Jump to content

Haidrgna

What Gnamod do you use?  

38 members have voted

  1. 1. What Gnamod do you use?

    • Gnamod Core
      23
    • Gnamod Core (Classic Toolbar)
      1
    • Gnamod UI
      0
    • Gnamod UI (Classic Toolbar)
      0
    • Gnamod Horde Mode Only
      10
    • Gnamod Horde Mode Only (Classic Toolbar)
      0
    • Gnamod Core and Horde Mode
      4
    • Gnamod Core and Horde Mode (Classic Toolbar)
      0


Recommended Posts

Gnamod has been updated to 0.8.4.1. 

 

==0.8.4.1==

This patch aims to fix some balance issues and bugs around puking zombies.
 

++Core++

 

- Fixed: Normal birds cannot puke anymore and deal crits like they should.

 

- Changed: Rebalanced sleepers to spawn less pukers, especially early game.

 

- Changed: Puke has slightly less radius vs blocks.

 

- Changed: Wood POI blocks hp and strength overhauled, they now are no longer super weak against puke and in line with metal and stone in terms of HP.

- Changed: Broken blocks in the world now harvest for resources, things like rebar, broken concrete, broken brick and broken wood. Pallets now harvest for Sawed Wood.

 

++CoreUI++

 

- Fixed: (Hopefully) Arrow in the player display should properly rotate to their location.

Link to comment
Share on other sites

It has been a while since I posted here, not because I had forgotten about it, but because the mod has been in heavy development over the last months and for a long time was not updated yet to work properly with A20 and with a few big new features mid development when that came out. Now I am proud to announce that the mod has been updated to A20 and that a new big version: 0.9.0.0 is out and ready to be played. It is updated both on the mod launcher and the download links have been updated (One points to the Archive and another to the Current version. This new folder structure allows me to keep it intact in between alpha's but it broke all old links in archive posts and other places that they may have been shared to. 

Here are the release notes. I will update the first posts in this thread later with the new documentation and new pictures of the mod in A20 and the UI. Some of them are old and no longer valid. You can find the current documentation and some pre-made maps in the download links: Download Here
 

==0.9.0.0==
This will be the first big release for A20 and come with some big new features such as Weapon Parts, Ammo Tiers, and Schematic/Tech Perks. Note that some features that were touched by the move to A20 or by the changes done for this version may be incomplete or not fully working as intended yet. This means icons may be placeholders, unlocked-by text missing, descriptions no longer reflecting the current state, item stats not showing the needed values yet etc. This is still very much under development and will continue to be improved in the coming updates for this major version. New major versions are always a bit more unpolished. More polish would also mean more delay on release. 

 

Important! This version requires EAC to be off always to work properly.

 

++Core++

- Added: 5 New wilderness-based traders that replace the city-based ones in Gnamod generated maps. The city-based traders are also there for maps generated by other means that use them.

 

- Added: Weapon Part System for bows, crossbows, melee, tools, and firearms. This system makes each of them require one or more parts to fully function. The parts have quality and add stats specific to that part. Melee, tools, and bows have up to 2 parts plus the base item while firearms and powertools have 4 parts plus the base item. Melee and tools share certain parts since most of them are Shafts and Grip items that fit a broader set of items. Loot has been adjusted for this change, you will generally find these items with parts already attached and some of the parts may be broken or makeshift.

 

- Added: Alongside the weapon parts, all the weapons and tools have been rebuilt from the ground up with new stats and balance. This is still the initial version and balance changes will happen in upcoming updates.

 

- Added: Firearm Ammunition Tiers. Firearm ammunition has been reworked to add more different calibers. The following ammo now exists: .22 LR, .38 SP, .45 ACP, 9mm, 5.56mm, 7.62mm, .44 Mag, .500 Mag, 30.06, .50BMG, 20 GA, 12 GA and 10 GA. Each of these calibers also has a HP and AP version (these are slugs for Shotguns), and each has 3 quality levels: Reloaded, Normal and Pristine. For this, new components were added as well, split into small, medium, large, and shell. New chemistry resources were added to craft the new propellant options.

