SurvivalUK Posted September 22, 2016 Share Posted September 22, 2016 The idea behind the A15 Better Balance Mod is exactly what it says, to rebalance some of the changes brought in with A15 and for me at least, inject more fun. So with this mod you'll get improved mining rewards, lower resources requirements for some key items, better loot chances, more powerful guns, spikes that work, 600 level items / skills and the ability to carry / store more materials etc. << file link at the bottom >> These changes while not too drastic do improve the balance, flow and playability for miners, grinders, farmers and monster base builders. For me i've played through several games now and overall it 'feels' about right for my play style. The guns are effective, mining is rewarding, building bases more practical, combat is shade more real, less if any trading required. Feels a lot more openworld and less restrictive. Gun progress is now less of an issue provided you are accurate to the head so points can be better spent else where. Even a low quality gun with low skills will do the job, i even like the MP5 now! The Blunderbuss has a purpose as well without being completely OP (it does vaporise the odd Z tho), grouping is tightened but it's range has been reduced though so really good close quarters. Your mileage may vary and it won't be for everyone, but have fun and i suggest increasing Z spawning to high / very high to get the most from this Credits to the many mod creators on here that inspired me to look inside the XML files and give me ideas. Building Concrete, reinforced concrete and stainless steel upgrade - explosion resistance increased Wood log spikes - marginal increase in durability Metal spikes - downgrade to wood log spikes Wooden spikes • a lot more robust and will last longer without giving Z's too much damage (think damaged limbs vs killing them) • wood 100 --> 20 Mining Stone blocks • Maxdamage 500 --> 400 (allows one shotting block with high-end tools / perks) • Harvest stone 13 --> 16, destroy block 12 --> 16 • iron ore 2 --> 3 > 10% chance of mining extra generic ores and 1/2/4% for rare ores* upon destroying the block • nitrate (16) • lead (4) • coal (18) • scrap iron (18) • Silver (1) /(4%) • Gold (1) /(2%) • Diamond (1) / (1%) Trees - Feathers and eggs have a chance of being collected when a tree is brought down, the bigger the tree the better the chances (small trees excluded) *Thanks Deccypher for the gems scaling idea Perks Beginning tutorial reward increased to 10 points Quality Joe - 5 stages and 150 point loot (still testing values) Steel smithing - removed steel arrowhead's (see below) Steel arrowhead - unlock steel arrowhead's (10 point unlock, 25 archery required) Progression Skill point reward from Z's retained from initial A15 release (slightly more generous) Character skills progression retrained from initial A15 release to balance the above Gated items reduced • Chemistry station (10 points vs 15) • Concrete mixing (10 points vs 30) • Steel smithing (10 points per rank vs 30) • Workbench (10 points vs 15) Leveling up to 600 skill / purple quality possible (500 cap removed) • Gun smithing • Leather working • Misc crafting • Science • Tailoring • Tool smithing • Weapon smithing Mining tools small increased multiplier for 90 - 100 point range Loot Calipers - marginal increase of spawn chance on rare tools group / utility worker Dukes - increased quantities if spawned within junk group, cash registers, bikers and strippers (who are very well off) Military ammo - increased quantities if spawned Military weapons - mp5 and sniper increased chances Painkillers - hydration penalty reduced from -30 to -5 Tool and die set - marginal increase of spawn chance on rare tools group / utility worker Weapons Blunderbuss - overall damage increased, shot spread tightened, range reduced Increased head shot bonus damage on shotguns, hunting rifle, mp5, AK and .44. Pistol - rapid fire shot to shot Shotguns - marginal improvements shot to shot (shot sound can sometimes be quirky if rapid tho) Sniper