https://drive.google.com/file/d/109aqCGFo0-i9zYpW8v5NMT7lGUdOc8JT/view?usp=sharing Backup Download 2: https://mega.nz/file/liMxAbAB#Z_sBpNQAp96l8BAku4LLFDdWS51QV9h5pqTvl1JyQhk (you will need to copy and paste this)
  3. DF 5.0.1 Main Download: https://dev.azure.com/KhaineUK/DarknessFallsA21/_git/DarknessFallsA21 Nexus Download: https://www.nexusmods.com/7daystodie/mods/235?tab=files&BH=7 There may be a new version soonish... like a month or two.
  4. I've actually never done that, so I have no idea
  5. That's not fixable by me. Sharable is already set to false on the quests. Wasteland for titanium. It should be the most common material there. I'll check the box truck. That should not happen. Kill lab zombies and search desks in both bunkers. I'm thinking of making a scout quest for lab zombies to help. UFO POI is a PEP POI. So check those maps. It only spawns in the wilderness.
  6. I have absolutely no idea why sometimes this site works and lets me login and stuff, and sometimes it doesn't. I'll try and catch up with stuff here and answer where possible. I do strongly recommend using the discord though, as that actually works for me.
  7. The animal fat thing is just funny. Caitlin uses the same entity class as vanilla traders, so not a lot I can do about that. Co-ords don't help because the maps are decorated depending on GAME NAME. Intended Nope. Nor am I spending time on MP bugs cos I'm tired of working around them. Succubus has been fine for me locally, so that's probably server lag. Demon lord is probably due to the buffs, which we are looking at changing. Nope, to both. Snares are working just fine. Lower levels currently are a bit too quick. I just re-did the XP amounts for testing. Yes I am. And no, you can't. re-host it. Tell your host to fix their crap or move host. It's that simple. Azure is not some dodgy site. It's literally the microsoft version of git that wont charge me my kidneys and first born in order to host the mod. The link ONLY changes between alpha versions in case someone needs the last version of the mod for the previous alpha. That's it.
  8. No. Azure IS the official link. Tell your host to stop being crap. Or get a new host.
  9. Mods\1-CustomGameOptions\SaveData\CustomGameOptions.xml
  10. Yep, intended. It's to help you get a crappy wood/cobble base built fast. That's in there because I accidentally added it (and some other stuff) to one of the private dev builds. We decided to leave it there as a bit of an in-joke. Haven't had that problem and I alt-tab a lot when recording youtube stuff cos OBS is special.
  11. Patch day! DF V5.0.1 is out! New save IS NOT NEEDED. Darkness Falls V5.0.1 - (IDC) Updated IDC core to fix some player reported issues. - (IDC) Fixed screamers not spawning on scream. - (SphereII) Updated SCore. (21.2.11.1647) - Fixed incorrect icon on the granite working sink. - Fixed player lights placing in the wrong direction to what the preview shows. - Fixed some missing stats on Codeine. - Fixed Irrigation pipe rotation. - Changed "HealthChangeOT" on Blade Master and Get Off My Land to GeneralDamageResist instead. - Removed the Pulse Mine knockback as it was causing issues with them working properly. Also added a "buffwhenwalkedon" so it should HOPEFULLY disable regeneration. - Increased regeneration of demons and empowered demons as players complained they were a little too easy. - Lowered the firing speed of the pipe machine gun, but increased the firing speed of the AK so it feels more like a proper upgrade. - Increased the firing speed of the auto shotgun so it feels better than the pump shotgun. - Flammable oil and Flaming Shaft mod should now scale fire damage with Demolitions Expert like molotov's. Main Download: https://dev.azure.com/KhaineUK/DarknessFallsA21/_git/DarknessFallsA21
  12. Ah, that'll do it. Basically if you roll 1 item, the game rounds DOWN to 0 rather than up to 1. There isn't much I can do about that, i'm afraid.
  13. You have other mods installed. You may want to do a manual install instead and make sure that there's no mods in AppData/Roaming/7DaystoDie That's an old bug, so definitely reinstall Left or right click (I dont remember which) with an empty glass jar THat thing you're pointing at? Yeah, notice how it's a different colour to every other keycard you have? That's why. It's not a bug. Bug and fixed for 5.0.1
  14. Install the macOS patch here: https://www.nexusmods.com/7daystodie/mods/235?tab=posts&BH=5 Or use crossover and run the PC version because it runs better.
  15. You don't. You have to do it for every single level like I did. I suggest leaving it alone
  16. Tested on both Windows 11 and Mac OS, with networking disabled, steam booted into offline mode. Game works fine. Both vanilla and modded.
  17. No, you can't. You get plenty of skill points as is. Increasing them would just give you points you can't spend. RWG works but you NEED all 4 biomes.
