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arramus

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Everything posted by arramus

  1. If you continued reading the thread following that, which is a few posts above yours, the next related question was 'do I have to do all of them or just the zombies under ZombiesAll?' The response was All I'm afraid... But, an application like Notepad ++ will allow you to choose one entry and change all that are exactly the same throughout the whole page. There is a lot of duplication in there even though it's so long. The changes come in batches for the Horde Night entries.
  2. There will continue to be some testing with the safes and treasure chest as they haven't been given sufficient testing yet. They have the best looting potential since weapons can also be found there. The loot bags are all about the tickets and are looking very reasonable now. A player/group should find something worthy during a Horde Night but it will certainly take a lot of bags unless good luck is involved.
  3. This is an example of one single group as a reference. It is not the only group that governs this kind of entity. Please do not tag me directly into another posters messages.
  4. If you ever get the chance to share this proposal with the development team in their Discord, it will be given more attention from both the development team and other members who are very active and assist with balancing, testing, and so on. They typically consider how it plays into other features such as A21 has 3 tiers of horses with small, medium, and large inventory sizes but are always open to discussion. https://discord.com/invite/vc2XmnNWB8
  5. For those that prefer a more visual understanding of how the Tickets have a dynamic edge about them when switched out in the Loot Box Machine. Loot Box Slime Chart See how the slime slides and pushes back and forth between the Tiers. It's a bit like that.
  6. Are you asking if the 60 slot backpack feature in the Wild West Mod can be removed so that players can select their own backpack size by themselves?
  7. Here is an update for the Server Side Weapons: - 3 Additional Weapons for each class of 'low - medium - high'. The Vampire Gauntlets make a return with their regular feature. These have traditionally been classed as lower tier. Get in 20 hits and use 'F' key to activate Vampire mode which can restore player health. Quad Shotgun assets no longer exist in 7 Days. It was reliant on M5 additions which are long gone. Instead, to give the hint of Quad Shells, the sticks of dynamite are placed in such a way to allow 2 to show with the sparkles at the front of the barrels. Primary fires single shells at a regulated rate (more than the double barrel) while Secondary fires the burst of 4 shells. This was considered a low tier but A21 has increased it to medium tier with the upgrades to the Double Barrel. The Vulcan is a high powered ranged Gatling type weapon and is high tier. It still requires a little work for attachment features. Access to Unity to understand the pathways will be necessary to seek out new locations of .fbx assets. Until the new locations can be found to ensure certain things don't show, it will look a little scrappy. Loot Re-balance With new additions and extended play testing comes re-balance. In this test with Boss Loot, the results are as follows: 20 Boss Loot Bags returned 1 Server Side Weapon Durability Mod. The bags seen in the above image relate to the next test. 37 Boss Loot Bags returned 1 Green and 1 Red Ticket. This will provide the chance to get a high probability of a low tier Server Side Weapon at a higher Quality Tier from the Loot Box Machine for the Green Ticket. The Red Ticket will provide the chance to get a high probability for a medium Tier Server Side Weapon and some chance for a high Tier weapon. As Tickets move to Red and Purple, the chance of seeing a low Tier weapon greatly diminishes. In contrast, a Green, and Yellow ticket are pretty proportional in the opposite scale of things with weighting very much on low to medium. The ratios for the Loot Box are currently: Green - 80% Low / 16% Medium / 4% High Yellow - 60% Low / 30% Medium / 10% High Red - 10% Low / 50% Medium / 40% High Purple - 4% Low / 16% Medium / 80% High Loot weightings and balance will take time but these 12 weapons are good for now and no more updates will be required beyond bug checking and clear imbalances. Additional Updates: - The selling price of Server Side Weapons has been decreased to reflect A21 buy/sell ratio values and to ensure the value is more on the weapon functionality and not the economics of it. The goal of this mod from the outset was to create a collection with ever increasing Quality across all tiers. - Descriptions for the Bag Mod and Rabbit Hat Mod ensure players are familiar with potential bugs. The Bag Mod does not remove until a player leaves the server as the buff is not working. It works for all other Mods of this nature. The Rabbit Mod causes vehicle instability when sitting as a passenger. This is notable in flying vehicles. The description warns players to remove it when entering a vehicle as a passenger. This will also require a visit in Unity to see if there is a static version of the rabbit.
  8. Yes, the A21 version is in the Mod Launcher but not being publicised too much while it goes through bug check and comprehensive testing stage. It's almost there.
