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KhaineGB

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Everything posted by KhaineGB

  1. You definitely didn't, because that bug is related to the model loading of the cop. And I checked before posting that, it has the correct model, and I would assume it's working fine for other folks since they were asking about getting the no cop spit thing as a potential modlet.
  2. Gamestage doesn't always display correctly. I noticed it in A20 as well this week (can't explain why, but there's a reason I was playing A20). Honey is a CHANCE to cure infection. 70% You had bad rolls. I already explained how the water works. IT TICKS DOWN AS SOON AS YOU LEFT CLICK!. Not when the animation ends. As soon as you click. It adds to the "processing" buff and starts ticking down to regenerate your water. Which means every single time you drink, it's STILL ticking down and therefore doesn't display correctly, because your character already processed it.
  3. Pretty sure that's already fixed. Will check this but also think this is fixed. No. I'd make sure you are DEFINITELY installing B20, but I 100% know that respawn bug is fixed because 3 of my testers spent 2 days on it, and then had it confirmed by the community. However, as per the notes, you LIKELY need a new save.
  4. Regarding razor... from B19 notes. - Fixed Razor's first quest not working in MP, however the quest may send you right outside the compound because Razor is apparently @%$#ing lazy. That was fixed in B20. Update the mod.
  5. Feel free to just spawn them. The loot drop rate is not as we were hoping in B20. It seems better in B21.
  6. They don't do a full reset. That's vanilla behaviour. I'm debating if I want to change that.
  7. Kill with any. I believe Faatal cut down AI calcs on zombies until they get really close to you for performance reasons in A21, which can cause this. Loot, in general, still isn't done. It's not the serious issue you think it is when it's an experimental build. 😛 It's not intended for long play and is kinda expected for people to cheat stuff in to progress while we hammer out the kinks. Also, I posted B20 in discord and forgot to post it here. Will get notes and stuff in a min. -------------------------------------------------------------------------------------------------- Darkness Falls V5.0 DEV Build 20 (Big Chungus) (IDC) Fixed spawn loop bug issue on multiplayer. (IDC) Fixed day/night sounds returning when player obtains and wears a watch. (IDC) Fixed invisible water from rain catcher. (Myth) Fixed zombies doing more damage on higher difficulties that are not insane. Fixed "Loading Asset Bundle" errors that weren't actually breaking anything, they just annoyed me (thanks Sphereii for the tip on what C# to edit to get the file name!). Fixed bellows not working. Fixed rad ready mods not working in military stealth armor. Fixed tac rigging not working in a lot of armor. Fixed missing upgrade path for storage so the broadcast can work. Fixed NRE with improved heating element. Fixed zombies not eating the player on death. Fixed Laborer 3 not telling the player to get the right amount of resources for 2 scrap tools. Fixed a couple of missing icons. Fixed Bellows and Crucible not being locked when they were supposed to. Fixed UI for Stealth Assassin sneak damage not working correctly. Fixed UI for auto weapons not working correctly. Fixed missing unlockedby on Aloe Cream. Fixed model issue when using barbed wire mod on clubs. Fixed demons not being immune to fire. Fixed Titanium Clawhammer and Laser Multi-tool not being able to upgrade doors/hatches. Fixed one of the Working Sink models. Fixed player lights block missing icon and causing NRE's. Fixed Light/Heavy armor localization on the scout so it now relates to the right perk. Fixed various armors and the poncho not being scrappable. Fixed writeable storage not being upgradeable to broadcast storage. Fixed traders not offering T6 quests and breaking things. Fixed incorrect amount of mod slots on Iron Helmet. Fixed lootable vehicles not having a durability bar when harvested/damaged. Fixed slightly incorrect values on The Survivor perk. Fixed Charismatic Nature adding to "trader stage" (the new thing that lets them sell better items faster) twice. Fixed Threat Assessment not being properly removed. Fixed The Survivor localization. Fixed White River Scout not offering Bladed Weapon crafting (Caitlin did though!) Fixed Joel teaching you ammo recipes and then still offering to teach