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On 12/10/2023 at 1:04 AM, Hells_Janitor said:

Version 1.4 changelog

Added shape helper block for bricks @2500hp
Bricks are harvestable from brick piles/pallets
Changed the economic value of carrots to be the same as peas
Added lootable cardboard boxes
Added medicine cabinet to cabinet shape helper block
Lowered amount of concrete in loot and trader stock
Lowered amount of shape helpers in loot/quest rewards
Hand-held torch requires fuel (gas)
Changed secondary action for the torch to a power attack
Burning shaft requires fuel (gas)
Wall torch is a separate item requiring fuel. (removed the buff from the torches as it doesn't work anymore)
Reduced crafting cost of portable water filter by 50%
Fix spear action skill slow debuff progression
Rework Living off the Land. Seeds now cost 4 crops by default, reduced from 5
Reduced murky water in loot
Cycling shorts and schematic are easier to craft and find
Removed guaranteed cooking pots in POIs and trader stock - crafting a pot/grill in a forge requires an anvil
The Dew collector now collects murky water with the filter as fuel, and converts to drinking water with the advanced filter
Advanced Water Filter is more expensive
Removed bleed particles from undead entities
Fixed "crippled" zombies walking with no legs. Now they crawl, as they should
Lithium and St. John's Wort are more expensive and rarer (esp. Lithium)
Bloodmoon boss zombies now functioning correctly
Removed tiers 1, 2, and 3 of restore power, and reworked tiers 1, 2, and 3 of Contraband Collection so they can be run during the day.
Increased number of quests offered from 5 to 10 (credit Redbeard) (removed WMMTraderQuestMap from files as it's now incompatible)
Zombies now have a "visible" backpack (loot bag), which drops loot when they're killed
Lowered the number of zombie kills required for defend the safehouse quests
Change the description and icon for small batteries 
Added despair AOE buff to hostile animals
Fixed Defend Air Drop spawns so they're sleeper game staged
Removed headshot only. Instead, zombies take maximum damage from headshots and added a 90% reduction for hitting any other body parts
Modified campfire buff so it includes "well lit". Sitting by a campfire ONLY will have a smaller effect on despair than also having a portable light source
Add an "overfed" buff for a despair and passive health regen boost. Keeping both food AND water above 95% gives the buff
Health bars removed
Added stages for positive outlook. Stage one positive gives 5% stamina reduction, 10% buff resistance, and 5% general damage resistance, stage two 10%, 15% and 10%, and stage three 15%, 20%, and 15% respectively
Added a "well-rested" buff. The longer you stay on your bed/bedroll, the longer the rested buff is, up to a max. of 10 mins
Added a Compost bin. Plant fibre can be slowly turned into fertilizer, over time, in the compost bin
Changed survival instinct/charismatic nature perks. Now you can have one or the other, but not both.
Prevent random hordes from spawning for the first 15 minutes of a new game
Reworked action skills/perk trees. Action skills govern damage/stamina/special effects, while perks cover magazines and books loot probability. Perks cost 1 skill point again
Two new traders added
Ammo press needed to craft and dismantle ammo in a workbench
Demolitions expert action skills fixed
Concrete mix can no longer be looted or purchased from traders
Increased time that wall torches burn (50% longer)
Increased the chance of harvesting a battery when wrenching
Batteries more common in MoPower loot containers
Economic value of batteries reduced
Lithium and St. John's Wort now need an increased trader stage to offset medical traders being OP for despair meds in the early game
Changed recipe for torch to require gas, not animal fat
Add a recipe for the lantern that requires fuel (batteries) to run
Increased portable water filter usage by 50%
Lowered health and damage resistance for zombies slightly
Fixed a discrepancy in zombie biome spawning
Simplified farming so terrain blocks and POI farm plots only have to be upgraded once
Added JoeSloeMoe's failsafe so action skills are not reset with Forgettin' Elixir

 

Changelog for version 1.4. On the mod launcher soon ... :)

