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Hells_Janitor

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Hells_Janitor last won the day on March 11

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  1. QUICK HOTFIX! Fixed a bug where spears weren't applying cripple. Save game safe - but back it up as always
  2. your first point: Yes, it's been removed as it was confusing to some players. I need to figure out a way to make it a little clearer, or easier to understand. your second point: This is/was, for all intents and purposes, an exploit. It was never intended to have the campfire buff AND the trader buff together. Now you can have one, or the other - but not both. When it comes to the mod launcher, and the version you're playing, just make sure it says [latest] in the drop-down window:
  3. hmmm. Didn't experience this in testing - are you on the latest version or the mod? [EDIT] nevermind, found the bug. Progression has it unlocking at workstations 40, but it should be 35. I'll push an update.
  4. yeah, it's a bit "quirky", in that it does reset action skills initially, then there's a "fallback" buff which gradually restores them once you start doing stuff again.
  5. If you really want it back - do this ^^. Crank the settings up to your hearts content. As already stated - the mod needs to be as balanced as possible for as many players as possible. I'm not here to cater to individual needs - not everyone finds it as "easy" as you do. So tinker with it yourself, or try another mod 🤷‍♂️
  6. why? One word - balance.
  7. UPDATE V3.0.3 added a "bridging" group for gamestages 25-50. Should remove the "power spike". Returned blades to vanilla values custom difficulty increases now from 10% to 50% zombie health per difficulty level - reduced from 20%/100% Hopefully this min-patch will balance all zombie spawning around gamestages 25-50. Should be save-game safe from version 3.0.2 - but as always, back-up your saves first 🙂
  8. UPDATE V3.0.2 lowered range of buff from traders, and reduced its effect slightly added a "failsafe" for roaming hordes so they can't spawn while on a quest hopefully lowered hoe schematic chance in loot lowered number of perk books and schematics from trader Nancy added balancing for burnt forest biome spawns added sounds to piano and radio reworked the Dune Buggy for v1.x. Separate meshes for the plow, fuel tank and off-road headlights so they're visible when slotted. Reworked farming challenges to "gather" instead of "harvest" (new save required for this) added new "rotten" zombie variants added new mutant bug to wasteland biome reworked farmer outfit - now gives a flat bonus when harvesting any crop, 1 additional crop per quality level. Only works on "harvest", NOT on "collect" Should be save-game safe (except for challenges), but a new save is HIGHLY recommended.
  9. I'm using the mod launcher for my testing playthroughs - working fine for me. Latest version is 18048, mod version 3.0.1
  10. No idea why. It's not bugged for me 🤷‍♂️
  11. this is super dope - wonderful stuff. My GF loves Halloween, and she took one look at this and said "yep - I want it" 😂
  12. The old system was broken beyond anything. If you want it back, you can try adding a mod that removes forge smelting, or figure out how to do it yourself. Sorry.
  13. UPDATE V3.0.0 - NEW SAVE REQUIRED! biome spawn counts reduced and spawn groups changed. new legendary weapons added. perks for action-skilled weapons and tools removed - now governed entirely by action skills. loot probability for books and magazines removed - probability for parts remains, and is tied to your action skill level. remaining perks cost 2 points to level. SCore, and lockpicking minigame added. Included 0_TFP_Harmony. 60-slot backpack re-added. New Raw uranium ore added to wasteland, OCB mods required. Trader Quest map re-added & working. crops in the wild and in POI's reduced. new workstations added. decor items need to be wrenched rather than picked up. kitchen sink added to sinks variant helper block. trader log walls and gates added to crafting. climbable rope added to crafting. wood burning stove moved to its own crafting recipe. increased bricks from harvesting brick blocks and brick rubble. reduced fuel efficiency for gas in cement mixer. sawblade from harvesting tablesaw added. sawblade added to trader stock. seeds from trees increased drop to 50% chance. radiation protection now persists when in/on a vehicle. added Starving debuff. Well Fed buff now persists at or above 95% food/water, up from 98%. Removed puke from non-cop fatties, cops walk type never changes now. removed aggressive final state from dysentery. reworked some challenges. removed chance of duplicate bags from zombies. custom difficulty re-added. harvest counts reduced 50%, up from 33%. fixed bug with mutant boomer - now explodes as it should. slowed Direwolf move speed and reduced damage and range. entity groups rebalanced. mutant bug removed (temporarily). added auto-completed 'quests' to give players more information on the mod. serrated blade can be attached to all blades. added Propylene Glycol by-product from shale refining, ingredient for scrap polymers. added Depleted Uranium rounds for new Legendary Weapons. damage values for shotgun slugs fixed. baseball bat is wooden again. new resource/currency - scrap books. rebalanced blades base damage again. hoe and schematic should be scarcer. new book trader - Trader Nancy. new currency exclusive to Trader Nancy - scrap books. Obtained by scrapping books/magazines/schematics. re-added forge smelting. new sounds added for legendary weapons and workstations. changed candles & torches in custom traders to POI variants to reduce heat. increased burn time for wall torches. food smell only affects hostile entities. new craftable grenade launcher, with 3 ammo types. removed some old code. localization tweaks and changes. As always, please post any bugs or issues here.
  14. The vending machine doesn't give the challenges. You get the cash from completing challenges, which you then spend at the vending machine.
  15. It should only be these two folders that need to be removed.
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