them. Fixed Machete and Steel Spear unlocks being the wrong way around. Fixed missing unlockedby on Fruit Smoothie. Fixed normal stalkers having Physical Damage Resistance when they shouldn't. Fixed crops not growing. Fixed incorrect loot bag on radiated zombie lab male Added copies of the Empty and Playtest worlds to the DF folder so the game doesn't break. Added extra recipes for glue that take boiled water and use less bones. Added workstation tools to various traders to help with folks who can't find things like calipers and the welding torch. Each trader has different tools, so shop around! Added Water Canteen. Localization, icon and model not done. This is for testing purposes. Added T6 quests to scout as it was breaking things. Slightly adjusted font size and icon size of the collected item list, because apparently i'm fixing vanilla bugs now. Slightly increased amount of loot in various named crates. Lowered amount of brass found in trash. Lowered price of mineral infuser. Lowered physical damage resistance of the Mutated Stalker. Lowered player resistance to crits as the TFP bug is supposedly fixed. Increased amount of loot in Hidden Stash, Air Drops and End Loot chests. Rebalanced drink costs for anything that is crafted and gives wellness so the base cost is the same depending on the tier. No more cheap orange tea and tomato juice! Rebalanced food costs for anything that is crafted and gives wellness so the base cost is the same depending on the tier. Changed Silence of the Lambs T5 to spawn and require killing Demonic Screamers. Changed the gore block that zombies drop just on the off chance they're dropping invisible. Removed incorrect reference to required perks in the Chemistry Station perk. Removed some unneeded unity assets as vanilla now has them (cop car, fire truck, for example) to reduce disk space and RAM usage. Reordered some loot items since the game rolls from top down, and it makes no sense to start at the highest prob and work down to the lowest as this means the lowest will likely never drop. Remade all trader rewards to potentially fix NRE's when collecting rewards, and increased all buried supplies base radius by 2 blocks to potentially fix disappearing circle issue. (Lemon-PEP) Fixed over 100 POIs with minor block/texture issues. (Lemon-PEP) Fixed an issue where hitting a certain vanilla block caused NRE's (Lemon-PEP) Fixed open trade routes sending to abandoned traders. (Lemon-PEP) Lowered prefab weights for the whole set to be better compatible with other prefab packs like ZZTongs/MPLogues in future. (Lemon-PEP) Temporarily disabled residential from spawning in outskirts to decrease missing tile bug in the middle of towns. (Lemon-PEP) Reviewed Hidden Stash/Sealed Shipping container distribution across set, removed many plain sight hidden stashes in T1/2 POIs, decreased hidden stash counts for T3/4/5 POIs. (Lemon-PEP) Restored missing sleeper blocks and volumes. KNOWN ISSUES. Localization as per usual. Please post anything that seems odd or is missing. Zombies do not have custom loot lists right now. Loot is sort-of done so look for anything odd (other than zombies, as noted above). Main Link: https://drive.google.com/file/d/1XRArcuxCgKg1bDip9cYdrZRUHY0YdO0Y/view?usp=sharing Backup Link 1: https://drive.google.com/file/d/1mS91cYBsJQtmth6aQs1OuQ5KdcdQRTqR/view?usp=sharing Backup Link 2: http://darknessfallsmod.co.uk/DF-V5-DEV-B20.zip
  8. Again... ZOMBIE LOOT IS NOT DONE! Deal with it for now. The quest code for the circle is exactly the same as vanilla, however I have increased it for B20. I'm pretty sure I can't fix vanilla RWG. Vanilla bug that has been reported. Have a fix for B20 which is tested and confirmed working. Aside from the animal snares, all above fixed in B20. And a general note for everyone. I know I said a lot of this is fixed in B20. That is NOT released yet. The testers just got it today so I want to let them have a little time to ensure it's as good as possible.
  9. Traders thing is due to the patch. We're tryting to decide if we want to fix that or not. I also have a potential fix for other traders so you'll get less. The hunter thing works the same way as animal tracking, Not planning to spend more time on it. Will have a look at the scout quests, but haven't had that reported. Aloe is not intended and has been tweaked locally, which I need to test. I have been told this is fixed. It's a PEP issue. I'll do some loot testing on the working stiff crates. I think hugh sells them too. And i'll look at the treasure.