rifle - magazine 5 --> 10 shots (SR-25 capacity) Recipes Blunderbuss ammo - scrap iron, gunpowder and paper recipe Bottled water - added cooling effect (to counter current A15 high temp issues) Flaming arrows - gunpowder requirement changed to gas and crafting in backpack possible Gunpowder - possible in backpack, chemstation and workbench Machete recipe - crafted on the workstation (12 forged iron, 10 wood) Torch - coal + wood recipe Steel Polish / Upgrade recipe - added • crafted in the chemistry station - 5 forged steel / 1 glue = quantity 25, 10 secs mix time • perk unlock - 20 points / 75 construction tools --- All the following have their material requirements reduced: Club - barbed Club - iron Club - spiked Forged iron Forged steel Hoe - Iron Iron bars (now 20 iron vs 100 in A15 vanilla) Iron log spike frame Pickaxe - Iron Pickaxe - Steel Shovel - Iron Shovel - Steel Stone axe --- Fertilizer (timings reduced) >>Cement Mixer (x2 quantity produced) • rotting flesh 100 --> 5 • nitrate 20 --> 10 >>Chemistry station • nitrate 20 --> 10 >>Campfire • nitrate 30 --> 15 Bottled water recipes can now be made with either bottled water or river (murky) water** **Credit to Rokhard for all the river water recipes work which were copy / pasted into this mod, thanks Storage Bottled water - stack 15 - 500 (matching empty bottles) Cement - stack 1000 --> 2500 Clay - stack 1000 --> 2500 Coal - stack 1000 --> 2500 Concrete - stack 1000 --> 2500 Iron fragments - stack 1000 --> 2500 Nitrate - stack 1000 --> 2500 Sand - stack 1000 --> 2500 Small stone - stack 1000 --> 5000 Files: Localization - Quest.txt blocks.xml buffs.xml entityclasses.xml items.xml localization.txt loot.xml materials.xml progression.xml quests.txt recipes.xml Copy files to your Steam folder: <whereever installed>\Steam\Steamapps\Common\7 Days To Die\Data\Config\ Link - v2.1: https://drive.google.com/open?id=0B7PTQXWeZQYDcjd2YnE4MkFZSU0 History - new release / revised items highlighted in gold v2.1 - A15.1 B16 compatible, experience points gained from Z's and character level progress retained from A15 v2.0 - Created a new steel arrowhead unlock perk (10 points cost, 25 archery skill requirement). Steel polish craft time increased to 10 secs from 3. Painkiller hydration drop changed from -30 to -5. Bottled water recipes can now be crafted with river (murky) water, credit to Rokhard for suggestion / his work which was copy pasted into this mod. v1.9 - Feathers and eggs have a chance of dropping from trees (more logical than ground nest to me, the bigger the tree the higher chance + reward) v1.8 - A15 B105 / Stable release compatible, included entityclasses.xml with minibike map location enabled v1.7 - A15 B104 compatible, scrap iron log spikes downgrade to metal log spikes, wood logs spikes etc. v1.6 - Machete - new recipe within the workstation (12 forged iron, 10 wood), bottled water stack increased to 500, 10 point reward for completing 'basic survival' tutorial, added cooling effect to bottled water (to counter A15 high temp issues) v1.5 - A15 B94 compatible, flaming arrows recipe reworked (gas vs gunpowder, no workbench required), Quality Joe up to level 5 / 150 points, gun powder available in backpack + chemstation + workbench, blunderbuss ammo recipe retained (scrap iron, gunpowder, paper), torch recipe retained (coal + wood), more wood spike balancing again v1.4 - A15 B88 compatible, concrete and upgrades are more explosion resistant v1.3 - added new steel polish perk / recipe (thanks UnseenOni for the suggestion), reduced shovels requirements to balance with other tools v1.2 - work in progress <internal> v1.1 - swapped to Google drive hosted, 600 level / purple items restored, lowered gated item point requirements, mining tools multiplier small increase. v1.0 - release Feedback welcome! 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GoofyStorm Posted September 22, 2016 Share Posted September 22, 2016 Looks good! I will try it out now and will give my feedback after a bit Link to comment Share on other sites More sharing options...
