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FranticDan

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Everything posted by FranticDan

  1. So they changed that for A21? Currently in A20, you start losing stamina regen at 75% hydration Also, this change means we can no longer use snow to melt and boil? Or we simply can melt and boil snow and doesn't need a jar? EDIT: Ok, so we can't melt/boil snow. I agree that currently snow is mega OP for water. But a strong nerf should happen instead of complete removal. Here's my suggestion: -Lower the snowballs per block from 11 to 5. -Increase the snowball cost to make water from 1 to 20. This is a ~98% nerf and would take 4 blocks of snow to make 1 water (without motherlode)
  2. Correct. I used two different values for most of the zombies. One of the values allows the player to make a zombie miss if the zombie is hit just before they connect an attack, while the other value allows the zombie to hit the player regardless if the zombie gets hit which I gave to the slower zombies so that the slow zombies are to be feared more than the fast zombies
  3. Well yeah, in vanilla its rare that I get hit, even on maxed out settings
  4. I'm going to have to completely strongly disagree, I think food is a joke in this game, there are animals everywhere, I can easily live off of charred meat and boiled water. I've even joked about doing a 'no eating' challenge and survive on first aid items since you only lose 1HP every 40 seconds, and starving only lowers your max stamina by 1/3 and regen by about 15% which can be offset by being overhydrated all the time. I find it interesting that TFP changed the way farming works, yet they made meat even more abundant than A19, TFP should nerf animals to give half the meat they currently give, because we all end up with several stacks of raw meat that end up sitting in storage. Farming isn't even needed (except for aloe) with how abundant meat is.
  5. I mean, that's one way of giving yourself a negative handicap by intentionally losing 4 skill points
  6. Did you get the dog whistle and "read" it?
  7. A huge Congratulations to MiLKMAN for completing The Spencer Mansion Incident on the second hardest settings of S Difficulty and zombies at Sprint Speed, with a clear time of 12 hours 37 minutes and 52 seconds! I'm very impressed and was greatly entertained watching him live! I am beaming with joy to witness someone make a massive achievement like this! If you want to watch the journey for yourself! (Spoilers, obviously!) Part 1: https://youtu.be/PLzY9MJUafA?t=14504 Part 2: https://youtu.be/sl5o8qFG5wM
  8. With the changes TFP have made to how sleepers and stealth work in A20, does anyone know any tricks on how to stop sleepers with 0% hearing from waking up too early? Also, anyone know how to make stealth checks always fail? So, attack volumes always wake up. Scenario: A boss in my mod woke up from at least a few blocks away from the sleeper volume boundary, while the player was only using melee, wearing padded armour. This boss has 0% hearing, I've also increased the amount of noise required in the xml for triggering sleepers waking up! If anyone knows how I can prevent premature wake-ups, it will be greatly appreciated! TFP have broken how sleepers work on a large scale!
  9. That's the worst way to go, you're not the first person to die at the Super Tyrant. When you feel up for another run, you'll know to play on the latest experimental, which might fix that weird door bug too Thank you for playing my mod!
  10. Yes, it opens the vault door and closes the vault hatch to trap you in the boss room until you kill the boss. Yes, Lisa can't be killed
  11. That door should definitely open when you press the button, I've never had it not open in any of my play tests or from watching others play. I just did a quick test and it opened for me. I have no explanation as to why it didn't for you, the different version doesn't make sense to be the cause. The only thing you can do is turn DM on and allow yourself to go through the door, then turn DM off until you finish with the room and go through the door again with DM
  12. The vault door can't be damaged, can you please send a screenshot? As I don't think we're talking about the same door.
  13. The button should open the vault door, I was watching a streamer last night and the door opened for them. Yes you need to kill the Tyrant to repair the workbench
  14. If you invest your skill points into the damaging perks and attributes, and craft some HiPower ammo, you can do some serious headshot damage. I've made it possible to knife only, of course doing so requires skill, stamina management and knowing how the enemies react and path. You can also refund your points to change your build as you get further. I wouldn't recommend the two hardest difficulties for the first playthrough, but after your first you know what to expect and can plan ahead. As a Resident Evil fan myself, I've put in a lot of effort and thought to my mod for the best RE experience possible
  15. Exactly, the damage's that are stated in the menu are not what they actually are since you removed Assembly-CSharp.dll Yes, zombie rage is when they start going faster
  16. Assembly-CSharp.dll disables zombie rage and adjusts the difficulty settings damage %'s
  17. You need to have the A20.1 (b6) vanilla files (latest experimental), that's why you couldn't play. You are currently playing with unintended settings by removing the Assembly-CSharp.dll
  18. Did you select 'Spencer Mansion Incident' for the world? Did you download and install manually or through the Mod Launcher? Are you playing on A20.1?
  19. This post for A19 is no longer supported A20 version now available -
  20. Welcome to Resident Evil: Reimagined! Have you got what it takes to go back to where it all began? Enter the Survival Horror! The Spencer Mansion Incident is a 7 Days to Die overhaul mod that plays a LOT more like Resident Evil than it does 7 Days to Die, with an end goal to aim for, escape. Setup: 1) Requires version *** A21.2 *** vanilla files to work. 2) It will always be night, so be sure to change the Zombie Night Speed to your liking. (Walk is recommended) PLEASE NOTE: 1) The Spencer Mansion Incident is a unique and challenging mod, and will test your combat and maneuverability skills. 2) Are your observation skills good enough to make it out alive? 3) Two-player is NOT supported anymore! (Custom code isn't compatible and bugs out, I'm sorry!) 4) Twitch Integration is NOT supported!! KEY FEATURES: 1) Limited Inventory: You'll be restricted to the 10 slot toolbelt. 2) Doors are indestructible, however, zombies can open unlocked doors. 3) You cannot jump. 4) Crimson heads! 5) Manual Saving! 6) If you die, simply exit your game and reload your save. FOR EXTRA IMMERSION: 1) Increase the volume of ambient sounds. 2) Set music to play 100% of the time. Manual Download - https://github.com/Frantic-Dan/Spencer-Mansion-Incident-A21 Also available on the Mod Launcher 7 Days to Die Forum Thread - https://community.7daystodie.com/topic/27467-the-spencer-mansion-incident-resident-evil-a212/
  21. I've noticed, when you attack a zombie, especially fast, their attack completely misses you, even if they are right up in your face. Is this intentional? I just watched a video from Games4Kickz, and he was stabbing a feral Moe with light knife attacks and all of Moe's attacks never connected.
  22. Pump shotgun reload animation, this has always bothered me. I'd like to see a proper reload animation for the pump shotgun, each shell missing extends the reload time by adding more shells being put into the shotgun during the animation. Of course the shells need to be added twice as fast than the current speed. I personally prefer the pump over the auto, and making this change would both nerf the pump a little AND add to the immersion. Also, being able to cancel the reload animation with RMB, so for example, if you wait for 3 shells to load and then cancel, you'll have 3 more shells loaded than before you started reloading. Thoughts?
  23. The white medical cabinets, just axe them after reading the book for a 50% chance
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