  10. As per the known issues... Zombie loot isn't done yet. Cheers. I'll check the book They are definitely in the loot tables. Anywhere a tool can spawn, they can. I also just increased loot in hidden stash and air drops because it was pretty bad.
  11. Wrong alpha version. You have to be on 21.1
  12. I'm not messing with the food/drink stuff. I changed it to "give instant food/water" because people kept complaining it "doesnt give the full amount" when that's literally how it works in vanilla. It starts ticking the "process food/water" before the buff even hits your screen. Then people complained they can't over-eat/over-drink anymore. I'm not messing with it more than that. Cop vomit was not invisible for me, at all. I've even got a stream of it.
  13. Yes because DF Has always been like that Unsure. I've had people say they don't spawn water but plants are growing fine
  14. *ahem* So no. That's not a bug. That's the risk you take with experimental builds.
  15. Alright folks, my internet has been bad so uploading this has taken way, way longer than it should have. However, new build is up! This is builds 18 and 19, with quite a few fixes, especially for multiplayer. Hopefully this should address most issues. I don't THINK it needs a new save, but don't be surprised if you need one. Delete the old mods folder and replace, DO NOT JUST OVERWRITE. Darkness Falls V5.0 DEV Build 18 and 19 Patch Notes. Fixed metal chain mod having wrong model. Fixed bowl of water not displaying water amount. Fixed the very hard to find NRE with quests. Fixed incorrect unlockedby on bdubs stuff. Fixed some drinks having an "open" option when they shouldn't. Fixed scout quests not working in MP. Fixed random rocket launcher parts being in loot when they shouldn't be. Fixed bad UI display on Pipe Shotgun and Double-Barreled Shotgun. Fixed missing coil and laser turret recipes. Fixed recipe tracker not working. Fixed Improved Heating Element mod being straight up missing because I'm an idiot. Fixed scouts not being on their own faction like they were supposed to be. Fixed quests not sharing. Fixed incorrect unlockedby on Coilbattery bundle. Fixed grenades and some other throwables (like pipe bombs) not stacking. Fixed Survivalist Torch not having flame when placed. Fixed zombie tracking not always working due to ONE missing tag. One. Fixed Razor's first quest not working in MP, however the quest may send you right outside the compound because Razor is apparently lazy. Fixed finding only high quality stun batons in loot. Junk and Pipe batons should now be mixed in. (IDC) Fixed RWG breaking if you try to generate another world without rebooting the game. (IDC) Fixed players being stuck while respawning by removing the "Spawn Near Backpack" option as that apparently breaks things in modded games. This bug has been reported to TFP. Removed 'Must be read from the hotbar' from the books that increase action skills as that issue has been fixed. Removed Open/Close times on traders to fix potential bug (and also stop people reporting no interaction as a bug). Removed Weapon Crafting requirement from the Chemistry Station perk as that perk no longer exists. Added missing turds to toilet loot (clearly the most important fix here). Edited wandering horde config so frequency is closer to vanilla, as the more often ones were a test setting. Increased selling price of vending machines for food and drink. Increased the amount of food a sticky apple grants to be equal to the baked apple. Slightly increased chances of loot in crack-a-book shelves, crates and bookcases. Adjusted loot so the highest quality item you can generally find, is now quality 39 to encourage crafting and questing (this may be adjusted later so high quality items will be found in specific places). Download Link: https://drive.google.com/file/d/1y5NHXvUB4d08hRZq1_3YtiudXPqtZ9T6/view?usp=sharing Backup Link: https://drive.google.com/file/d/1XG1a5iEpJ-XwYEE4wFOZ6giVuFPrv_45/view?usp=sharing Backup Link 2: https://mega.nz/file/Yj1z0KaI#d99p-iCN7DLTSTKOuyvDAMgU9L4r1DJVwBocaDdrLbg For the mega link, you need to highlight and copy the URL to your browser. Don't just click it or it won't work. Alright folks, my internet has been bad so uploading this has taken way, way longer than it should have. However, new build is up! This is builds 18 and 19, with quite a few fixes, especially for multiplayer. Hopefully this should address