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arramus

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Posts posted by arramus

  1. Sorry but there was no intention to add the railgun. Base entity damage was 300 and with headshot and other skill accumulators, it was a bit too much in testing for A21. Since the UMA type Juggernaut and friends with their very high HP can no longer be added, the railgun was pretty much instakill even with body hits for what remains. Since the Zeus is practically identical in many regards and remains at an equally, but more forgiving high of 200, it allows body shots to be heavily damaging but not always instakill. I hear what you're saying about the Behemoth at 5000 HP and this was very much of high level Snukin Zombie level. It is still possible to release the Railgun as a stand alone Modlet without changing any of its settings beyond the needed updates for A21.

  2. Just tested a Day 35 Horde Night. I could snap up about 25 loot bags of mixed type and received a single Weapon Maintenance Mod.

     

    Just the single Mod alone from all that is going to save a heap of maintenance on a primary weapon and for this stage of things all good there. Another player would have got lucky and picket up a ticket or two, and my turn will come. As loot bag drops increase over time, that will also increase the ticket potential.

     

    For Day 35, it was better to be on the low side and allow Server Admin to increase to suit their preferences. Just getting that single Mod was a hint of things to come.

     

    This test was on a dedicated server and an opportunity to see how things were comparing to a very controlled SP test. The result was comparable since the Weapon Maintenance Mod has higher chance to appear than Tickets. One result of having to fill the group a little to calm the Tickets appearing too often is a little more junk in an extra slot on the loot bags. Junk such as ammo related specifically to small, medium and large group for yellow, blue and orange loot bags ^^, an extra book here and there, and regular random stuff. The balance was there and regulated to A21 values, which changed quite a lot from how previous Alphas handled things.

     

    Feedback on this will be very helpful but if this SP test and a dedicated server test were anything to go by, it's looking reasonable where  tickets are very much the exception and not the norm. It will be quite something on a community server when the first player in a party is the lucky one to have a ticket when they clean up the loot bags.

  3. 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.

  4. 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.

  5. 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

  6. 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.

    p0x6HwA.png

  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.

    kyOw5Ie.jpg

     

    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.

    211yYJu.jpg

     

    5bE6Ynp.jpg

     

    dJnnr8M.jpg

     

    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.

    7S11wgr.jpg

     

    Until the new locations can be found to ensure certain things don't show, it will look a little scrappy.

    mJFW7Vp.jpg

     

    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.

    ccVXZdP.jpg

     

    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.

     

    p70V6aI.jpg

     

    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. 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).

  9. 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.

  10. 45 minutes ago, Sparks said:

    Greetings

      

       I have searched high and low but found nothing on this. How the hootin' heck do you open jammed crates and barrels to loot the items? Can it even be done? In a previous mod I played that had these you had to use a crowbar to open them. 😵

     

     

    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.

  11. 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/

  12. 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.

     

    r5q99zB.jpg

     

    G106RRu.jpg

     

    vSqFRk5.jpg

     

    479MIO8.jpg

  13. 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.

    XcM3tdW.jpg

     

    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.

    75TTqbO.jpg

     

    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.

    tHgBRBh.jpg

    7 hours ago, yongqi said:

    Then gradually add each special weapon according to its different stages?

    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.

  14. 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>

     

    SFzhULx.jpg

  15. 5 hours ago, yongqi said:

    Hi, if I want to improve the quality of Snufkin weapons based on the new version of skills like A20, should I create the following code and add it to progress.xml:

    <append xpath="/progression/crafting_skills/crafting_skill[@name='craftingHarvestingTools']">
            <effect_group>
                <passive_effect name="CraftingTier" operation="base_add" level="70,80,90,100" value="1,2,3,4" tags="meleeToolAxeT3Brainsaw"/>
            </effect_group>
        </append>

    Then gradually add each special weapon according to its different stages?

    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

    iI4J2zz.jpg


    100 Q5

    zktFrfd.jpg

  16. 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.

    iVTGR60.jpg

     

    13ztdtS.jpg

     

  17. 5 hours ago, Pizzarugi said:

    Hello everyone. I'm new to the forum, but been playing the game for years now, starting as far back as shortly after the graphics overhaul to leave the cube shapes behind. I'm not sure if this is the right place to post, but seeing as my thread on steam isn't gaining much traction, I figured I might as well try here.

     

    I like fortifying doorways when exploring POIs which I then fall back to in order to fight zombies. In A21, that's harder now with the zombies magically spawning into rooms as I now have to play a lot more cautiously so I don't get ambushed by a bunch of rads trying to wake them up.

    Is there any mod that brings back older zombie spawn mechanics? Ideally I'd like it on its own rather than tied to some ambitious overhaul which may change things I happen to like. That's not to say I won't refuse the option if that's all we have, but ideally I would like to keep the mod as small as possible.

    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

  18. 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.

     

    44ogsAS.jpg

     

    10 Green Loot Boxes returned two instances, with others in the same Tier getting similar to more selection.

     

    2pNtFHp.jpg

  19. 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.

    KaYHprC.jpg

     

    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.

    YsjPnhz.jpg

  20. 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. ^^

    zec34lw.jpg

    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.

     

     

  21. 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.

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