 

- Added: A20 version of Gnamod comes with Harmony/C# mods that enable some cool new options. This is still experimental but enables stuff like Custom Biomes and RWG mixer changes as well as tweaks to the inner workings of the game.

 

- Added: Custom Biomes and A20 RWG overhaul. A system still fully in development but already allowing finer control over how RWG creates maps, where biomes go, the result, as well placement of custom biomes in these worlds. Gnamod always tries to change the RWG and with this a lot more options have been made possible. Its currently still not fully utilized but will be in future updates.

 

- Added: Reworked Schematics and added Perks to keep track of unlocked technology. Normal perks no longer unlock tech, but for the current version generally do grant the first level of a related tech for free. This is still in development and will be combined with a full progression overhaul in 0.9.1.

 

- Added: New experience curve and skill point gain rate. No skill points will be gained after level 100, but you can keep leveling after that up to 1000 still. The amount of skill points gained will top of at 150, with 134 from levels (the first 36 levels will add 2 points). The remainder of skills will be earned from quests and story, currently only the begin story quests are there for the first 5 points. This will tie in with the progression overhaul in 0.9.1.

 

- Added: New Snowcaps biome that appears on top of mountains. This is like the Snow biome but almost no trees. It has less zombies but more animal life.

 

- Added: Return of the Water biome underneath water bodies. This also returns the swamp sounds of that biome.

 

- Added: Zombies now turn to dead bodies or piles of cloth after about 10 seconds. This is not always the case and some may just disappear instead.

 

- Added: Set of Damaged cans, which can always be opened and stack, have a chance to give good or bad food or a can of murky water.

 

- Added: A few new resources such as Animal Organs and Raw Plastic, and some chemistry resource currently only used for ammo making. 

 

- Added: A lot of new icons for new items, schematics and some existing items/blocks that used vanilla ones or duplicate icons (like the worktable). 

 

- Fixed: Updated existing features to work with A20 changes.

 

- Balance: Difficulty scaling has been altered, player damage is unaffected and enemy damage scales to be normal at Nomad and Double at Insane. 

 

- Balance: Player damage has shifted to make headshots more relevant, dealing more damage with all weapons on headshots but this scaling is even

more on ranged weapons.

 

- Balance: Players start with an invisible lucky bonus that gives them some chances to loot better stuff that deplete as stuff is looted. After level 3 the

Lucky buff can become active which does the same but on a smaller scale.

 

- Balance: Due to the changes with schematics and tech unlocks Advanced Engineering and Grease Monkey have been removed. Trap experience has moved to the Electrocutioner perk and gives 100% at max level. This perk still also works on the stun baton, that for now is a legendary item that is rare.

 

- Balance: Crafting in the player inventory is halted when the bag is closed. Crafting times of survival recipes have been adjusted to this. Crafting in workstations is not affected. This includes repairing items. So, make sure to find a safe spot to craft/repair.

 

- Balance: Rebalanced spawning around the new cities, wilderness has less zombies and more animals while cities have more zombies and zombie animals. At night cities are a lot more dangerous, but areas can be cleared for long periods.

 

- Balance: Balanced Horde spawns around the new level curve. Scout will not spawn until the second day to give players a bit of time to get settled on day 1.

 

- Balance: Adjusted economics so that prices as set in XML are the actual price paid to buy an item from a vendor, while they buy stuff from the player at 1/10 the price. Items and perks can still alter these prices. Items with quality add their own additional value based on their quality, this is no longer a blanket increase, so a T2 item may only increase 100 per quality, while a T5 item goes up 400 per quality tier.