most issues. I don't THINK it needs a new save, but don't be surprised if you need one. Delete the old mods folder and replace, DO NOT JUST OVERWRITE. Darkness Falls V5.0 DEV Build 18 and 19 Patch Notes. Fixed metal chain mod having wrong model. Fixed bowl of water not displaying water amount. Fixed the very hard to find NRE with quests. Fixed incorrect unlockedby on bdubs stuff. Fixed some drinks having an "open" option when they shouldn't. Fixed scout quests not working in MP. Fixed random rocket launcher parts being in loot when they shouldn't be. Fixed bad UI display on Pipe Shotgun and Double-Barreled Shotgun. Fixed missing coil and laser turret recipes. Fixed recipe tracker not working. Fixed Improved Heating Element mod being straight up missing because I'm an idiot. Fixed scouts not being on their own faction like they were supposed to be. Fixed quests not sharing. Fixed incorrect unlockedby on Coilbattery bundle. Fixed grenades and some other throwables (like pipe bombs) not stacking. Fixed Survivalist Torch not having flame when placed. Fixed zombie tracking not always working due to ONE missing tag. One. Fixed Razor's first quest not working in MP, however the quest may send you right outside the compound because Razor is apparently lazy. Fixed finding only high quality stun batons in loot. Junk and Pipe batons should now be mixed in. (IDC) Fixed RWG breaking if you try to generate another world without rebooting the game. (IDC) Fixed players being stuck while respawning by removing the "Spawn Near Backpack" option as that apparently breaks things in modded games. This bug has been reported to TFP. Removed 'Must be read from the hotbar' from the books that increase action skills as that issue has been fixed. Removed Open/Close times on traders to fix potential bug (and also stop people reporting no interaction as a bug). Removed Weapon Crafting requirement from the Chemistry Station perk as that perk no longer exists. Added missing turds to toilet loot (clearly the most important fix here). Edited wandering horde config so frequency is closer to vanilla, as the more often ones were a test setting. Increased selling price of vending machines for food and drink. Increased the amount of food a sticky apple grants to be equal to the baked apple. Slightly increased chances of loot in crack-a-book shelves, crates and bookcases. Adjusted loot so the highest quality item you can generally find, is now quality 39 to encourage crafting and questing (this may be adjusted later so high quality items will be found in specific places). Download Link: https://drive.google.com/file/d/1y5NHXvUB4d08hRZq1_3YtiudXPqtZ9T6/view?usp=sharing Backup Link: https://drive.google.com/file/d/1XG1a5iEpJ-XwYEE4wFOZ6giVuFPrv_45/view?usp=sharing Backup Link 2: https://mega.nz/file/Yj1z0KaI#d99p-iCN7DLTSTKOuyvDAMgU9L4r1DJVwBocaDdrLbg For the mega link, you need to highlight and copy the URL to your browser. Don't just click it or it won't work.
  16. Ok folks, I promised an experimental release after my stream was done. It is now done, so here you go. PLEASE REMEMBER THIS IS AN EXPERIMENTAL! There will be bugs. There will be balance issues. Myself and the team have done our best to squash any bugs that would stop your progress and enjoyment of the mod. Hopefully any bug fixing should not cause a save restart, but please remember that SAVE RESTARTS ARE A POSSIBILITY! If you cannot accept the above, do not download the experimental. Also, NO THIS IS NOT ON THE MOD LAUNCHER! I never release experimentals on the mod launcher. Please review my manual install video (yes it's for A20 but the method is the same) and do that instead: https://youtu.be/3ku2GZr1x2Y With all the warnings and everything out of the way, here's your patch notes. Darkness Falls V5.0 DEV Build 1-17 Patch Notes. - Updated DF C# patches for A21.1 compatibility. - Updated DF XML for A21.1 compatibility. - Updated SCore for A21.1 compatibility. - Updated BiomePrefabExclusion for A21.1 compatibility. - Updated OcbWaypointIcons for A21.1 compatibility. - Updated Quartz for A21.1 compatibility. - Remade all zombies with a new controller for A21.1 compatibility. - Added Zilox's tintable zombie material mod. - Added new crafting perks. - Added dew collector to Basic Farming level 2. - Added Coilturrets. - Added Laser Turrets. - Added new recipe for jerky that uses the workbench and only makes 1. - Added Military