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KhaineGB

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Everything posted by KhaineGB

  1. It would be very nice if it's just an option. If not, it's a simple edit in xui.xml Well, I got the UI ported over, so that bit is done. The rest is going to take a while.
  2. They're looking at allowing the bar to work WITHOUT being in debug or god mode.
  3. The DM/God mode thing has been confirmed, Erik. It MAY get disabled so it works normally. Thought I'd update you.
  4. Open the console (usually F1), type DM and hit enter. Done.
  5. It does. I hoped it could be something folks could just turn on and use. But you have to enable debug mode for it to update. It doesn't appear that you need to use godmode or creative mode though.
  6. Sooooo... I found it. But it only works properly with DM mode on.
  7. I wasn't planning to, no. But if I work out how to do it, then I'll make sure it's easy to find in the XML for folks to turn on.
  8. I never played EQ1, but my wife did and she told me how bad the death penalties were in that. I'm PRETTY sure that losing XP can be done. My concern is I don't know if it will de-level someone, and if that would bug something out. Again, I'd need to get my hands on the XML and start playing around. But I could set a flat % penalty for X amount of time... like... an in-game day just as a ballpark figure. EDIT: Just confirmed with Prime on stream. I could absolutely reduce the amount of XP a player gains for X amount of time.
  9. Oh, like a big tanker that you see at gas stations? That's a possibility. Will scout out some models. Oh god... EQ2 XP debt. I remember having 50% XP debt because I went shiny harvesting in the bonemire when KoS first came out. Level 60 in a zone full of 70+. Yeeeeeeah... worth it for the plat though. Now... A16? Absolutely not. A17? ....maybe? There is a PlayerExpGain effect, so I might be able to do a "lose XP on death" or have a buff that stops you gaining XP until X amount of time. It's absolutely something I can look into.
  10. Ok folks, this is the last update. After this, I will be starting work on A17 because I want to do some playing and poking at the XML. It's pretty much only bug fixes. Fixed medicine cabinet loot list. Add the auto-coilturret to the coilguns perk (unlock at the same time as the carbine, which is level 2) Scrap Plastic now craftable. Gamestage now increases faster the higher you set your difficulty. Insane will be pretty fast. Steel and titanium bolts/arrows use feathers or scrap plastic instead of feathers or cloth. It's on the launcher, so have fun! - - - Updated - - - Honest answer? No idea. I need to get my hands on it and see how the spawning.xml works.
  11. Yep, that sounds like you found the super rare spawn one with the AK. By super rare, these are the spawn chances. <entity name="BanditLeader" prob="0.002"/> <entity name="BanditLeader2" prob="0.002"/> <entity name="BanditFemaleLeader" prob="0.002"/> <entity name="BanditFemaleLeader2" prob="0.002"/> If it was a guy in a gas mask, that's not a bandit and they carry M4A1's. They only shoot if you damage them, same as survivors.
  12. That's still next week, you tit - - - Updated - - - I'm going to START work during A17-E because I want to re-do the skill system to be a hybrid of A16 and A17. I may not release until A17 Stable since I need to wait for SDX anyways.
  13. I'll consider it. I just woke up and found out A17-E is out this weekend for streamers and next week for us. So now I'm like "Well... do I fix up a couple of bugs, or just say screw it?"
  14. Huh, I need to look into the ammo issue then. Not dropping the crossbow is intentional. Basically anything that takes ammo (like the crossbow or any gun) drops the item and an ENTIRE STACK of ammo. I figured that might be a bit excessive with a crossbow and like... 250 iron arrows.
  15. I do need to go and have a look at the hitboxes of those zombies. Maybe just slightly increase the radius. Admittedly it means people will land more "phantom" hits (obvious miss but still counts) but it might be a better solution.