 

- Changed: Reworked how Bows and Crossbows operate. Bow effectiveness is based on the amount of time it takes to aim, increasing accuracy and damage the more the bar is filled. Stamina drain also increases as the bar fills, making it hard to keep this power up. If stamina drops to low, shots lose all power (until I can make the game undraw the bow instead). Crossbows are more like guns where it is just point and shoot.

 

- Changed: The given quest note now first sends the player to a nearby POI and then to the trader which gives the player a guaranteed gun as reward.

 

- Changed: Block placeholders have been improved to include new deco, this mostly affects biomes but also random junk.

 

- Changed: Modified existing biomes and weather. A20 generates sub biomes differently resulting in ores being a bit rarer, but the veins are visible now, not only on the map.

 

- Changed: Breaking a lockpick causes the timer to reset, so each attempt takes the full time. This is a placeholder until a better lockpick system can be added.

 

- Changed: Dyes cannot be removed once applied or found on an item. In the future hopefully dyes can overwrite existing dyes so you can change colors of items.

 

- Changed: Items with quality spawned from harvesting, attached to items or from other means not using a template will have its quality rerolled by a base template so its not 1/6 chance to be max quality. This means good batteries and engines will be rarer.

 

- Changed: Changed weapon mods to have quality and added a few new mods. This is still mostly experimental. Mods cannot be crafted in the current version and not sure they will be in the future.

 

- Changed: Removed recipe unlocks from books, most of these were moved to schematic perks. Ammo crafting currently is always unlocked, this is a temporary thing. Books will be reworked along with progression to give meaningful stuff and likely to have something for each weapon class. Some books may not do much in the current form.

 

- Changed: Removed clothing crafting for now, until either reworked in a future update or when TFP does their overhaul on the clothes. At least gives the clothing stores a use.

 

++CoreUI++

- Changed: Overhauled the item info windows to show all information in one go.

 

- Changed: Overhauled the recipes and recipe info windows to show ingredients and recipes as tiles. Crafting slots are now at the bottom of the recipe window. Craft actions at the top.

 

- Changed: Overhauled the trader window to show sold items in tiles like recipes, allowing more to be shown at once. Trader actions also show in the top of this window like the recipes window.

 

- Changed: Overhauled the map window to show more map area and compacted the waypoints to one side while map info is on the other side. Placing waypoints has improved and you can now choose any vanilla icon for them.

 

- Changed: Overhauled the player window and streamlined the buff information side. Slots are now organized with armor on the left and clothes on the right.

 

- Changed: Updated the looting windows to scale to the top right with their slots so they always close to the backpack window. No longer takes unneeded screen space on smaller containers and always shows sort buttons.

 

- Changed: Updated the journal window and no longer flashes the icon if there are unread messages. It will only be colored until all are read.

 

- Changed: Other windows have been altered to fit the changes of A20 and the changes to the headers and window positioning.

 

- Changed: Altered the GC code to not fire every 20 min the first time a window is opened (this usually caused a bit of lag on opening something, like loot). Now this waits the maximum time, 60 min and then always fires. This means every 60 mins the game will freeze for a bit longer. This sadly seems to be a choice between two evils.

 

++Horde Mode++

- Fixed: Maps have been updated to A20.

 

- Balance: Horde Mode vendors share lists with other traders and thus should sell all the new items and components, but this is not fully tested on balance yet.

 

- Changed: Horde Mode now starts off with a weapon and a tool kit that will add a bit more randomness to the starter kit. Its not quite a full starter kit though.

 

++Other++

- Fixed: Updated existing modlets to work with A20
 

Edited by Haidrgna (see edit history)
Link to comment
Share on other sites

  • 2 weeks later...

hello iv been having a problem with Gnamod Horde Mode

when killing a zombie they drop the loot bag it gives me an error

playing the stock Gnamod works fine no errors or problems 

 

ERR LootContainer '205' unknown

EXC NullReferenceException: Object Reference not set to an instance of an object

this is what it says in console

 

ps: played this mod in alpha 16 it has changed a lot im glad your keeping it updated/alive :D!