Stealth Boots recipe unlock to Master Hunter. - Added stealth versions of all military armor and added unlock to Master Hunter. - Added Titanium-Reinforced Kevlar Armour (Light version of titanium). - Added a patch that sets vehicles to UNLOCKED by default on placement, not locked. - Added a "lockpicked" version of all secure loot blocks with better loot than just smashing it open. - Added a patch that allows the player to place blocks faster while building (Prefab Editor speed). - Added POTENTIAL fix for the arc gun repeating sound after firing has ended. - Added Tobi's rifle tweaks. - Added IDC's trader waypoint mod to stop scouts being auto-added and to allow players to remove trader waypoints. - Added recipe for the Laser Workbench that needs a portal power source and more resources, but can be made in the metal workbench. - Added Gamestage and Loot bonuses at night for all biomes (forest does not have a GS bonus, only a loot bonus). - Added IDC's mod that prevents users from loading vanilla worlds and thus being without DF POI's. - Added IDC Core and IDC's Advanced Dew Collector (renamed to Dew Collector and replaces the vanilla one). - Added IDC's progression patch that allows customizable XP requirements per level, and customizable skill points per level (players now get 2 points every 10 levels). - Added IDC's gamestaged screamers. - Added Demonic and Empowered Demonic Screamers. - Added Titanium Darts to the Junk Turret. - Added corpse removal effect to explosives to help with corpse clean up. - Fixed hand item on Demonic Vulture (Hellpidgeon) so it can actually fireball now. - Fixed encumbrance being wrong, and also made it worse than V4 so people need to be more careful. - Fixed missing recipe for high powered barrel mod. - Fixed Broodmother mutated spider not applying radiation on fireball explosion instead of fire. - (KySoto) Fixed Reflex Sights on Coilguns, Laser Guns and probably others. - (KySoto) Fixed ADS on Coilguns, Laser Guns and probably others. - Fixed reflex sight on the M4A1 so it should be more likely to sit on top of the post. - Fixed laser sights and flashlights on all guns with TFP provided settings. - Fixed camera locking at Caitlin's waist when you talk to her. - Changed first laborer quest to gather wood. - Changed second laborer quest to craft and place frame shapes. - Changed Spear Master 4 to grant entity penetration with power attacks, rather than mobility. - Increase physical damage resistance of all behemoths and titans, both incubi, both succubi and Lord of Hell. Reasoning: They have lower HP and you can overcome it with the armor shredder ammo mod so it's something the player can be tactical about. - Removed a lot of unnecessary perks due to new crafting perks. - Combined the "electric trap" perks into 1 perk. - Coil weapons no longer have bonus damage to demons, but DO disable demonic regen. - Empowered demons now REQUIRE laser for regen to be disabled (coil won't work). - Coilturrets ALSO disable demonic regen, but not empowered. - Laser weapons with normal energy cells now deal +100% damage to demons. - Overcharged energy cells now deal +200% damage to demons. - Tailoring station recipe for Jerky makes 2. - Increased Jerky stack size to 20. - Increased heat/cold resistance of The Survivor to 10/lvl. This is the same as the basic mods that go in armor, so level 5 of the perk gives heat/cold resist as if you had 5 of the heat and 5 of the cold resist mods installed in armor. - Increased disease reisstance of The Survivor to 20%/lvl, with level 5 granting immunity. Diseases are Dysentry, Food Poisoning and Pneumonia. (Others may get added later) - Lowered the bonus from Improved Element to 15% to see if it helps with some of the "instacraft" bugs in the forge. - Demolition Expert now grants 5% explosion resistance per level. - Adjusted Pulse Mine damage from 300 to 1200 like Pulse Rockets. - Slightly lowered mobility penalty of leather armor to make it more viable at low levels. - Slightly increased physical resistance of military stealth armor. - Lowered the stamina reduction bonus from action skills on melee weapons and tools (As sexy rex is still a thing and stacking was causing infinite stamina). - Increased the rounds per minute bonus on the pistols action skill to see if that helps pistols be more viable at higher gamestages. - Increased the base player resistances to crits as it was kinda nuts in vanilla. - Rebalanced