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KhaineGB

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Posts posted by KhaineGB

  1. On 3/30/2023 at 3:49 PM, Melange said:

    @Laz Man, I'm guessing you don't have a need to visit this part of the forum often. So, these phantom blocks and 'verboten' voxels where a block can't be placed in the game world...have they been addressed in the upcoming Alpha? (with reference to the previous three posts in this thread).

     

    Some are an artefact of POI's - for example house_old_bungalo_11

    has a spot  outside the garage that will not allow any block placement on every map I've played. Others seem to be randomly included in a world gen.


    In terms of POI's, I know there's a block you can't build on because that's where the quest marker is (the !)

  2. 2 hours ago, Daovala said:

    Can't see any posts mentioning bandages since the 4.12 patch notes so I though I'd let you know that the bandages aren't stacking healing because the operation for the healing value is "set" instead of "add", this likely means that you could lose healing if you use aloe cream after a trauma or med kit.

    *ahem*

    - Bandages no longer stack healing because apparently the game is @%$#ing stupid and can't do simple math.

    So yes, it WAS in the patch notes. In fact it's the second-last onne.

  3. On 3/13/2023 at 2:00 PM, Brevan said:

    @KhaineGB

    I'm not sure this is a bug, but it probably is:

    v4.1.2 There are two recipes (Workbench and Metal Workstation) for Electrical Parts, one doesn't require Insulators (but this is the only recipe that uses these).

     

    It is and I forgot to fix it.

     

    21 minutes ago, Destro said:

    KhaineGB made me think about it and made me wanted to do it.

     

    Currently, does anyone know what is the highest version of DarknessFalls + Sorcery that is compatible, I actually tried with the sorcery 1.72 and everything seem to work together with the exeption that df map don't have the sorcery trader(and starting df "stuff") and sorcery map don't have df POI(that expected) but I can't know if it work perfectly if you simply spawn the sorcery trader in a premade DF map.

     

    I did not play sorcery since the introdution of lighting element so there should be a lot of nice stuffs to look at.


    Sorcery 1.42 and DF 4.1.2 work together.

    I've thrown together a patch for Sorcery 1.72 but it's testing only right now. We're hoping for April-ish release on that. In constant comms with Devrix and his team to get it all sorted :)

  4. On 3/9/2023 at 5:39 PM, Brevan said:

    @KhaineGB

    1) v4.1.2 Titanium Dart Traps require Forged Iron to repair instead of Forged Titanium

    2) v4.1.2 Underground Cannabis and Rice have labels inconsistent with other seeds, growing, or grown plants

     

    Noted, will get them fixed locally for whatever the hell happens for next version since i'm still waiting om A21.

     

    On 3/9/2023 at 6:58 PM, ryan8438 said:

    Hello!  Have played DF multiple times, great mod.  But running into a problem I've never had before.  Doing Eve's quest "The Favor" to the lab - get there, get set up, and none of the key cards will open the outer door - red, green, blue.  Am playing 7DTD 20.6.  Is is there a bug I haven't heard about?  And is there a workaround?  Thanks.

     

    Not a bug I know of. The green cards work fine.

     

    On 3/11/2023 at 3:09 AM, Brevan said:

    With the Broadcast Upgrade, you don't use it like Fertilizer on crops, you use an upgrade tool to upgrade the storage box while the Broadcast item is in on your character.  As mentioned, the new broadcast crates have a switch in their upper left corner to actually start broadcasting.

     

    They worked swell for me, but I'll admit it took me quite a while to figure it all out.  The description on the Broadcast Upgrade item is brief, it might be worth creating a long-form journal entry, or if possible changing the upgrading to be similar to Fertilizer on crops (right-click the storage crate while Broadcast Upgrade item is selected in Toolbelt),  or using the Broadcast Upgrade item as an ingredient in crafting the Broadcast Crates (this would give you another inventory item description window to tell players to look for the switch in the crate inventory).  Maybe sit back and see how long it takes players to figure it out or check a forum for help.

     

    @Ryan8438

    The lab quest from Eve is "The Reward", it will need Green keycards (put them on your toolbelt, then click the door with them in hand).  If they're not working for you, then I'm not sure what could be going wrong.  There's a locked door in Anna's lab, and as far as I've noticed there is no keycard for it (this was intended as a quick-fix to remove an exploit).

     

    I giuarantee no one would read the journal entry, like they dont for how farming works, or mining and where to find metal...

