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Dragonchampion

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Everything posted by Dragonchampion

  1. Izayo plans it, she's just updating her other packs first. A21 changed the models to a modern version, and thus everything needs to be updated to the new version of Unity.
  2. SO, I've been playing with this mod since A21 first released in experimental. I've honestly had a ton of fun with it, but I have found a few glaring balance issues I wanted to talk about. 1. Rings in slots. I think one of the biggest problems is that the rings take the place of Customized Fittings and Muffled Connectors. This is okay, but with the new system of mod slots, it makes slots even more valuable and causes some issues. I recommend perhaps making a couple merged-rings that allow you to merge rings together, maybe a special Ringsmith Workbench (More on that below). Either that, or look into how Khaine found to increase the number of slots past 6, he did find a way a while back but I'm unsure how he did it myself. 2. Ring of Agony isn't worth the health reduction for the amount of bonus that you give. With how many rings add other sources of damage (For instance the Ring of Beginnings), the Ring of Agony is a waste. In my game, instead of -50 and -60 Rings of Agony Hp debuff, I reduce it to -10 and -20. This feels more balanced, especially in Insane Nightmare. 3. Ring of Holding is kinda useless. A balance idea I had was to make the Ring of Holding be essentially a replacement for Customized Fittings + Triple Armor Pocket + Advanced Muffled Connectors. That's what I do in my game. 4. Ringsmith Workbench - There's tons of rings that I believe should be upgradeable (With steel, diamonds, gold, and silver) to their advanced version. Not only that, but I think it'd be really good to make "One Rings" that allow you to merge and add rings together. For instance, a Superior Diamond Ring of Greed would add the Wish Ring Quest Loot +1, Diamond Ring, and Ring of Greed together, for the cost of each of those rings. You could also do a merged ring for the Ring of Scorch and Ring of Venom, adding poison and fire to all attacks. 5. Ring of Assassin is amazing. Nothing is wrong with it. I just wanted to thank you for adding it, because my main gameplay style is an assassin. It's so wonderful. 6. Ever consider a Ring of Weaponmaster that adds a bonus to a specific type of weapons? And then you could add a Ring of the Warlord that merges all of them together as well. 7. The Ring of Twin Terror is kinda useless. Same for the Ring of Arrow Rain or whatever it is. it uses your arrows MUCH too quickly. Would there perhaps be any way to balance it by making the extra arrows not cost you arrows? If that's not possible, maybe you could add in something like just flat archery damage, instead. The only thing I can think of it being useful for is if you need to kill a powerful zombie quickly. Anyways, wanted to praise how good this mod is and tell you little changes I made for it to make it even better, in case you'd like to add any of them to the base game. I DO very much hope you make Merged Rings sometime!
  3. And then if you have the edits to make more zombies appear, having that happen 50 times and drop your FPS to 10.
  4. I also want to mention I'm having hordes not really pay attention to the player at all. Like, I shoot a bear in a bear horde and they keep running past, same for boars.
  5. Wanting to let you know, I got a level 6 multitool from a tier 2 quest reward. That's a bit OP; I went into your code to check and turns out that you're using an incorrect loot template for quests. You have this as your code: <append xpath="lootcontainers/lootgroup[@name='groupQuestTools']"> <item name="a5UltimateMultiTool" loot_prob_template="GradeCLoot"/> </append> groupQuestTools does not exist, and the template "GradeCLoot" also does not exist. What you should have to add it naturally to do the game as a quest reward is: <append xpath="lootcontainers/lootgroup[@name='groupQuestToolsT3']"> <item name="a5UltimateMultiTool" loot_prob_template="QuestT3Prob"/> </append> This will make it so that the multitool will only appear in tier 5-6+ quest rewards, and have the same probability and levels as an Auger, Chainsaw, or Nailgun. If you want them to appear alongside Steel tools, then you need to simply replace the T3" in both the loot prob template and loot group to T2. T2 appear in tiers 3-4 quests.