On 12/10/2023 at 1:04 AM, Hells_Janitor said:

Version 1.4 changelog

Added shape helper block for bricks @2500hp
Bricks are harvestable from brick piles/pallets
Changed the economic value of carrots to be the same as peas
Added lootable cardboard boxes
Added medicine cabinet to cabinet shape helper block
Lowered amount of concrete in loot and trader stock
Lowered amount of shape helpers in loot/quest rewards
Hand-held torch requires fuel (gas)
Changed secondary action for the torch to a power attack
Burning shaft requires fuel (gas)
Wall torch is a separate item requiring fuel. (removed the buff from the torches as it doesn't work anymore)
Reduced crafting cost of portable water filter by 50%
Fix spear action skill slow debuff progression
Rework Living off the Land. Seeds now cost 4 crops by default, reduced from 5
Reduced murky water in loot
Cycling shorts and schematic are easier to craft and find
Removed guaranteed cooking pots in POIs and trader stock - crafting a pot/grill in a forge requires an anvil
The Dew collector now collects murky water with the filter as fuel, and converts to drinking water with the advanced filter
Advanced Water Filter is more expensive
Removed bleed particles from undead entities
Fixed "crippled" zombies walking with no legs. Now they crawl, as they should
Lithium and St. John's Wort are more expensive and rarer (esp. Lithium)
Bloodmoon boss zombies now functioning correctly
Removed tiers 1, 2, and 3 of restore power, and reworked tiers 1, 2, and 3 of Contraband Collection so they can be run during the day.
Increased number of quests offered from 5 to 10 (credit Redbeard) (removed WMMTraderQuestMap from files as it's now incompatible)
Zombies now have a "visible" backpack (loot bag), which drops loot when they're killed
Lowered the number of zombie kills required for defend the safehouse quests
Change the description and icon for small batteries 
Added despair AOE buff to hostile animals
Fixed Defend Air Drop spawns so they're sleeper game staged
Removed headshot only. Instead, zombies take maximum damage from headshots and added a 90% reduction for hitting any other body parts
Modified campfire buff so it includes "well lit". Sitting by a campfire ONLY will have a smaller effect on despair than also having a portable light source
Add an "overfed" buff for a despair and passive health regen boost. Keeping both food AND water above 95% gives the buff
Health bars removed
Added stages for positive outlook. Stage one positive gives 5% stamina reduction, 10% buff resistance, and 5% general damage resistance, stage two 10%, 15% and 10%, and stage three 15%, 20%, and 15% respectively
Added a "well-rested" buff. The longer you stay on your bed/bedroll, the longer the rested buff is, up to a max. of 10 mins
Added a Compost bin. Plant fibre can be slowly turned into fertilizer, over time, in the compost bin
Changed survival instinct/charismatic nature perks. Now you can have one or the other, but not both.
Prevent random hordes from spawning for the first 15 minutes of a new game
Reworked action skills/perk trees. Action skills govern damage/stamina/special effects, while perks cover magazines and books loot probability. Perks cost 1 skill point again
Two new traders added
Ammo press needed to craft and dismantle ammo in a workbench
Demolitions expert action skills fixed
Concrete mix can no longer be looted or purchased from traders
Increased time that wall torches burn (50% longer)
Increased the chance of harvesting a battery when wrenching
Batteries more common in MoPower loot containers
Economic value of batteries reduced
Lithium and St. John's Wort now need an increased trader stage to offset medical traders being OP for despair meds in the early game
Changed recipe for torch to require gas, not animal fat
Add a recipe for the lantern that requires fuel (batteries) to run
Increased portable water filter usage by 50%
Lowered health and damage resistance for zombies slightly
Fixed a discrepancy in zombie biome spawning
Simplified farming so terrain blocks and POI farm plots only have to be upgraded once
Added JoeSloeMoe's failsafe so action skills are not reset with Forgettin' Elixir

 

Changelog doe version 1.4. On the mod launcher soon ... :)

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