     

    1 hour ago, Ganeshakw said:

    @KhaineGB

     

    Bro, I know you are not accepting any new series requests but it doesn't look like Alpha 21 will come up soon. So if you have a little time, Please start a series on Rebirth/Wasteland mod. They also have very exciting features and if you have some more time there are a few more combos which are going to be a lot of fun but nobody seems to be taking any interest. 

    1) Asia Mod 

    2) NMM Mod 

    one of these to be combined with 

    either a) Sorcery Mod or b) Curse of Anubis mod. 

    These combos have a great Ancient and magical touch. And they are also going to be a lot of fun like DF.

     

    If anybody wishes to make a series, please post a video link.

     

    Thank you.


    I already know what I'm doing...

    7DTD_DF-Sorcery.png.4f0549c8f9f45efe1f407b1772ea8397.png

  5. 17 hours ago, P_2_the_0 said:

    Hey, i ran in some issues with darkness falls

    the console open and ERR Could not load file '#@modfolder(darkness Falls Core):Assets/Deamons.unity3d?deamonSuccubus' for entity_class 'Succubus'

     

    the only 2 things that help is killall or disconnect form the server

     

    i already reintsall the server and the mod play an other map nothing help do you have a clue?

     

    Greetings Paddy from Germany

     

    You still have an old version kicking around. Do a clean install.

     

    5 hours ago, Grolbu said:

    Did I miss something ? I just started a new save on the DF large 2 PEP map, and my initial spawn was in the desert. So I tried again, this time I spawned in the snow. Then I tried again (about a dozen times including on the DF Large 1 map) and every time the initial spawn was either desert or snow.

     

    Is this supposed to be happening ?

     

    edit - new game number 13 (you can't make this stuff up) spawned in the forest .....



    You just got really unlucky. DF maps do not guarantee forest spawns, just like it used to be in old alphas.

  6. 6 minutes ago, Nirtguy said:

    Is there any perk that affects capacity of guns? Somehow all the guns I have hold roughly 20% more ammo than the numbers show on the stats sheet. The last perk I get was Wasteland Treasures rank 5, could this be related?

     

    No, but in 4.1.2 I added magazine capacity to the bandolier. So if you have onne of those, that's why

  7. Right, this actually got uploaded about an hour ago, after I finished messing with Azure stuff, but I ended up needing to do some chores around the house and wasn't properly watching the upload speed.

     

    But, Darkness Falls V4.1.2 is up! Patch notes as follows.

     

    Yes, if you are coming from 4.1.1, you need a new save. If you are on a dev build, you shouldn't. Yes, it should be on the launcher. No, I haven't updated the launcher file yet to show that it's updated.

     

