Jump to content

Xamllew

Members
  • Posts

    129
  • Joined

Posts posted by Xamllew

  1. On 5/9/2022 at 11:28 PM, Subquake said:

    New feature coming with next experimental update:

     

     

    This is an incredibly useful QoL feature in games like Cataclysm:DDA where you have so much storage, so glad to see it in UL.

  2. 19 hours ago, Subquake said:

    @Xamllew That's a mod launcher issue, it didn't properly download all the mod files, you have a few options:

    1) contact sphereii and ask for help (maker of mod launcher), his discord: https://discord.com/invite/H6k6gDrgNW

    2) try ticking checkbox for Experimental Features and then pre-sync;

    3) download the mod from website and install manually;

    4) install new 3.X mod launcher and try that: https://github.com/SphereII/7D2DModLauncher/archive/refs/heads/main.zip

    Manual re-install did the trick, much appreciated. Turns out the game didn't like the fact that I modded the biomes.xml to generate denser forests.

  3. Just wanted to submit a few minor balance critiques I've had since starting my journey in Undead Legacy.

     

    -I managed to snag a low quality AK from the trader for a measily few hundred Dukes within the first few days. I feel the value of this weapon should be greater as it's a very effective weapon with common ammo. I'm at lvl 32 now and still using the same rifle.

     

    -I feel there might be an overabundance of repair kits early on. I can often walk out of an auto shop with a few dozen as there will he boxes with nothing but 5-10 kits. My personal opinion is repair kits disincentivize weapon diversity, since you can always fix up your primary.

     

     

     

     

  4. 3 hours ago, dec810 said:

    Can i use nitrogen with undead legacy? and if so can i use the most recent compopack too?

    Notrogen works fine with Undead. Havent tried it with compopack.

  5. @Spider I installed your mod today (fantasic btw). However, I just hit a snag. I killed a zombie, looted then started getting spammed with error. NullReferenceException. Object reference not set to an instance of an object. Any ideas?

     

    This happens to me too, mostly around traders, if I even enter the same chunk that a trader is on or I'll be console spammed every 3 seconds with errors.

  6. It's been a few months since I last played but decided to jump back into it because I really get the urge to continue the punishment upon myself.

     

    So I finally found a trader on day 34 of my playthrough, only 2km from my base of operations as well, I was rather disappointed to discover that his only goods were ammunition and it was for weapons that I didn't have. Later I discovered the bartering station which I find is a really nice feature, however I'd like to see it expanded upon even more, maybe adding more resources that are hard to gather for early level players, things like aloe, feathers, workbench tools, sinew, maybe a few decent melee weapons at a hefty cost, things to give players a better option than [grind > level > build forge > build anvil > find hammer > unlock weapons] just to build a single low quality weapon. I feel like this mimics the reality of bartering, for example in colonial North America the natives would trade pelts for muskets so that they could more efficiently hunt which meant more pelts for the traders.

     

    Anyway, just my 2 cents. Really hope to see This mod alive again some day, in the meanwhile I'll be enjoying the current state of this mod anyway.

  7. Thanks dude! :-)

     

    Do you know if there are plans to bring in animal farming?

     

    I'm unsure of any plans to add animal husbandry. It would be a very fitting thing to add though.

  8. Hey @Spider,

     

    Few of questions;

     

    - Is animal farming in True Survival (If not it would be really cool)

    - Is there a way to set the zombie movement speed to always walk (day and night except for ferals and boss zombies like in vanilla)

    - Is there a way to run vanilla style RW

    - Will you be updating to 16.4?

     

    Many thanks.

     

    Spider has gone inactive on the mod for now but I can answer most of these for you.

     

    -No animal farming.

    -Not through ingame menus but I'm fairly sure it's be easy to mod in Entityclasses.xml as all the runner zombies are labelled as runners.

    -Yes, just copy over vanilla RWG, no compatibility issues besides no tropical biome spawning which isn't a game breaker.

    -Dunno

  9. Is it just me or does anyone else find their base area becoming littered with craters from boomer zombies after a few weeks? Thinking I might just remove them or make them extremely rare due to this, just don't have the time to fill in all the ditches they cause.

  10. None that I've noticed doing the same. as long as you leave the biomes xml untouched you will still find growing random food for example.

     

    I just realized that the custom tropical biome doesn't spawn but i guess thats not a very big deal.

  11. I copy/pasted the vanilla RWG mixer into TS because I couldn't stand the terrain code in True Survival (sorry Clockwork) and I missed pine forests. So far things seem to be working fine but I'm unsure if this is going to hurt the balance at all, obviously there is more water but I don't see that as game breaking.

     

    Anyone know of any problems I'm going to run into with this change?