  6. Strange, will see what I can do tonight.
  7. Unfortunately, the guy working on updating it is on vacation until the weekend. He'll fix the stuff when he returns!
  8. It does unlock at 90, unfortunately the modding server is still working out how to add it to the magazine tab in the menu. However, it will be craftable once you get there. Also, that's odd, the 2x Scope worked fine when I tried. Can you give me a screenshot?
  9. Update the mod to fix the errors in code and the inability to loot. Redownload if you haven't yet!
  10. Originally released by RussianDood. A powerful, lategame version of the crossbow that has a slick, futuristic look. Extremely expensive to create, the Magbow is the penultimate archery weapon, having a magazine, capable of having stocks, handles, bipods, and even drum magazines, the Magbow only accepts Steel Arrows (With special compatibility for Brazmock's Archery Mod). Compared to Zededd's version for A20: The Reflex Sight has been fixed, and the scopes work fine. The Magbow benefits from the Archery skill. Burst and Full-Auto triggers have been BLOCKED from being put on the Magbow. Having a burst or full-auto crossbow with Penetrator and steel arrows is WAY too OP. Requires 20 Mechanical Parts, 20 Electrical parts, 100 Polymer, 50 Military Fiber, 50 Forged Steel, and 20 Glue to create. Known Issues: - Arrows stick out the front of the Magbow. I don't know how to fix this, as I'm relatively new to offsets. Might require a Unity pass to fix. - The Magbow doesn't display in the Magazines Tab of the skills menu. To compensate, the magazines required is listed in the description. - x8 Scope is wonky. Requires messing in Unity to fix this, which I cannot do. - The model's gamma is extremely high, making it look like its camo is made for snow. I cannot fix this without going into Unity, which, again, I cannot do. This model was purchased and belongs to RussianDood and its creator. I do not claim it in any way, shape, or form. Whoever reuploads this and all the other mods to the 7daystodiemods website, thank you! I don't have an account and archiving it there is much appreciated. Hosted on Nexus: https://www.nexusmods.com/7daystodie/mods/3248/
  11. Any chance we could get a version of the mod that's just the quality changes and nothing else?
  12. There's a very nice model for an entrenchment tool you can use on Sketchfab for a custom model multitool. It's a free download model: https://sketchfab.com/3d-models/ww1-british-entrenching-tool-d417808d461b4ea3a9724006a515d0d5
  13. Any ETA on the Massive Hordes submod?
  14. I really appreciate the offer, Ragsy, but I'm more wanting the natural-spawning and repairable vehicles for immersion's purposes. If that can't be done easily, then I'll wait for you for when you update! There's no rush.
  15. Is this compatible with the x2 and x9 dew collectors mod?
  16. How long do you think it'd be, Ragsy? Should I wait for the mod for my next playthrough and wait to play, or should I just play a playthrough because it'll take a while?
  17. Your upcoming changes have me super excited. I can't wait for your full-scale dynamic traveling horde system.
  18. You need to allow public access to the links!
  19. Ahhh, alright. Can't wait to see this updated, then!
  20. Do you need some help with the loot and magazine system for Additional Arrows and Additional Bows?
  21. AAlright, I'll give it a try. Thanks!
  22. Just wanting to give a bug report. If you could please make the Ring Of Amplification make pills not reduce your water every minute or so, that'd be wonderful. The thing is, your Ring of Amplification seems to work by repeatedly using the food item. That'd be fine, in fact, I love it! However, it makes things like Steroids, Painkillers, and any medical drug that reduces water to essentially drain your water over and over and over. The best way to fix this would be to keep the current effect and everything with the ring the same, but adding an effect similar to the Water Purifier removing negative effects from Murky Water, but add it for all drugs/pills/meds so that the negative to water isn't counted.
  23. Hey, Bladestorm, wanting to let you know, the Ring of Venom makes you murder your friends even if PvP is turned off.
  24. Will this mod be making a return for Alpha 21, Guppy?
  25. it adds its own sprites/item art so it has to be on both.
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