    - Updated SCore.
    - Added Pulse Mine. (currently does not use a new model, have icon or localization)
    - Added Overcharged Energy Cell.
    - Added Overcharged Power Source melee mod.
    - Added Molecular Reconstructor Repair Kit's (2 different types that repair different things, see item descriptions)
    - Added a recipe for irrigation pipes so you just make that and then select the shape (which I thought I had done, but apparently not).
    - Added a 25% magazine increase to the bandolier for any gun, but not bows/crossbows.
    - Added a failsafe for Scrap Tool Crafting/Scrap Weapon Crafting not being added when it should be.
    - Added Broadcast Upgrade item. Unlocked by Yeah Science 5.
    - Fixed Zombie Janitor Radiated using the wrong mesh.
    - Fixed Flaming/Exploding arrows and bolts giving the wrong arrowheads when opened.
    - Fixed junk turret ammo bundles not using ammo to be made like everything else.
    - Fixed underground cannabis and rice not being placeable/not growing properly.
    - Fixed the JaWoodle Purple bundle not having an icon.
    - Fixed PEP_Hotel_Construction_Site_01_Zyncosa being 2 blocks too low on all maps (POI was already fixed).
    - Fixed Anna and Bunker on all maps.
    - Fixed Fail-not not being able to take pulse arrows.
    - Fixed Radiated Hazmat Zombie using the wrong mesh.
    - Fixed Shotgun Slugs giving back buckshot instead of Bullet Tips.
    - Fixed Junction Box being in the wrong place (thanks grumpybeard!).
    [16:00]
    - Fixed Erik's Hammer playing the power attack noise twice, which is why it was waking up zombies.
    - Fixed the Overcharged Power Source making 10 when it shouldn't.
    - Fixed Master Mechanic not unlocking the SMG recipe.
    - Fixed a lot of unlockedby for various scrap weapons so they say they need scrap weapon crafting.
    - Fixed the farming tips book not properly unlocking the 3rd level.
    - Fixed various trader buff immunities.
    - Fixed incorrect loot probability on Iron Tools schematic.
    - Fixed sap not working.
    - Fixed pulse arrows annd bolts not being locked.
    - Added Rizzo's updated Twitch Integration stuff. (@%$# if I know what it does. #BlameRizzo)
    - Added Annihilator's 'QuestHelper' mod, which fixes scout quests using 0,0 as the origin point on MP (Thanks Annihilator!)
    - Ran all assets through ocbMaurice's Optimizer. This means download size (4.9GB instead of 4.2GB) and size on disk (7.5GB instead of 5.8GB) will be larger, but allow the game to boot a lot faster. In my own testing, this has also reduced CPU usage by quite a bit (5% to 10%), and RAM usage by a small amount (approx 500mb on a 6k map).
    - Writeable and Lockable storage can now be upgraded into "broadcast" versions with the Broadcast Upgrade item that allows them to broadcast their inventory to workstations (but not the basic forge and campfire) for remote crafting. Function must be turned on by the new "switch" icon in the looting window at the top left.
    - Removed the restriction on honey that meant it only worked on level 1 infection. It should now work on any infection (assuming the 70% roll passes).
    - Adjusted stats of Fail-not so it should be at least equal to a Titanium Crossbow.
    - Frame shapes for cobblestone+ now have new textures so it's easier to see what isn't upgraded from distance.
    - Lowered the degradation per use of both augers so they'll last longer.
    - Lowered the harvest penalty of using the auger, and REMOVED the harvest penalty on the titanium auger (however it does not get a bonus like other tools, so a titanium pick will still give more).
    [16:00]
    - Tweaked bee hive and chicken coop loot lists.
    - Tweaked when turrets unlock in advanced engineering, so the auto turret unlocks at level 4 now (not 5) with the shotgun turret, and the mk2 versions unlock at level 5.
    - Repulsor Mod no longer ragdolls zombies 100% of the time with the plasma baton.
    - Padded armor now works like it did in 4.04 (no mobility/stamina penalty) but has HALF the mod slots of all other armor.
    - All other armor has been rebalanced on physical resistance and mobility penalties. So leather and military should now be the same on penalties, while scrap/iron/steel should be the same on penalties.
    - Titanium is now steel armor with military armor penalties.
    - Power armor now has slightly lower protection (12 instead of 13) but NO mobility or stamina penalties.
    - Adjusted loot on the tree stumps again to see if using the loot template rather than a loot prob helps.
    - Swapped over levels 2 and 3 of Grease Monkey so players get the motorcycle slightly earlier but vehicle mods later.
    - Moved Cruiser and Junker to Grease Monkey 3
    - Laser multi-tool now disables demon regen if you hit a demon with it, because it's funny.
    - Removed stone and scrap arrows/bolts from compound bow and titanium crossbow as they shouldn't be using ammo that low tier anyway and it improves compatibility with sorcery spell arrows/bolts.
    - Increased amount of ammo radial entries in windows.xml.
    - Made nail bombs a little easier to craft.
    - Doubled the cost of meds purchased from the White River Scout. Normal trader prices unaffected.
    - Renamed Zombie Skateboarder and Zombie Gangsters into Zombie Thugs, since they share the same loot list and it gives some variety to that specific "type" rather than Gangster/Skateboarder.
    - Traders now show POI names on their quest lists before you accept them.
    - Bandages no longer stack healing because apparently the game is stupid and can't do simple math.
    - More localization fixes.

     

    Links.

    Download Link: https://dev.azure.com/KhaineUK/_git/DarknessFallsA20 (click the 3 dots, select download as zip)

  8. 7 hours ago, Kalade said:

    Is there a guide or something how to run DF server on debian/ubuntu? 

     

    I installed 7DTD server with steamcmd, uploaded DF files, modified DF xml config file to fit my server needs and tried running with

    ./startserver.sh -configfile=DarknessFallsConfig.xml

     

    After several minutes proccess gets "Killed" (this is all I get in console), nothing in output_log on what caused it.

