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FranticDan

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Everything posted by FranticDan

  1. 45 inventory slots + 10 toolbelt is plenty enough for vanilla, especially with all of the cuts they've made over the alphas. I will say I'm glad they increased it from 32 + 8. If anything, increasing inventory to 50 slots for the amount steroids opens up. It's all about knowing what to take and what to leave behind, what is easy to obtain and what is harder to come by. If you're looting and you're getting full, make a chest, only costs 10 wood, and mark it on the map to pick up the rest later. With 1 point in this idea of pack mule, you'll be able to carry 6 bandages in 1 slot, 180 rounds of 7.62, 6 bundles of ammo (12 bundles for 9mm and 44), 12 red tea, 600 frames, 7200 coal. And the list goes on!
  2. I have no idea if this has been addressed in the upcoming A21. Here's how to make Pack Mule tempting to spend points on. Instead of increasing the amount of open slots, each point of Pack Mule should increase the stack sizes across the board by 20%, maxing at 100%. Imagine being able to carry double the healing, ammo, food, drink, etc, with 5 points into Pack Mule.
  3. Ah ok, kind of a bummer, I have 2 or 3 extra's which could have given me 80 or 120 XP towards Armour crafting Here's a clip of the error - https://www.twitch.tv/frantic_dan/clip/TangentialMildFriseePupper-VCrEqnRDWrZ8-IKx
  4. I've come across 2 things I want to bring to your attention. Firstly, there seems to be a bug with the steel shovel, sometimes when left-clicking the steel shovel, there's a lot of red errors. I have to move an item on my toolbelt to stop it and exit the game. If I try to open my inventory, the red text appears again. Secondly, I was wondering if this was intentional or an oversight. A book called "MacDyvers Book" can only be read once, meaning the 40 XP for Armour crafting this book provides can only be gained once.
  5. Misconception. The weighted head mod doesn't cause knock down at all. Dealing half raw damage of max health to a zombie is what causes knockdown. (Raw: excludes DoT: example bleed damage) Weighed head stuns targets (makes them walk) In A20.6, the only weapons that DON'T cause knockdown are machete and stun baton. Then there's ragdoll, which is different to knockdown, which can be caused by the metal chain mod for example, and points in skull crusher for sledges.
  6. This game most definitely has an entity hitbox issue. I've personally experienced these two things. 1) Arrows going through zombies faces. You can literally SEE the arrow go through their face. No question about it. It's uncommon but most definitely happens from time to time. 2) Whenever a downed zombie is starting to stand back up, their entire hitbox doesn't exist for a split second. Go ahead, melee that zombie (even their torso) at the very moment it starts to get up, your attack will hit the block they're laying on instead.
  7. Find your vanilla copy of the game, and make a copy of it so you have two copies. Vanilla and soon-to-be modded. If there is a Mods folder in the new copy, delete it. Spencer Mansion isn't compatible with foreign mods/modlets Download the mod manually, unzip and COPY both Data and Mods folders and PASTE them into the main directory of the copy you just made. (Which contains the 7 Days to Die application file) You'll be prompted to overwrite some files, yes to overwrite Launch the 7 Days to Die application file
  8. As someone who exclusively plays insane/nightmare/feral sense/permadeath, yes you can run away, sometimes if they super rage then they're faster than you, but there are tricks. 1) Using the cardinal directions to get away as the zombies use voxel pathing (honestly wish they would path like vultures do!) and can't go between two cardinal directions in a straight line to you. Using your surroundings to kite them, like fences to help regain stamina. 2) Stamina management is also key to surviving nightmare speeds. Keep your hydration above 75%, being overhydrated is even better! 3) Learn to read the zombies animations, and about the zombie pain resistance mechanic. If your hydration is below 75% and you're wearing armour that isn't padded (early game), you're not gonna have a good time!