Link to comment
Share on other sites

On 4/13/2022 at 6:42 PM, Koneko said:

hello iv been having a problem with Gnamod Horde Mode

when killing a zombie they drop the loot bag it gives me an error

playing the stock Gnamod works fine no errors or problems 

 

ERR LootContainer '205' unknown

EXC NullReferenceException: Object Reference not set to an instance of an object

this is what it says in console

 

ps: played this mod in alpha 16 it has changed a lot im glad your keeping it updated/alive :D!

FYI: I had this too. was on 20.3.  I couldn't open any containers dropped by zeds in horde mode, and during a "regular non horde mode fame" I got some there as well

Link to comment
Share on other sites

Thanks for the report Koneko and doughphunghus!

 

I will investigate this today and see if I can fix it, I have a suspicion I forgot to change a reference to the old loot ids for Horde Mode so should be easy to fix. I will post an update here when a fix is out (there are some other issues on the list to be fixed).

Link to comment
Share on other sites

I just released version 0.9.0.1 that works with both 20.3 and 20.4. It will say 20.4 in the files and on Mod Launcher but works in both versions. It is just a couple of fixes that have been pushed to stable right away so are available for manual download and on the Mod Launcher.
 

==0.9.0.1==

First hotfix version and making the mod compatible with 20.4 as well. This version has a couple of fixes, most notably fixing an issue servers had because a piece of patched code did not exist there.

 

++Core++

 

- Fixed: Servers work properly with this version and have the same weather changes, no need to use the server fix anymore.

 

- Fixed: Stability issues with POIs where some would collapse randomly. Changed the material back to vanilla, so POI blocks have no hardness anymore, but should no longer collapse automatically.

 

- Fixed: Localization for building materials not stating the actual tool needed to build with them. Stone blocks always require a trowel or toolbox, while metal blocks need better wrench types for stronger metals.

 

++Horde Mode++

 

- Fixed: Zombie reward bags were not lootable because they referred to A19 loot ids still. Now they point to the proper loot table again.

Also I did not yet update the main post(s) of this thread, I was going to do that but stuff (mainly motivation) came in the way. I still want to do it, but no idea when it happens. I am making screenshots to use and if anyone wants to contribute screenshots from their gameplay that would be cool as well, I think you can attach them here or just post a shared link to your screenshot in Steam and I can use that link.

If you come across any issues post them here or more preferably, post them on Discord. Chances of me picking something up there are much much higher as for this forum I rely mainly on mail updates as I hardly visit anymore. So if you want help, provide feedback, help out or have issues with the mod, join the Discord, link is in the first post.

Link to comment
Share on other sites

On 4/20/2022 at 3:20 PM, Nuko-san said:

Is it normal that the crafting (including boiling water etc.) requires me to actively look at the crafting que? like I need to have the campfire opened for the things to craft, is that normal?

It only works that way for the backpack crafting, workstations are like normal.

 

I have just released a small hotfix to Gnamod, version 0.9.0.2 that mainly addresses a change that was sneaked in during the last build of 20.4 (after I falsely assumed they would release it earlier). This change broke the Players window and made it stick to the screen at all times instead. This build also enables dyes to work on the drone, or at least it adds the same tag TFP added to their dyes. Download links have been updated as well and both Latest and Stable received this update.
 

==0.9.0.2==

Small Hotfix for a change introduced in 20.4 that breaks the UI and some minor tweaks.

 

++Core++

 

- Changed: Dyes should now also be able to be applied to the Drone.

 

++CoreUI++

 

- Fixed: Modified the Players window to be in line with the changes done in the final build of 20.4 that broke it. Window should work, but its all about the ingame use of voice, so unsure if it looks ok.

