Ravenhearst Mod in Mods Posted August 15, 2020 3 hours ago, JaxTeller718 said: We are tinkering with the zombie settings The effects from the trees are still there. they are just merged into the action skill now and need better documentation so no worries there. We wont be removing those effects. For day 1 - 2 id make a few clubs as with any weapon class (i know classes arent in yet) our intention is to have people stay in tier 1 weapons longer. Unlike vanilla our progression will come from the use obviously so it shouldnt be too hard to gain that next tier. We do plan to add much more choice of weapon and expand beyond 3 tiers of tool and weapon all with more varied ranges of stats so that you will feel rewarded on each level up. Thats still a work in progress obviously. We are toying with the idea of half spawns on day 1, then day 2 it trickles in until we get normal spawning. I balked at this initially because Im a jerk lol. But im seeing the case made for this being a good idea. Thanks for the thoughtful reply and the development insight. This sounds like a good fix i noticed how even the first Action skill levels give a huge boost and the spawning rates are ok on day 2. The idea that POIs were once alive and are now too dangerous on day one would also work nicely but you are forced into them because the wildernis spawn rate is also high and you need the bent nails for your first skill points. The additions sound amazing, i feel the Fun Pimps really got the beginning part right (every skill point really matters / meaningful progression / choosing your fights) and a good extension of beeing afraid of the easiest zombies is great. The scaling zombie rage system also fits perfecly in that vision. Some great Ideas for Ravenhearst 7 i cant even imagine how brutal the mod will become when bandits are fully integrated.