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(A20) Snufkin Weapons Xpansion


arramus
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On 11/12/2020 at 7:14 PM, arramus said:

This is where you can help if you like. If you would like to make crafting suggestions for all of the missing weapons like the Newcomen, we can test it together.

Each weapon usually has about 5 items. All of the ammo is already craftable I believe unless we missed something. If you look at the weapon and think about what it would need to make it, this will be sensible choices.

I was thinking about this...i dont know if i am the right person for this :D

 

But the crafting resources are simply no ? Newcomen looks like the upgrade tool...so i would use that + like 50 of steel + some springs offcourse + a small firearms magazine externder mod would be good i think...and some pipes ? I have first to install the weapons mod to my offline game so i can see all that weapons :D because im playing only on server so dont have all weapons...

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1 hour ago, PeNa1979 said:

I was thinking about this...i dont know if i am the right person for this :D

 

But the crafting resources are simply no ? Newcomen looks like the upgrade tool...so i would use that + like 50 of steel + some springs offcourse + a small firearms magazine externder mod would be good i think...and some pipes ? I have first to install the weapons mod to my offline game so i can see all that weapons :D because im playing only on server so dont have all weapons...

Thank you. These are sensible suggestions for the Newcomen. Once I return from some things about town, we can get working on the crafting recipe and attachments for this one to get the balance. The good thing with the repair tool and steel is new players will have to work hard to get them and it’s similar to skill progression. 

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5 hours ago, Timerman said:

Any ideea why this happens ? 

 

I have only ever seen this happen on one occasion so far. It is when we used third person view (f5) and free roam (p) to check on how the weapon looks for other players.

After we return to normal first person view it looks like your screenshot.

 

It happens because the 7D2D base game still has a few syncronisation and timing issues. Unfortunately, this is not something we can help with in a mod as it is inherent to the base coding. Such issues generally restore after putting the weapon back in the rucksack and taking it again to allow syncing to refresh. Otherwise, it is necessary to leave momentarily and return. This is one of the issues we describe in the introduction and unfortunately you found it.

 

@PeNa1979 This is how the Railgun looks under the buff attachments.

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@PeNa1979

 

Hi PeNa. Here is a test mod with every weapon added for crafting to lvl 1 except for the select few which Snufkin had already created Progression unlocks for.

 

Snufkin_Weapons_Xpansion_A19_Stable_PeNa_TeSt.zip

 

These are the 4 that will not appear in the list because they are already added to Progression level unlocks and Snufkin's own recipes. I shall not touch these.

Crossbow Mag

Polearm

Railgun

Thor Hammer

 

This is quite a long list of Snufkin's remaining weapons all given recipes and well as the Xpansion weapons.

 

One thing players are concerned about is making it too easy to acquire these weapons. By increasing the amount of 'higher level' resources we can greatly restrict this as Game Stage will not allow it. Your Newcomen now needs the Impact Driver and is a very good example of this.

 

Even when players can make these weapons it will only be to level 1. The really good weapons will be found in the loot boxes or the Add On.

Maybe progression can be added at a later date once everything has been tweaked for recipes and thoroughly play tested.

 

See how it feels when you have time so that we can get closer to a balance.

 

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Balrog IX

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Crimson Hunter

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DCLXVI Zeus

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Dre X3

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Gamma Gun

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Glass Baseball Bat

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Hyper Blaster

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Klak Attack

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Knife Baseball Bat

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Kronos XII

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Metal Bollard Club

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PP-19 Bizon

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Quad Shotgun

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Savery

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Star Baseball Bat

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Vampire Gauntlets

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Vulcan

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arramus Fire

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oakraven X11

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Turret Auger

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@arramus so, i tested all weapons offline for now, looks everything works ? 

But, ONLINE, installed as server-side mod it can works little different...

One thing i noticed, the Railgun - offline it is perfectly OK, but if i play online on public server,with all mods only on server, if i put a 8x scope on this weapon, everytime i choose this weapon i get a little small lag like for 0.1 seconds...and if i hit and kill a zombie, that zombie falls down like 0.2 seconds after impact...it is nothing mayor, but it is a little issue with this gun, but that was also in A18 the same...OFFLINE it does nothing like ONLINE...IDK why...

And second bad thing - SAVERY - this gun is absolutly BAD and unusable...it writes damage about 100 without gunmods but with all perks on MAX...

BUT - it doesnt do almost any damage to zombies !!! Even on easiest i need to hit any zombie like 8-10 times to kill it !!! This issue is also from A18 already...i dont get it why its doing that ? :O well...just saying that :D i like that weapon, its like 12-times better HuntingRifle :D but 100times worse also :D 

 

And one BIG question : HOW WORKS THE TICKET SYSTEM SIR ??? :D:D:D

I set a TicketMachine, ok, i open it, but i cannot nothing do in it ??? Have on my 50 tickets of every color but i can not play/buy any weapon ??? 

Or how i can buy that weapons from TicketMachine ? THX man !

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@PeNa1979 Thank you PeNa. Everything should be working just fine and the Newcomen and others can take attachments like the extended magazine.