     

    This is last lines in log:

    2023-02-26T15:50:19 407.858 INF Loaded (local): loadingscreen
    2023-02-26T15:50:19 408.062 INF createWorld: DFalls-Medium1-NoPEP, Kalade, GameModeSurvival
    2023-02-26T15:50:19 408.064 INF Occlusion: Disabled
    2023-02-26T15:50:19 408.131 INF Started thread ChunkRegeneration
    2023-02-26T15:50:19 408.132 INF Started thread ChunkCalc
    2023-02-26T15:50:19 408.132 INF Started thread ChunkMeshBake
    2023-02-26T15:50:20 408.776 INF World.Load: DFalls-Medium1-NoPEP
    2023-02-26T15:50:20 408.838 INF Loading base world file header...
    2023-02-26T15:50:20 408.876 INF BloodMoon SetDay: day 7, last day 0, freq 7, range 0
    2023-02-26T15:50:20 408.892 INF BloodMoon SetDay: day 7, last day 0, freq 7, range 0
    2023-02-26T15:51:40 488.821 INF Started thread GenerateChunks
    2023-02-26T15:51:45 493.832 INF Calculating world hashes took 4878 ms (world size 406 MiB)
    2023-02-26T15:51:45 493.841 INF Processing world files

     

    Appearantly it crashed when trying to proccess world files. 


    That server config is configured for windows.

    So you need to make your own

  9. Right you horrible lot...
     

    ...here's a new dev build.
     

    Again, no it's not on the launcher. Get over it. 😛 Also it should NOT need a new save if you're using a dev build already, but I cannot guarantee that as I don't have an old save to test on since I moved from the laptop to the mini PC.
     

    V4.1.2-DEV-B4

    - Updated SCore to fix the MP bug with the storage broadcast.
    - Fixed a lot of unlockedby for various scrap weapons so they say they need scrap weapon crafting.
    - Fixed the farming tips book not properly unlocking the 3rd level.
    - Fixed various trader buff immunities.
    - Added the base DF lockable storage to the "remote crafting" list so they can now be upgraded.
    - Added Annihilator's 'QuestHelper' mod, which fixes scout quests using 0,0 as the origin point on MP (Thanks Annihilator!)
     

    Link: https://drive.google.com/file/d/1EJTrq0N4yZ8P-PAxKQGVMpfWh1v94ecS/view?usp=share_link

  10. 10 hours ago, Jazuke said:

    I think i'll skip on that, thank you. Even the 120 Slot one would still not do it properly, i am at least learning Management better. I do long scavenging rounds, cause the travel distance back to base is pretty far by foot. Being one guy, playing it all on my own, i can understand then that this game wasn't intended for "Solo/Single Player" playthroughs. But it's a good game.

    I never played 7DtD before. So this all new to me. A bit over 100 hours (the 200+ hours are just the game running during my sleep) and i still feel like i barely understand what the heck i'm doing to make anything work or manage properly. DF adds another lay of complexity. Oh, and the Advanced Furnace, the one with a long ass pipe and made of bricks has no animation to it, so it's a bit confusing whether it is working or running at times for my eyes and brain, so i check on it regularly just to make sure.

    The Coilweapons are cool, but the "Pistol" one is just a Revolver that doesn't have proper Reload Animation. My brain has difficulties comprehending it or liking it. Didn't get to make the Shotgun yet or the Sniper, so i'm uncertain if they lack the "Animation" too.

    Thanks for this super cool Mod, by the way! While some parts are a bit rough around the edges, like the weird "Bright Cowboy Zombie" and some zombies simply called "Zombie Stripper" despite them looking nothing like it, i'm having a lot of fun with this one and it gives me some really good QoL too! Much love and respect!

     

    1) You don't need to take everything. It's time to learn to leave crap behind and stop modding for bigger inventories/stacks. Inventory management is part of the game.
    2) Why would the advanced forge HAVE an animation? You don't fuel it or anything like the other forges (also it's just a particle effect, and yes, i''m aware I need to fix the big forge)
    3) The other guns don't have animations either because I haven't goten around to doing them.
    4) The strippers were my wife's idea. AKA - Themed strippers that would go to bachelor/bachelorette parties.

     

    9 hours ago, mar3ld said:

     

    Thank you. CustomGameOptions.xml was the one I was looking for.

     

    Regarding question #2 .. Care to shed some light on the thing with PEP worlds? I might have missed a discussion regarding that. I'm running the dedicated Server and there are only "NoPEP" worlds included in the package (the "world" folder). I'd love some extra POIs.

     

    Anyway, thanks for this awesome mod.