  9. In addition, this mod has traditionally been used along with the Server Side Zombies. At default settings, the Server Side Zombies will appear between 1 in 20 to 1 in 40 of a regular zombie in the biomes (one regions are opened up), but more frequently during a Horde Night. The last ticket update is attempting to balance that with chances to find the tickets in regular loot (safes and other high end loot locations) with a bit more chance in loot bag drops (which was very much off in the first release and was scaled back) to reflect the Horde Nights. The A21 release considers a few things, and continues to make a few traditional connections: - This mod is typically used in partnership with the Server Side Zombies for greater parity. - Regular looting will find tickets at a lower rate than Horde Night since loot bags are a good resource. - Low end grunt loot bags have a weighting on lower Tier weapon tickets (throttled down and no longer guaranteed). - High end boss loot bags have a weighting on high Tier weapon tickets (throttled down and no longer guaranteed).
  10. The amount of tickets being found was off. They have been throttled back and updated a few times in the background, and the most recent test (about 6 hours ago and pushed to the download area) feels the best yet. A20 overhauled the way loot works and A21 further expands on that. When this mod and the zombie sister mod first came out, progression was a lot more forgiving with the ability to find AK47's and so on quite comfortably within the first 7 days, and this mod was using that feature as a template. Here's how the most recent update handles things: - The crafting capability has been totally locked down now until finding book 95/100 or 70/75 for that type. No more crafting a level 1 on day 1. - The groups which the tickets were added to have received a variety of other items (small ammo types, and 'trivial' things like that). It was guaranteed to find 1 Ticket from each of the loot locations but that will no longer be the case as they are competing with some higher chance items. - It will still be possible to find a higher Quality low Tier Thor's Hammer, Polearm, and Brainsaw more readily than a high Tier PP-19 Bizon, Savery, or Newcomen, which in turn is easier to find than the highest Tier Zues, Kronos, and Black Widow. However, they will all be found at random Quality level. It's going to take some time to get the balance right on looting and finds but the recent incremental updates are a big improvement on the first release. I simply don't keep posting about it as there may very well be more. With these last updates, the 'development' reference in the main title was removed because it is starting to show stability.
  11. The jammed crates are probably player crates that were placed there by the creator and will have nothing inside them. They're not really worth the effort and are just for show. The locked wine barrels though are worth it as they'll have some murky water in them. You can axe them to break through the lock or wrench them. That will allow them to be looted. Wrenching is best as you may pick up some more murky water during that process.
  12. Test on a totally new World using Navezgane with only the Server Side Zombies PLUS mod. If they are spawning or can be seen in the F6 menu it tells us it is loading for you appropriately. Add back in any other mods you are using one by one until you cannot spawn any as explained in the post. It may help show a conflict or a mod that is overwriting the Server Side Zombies. A full copy of the whole logs file uploaded to somewhere like pastebin (as recommended for sharing bugs with the game devs) can share things that don't always show in the console. https://pastebin.com/
  13. Here is an update for the Server Side Weapons. Black Widow (Oakraven) This weapon has deadly precision from range and uses two kinds of arrow; Blue and Red. The Blue Arrow causes electrocution and the Red Arrow causes knockdown and bleed damage. It is added to the Kronos and Zeus Tier with greater chance from high value and rare Tickets.
  14. Here is an update for the Server Side Weapon. 1. All weapons have been added to progression up to Quality 6. However, they will only unlock at the very end of the crafting skills level. This is something individual server admin can amend for their own purposes. In the event where all 5 slots in the crafting list are taken, it is not possible to scroll further and see the weapon in the crafting tier list. However, the Workbench will clearly show current status. A few images to demonstrate: The Brainsaw unlocks at Q1 from Level 95 and then up to Q6 at the final crafting level limit at Level 100. For Thor's Hammer, unlocks begin at Q1 from Level 70 and then up to Q6 at the final crafting level limit at Level 75. The Polearm shows a Level 6 crafting level on the Workbench when its crafting level limit is reached. There is no additional progressive recipe increase since it'll be a rather redundant feature with single incremental levels. All weapons have been added to Progression and you can flexibly change the unlock tier to match your preferences. They are all currently added to Q6.