  9. No skill trees? Player HUD changes Danger Meter added to show danger level of biomes and POIs Current location?
  10. What are the chances of Wandering Sleepers making it to A21?
  11. Update v2.0 changes *Requires a Fresh New Game* - Changed: You now start with 12 perk points, instead of 2, in the form of Training Manuals. Choose your points wisely, as there are no refunds and no extras for the entire playthrough. - Changed: Perks are rebalanced, and each level now costs 1 Training Manual. Before, some perks cost 2 points. - Changed: All attributes are only 1 level, granting 250% headshot damage and 15% bonus to dismember. - Changed: You now start with 120 Health and Stamina instead of 100. - Changed: Power Attacks no longer pause stamina regeneration. - Removed: Demolitions Expert perk. - Added: Armour Tolerance perk. This perk does what Pain Tolerance used to do, but now also reduces the stamina and mobility penalties of armour. - Changed: Pain Tolerance now works like in vanilla, but slightly more potent. (TFP fixed a bug recently so this perk works as intended now) - Removed: Gloves, there are now 4 pieces of armour instead of 5. - Changed: Rebalanced the armour rating of all armour to compensate the loss of the gloves piece. - Changed: Rebalanced ammo crafting with the Reloading Tool, the amount of gunpowder to craft each round is equivilant to the firepower of that round. - Changed: Reloading Tool now stacks to 10 instead of 1, so ammo crafting is less tedious than before. - Added: Reloading Tool can now also allow you to dismantle standard ammo, at a cost of 25% gunpowder. (Requires Reloading Tool on you to dismantle) - Changed: Moved one of the Locked Reinforced chests to an earlier section of the mod for earlier access. - Changed: Removed campfire recipe and added campfires in most locations with a Storage Box. Includes the kitchen. - Added: Placed a Blue Herb in each of the mansion's Save Rooms. - Changed: Poison is now more deadly, lowering health every 30 seconds instead of 50. - Removed: You no longer get XP from harvesting anything, or reading books. XP is mostly earned from kills. - Changed: Player Level and Gamestage is solely used for Twitch Integration and mod progression, no perk points. - Changed: Herbs heal more, up to 60 with a mixture of G+R+B. This mixture used to heal 40. - Changed: Medical healing recovers health at 5 per tick instead of 2. - Changed: Nerfed the firepower of the AK-47 from 42 Standard and 56 HiPower, to 24 Standard and 30 HiPower. - Added: Another 60 rounds of Assault Rifle ammo, bringing the total non-crafted amount from 90 to 150. - Changed: Extra 2 Player support, some looted items now come in doubles. - Fixed: Rockets now cause radius damage instead of just impact damage. Displayed value applies to both, so direct hits are double the displayed value. - Changed: Makeshift Mines and Grenades deal an extra 25% more damage. - Changed: Difficulty rebalanced, higher difficulties now increase Enemy HP instead of reducing the players damage inflicted to enemies.
  12. I'm wondering if this has been addressed in A21. At 75% hydration, we start losing 22.5% of our stamina regen, yet, absolutely nowhere does the game ever tell the player of this hidden debuff. Even the character screen provides false information saying we still have 10/sec when we actually have 7.75/sec
  13. So I thought I'd make a harvest modlet for those who enjoy playing at reduced loot %, since there is no official harvest % setting. Most of the harvest counts have been nerfed by 70%, with the exception of Butchering (68%) for 1 extra feather from chickens, and Salvage Tools (37%) as you'll need at least 60% salvage bonus before you'll be able to get singular items like engines to drop while wrenching. These values can be changed to your liking. https://github.com/Frantic-Dan/30-Percent-Harvest
  14. You copy and paste the data folder where the main data and mods folders are and overwrite DO NOT delete any files (some people have in the past) Make sure you have a copy of the vanilla game, it won't work if you try to apply this to the actual vanilla game folder
  15. I can confirm this is true for looting. If you name a game the same in the same map, and then loot the same container types in the same order, you will always get the extra same loot. Your spawn location will also be the same
  16. Update v1.06 The A20.6 update changed the speed variable for Nightmare speed, and so: - Removed the Nightmare speed option for Ferals, as it became impossible to outrun specific hostiles when Feral Speed was set to Nightmare.
  17. Wasteland only is great, except all of the zombie bears. How do you deal with all the zombie bears chasing you across the map on day 1 through 7, Insane, Nightmare, Feral Sense? If you really want a vanilla challenge, play A8 or A9, on max settings. The moment you spawn in, zombie spawn around you and you barely have a chance to make stone axe before you have to run for your life!
  18. Plus, nightmare speed, that's a huge difference too compared to easy peasy walking zombies Or you could also use the custom difficulty modlet someone made for me for my overhaul mod. Removing scavenger and adventurer and added two difficulties after insane. - deal 40% and take 350% (named survivalist in vanilla text) - deal 80% and take 700% (named insane in vanilla text)
  19. How does this make it impossible? There's plenty of nitrate and rotting flesh from zombies, and clay is infinite (craft dirt and dig it back up for net gain).
  20. Updated for A20.6 Supports MP and Twitch Integration The Linked Storage modlet is disabled by default, it is recommended to only enable when playing SP I have also put together a spreadsheet full of information on the enemies, weapons and healing. View at your own discretion of spoilers. https://docs.google.com/spreadsheets/d/1Tqa0JeUROVYSJv0rxZ2YRkOFY4njxbUISr7dm96D83s/edit#gid=0
  21. So, I'm assuming knives having knockdown and machete don't is intentional?
  22. Rage makes them move faster Super Rage they move even faster and for much longer On nightmare speed they can easily run faster than you while in super rage
  23. Increasing difficulty does exactly what is says, makes the game harder. I doubt there are many games out there that reward player for playing on the "harder" difficulties Anyway, here's what each difficulty does. Do note that DoT dmg from bleed and stun baton are unaffected. Scavenger: Deal 200%, Take 50%, No zombie rage Adventurer: Deal 150%, Take 75%, 15% chance of rage and 1% chance of Super Rage Nomad: Deal 100%, Take 100%, 30% chance of Rage and 3% chance of Super Rage Warrior: Deal 83%, Take 150%, 35% chance of Rage and 5% chance of Super Rage Survivalist: Deal 66%, Take 200%, 40% chance of Rage and 8% chance of Super Rage Insane: Deal 50%, Take 250%, 50% chance of Rage and 15% chance of Super Rage
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