Link to comment
Share on other sites

So do I just suck or is this mod just incredibly difficult? I've played lots of different "hard" mods (RH, DF, etc) but this is just punishing. 

 

I know one of the features is the randomized zombies, but when you're encountering radiated climbers on day 1, that's not difficult, it's impossible.  Is there some way to configure the parameters of the randomization in the XML?

Link to comment
Share on other sites

9 hours ago, iamzombie said:

So do I just suck or is this mod just incredibly difficult?

The difficulty has been cranked up vs vanilla.  Yea, zeds have a lot of differences and the progression is slower than it looks/feels initially (IMHO, you get a feel for it when the first horde hits). There's enough changes to how the game normally works that it takes awhile to get used to knowing what you need and how to use it (workstations/building, etc)

Link to comment
Share on other sites

On 5/3/2022 at 4:08 PM, iamzombie said:

So do I just suck or is this mod just incredibly difficult? I've played lots of different "hard" mods (RH, DF, etc) but this is just punishing. 

 

I know one of the features is the randomized zombies, but when you're encountering radiated climbers on day 1, that's not difficult, it's impossible.  Is there some way to configure the parameters of the randomization in the XML?


I am currently rebalancing the spawning, some unintended stuff slipped through and some changes done actually made certain zombies appear far earlier than they should have (like bosses and radiated crawlers showing up as scouts on day one because there was no entry for day 1 anymore and it defaulted to the end-game list instead).

I am finalizing the changes today and likely release it by the end of today as a balance patch. 

But yes, this mod is hard and intended to be hard. Finding the right balance however is a challenge, especially after a new alpha and overhauls to weapons on top of it. I feel the current version is getting to where it should be.

Also luck is a feature of the mod, sometimes you can roll really badly and just get into a nearly impossible situation. Do not be afraid to run, bail out when you encounter strong zombies early on.

You can customize spawning yourself further if you want using the XML yes, assuming you know how it works, though I recommend waiting for this next patch first :)

Link to comment
Share on other sites

I just released the 0.9.0.3 update, it went to both Stable and Latest on the Mod Launcher and is available as manual download as the current version now:

==0.9.0.3==

Balance patch to improve early game spawning balance, fix several issues with unlockable recipes and general improvements to gameplay.

 

++Core++

 

- Changed: More variety in trees spawned in POIs, some trees will appear in all biomes now.

 

- Changed: Steel bundles and Mechanical Parts are now always unlocked recipes. This is until progression is fully redone, and I have decided how to handle bundles. They likely will go away in the future due to being able to directly affect the yield of a recipe based on available tools/perks so there is no need for extra steps.

 

- Fixed: Issue with doors looking damaged or off because of changes made in how doors show damage states. Reverted doors to vanilla for hitpoints for now until they can be properly changed.

 

- Fixed: Small graphical glitch with dirt texture showing in steep slopes, should now show stone textures.

 

- Fixed: Sound issue where the hit sounds of T2 fists were not played.

 

- Fixed: Cleared up mismatch in description for Makeshift firearms.

 

- Fixed: Issues with several items being locked behind nothing or referring to wrong/non existing unlocks causing issues when trying to craft them.

 

- Fixed: Issue where stone and bone arrows were giving the wrong arrow tips on opening them.

 

- Fixed: Localization issue for Challenge note quests. They for now have a generic localization until they are properly reworked. (The localization for some was removed).

 

- Fixed: Issue where Miner69er did not boost damage on level 1.

 

- Fixed: Changed starter quest to trigger from a bigger distance, hopefully should mitigate the marker being up high or deep under ground and then not being reachable by normal means.

 

- Balance: Check-up on all spawning to make sure high-level zombies are not showing up to early. Fixed several spawning group errors where the wrong zombies were in there and a spawning issue where on day 1 the wrong scout list was being used. Tuned animal spawns as well making zombie animals rarer in the wild. Hopefully this should deal with the early game balance where the mod has become harder due to weapon changes.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...