    POIExpansionPack - PEP

    So with or without that. PEP worlds are in the PEP folder under Worlds.

  11. 11 hours ago, mar3ld said:

    Regarding a dedicated server: As I don't have a GUI for starting DF ...

    1. Is there a way to set DF specific options like crosshair off through for example the serverconfig.xml?
    2. Is there a way to start a map with extra POIs activated? I can only see "NoPEP" world folders.

     

    Thanks you for creating and maintaining Darkness Falls.


    Some is in the serverconfig.xml

    Some is in Mods\1-CustomGameOptions\SaveData\CustomGameOptions.xml

    58 minutes ago, Jazuke said:

    Alright. Thanks. I have zero experience toying with DLL files c# coding, so i think i have to skip that, if ever bother with it in future.

    Playing Solo and even the 96 Slot Backpack isn't enough, so i'm doing Backpack management and figuring what i really need/want and don't. For now, z30k-itemstack has worked just fine without any issues. If they happen, well, i'll have to deal with it somehow.

    Problem is, i have zero idea if they are Compatible or not, there's is no indication, so the process must be trial and error, or i gotta learn to bust my time and ass to learn how to code, and while i am patient, i'm bad when it comes to numbers and reading lots of scripts. I can fully respect and understand the Mod Creators for all the time, effort and patience they put up with all this, i have more respect for them than Developers most of the time, cause they fix or make my Games that i want to play just better or more interesting and perhaps that is being unfair the Devs? Maybe i'm just being an arse now...but i wish there was a very easy way to tell if something was Compatible with another Mod without launching the Game even, probably far too much to ask for.

    Thank you for responding to me and giving me this info. I'll try and figure out things, when it comes to it. For now, i want to play it as it is, i built a pretty decent base out in nowhere mans land and don't want to restart trying to do this all over again. Peace and take care!


    If you think 96 isn't enough, you should play A16 and learn the true meaning of inventory management 😛

  12. On 2/9/2023 at 1:51 AM, Melange said:

    Don't get scrap happy!

     

    The Workbench allows me to scrap items.  Workbench open - select item in my inventory - scrap it. The item's scrap pile appears in the Workbench's queue and then puts the scrap into the Workbench output slot - same as vanilla. The Metal Workstation and the Laser Workbench will 'accept' an item for scrap, but it is the player that does the scrapping in their backpack...not in the workstation. 

     

    Lol. First time I fed the Metal Workstation a stack of brass radiators I thought I had lost them for good because I didn't bother to check my backpack crafting queue.

     

    Its all good. Just not what I expected. Welcome to DF!


    Would you like to know WHY that happens?

    When you click "scrap" the game looks to see if window named Workbench is open. If it is, scrap there. If not, scrap in players backpack.

    I've been trying to patch it so it'll do it with other workstations, but no luck.

    Also, apologies for not being around much. RL has been BAD (many reasons, dont want to bore you all with them) and I'm currently moving everything over from my laptop to my new mini desktop.

  13. 7 hours ago, Roland said:

     

    What mod has a working Behemoth? The Behemoth files were never completed and while its coding was still present but commented out there were some modders who added it to the game but even in those mods it could not be damaged. In the next update they removed it from the code and I've never seen it in any mod since. I wouldn't mind downloading a mod that somehow still has it just for kicks and to see if it actually does have all of its pathing issues fixed. I am skeptical that it actually exists since the model has not been in the code to be utilized by modders for years now. But I would be happy to be wrong.


    It does not have all of the pathing issues fixed, but it's WAY better in A20 than it was in previous alphas.

    And yes, I ripped it, re-rigged it and stuffed it back in the game. You can even dismember it if you want ;)

  14. 13 hours ago, Kiernan531 said:

    Have a question about a mechanic.  When looking though the items.xml I've seen several mentions of a stress reduction, such as certain foods and the cannabis joint.  Is stress a fully fleshed out mechanic, and if so what is its in game effect?


    It was something planned but we had SERIOUS issues with the math, so for the moment, it is disabled. Planning to revisit it when I have more spare time.
     

    2 hours ago, Ganeshakw said:

    @KhaineGB

    Hey, Yesterday night, I was watching the DF series on Neebs Gaming and watched the episodes where you made a surprising entry and helped them in building and defending the base. Amazing excitement. And I enjoyed a lot. One thing though, people now knows how to build a base against the new enemies as they have been watching your series and I think now the Zs and Giants will keep running in loops and keep on doing up and down. Somebody need to find a few characters who will not do that and they start banging the base walls. Hahaha. Just saying. Please dont mind.