They also have more mod slots on Snufkin weapons.

 

Yes, the Railgun, and a few other weapons have a slight delay to perform their changes and incorporate buffs online. It is a nuisance and we've tried a variety of ways to make it smoother and it's at about the best possible. Other ways to do it slow it down more or make it look bad.

 

And yes, the Savery is very underwhelming even though it suggests much higher damage it doesn't feel like it at all and a pistol is stronger. We'll need a little more time to check on it. We didn't want to touch it because it was Snufkin's choice, but if it's connected to a bug, then it can be touched.

 

Ticket Machine:

1. Have tickets of every color.

2. Choose your loot box from the 4.

3. Select the shopping cart.

4. You will receive a new colored box in your inventory.

5. Open the box and you will get a random weapon from those matching its color.

 

If it doesn't work, I can join your server and see what's happening.

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@arramus

Nice :) 

Iwe got the ticket machine already a little... :D but i dont know where get the tickets ? I know they can be converted from one color to another, but the one color i have to find or what ? I have installed the Ticketsystem only couple hours ago, so i have to find it out :D but it is interresant expansion into game...

The Railgun idk, after i uploaded this last weapon mod with ticket system that lagging is gone lol :D but the truth is that i have changed the ammo capacity for railgun to cca 1500 rounds :D but that shoulnd be the problem i think...who knows...

 

PS : for the Newcomen the magazine mod worked for me fine before too :D but if it can have a lasersight or silencer or other mods, even better :D

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The code shares 2 ways to get the tickets.

 

We can craft:

10 green to get a yellow.

10 yellow to get a red.

10 red to get a Purple.

 

The tickets are found in loot boxes with probability to match the rewards.

 

Going to be big as copying from Smartphone.

 

<item name="Green Ticket" prob=".2"/>

 

<item name="Yellow Ticket" prob=".01"/>

 

<item name="Red Ticket" prob=".001"/>

 

<item name="Purple Ticket" prob=".0001"/

 

So an abundance of green tickets in many kinds of loot boxes. 

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@arramus

So...the green tickets should be findable in loot right ? And from them i can craft other 3 colors for other types of bonus weapons...ok get it...

But, right now i looted the biggest building skyscrapper and found 0 green tickets :(:(:( 

 

But good news are i dont have that lags from railgun anymore :D yipííííí :D 

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2 hours ago, PeNa1979 said:

@arramus So...the green tickets should be findable in loot right ? And from them i can craft other 3 colors for other types of bonus weapons...ok get it...

But, right now i looted the biggest building skyscrapper and found 0 green tickets :(:(:(

Here are the boxes/containers/entities to find tickets.

 

id=41 - Small, fancy hardened chest (Green, Yellow, Red)

id=61 - Buried Loot Stash Chest /Treasure hunting (Green, Yellow, Red)

id=70 - Rare random drop off from regular zombies (Green, Yellow)

id=71 - Rare random drop off strong zombies (Green, Yellow, Red)

id=73 - Rare random drop off bosses (Green, Yellow, Red, Purple)

 

It looks like Blood Moon will see the greatest amount of tickets, especially with Snufkin Zombies who are given 'bosses' status.

Other than that, looting the hardened chests in houses will bring the most. I suppose rooftops on the skyscrapers will be a chance as well for those with hardened chests.

 

The weapons only use id=41 as well.

 

My best loot was 2 x  Xpansion weapons and 2 x tickets in the same hardened chest. I believe Snufkin was quite conservative with the probabilities to make it a worthy challenge and increasing the probability or looting respawn is always a good option.

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Here is an update for the Snufkin Weapons Xpansion mod.

 

Download: https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-2020Nov15

 

Part of this update was possible thanks to the support of @PeNa1979 for sharing valuable feedback on first hand gameplay and the dynamics which make the mod overly frustrating or fun. PeNa's feedback has been taken into consideration for recipes and loot probability which can be seen in this update.

 

In more detail, updates are as follows:

 

1. Black Widow (by oakraven)

This new bow is a weapon of precision. It will fire all types of arrow but also has its own buffed ammo for greater effect. This weapon will come at the cost of a crucible and 100 steel along with other 'basics' to make to level 1 and will require a little time before newer players have access.

 

20201115152221_1.thumb.jpg.98da703507969260d9ab41bd7e72e089.jpg

 

The new ammo is Blue Widow and Red Widow. The Blue Widow ammo will occasionally cause the recipient to receive an electric shock in line with the built in default system. The Red Widow ammo will cause knock down and bleeding. This knock down effect will be noticeable on even the biggest of beasts should you take it hunting for bears. In addition, the arrows are color coded, and drop colored sacks should the entity harboring it disappear. They both have recipes to match the context of use.

 

This bow can serve you as a highly effective primary weapon.

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Taking out a vulture from 30 meters or so.

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And lunch from a good 50 meters out with a slight 5 degree calibration.