  15. Alternatively, because the rows are restricted to 5 <append xpath="//crafting_skill[@name='craftingHarvestingTools']/display_entry[@icon='meleeToolPickT3Auger']/unlock_entry/@item">,meleeToolAxeT3Brainsaw</append> <append xpath="//crafting_skill[@name='craftingHarvestingTools']/effect_group/passive_effect[@level='60,100']/@tags">,meleeToolAxeT3Brainsaw</append> <append xpath="//crafting_skill[@name='craftingHarvestingTools']/effect_group/passive_effect[@level='70,80,90,100']/@tags">,meleeToolAxeT3Brainsaw</append>
  16. progression <append xpath="/progression/crafting_skills/crafting_skill[@name='craftingHarvestingTools']"> <display_entry item="meleeToolAxeT3Brainsaw" unlock_level="60,70,80,90,100" /> </append> <append xpath="/progression/crafting_skills/crafting_skill[@name='craftingHarvestingTools']/effect_group"> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="60,100" value="1" tags="meleeToolAxeT3Brainsaw"/> <passive_effect name="CraftingTier" operation="base_add" level="70,80,90,100" value="1,2,3,4" tags="meleeToolAxeT3Brainsaw"/> </append> recipes <recipe name="meleeToolAxeT3Brainsaw" count="1" craft_area="workbench" craft_time="240" tags="workbenchCrafting,learnable"> <ingredient name="meleeToolAxeT3ChainsawParts" count="4"/> <ingredient name="vehicleBicycleHandlebars" count="1"/> <ingredient name="smallEngine" count="1"/> <ingredient name="resourceForgedSteel" count="50"/> </recipe> items <property name="UnlockedBy" value="craftingHarvestingTools"/> 81 Q3 100 Q5
  17. Here is a small update for the Server Side Weapons: 1. Newcomen The Newcomen was created by Snufkin in A18 and remained practically the same throughout A19 and A20. Unfortunately, A21 removed practically every decorative feature that made it look the way it did. The Newcomen is named after Thomas Newcomen, who is considered the inventor of the atmospheric 'steam' engine. This weapon certainly displays those qualities even with the A21 overhaul. Newcomen and Savery were most probably acquainted and their namesakes are Server Side Weapons. Its base weapons is the pistol, and it has some attachments for a 'steam' powdered look. It can accept under barrel mods to give it a fuller look. It is very different to the original and looks a touch more compact. It fires just the same though. Fires in semi automatic in primary mode and a burst of 30 rounds with secondary mode. It is hooked up to the same loot chance as the Savery and PP-19 Bizon.
  18. This is one of the fixes in the experimental released today. It is possible that spawning you witnessed was unintentional and may not appear with this update. - Sleeper volumes trying to spawn an entity that just died
  19. Here is a small update: Polearm (Snufkin) The Polearm returns to the Server Side Weapons and has been there from the beginning. It is considered a lower Tier Weapon and can be found in Loot and the Loot Box Machine with a Green Ticket at a greater rate. It is hooked up to the Javelin Skill and Flurry of Perception. It is about 10% slower to use than a spear type weapon but it lethal from a further range and will put the new decapitation features to good use. It is a melee weapon, but due to its range and devastation, will be equal to close range ballistic weapons. 10 Green Loot Boxes returned two instances, with others in the same Tier getting similar to more selection.
  20. Here is a small update for Preppocalypse: 1. Prepper Mobility and Plating Mods The Prepper Banded Armor Plating Mod provides a 2.5 Armor Rating. It is hooked up to appear in sequence for loot and trader inventory. It requires access to diamonds to craft. The Prepper Fittings Mod provides a +0.01 stamina increase on the Brass version and offers a +3.5% Mobility boost (regardless of the percentage shown). It is also hooked up to appear in sequence for loot and trader inventory. It requires access to gold and clear bulletproof glass to craft.
  21. Just a small update for the loading screen. And this is something that allows anyone to set their own as well. This image is 1920 x 870 and the hints bit at the bottom fills out the rest of the screen and is added by the game itself. Keeping an image at that aspect ratio stops it stretching. If you'd like to add your very own image, head the the Textures folder in A21-Preppocalypse and replace the loadingimage.jpg with something of your own. It's simpy jpg for size and the quality is acceptable in that format for the job it does. Switching that to .png is governed in the Config/XUi_Menu/windows.xml for anyone that wants to take it further. ^^ Added BunnyNZ to the introductory post as she's doing a Preppocalypse series over on YouTube and it's as much about introducing A21 dynamics as Preppocalypse.
  22. You might want to take a look at what LootGoblin is sharing here. It's been a while since I've seen such mods being shared here in the forum that perform that single type of task. You could always ask the LootGoblin to expand offerings beyond decorative things.
  23. I updated the first post to read: In addition to these weapons, the Loot Box has gone from Add On to being bundled directly in the Mod. The Loot Box can be crafted on the Workbench and does not require unlocking.
  24. All I'm afraid... But, an application like Notepad ++ will allow you to choose one entry and change all that are exactly the same throughout the whole page. There is a lot of duplication in there even though it's so long. The changes come in batches for the Horde Night entries.
  25. And as you saw (your recent recognition is appreciated), the A21 Server Side Weapons, even in their limited capacity can give players a better fighting chance and are much more available as it's purely based on luck rather than Game Stage. ^^ Instead of removing, it is also possible to lower the ranged type from .1 to something like .025 so they become the rare exception.
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