  18. Nope. That was fixed and people tested it to hell and back. The loot file hasn't been changed beyond a tweak to feral nurses dropping titanium gear
  19. Console output literally tells you the problem. You have a bad region file.
  20. Hey, guess what? Darkness Falls V5.0.0 STABLE is now released! These are the changes from B28. Darkness Falls V5.0.0 - Stable Build (Build 29) (IDC) Updated IDCCore for 21.2 compatibility. (Laydor) Updated Quartz for 21.2 compatibility. (Khaine) Updated DF XML files for 21.2 compatibility. (IDC) Fixed Laser Workbench being unable to scrap items. (IDC) Added tooltip on mouse over for tool/modifier slots in workbenches. (IDC) Fixed the RWG patch that forces POI's to respect biome restrictions. Fixed Titanium Pickaxe having incorrect repair tool. Fixed Titanium Hunting Knife dropping from the wrong zombies so it was a little too common. Mostly fixed both bunkers not properly resetting in multiplayer (it's still a little iffy, but a LOT better now). Disabled muzzle flash on laser weapons that shouldn't have them in the first place. Adjusted Scrap/Iron/Steel armor recipes. Increased how long it takes for the rain catcher to generate water as it was flooding areas and causing server issues. Added a failsafe to remove backpack items when used because apparently the game isn't properly removing them. Added custom trader lists to Razor, Eve and Anna, who shouldn't have trader lists anyways but you lot found a way to access it. Added Fusion Rocket (I was bored). Added PEP pre-generated maps. Adjusted drop rates of legendary items. Lowered the amount of armor added by HP ammo so it's more viable against higher level enemies. Lowered spawn chance of mastery books in air drops. Changed ranges of Incubi hand items due to potential inability to hit the player. Changed Lord of Hell to use Empowered Incubus hand item due to reported issue with being unable to hit the player. Main Download: https://dev.azure.com/KhaineUK/DarknessFallsA21/_git/DarknessFallsA21 Now, a few points because I'm sure people will ask. 1) This is ONLY for A21.2. Not 21.1, or 21.0. 2) "Is it on the launcher?" The XML file for the launcher has been uploaded. You'll see it in the Azure repro there as DarknessFallsA21LauncherFile.xml. You don't need to do anything with it. The file has been passed on to SphereII. 3) I'll sort out a comprehensive changelog between 4.1.2 and 5.0.0 later. Yes, a new save is VERY STRONGLY RECOMMENDED, because that's what TFP recommend going from 21.1 to 21.2. My 21.1 save works. But NOT restarting is "at your own risk" and you will likely be told to go make a new save if you have issues. You have been warned.
  21. Sorry for not being around. I have been STUPIDLY busy with IRL stuff for the past couple of weeks. I know A21.2 is out. The last major bug for DF got fixed earlier this evening. It's with the testers now. That's the best i've got regarding updates and when you can expect stable. Not gonna give a date, because every time I do, something bad turns up. Aaaaaaaaaaaaaaaaaand this is the bad bug we just got fixed.
  22. You don't You do lose food after dying. Only other time i've seen that is with the vitamins buff, but can't see why it happens. Maybe check the POI name... 😛 Buy it. You got unlucky on inventory.
  23. I want to preface this with answers may seem like I'm coming across as annoyed. That's not the intent, I'm just very blunt because I've found communicating in that way basically stops any "wriggle room" nonsense. Difficulty - DF was NEVER INTENDED to be a difficult overhaul mod. At all. You lot just apparently wanted it, which is why I've started tying stuff to the difficulty selection instead. The lab/bunker ARE NOT getting further tweaks for the following reasons. 1: One of the things you mentioned is MP related. I'm not doing further MP fixes/tweaks/other nonses because I'm tired of working around TFP bugs. I spend more time on MP stuff than I do on actual mod content. I'm not doing it anymore. 2: End game demons. I am assuming you're talking about the Empowered ones. Those were in A20 and the A21 versions have LESS health than those. I'm not nerfing them. You said in this message that it's supposed to be hard, then complain it's hard? You do realise you won't see empowered demons unless you're playing on a huge server in a huge party (if that's the case, see above about not rebalancing crap based on MP), or on a high difficulty, right? So far, the general reception in the discord is that most people are enjoying that extra challenge. And no, Legendary weapons are SUPPOSED to fall off after demons. They are NOT supposed to be good against empowered demons. You need full tier laser with overcharged cells, blessed metal and armor shredder mods to figh them properly. As for taking multiple clips to kill enemies, works fine for L4D with the Witch and Tank, which are your "boss" enemies. I'm killing normal empowered demons just find with 1 clip. The bosses? Less so. Mod your weapons appropriately. 3: Yes, there's probably going to be more after the laser workbench. If you look in the code, there's a commented out perk that's not done yet so you can get a feel of the intent. Farming - Your suggestion is not possible. You cannot affect plant grow times via perk. I already looked into it, because I think that would be an AMAZING idea. Crafting Speed - Did you update? There's a bug in the base game where craft speed can go to -1 second and complete instantly. We fixed that so it caps out at 1 second instead. I know that's near instant, but that's actually intended if you have enough perks and items. The game also can't math properly so I'm not planning to spend more time on it. Misc stuff. Steve is an issue, yes. Other zombies also have it. I'd have to remake the animation controller for ALL zombies to fix it, which I'm not doing. Bee hive sound effect is definitely just a temporary one for now and will be changed later. I disagree on the M4. The M60 has a mobility penalty while using it. I use the M60 for horde nights and the M4 for POI clearance. Shotgun I have experienced. It's the same code as vanilla. I checked. I can get it to fire one barrel and then the other, but it's SUPER sensitive and no idea. Haven't had that issue with coconut trees (however the "harvested" block needs to be changed" Morning/Night noises is a TFP thing. Actually had nothing to do with me, but I like it. Rain catchers have a tweak in B29 (currently in testing) so they spawn water less often. You're missing out on the dew collectors. They can make Pure Mineral Water instead of water.
×
×
  • Create New...