SurvivalUK Posted September 22, 2016 Author Share Posted September 22, 2016 Looks good! I will try it out now and will give my feedback after a bit Great stuff, thanks Link to comment Share on other sites More sharing options...
UnseenOni Posted September 22, 2016 Share Posted September 22, 2016 This saves me the time of making these changes myself, granted I've already got the ore chances for Stone, but the rest are all changes that I feel are needed. Thank you for this. Link to comment Share on other sites More sharing options...
SurvivalUK Posted September 22, 2016 Author Share Posted September 22, 2016 This saves me the time of making these changes myself, granted I've already got the ore chances for Stone, but the rest are all changes that I feel are needed. Thank you for this. Very welcome v1.1 released, purple tools and whatnot are back! Link to comment Share on other sites More sharing options...
tilarium Posted September 23, 2016 Share Posted September 23, 2016 Wait, A15 is out!? Link to comment Share on other sites More sharing options...
SurvivalUK Posted September 23, 2016 Author Share Posted September 23, 2016 Wait, A15 is out!? As an experimental branch to play test: https://7daystodie.com/forums/showthread.php?51680-Alpha-15-New-Experimental-B83-is-Out! Link to comment Share on other sites More sharing options...
UnseenOni Posted September 23, 2016 Share Posted September 23, 2016 Quick suggestion for some more balancing. Reduce the amount of stainless steel stuff to upgrade from 10 to 5, it can't be crafted, only found or bought, making it a rare resource, or add a recipe for it, but expensive, since the upgrade from Steel to Stainless Steel is massive in defense. I would also implement Valmars steel spike upgrade as its simply logical. Just my ideas. Link to comment Share on other sites More sharing options...
branikova Posted September 23, 2016 Share Posted September 23, 2016 Do you know if there is a way to mod the log spikes to place them upside down? I would like to try to hang them upside down with 2m clearance below then place 1/4 block rows on the floors so the zombies go over the 1/4 blocks and the spikes deal head damage instead of leg damage. Something like this: Link to comment Share on other sites More sharing options...
SurvivalUK Posted September 23, 2016 Author Share Posted September 23, 2016 Quick suggestion for some more balancing. Reduce the amount of stainless steel stuff to upgrade from 10 to 5, it can't be crafted, only found or bought, making it a rare resource, or add a recipe for it, but expensive, since the upgrade from Steel to Stainless Steel is massive in defense. I would also implement Valmars steel spike upgrade as its simply logical. Just my ideas. I like that, great idea! I'll take a look - - - Updated - - - Do you know if there is a way to mod the log spikes to place them upside down? I would like to try to hang them upside down with 2m clearance below then place 1/4 block rows on the floors so the zombies go over the 1/4 blocks and the spikes deal head damage instead of leg damage. Something like this: [ATTACH=CONFIG]16863[/ATTACH] Love the drawing! I'll see what i can find Link to comment Share on other sites More sharing options...
UnseenOni Posted September 23, 2016 Share Posted September 23, 2016 That would be even better a design if you put the 1/4 blocks on top of iron bars , that way as they died, you could stand below and loot them. Also, if you can figure out upside down spikes, then horizontal ones are on my list for ya to figure out. Though honestly my current dwarven fortress is so heavily fortified that I doubt any horde will get through. Link to comment Share on other sites More sharing options...
SurvivalUK Posted September 23, 2016 Author Share Posted September 23, 2016 Do you know if there is a way to mod the log spikes to place them upside down? I would like to try to hang them upside down with 2m clearance below then place 1/4 block rows on the floors so the zombies go over the 1/4 blocks and the spikes deal head damage instead of leg damage. Something like this: [ATTACH=CONFIG]16863[/ATTACH] fyi spikes in A15 are placeable in all locations: Link to comment Share on other sites More sharing options...