    I am planning to play with the AI a bit and see if I can have some that dont do that

  15. 12 hours ago, Chicken Knuckle Soup said:

    I’m looking for the Dfalls-krunchmap-small-8k v1.1 it doesn’t seem to be in the download anymore.  I need it to load my map from last summer .


    It's not in the latest version because it's not compatible with the latest version.

     

    12 hours ago, Vintorez said:

    Is there a known inconsistency with bleeds stacking? I have two worlds going using blade weapons on both, but only on my solo world do bleeds stack. I usually only use power attacks for guaranteed bleed application.

     

    On my farther progressed solo world I have 97 skill with blades and 5/5 blade guy, bleeds seem to do 10 per tick and multiple hits stack to much higher damage over time as per the Deep Cuts perk from vanilla. They stacked in intensity as expected from the beginning.

     

    On my duo world however we are both using blade weapons and I'm about 43 bladed weapons and 4/5 Blade guy, bleeds to 6 damage per tick but does not increase even after multiple power attacks which should guarantee additional bleed applications, this is the case for both my friend and myself. I tried relaunching the game and world to test it by myself and still had no luck.

     

    Not sure if this is necessarily part of the mod or with 7 Days itself but figured it'd be worth checking here, unless I'm just missing something obvious between each game.


    Being blunt?

    MP bug, don't care. I'm tired of tracking down MP bugs because of TFP coding.

     

    5 hours ago, Kiernan531 said:

    I have a very minor issue to report.  The Bag of Dried Fruit food says that it recovers 7 health but when eating it I only recover 5.  I looked in the Item.xml file to verify and this is the way it is set up, to say that it recovers 7 but actually recover 5. 

     

    <item name="foodBagOfDriedFruit">
                <property name="Extends" value="foodCanBeef"/>
                <property name="Material" value="Morganic"/>
                <property name="DisplayType" value="foodCanned"/>
                <property name="CustomIcon" value="driedFruitBag" />
                <property name="DescriptionKey" value="foodBagOfDriedFruitDesc"/>
                <effect_group tiered="false">
                    <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyStats" stat="Food" operation="add" value="5"/>
                    
                    <display_value name="dFoodAmount" value="7"/>
                </effect_group>

     

    I edited it and it now works properly in my game, but wanted to give you a heads up.  


    That's just the display then. I need to check if I wanted it to be 7 or 5 and adjust.

  16. 1 hour ago, Apocalipservice said:

    Indeed but it seems like I have a lot more fun w/ them in DF than in vanilla. 😃 We do find them useful AF sometimes but not in all situations of course. It's a minor bummer that you need to have the mechanic class to have any skill with them? Any thought of a "robot hobbyist" perk that allows some skill w/ turrets as far as damage or even manufacture? Kinda like Farming Basics gives some farming skills. An early game thing - in the cases where no one starts as mechanic and thinking of a different 2nd class. Again, having a blast w/ DF, just a random thought yesterday as I was hauling my lvl 1 junk turret around, lol. Luckily a tree stump set me right: dayum, folks stash a lot of good turrets in stumps. Not complaining. 😆


    No, I'm not planning to un-class-lock them.

  17. 14 hours ago, wanderinpaladin said:

     

    I believe they're talking about when you get something before you're able to use it like buying a skill off the scout or getting all the vehicle for dumb@%$#s then speccing into mechanic. The text removes the "must be XX level" because you have it.


    And like I said, in MOST CASES, it's in the perk description. That people never check.

    Mastery is the exception because it's the same for all classes. Level 40, finish class quest..

     

     

    1 hour ago, Vintorez said:

    Started using this mod with a buddy for the first time recently and it's fantastic, having that "Oh that's new" feeling for a game we normally know inside and out is great to have again.

     

    Couple little oddities I noticed, Trader Rekt's compound is missing turrets on one side and a spotlight on another. Robotics Technician for the Mechanic also seems a bit off balance-wise; three active, craftable level 51+ robot turrets by level 10 if you focus the points into it. A bit much considering just one turret can make early horde nights manageable with a good position.



    I'm not faffing with the traders more. I've heeard they're being re-done in A21.

    And the turrets aren't as useful as you think. They HELP, but they're not OP. Having said that I put all perks back to level 20 for max level for the dev version.

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