  16. I just found the pill cases. Going to poke at some code now cos I need a break from Fortuna anyways. EDIT: Here we go... <!-- medicine cabinets --> <lootcontainer id="7" count="1,2" size="5,3" sound_open="UseActions/open_medicine_cabinet" sound_close="UseActions/close_medicine_cabinet" loot_quality_template="baseTemplate"> <item group="medicine"/> <item group="rareMedicine" prob="0.15"/> </lootcontainer> <!-- pop n pills --> <lootcontainer id="51" count="1,3" size="5,4" sound_open="UseActions/open_pill_case" sound_close="UseActions/close_pill_case" loot_quality_template="baseTemplate"> <item group="medicine"/> <item group="rareMedicine" prob="0.25"/> <item name="scrapPlastics" count="1,2" prob="0.1"/> </lootcontainer>
  17. It's supposed to be 50% but RNG tends to screw me and either give me loads, or give me bugger all. It's why I thought someone independently testing it would be a good idea. Also, pill cases and medicine cabinets currently use the same loot list... so that's a thing. I mean, I could make a new loot list and attach it...
  18. Ooooh. I know why. I didn't want medicine to roll on the rare medicine loot table when I was re-doing the nurse and doctor loot lists. So the problem is I'm actually just kinda dumb. Will make sure the raremedicine loot list has a chance to be rolled when opening pill cases. EDIT: Try replacing the medicine cabinet loot container with this and let me know what the drop rate is like. <!-- medicine cabinets --> <lootcontainer id="7" count="1,2" size="5,3" sound_open="UseActions/open_medicine_cabinet" sound_close="UseActions/close_medicine_cabinet" loot_quality_template="baseTemplate"> <item group="medicine"/> <item group="rareMedicine" prob="0.5"/> </lootcontainer>
  19. The "normal" feral with the most health (so not a radiated one) is the Wight... with 750. Just to give you an idea. Lowest is about 300.
  20. The car skill thing is fixed. And there is an advantage. The roadhog doesn't destroy blocks, the car does. You also take less damage when using the car, it has better handling than the roadhog and almost double the carry capacity. Roadhog should really be used more for exploration to scout out areas you want to go loot, then swap to the car to loot everything due to the 80 slots. I'm not planning to add anything more to the car because ANYONE can make that, and for less resources than the Roadhog. The Roadhog is a class specific vehicle and therefore should be on-par or better than the car (especially since it needs titanium) Also, the car uses the same sounds as the roadhog...
  21. Gonna need to look at that again then. I was using the sleeper spawn system but that was ALSO laggy (and didn't work half the time) The one zombie thing can actually just happen on vanilla horde nights too. It's pretty annoying. Some zombies will run during the day, yes. Ferals spawn at night so any left over from that will run, and the ones with the big flare attached to them also run. And yes, the mod will likely override never run, because it's not supposed to be a fun time. No, I don't have a wiki. Most information regarding where things can be crafted can be found in-game. The armoured car is a vehicle you can build (book needed). It's faster than the minibike, but slower than the roadhog (mechanic mastery for the roadhog) but it does have the largest storage.
  22. Glad you like it! There's something just... cathartic about running over tree's and stuff with it. My only concern is that it's a bit laggy. Still trying to track down why but I know it's not due to new textures used. I did not. Sounds like RNG just really hates you.
  23. That's the problem... they will straight up aim and shoot you. Most people tend to only encounter pistol bandits though. Basically it's not wise to go there without some armour and at least a minibike so you can just drive straight past them. And yes, trader guards have infinite ammo intentionally, because people were complaining when they didn't.
  24. 1) That was an oversight on my part cos I'm kinda dumb. 2) You need to find the big bunker in the wasteland to create a laser workbench (it has a working laser workbench and fusion forge). 3) Welcome to my world. The problem is that telling me you had 112 nights doesn't tell me what gamestage you were at, so I can't easily do that. Also the fire zombies DO have ranged attacks... which they don't always use for some reason. It does a lot of block damage and not much player damage (which is intended). I think a better alternative might be to change how difficulty settings adjust the gamestage... something to look into for sure. 4) That's the wasteland one. Look for an army camp. The well door being open is intended so folks have a way to get more keycards fairly easily... and they do spawn zombies. Just not all of the time for some reason because apparently the sleeper system hates me.
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