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2. Recipes

Love them or hate them all weapons have recipes up to Level 1 except for those very few which Snufkin had already given progression. Level 1 weapons will give you a taster of what is to come through looting and the Add On machine. However, these recipes are not so forgiving and will be a large investment for lower level players if they opt to build a special weapon. This helps to keep balance where the Add On machine and looting are essential for reaching those higher tiers.

 

3. Looting Probability

Weapons -

The probability percentage for each type of weapon appearing, as they compete among themselves, remains unchanged, but the overall probability of a weapon appearing in comparison to another type of item has increased from 0.1 to 0.15. This is a very small increase but just allows that little extra probability. This is because servers running the Snufkin type of mods are rather popular and loot can be rather sparse and exacerbates the existing rarity. Furthermore, loot is only found in one place; the hardened metal chests.

 

Addon -

In addition, the probability for tickets to appear for those running the Add On has also increased by a similar amount.

 

The most amount of tickets to be found at one time will be during a Blood Moon event and for those running Snufkin Zombies which drop boss loot, the chances of getting access to the rarer Add On machine weapons is greatly increased.

 

Each update is gradually bringing further balance and weapons. The next major consideration was progression. However, the slight increase in finding tickets may well be enough to keep the system as it is and ensure the Add On and looting do not become redundant features.

Edited by arramus (see edit history)
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1 hour ago, PeNa1979 said:

@arramus I think this is noe almost perfect !!!

 

Have one personal question : what is that mod for teleportation you use ??? it looks interresting !!!

I have been looking for one, but never actually found it on mod sites :(

Oh yes PeNa. I only installed it about a week ago and it's very useful.

Actually, it's part of a server management service linked to in the forum.

I set up an account with CSMM - Catalysm's Server Manager & Monitor and linked a server to it.

It gives the CSMM website permission to set up commands and run scripts to my server such as teleport, server shop, timed shut down.

It has teleport set up by default.

 

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On 11/12/2020 at 9:05 AM, arramus said:

Hi wlrguy. For next time when tagging any user, select the name from the drop down menu so it looks like this @Dre instead of @Dre and the user will will be notified. Dre will see this one so no worries on this occasion.

thanx i dont use forums much as we can tell :)

On 11/12/2020 at 10:12 AM, Dre said:

The lootbox/weapons ones seems to work without any changes. The vehicle one needed a few changes. Do you want the sever side vehicle files? 

  I actually managed to fix the id #s for the vehicles but im clueless how to fix the recipes doing the null reference thing @Dre

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5 hours ago, wlrguy said:

thanx i dont use forums much as we can tell :)

  I actually managed to fix the id #s for the vehicles but im clueless how to fix the recipes doing the null reference thing @Dre

I don't have the newest version with the new recipes installed yet so not sure. The older one without it from a week ago I've not had any errors apart from some yellow progression related ones (not game killing though so I ignored them). I'll try the new one when I get a chance. If I don't get any errors then it's probably an issue with another mod on your end and I'll let you know. If I do get them I'll try to figure out also. 

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6 hours ago, wlrguy said:

thanx i dont use forums much as we can tell :)

  I actually managed to fix the id #s for the vehicles but im clueless how to fix the recipes doing the null reference thing @Dre

 

41 minutes ago, Dre said:

I don't have the newest version with the new recipes installed yet so not sure. The older one without it from a week ago I've not had any errors apart from some yellow progression related ones (not game killing though so I ignored them). I'll try the new one when I get a chance. If I don't get any errors then it's probably an issue with another mod on your end and I'll let you know. If I do get them I'll try to figure out also. 

Ok @wlrguy Booted up with Darkness falls and the newest weapons mod/loot box mod. No red errors on boot up. Did not try making any of these weapons recipes but if was me I'd just loot for them and ignore crafting if it caused an issue "in game" rather then troubleshoot it. 

Edited by Dre (see edit history)
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Here is an update for the Snufkin Weapons Xpansion Mod.

 

Download: https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-2020Nov21

 

There are two changes as follows.

 

1. Mod Hats with Buffs. (oakraven)

There are 4 new hats which can be added to the player in the color dye area and grant the user buffs. These are being tested at the moment but have worked well in dedicated servers up to now. They will eventually need localisation to explain their function and capabilities.

 

Cow Helmet:

- +1 damage resistance

- Cold and Heat resistance

- Elemental damage resistance for heat/shock

- Fortitude +1

- Agility +1

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Pumpkin Hat:

- Reduces noise

- +1 damage resistance

- Strength +1

- Fortitude +1

- Agility +1

- Cold and Heat resistance

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Magnet Hat:

- Impact bracing

- Strength +2

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Wagon Wheel 'Hat'

- Bartering Buy/Sell 20%

- Strength +2

- Stamina increase over time

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These mod hats will be tweaked for balance as we receive feedback through play testing.

 

2. The Junk Guns/Sledge/Auger have all received a night light. Thanks to @Slawa for bringing this mod to everyone's attention so it could receive a new life for A19.

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Edited by arramus (see edit history)
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  • arramus changed the title to (A20) Snufkin Weapons Xpansion

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