UnseenOni Posted September 23, 2016 Share Posted September 23, 2016 Sigh, of course they include this in the experimental and nobody says a word. Link to comment Share on other sites More sharing options...
KorruptkSwades Posted September 23, 2016 Share Posted September 23, 2016 -edit- nevermind Link to comment Share on other sites More sharing options...
SurvivalUK Posted September 23, 2016 Author Share Posted September 23, 2016 OP updated, feedback welcome on the balance of the steel polish perk / receipe! v1.3 - added new Steel polish perk / recipe (thanks UnseenOni for the suggestion), reduced shovels requirements to balance with other tools Link to comment Share on other sites More sharing options...
branikova Posted September 24, 2016 Share Posted September 24, 2016 fyi spikes in A15 are placeable in all locations: Sweet, Did it work out well when tested? Link to comment Share on other sites More sharing options...
UnseenOni Posted September 24, 2016 Share Posted September 24, 2016 Sweet, Did it work out well when tested? I used some horizontally and they decapped a screamer who insisted on throwing herself against my polished steel bunker. Link to comment Share on other sites More sharing options...
SurvivalUK Posted September 24, 2016 Author Share Posted September 24, 2016 Sweet, Did it work out well when tested? A mixed bag tbh. Some regular Z's ran through but did lose legs eventually (raked them through it a few times), i guess the spike hit detection assumes they'd be walking vs scrapping their heads. Spawned in some UMA's and the entry point got blocked up and they pounded away at the spikes / 1/4 concrete blocks to try and get through to me. Certainly interesting! Link to comment Share on other sites More sharing options...
UnseenOni Posted September 26, 2016 Share Posted September 26, 2016 Any chance of this being updated for B88? Link to comment Share on other sites More sharing options...
SurvivalUK Posted September 26, 2016 Author Share Posted September 26, 2016 Almost finished it and should be able to upload later tonight Link to comment Share on other sites More sharing options...
UnseenOni Posted September 26, 2016 Share Posted September 26, 2016 Cool, and if I might suggest one other little change. Add harvest bonuses back to the perks like Miner69er, Knife Guy. Nothing drastic, but by the 5th level of the perk, have each one give either 2x or 2.5x harvest bonus. I request this because late game you should be spending time building and killing, not harvesting constantly. This just helps balance time spent in the field and in the base. I make the change every time they come out with a new version. Link to comment Share on other sites More sharing options...
SurvivalUK Posted September 26, 2016 Author Share Posted September 26, 2016 OP updated v1.4 - A15 B88 compatible, concrete and upgrades are more explosion resistant Cool, and if I might suggest one other little change. Add harvest bonuses back to the perks like Miner69er, Knife Guy. Nothing drastic, but by the 5th level of the perk, have each one give either 2x or 2.5x harvest bonus. I request this because late game you should be spending time building and killing, not harvesting constantly. This just helps balance time spent in the field and in the base. I make the change every time they come out with a new version. I'll get my head round it tomorrow and give you some feedback Link to comment Share on other sites More sharing options...
UnseenOni Posted September 26, 2016 Share Posted September 26, 2016 OP updated v1.4 - A15 B88 compatible, concrete and upgrades are more explosion resistant I'll get my head round it tomorrow and give you some feedback Look at the vanilla blunt skill, there is a skill based version of the harvest bonus already there, but 0ed out to do nothing. Link to comment Share on other sites More sharing options...
UnseenOni Posted September 29, 2016 Share Posted September 29, 2016 Sigh another version of the game has dropped. Link to comment Share on other sites More sharing options...
SurvivalUK Posted September 29, 2016 Author Share Posted September 29, 2016 Yeah, started porting over the mod this morning and all being well time wise should have it finished for later tonight There's a lot to look over as they've tweaked more of the balance again, 100 wood for spikes anyone... Also the removal of some recipes to guide players to using the workstation / chemstation to add value to them. Updates later Link to comment Share on other sites More sharing options...
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