  12. Hats off to Spider for a mod with some truly amazing design concepts. We've been playing it for a couple of weeks now on a private AWS RHEL 7 instance, and I've been tweaking it as we go when someone notices a problem (usually when I'm busy fleeing from a pack of dire wolves). A few of the things that we've found:

     

    The nutrition system should work as implemented; but it doesn't. From our experience, it seems that it becomes harder and harder to avoid becoming 'malnourished' the longer you play (specifically, the more times you die). There's a post from another mod creator (that I can't seem to find at the moment) suggesting that permanent incremental custom buff values (like nutrition and scratch) can persist as a variable in player save files after death - which is a hard-coded issue, and not anything mod specific. I suspect that this is what's happening with the nutrition and scratch values and why they appear to increase faster and faster after each death. I'm trying to find a workaround, but for the time being I've locked the baseline nutrition and malnutrition values to 0 in buffs.xml:

    <buff id="nutrition_30_Trigger" duration="1" actions="increment(nutrition, 30, 0, 0, 1);[b]min(nutrition, 0)[/b]" />
    <buff id="nutritionFade" buffif="nutrition greater 0" debuffif="nutrition less 1" duration="0" actions="increment(nutrition, -1, 900, 0, 0);[b]min(nutrition, 0)[/b]" />
    
    <buff id="scratch" duration="1" actions="increment(scratch, 1, 0, 0, 1);[b]max(scratch, 0)[/b]" />
    <buff id="scratchesHealing" duration="0" buffif="scratch less 6" debuffif="scratch gequal 6" actions="increment(scratch, -1, 1200, 0, 0);[b]max(scratch, 0)[/b]" />
    

    And then remove the requires="goodNutrition1Tag" flag from the eatFood Triggers so that food will potentially heal you:

    <buff id="eatFood_1_Trigger" requires="goodNutrition1Tag" duration="1" actions="increment(CTRfood, 1, 0, 0, 1)"/>
    

    to

    <buff id="eatFood_1_Trigger" duration="1" actions="increment(CTRfood, 1, 0, 0, 1)"/>
    

    Etc.. Also, the dismemberment chance for most perks doesn't seem correct: look at bladeWeaponsAction, for example, and cycle through the 1 to 100 levels and you'll see that it shows "None" for levels 4 to 100. In progression.xml, DismembermentChance is configured as:

                           <effect name="DismembermentChance">
                                   <add perk_level="0" value="0" />
                                   <add skill_level="1" value="0.1" />
                                   <add skill_level="2" value="0.2" />
                                   <add skill_level="3" value="0.3" />
                           </effect>
    

    For a 1 to 100 increment, it should be something like:

                           <effect name="DismembermentChance">
                                   <multiply perk_level="0" value="1"/>
                                   <multiply skill_level="1,5" value="1,1.04"/>
                                   <multiply skill_level="5,11" value="1.04,1.07"/>
                                   <multiply skill_level="11,19" value="1.07,1.1"/>
                                   <multiply skill_level="19,32" value="1.1,1.14"/>
                                   <multiply skill_level="32,49" value="1.14,1.19"/>
                                   <multiply skill_level="49,70" value="1.19,1.23"/>
                                   <multiply skill_level="70,100" value="1.23,1.28"/>
                           </effect>
    

    We've also added some quality of life changes (like more common gas, etc.) while trying to maintain the mod's focus on maximum challenge. I figure that it'll be another week or two of tweaks and general hitting of things with a hammer. After which, I'll upload the changes for anyone who wants to try them.

     

    These changes sound great, please do upload them when you've got them more to your liking.

  13. I started playing this mod recently and I really like how much there is to do in it so far, however the balancing seems off for me personally. Within the first day I found 2 functional guns, ammo, a fireaxe, and a machete. Is this the kind of abundance I should expect for the rest of my playthrough or did I just get really lucky?

  14. Thanks for the excellent mod, Spider. Come back to us soon.

     

    Edit the files in the Tempmods folder. they flush in to the game every time it is launched. Also keep the launcher from updating the files.

     

    That worked, thank you.

  15. If I just copy over the rwgmixer file from another mod in place of the file for this one would there be any major issues with balance or otherwise? I think Ore generation would be the only concern right? I just want to fix how bodies of water are always in a deep crater in the true survival RWG.

     

    Nvm, just realized I can simply adjust the water table instead.

     

     

    Any edits I make to the config files are overwritten when I launch the game, I tried turning off auto-refresh mods, no change. Anyone know why?

  16. If I just copy over the rwgmixer file from another mod in place of the file for this one would there be any major issues with balance or otherwise? I think Ore generation would be the only concern right? I just want to fix how bodies of water are always in a deep crater in the true survival RWG.

     

    Nvm, just realized I can simply adjust the water table instead.

  17. Two quick minor things:

     

    -I've encountered the spitter zombie a few times and each time he damn near cleared the entire area of trees because of his acid vomit, maybe a slight reduction in block damage from his acid would be in order?

     

    -Been getting some OP loot from bandits, high-end melee weapons, land mines, etc, given how easy bandits can be to dispatch I feel cheap using this loot.

×
×
  • Create New...