Snufkin's Battle Royale v0.01
The game is a classic Battle Royale (last player alive wins). The match starts at 07:00 with a window until 09:00 for players to join. Players spawn in a random position in the map. They have freedom of movement until 12:00 of the next day, when a supply drop will fall from the sky and the first safe zone will be determined. Safe zone centers are chosen pseudo-randomly. They will not always be inside the previous safe zone radius.
Players have until 23:59 to reach the safe zone. Between 00:00 and 11:59 players outside the safe zone will receive radiation damage. At 12:00 the zone will change position, players will regain freedom of movement and the cycle will repeat. The safe zone radius will shrink each day.
All elements that affected progression (leveling, scavenging, crafting) have been streamlined. Low tier tools, weapons and armor can be crafted from the start and the new traps and explosives should be enough for any player to protect themselves. Skills progression has been simplified, allowing players to reach maximum level in a short time. Players will have to watch for their Food and Water stats, look for a safe place to set a campfire and spend the night, seek protection from the weather and kill animals or zombies to level up. The expanded vending machines can be used to obtain specific items, but money is relatively scarce. It's entirely possible for a careless player to die without even seeing another player, specially on higher difficulties and in the more extreme maps. Almost every obtainable item is useful in some way or can be scrapped (actually, if you find something that's absolutely useless please report it).
Matches are expected to last between 60-120 minutes. There is no way to automatically determine a win condition and there are no plans to implement one. Games will require a referee to decide who's the last player alive. To facilitate things, players that have died will be locked in place and won't be able to interact with the environment. There is no required interaction besides starting and finishing the game.
The core of the game is the safe zones. To implement them, I piggybacked the supply drops. For that reason supply drops no longer contain loot and are indestructible.
3 perk points per level.
Starting gear plus 3 perk points.
30% faster movement.
50% faster looting.
75% faster crafting time.
25% more headshot damage with archery.
25% more headshot damage to humans.
40% less global damage to humans.
200% more water and food usage.
100% more XP per kill.
200% faster item degradation.
Increased armor movement penalty.
No zombie loot bag drop.
No XP gained from destroying/upgrading blocks.
Locational armor bonus: damage to each body part is reduced further depending on which armor you have equipped in said slot.
Upon reaching level 4 on the perks Gunslinger, Boomstick, Dead Eye, Machine Gunner, Archery and Turrets, weapons belonging to those perks will gain a chance to inflict Bleeding Wounds.
Burnt Zombies and zombies on fire have a chance to set you on fire with each attack.
Vending machines now sell resources, ammo, mods, food and medicine.
All recipes are unlocked.
Recipes available don't require parts and are craftable from the backpack or in a Campfire.
Pistol, Double Barrel Shotgun and Hunting Rifle are craftable from the start, with a fixed Quality of 1.
Workstations in the world are replaced by containers.
Gas pumps and barrels are full.
Ovens and Stoves work as Campfires.
Locked containers are now unlocked.
Arrows and Bolts glow like spears.
Bolts are craftable from Arrows and vice versa.
Concrete sets instantly.
Reduced cost of upgrading to reinforced/steel blocks.
Explosive Arrows and Bolts now benefit from the Demolition perk.
Fake Soil and Snow that work as a trapdoor.
Functional vehicles spawn on the world. Carrying a vehicle inflicts a heavy movement penalty.
Vehicles use 1000% more gasoline.
Murky Water can be obtained from toilets, sinks, fountains, etc.
Ghillie Suit is now a cosmetic mod for armors and jackets. The color can be changed on demand by "opening" them like a bundle.
Forged Iron and Steel can be harvested from cars, fridges and other blocks.
Extreme temperatures cause health loss.
Staying near a lit campfire recover a bit of health overtime.
Iron and Steel Arrowheads are craftable using Forged Iron and Steel.
Mod recipes show in the backpack in replacement of decorative blocks.
Most weapons and tools can be scraped to Forged Iron and Steel.
All perks now level up along with the attribute level. Perks are no longer purchasable (1).
The level of the perks matches roughly the level at which you would unlock them.
eg. when you buy level 2 of Perception, all the perks that were purchasable at level 1 go up a level.
The crafting speed bonus of these perks was reduced:
Some perks were removed entirely:
All book skills.
HP, AP bullets and Slugs can be scrapped to normal bullets and shells.
The conversion is not 1:1. You will get extra ammo depending on how much you are scrapping.
Tiered quality of tools, weapons and armor. This is only applicable to loot. Quality of crafted Tier 1 items can go up to 5.:
Tier 1 items have Quality 4.
Tier 2 items have Quality 5.
Tier 3 items have Quality 6.
The loot depends on the type of container. Rare containers carry better loot.
MRE (cold and heated).
Blunderbuss Firestarter Ammo.
Tripwire Traps: Pipe Bomb, Molotov Cocktail, Dynamite and Grenade.
Punji Sticks Trap.
Spikes Strip Trap.
Standalone Electric Fence.
Tear Gas Bomb.
Tin Can Bomb.
Super Junk Turret.
Steel Claw Hammer.
Random starting advantage, chooses randomly one of these items:
Quality 1 Wrench
Night Vision Goggles.
Weapon, tool, armor and vehicle parts.
Workbench, Forge, Chemistry Station and Cement Mixer.
Crafting tools (Beaker, Crucible, etc).
Blocks that need electricity.
Books and schematics.
Seeds and seed recipes.
Bullet and Shell recipes.
Mushrooms and Potatoes.
Complex food recipes.
Canned food, except Can of Sham.
Medical Kit recipe.
Many other recipes. Everything that can be crafted is listed in your inventory or the Campfire.
Lead and Brass.
Most Journal hints.
Quests and quest items.
(1) Buying perks it's still possible by hovering the perk and pressing the "A" key. To avoid this, the right panel was blocked so it's not possible to hover over the perks. Because of this, this mod isn't compatible with any UI mods that modify the Skills window.
Installation and Configuration.
The Server and the Clients must have the mod installed and should not have any other mod in the Mods folder, with the following exceptions:
Mods that change the HUD.
Mods that increase backpack size.
Can't guarantee compatibility with any other kind of mod.
This mod is NOT compatible with SMX UI.
Required game settings:
24 Hour Cycle: 10, 20 or 30 Minutes.
Blood Moon Frequency: Disabled.
XP Multiplier: 100%.
Loot Abundance: 100%.
Loot Respawn Time: Disabled.
Drop On Death: Everything.
Drop On Quit: Everything.
Air Drops: Every Day.
Mark Air Drops: On.
Any map should work for this mod, with a few requirements:
No lakes (big or small).
No water border.
Maps bigger than 4K probably won't work.
An optional download includes six 4K maps (Balanced, Snow, Wasteland, Desert, Forest, Burnt Forest).
This mod was only tested in 2 conditions:
A Local Multiplayer game with 2 players (me connecting to my own game).
A Dedicated Server with only 1 player.
It worked well on both of them, but it might not work in a real game.
The field that marks the safe zone is only a reference. Depending on the altitude of the supply drop, the real limit might be inside or outside the marked line. Watch out for the yellow warning if you are moving close to the border.
There is 1 expected bug that I was unable to trigger, but I deduce from what I've found in the code that might occur with >6 players. Apparently, with a large amount of players, two supply drops spawn instead of one. I couldn't fix it because it never happened to me.
HOTFIX 1: https://drive.google.com/file/d/1bG-gccULXwPxTWjR86mMz9A_mVI9WLuu/view?usp=sharing
Reduces crafting time of Fort Bites (previous time was 7 minutes).
Credits in the included "Credits.txt" file.