mod slots so the tier of the item (stone/wood, scrap, iron, steel, titanium, laser) now matters. Items will have a max of 3+tier. Stone/wood is 0, laser is 5. - Medical items should now stack healing correctly. - Adjusted LootStage bonus of Quality Joe to account for new loot templates. - Nights should be darker. - Bunker doors are no longer invulnerable after being unlocked. - Silencers can no longer be installed on laser weapons. - Lowered all Hornet sounds by 50%. - Lowered Menu Music by 50%. - Lowered fruit tree spawn rate as it was a little nuts, especially in the desert. - Changed Caitlin to a wilderness only spawn like she used to be back in the old days, plus it helps with RWG. - Changed forged steel and titanium to no longer be locked/learnable, and re-locked arrows. - Unlocked scrap weapons but increased craft costs. - Standardized the "window width size" of all loot containers (except drone because it's special). - Slightly increased the spawn rate of portals in the wasteland. - Re-made animal spawns for Forest/Desert/Snow. - Re-made zombie spawns for Forest/Desert/Snow. - Reverted crowbar to DF 4.04 damage levels. - Adjusted vomit zombies so their vomit spreads out more and should be a little easier to dodge. - Arc gun can now chain it's stun effect up to 5 blocks from the initially hit target. - Pain tolerance now affects how quickly the player recovers from untreated critical hits (like sprains/breaks). - Physician now affects how quickly the player recovers from treated critical hits (like sprains/breaks). - Erik's Hammer can now take the stun baton Repulsor Mod, because it's funny. - Food and Water items now restore food and water over time and thus you can now "over eat" like in vanilla. - Getting hit while infected, and thus making the infection worse, now causes wellness loss, rather than each stage of infection causing the loss. Hits that do not make the infection worse do not cause wellness loss. - Added small bonus to harvesting fruit trees with Living off the Land perk to help compensate for the fact they can't downgrade anymore. - Lowered the amount of zombies that spawn in big cities to help with FPS issues. - Increased the respawn rate of zombies that spawn in big cities to try and keep the "crowded" feel while hopefully keeping the FPS gains. - Adjusted scout quest rewards, specifically guns. - Swapped Fusion Forge and Laser Workbench in the lab to non-working versions because of a TFP multiplayer bug. - Made new blockplaceholders for trader prefabs and updated the traders due to a TFP muliplayer bug with working workstations on POI reset. - Anna's quest now rewards a portal power source so you can open the door to her loot room and use the workbench in there. - Increased chances of working forge and workbenches in traders. - Decreased chances of working chemistry stations and cement mixers in traders. - Updated Scout so she can teach the new crafting perks for money. Same cost per level as previous skills since money really isn't an issue. - Advanced Mag Extender can now be installed on junk turrets. - Weighted head, Metal chain, metal spikes and Barbed wire mods can now be installed in knuckles. KNOWN ISSUES. - Localization as per usual. Please post anything that seems odd or is missing. - Zombies do not have custom loot lists right now. - Loot is sort-of done so look for anything odd (other than zombies, as noted above). Download Link: https://drive.google.com/file/d/1ET5OWkBEwfMxxk_1RA-kGcZUEYthXM04/view?usp=sharing Backup Link: https://drive.google.com/file/d/1rzWUMrJuXC4p1occbldDerTKcHkzB1uD/view?usp=sharing Backup Link 2: https://mega.nz/file/9jEwFb6D#_VvdStmdcxneRDk6YV1cyJMjustImFXyeUXHCYbOxT0 Bugs found and fixed while streaming (not included in this build, will be in B18) - Fixed metal chain mod having wrong model. - Fixed bowl of water not displaying water amount. - Fixed the very hard to find NRE with quests.
  17. Yep. The one I did yesterday seems to work.
  18. Been stupidly busy. Updated SCore so this should be good to go.
  19. Nope. It doesn't. Because saving would require a C# patch and I wanted it to be XML only.
  20. Cheers. Didn't realise they'd done that so will have a look. They can spawn any non-BM time. I need to re-do that one later. I remember I was having issues getting it into the progression system with the new magazines and stuff
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