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Subquake's Undead Legacy


Subquake

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Playing about 60h on this mod. It's Great!
Specially registered on the site in order to leave my suggestions. 
Resources
-Base building is super grindy. You need a thousands of materials to create blocks, and digging tools harvest to low amount. I wish you could make it easier to craft blocks

-Brass is so hard to obtain on an industrial scale, maybe add some disassembling crafts for brass cups, door handles, valves and radiators? Or increase brass output from coins

-On lategame my team grind only iron. A LOT OF IRON. 10-20k ore per hours. Cause crafts are too expensive, and ore weighs a lot
Weapons

-Shotguns are OP. They can instantly kill 1-3 zombies by one shot.

-Pistols are trash on lategame stages, .44 cal have low attack rate, 9mm have 0 damage. 

-Ammo weigh a lot. 3000-4000 7.62 takes all your weight, and you meet Blood Moon encumbered and slow like a turtle. I'm already silent about the shotgun slug

-Laser Sight Mod works incorrect with non-vanila guns. Showing laser line on random point in my screen every toolbelt slots swap

Vehicle

-I play with friends, and our vehicles randomly moves on 100-200 meters from last parking every 5-10 minutes. It's very bad, especially when mining

Some prove: https://imgur.com/a/XhA9B63

-Vehicle cargo mod are useless. 50 cargo space on URAL or SUV are to small. Maybe should separate this mod? For example "light" vehicles like a bicycle, minibike have this mod, and "heavy" cars (URAL, SUV, Hammer) have more larger mods (1000+ cargo space) https://imgur.com/a/zmRSaaz

-Vehicle Fuel Saver mod are broken. It's reduce fuel consumption by ~95%

Problems

-Still can't repair heavy army helmet on maintenance station

-Water consumption are insane broken, i'll drink about 20-30 drinks every day (red tea or coffee), against 2-3 food (Hobo stew). My friends have those problem too

P.S need Russian translate (I'm working on it, but it so hard for me)

Stain on line, still playing this amazing mod, and waiting for new content and balancing 😄

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My wife and I recently started playing this mod. I wanted to ask about the `MaxSpawnedZombies` count. Does this need to be set to 64 in order to be able to play this mod? The reason I'm asking is because we have tried lowering this setting and have run into problems with clear quest POIs being zombie free and we can't complete the quest. We've noticed that if we clear some zombies out around the quest POI (we usually stay close and 'range' a few in) and then run back into the POI, there is a good chance the missing zombies are there and we can then finish the quest. In addition to the quest POIs, we have seen some zombies spawn literally right in front of us in random POIs. It seems like in any case, even setting `MaxSpawnedZombies` to 64, there would be issues unless there is some number of 'reserved' slots available for POIs? We initially had `MaxSpawnedZombies` set to 64, but on day 1 we couldn't even move around because the area was so densely populated. Just wondering what some suggestions are around the `MaxSpawnedZombies` and/or if there are other settings that we could tweak to help with this. Maybe `MaxSpawnedZombies` isn't even our problem.

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3 hours ago, Firrae95 said:

Anyone encountering the console errors while trying to load the mod? Using the 7d2d mod launcher and already presynced files. Havn't used it in a bit and wondering if i miss check/unchecking something

 

I ran into this trying to use the old mod launcher. Needed to upgrade to 3.x. Maybe try that.

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2022.01.10 - 2.5.32 ready:
- Added Weight Lifting Action Skill Book
- Increased Animal Fat and Empty Can stack size from 100 to 1000
- Changed matIron material durability from 300 to 1000 to match matMetal
- Reduced amount of scrap metal gained when scrapping corrugated metal blocks
- Reduced amount of scrap metal gained when scrapping burning barrel
- Removed some unused schematics from loot
- Fixed Forgetting Elixir not reseting Gift of Life and Drone Specialist perks
- Fixed being able to modify an item inside Maintenance Station causing an error
- Fixed locking out interactions when trying to pick open containers without lockpicks or bobby pins

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1 hour ago, rockex6 said:

Hi :
At version 2.5.25 I open a new game, but when I update mod I can't get into the trade shop, I will be teleport somewhere near trade's shop.

How can I solve this ?

 

Thanks!

That's because the world was generated before 2.5.21, there are a few ways to fix it, but all of them will have some issue, ask in Undead Legacy discord on how to and some that have managed to fix their worlds could help you out with it. Also I highly recommend updating to 2.5.32

 

28 minutes ago, ourbed said:

Hi, incremental updates are not available for some reason, it's really good

Link to incremental updates is available in Undead Legacy discord #ul-experimental channel, it was making more problems being out there on the website than good, when people trying to update the mod with incorrect versions.

Edited by Subquake (see edit history)
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8 minutes ago, Fumi said:

Hello @Subquake

 

A question, why there are no longer incremental patches of the versions that you are uploading?

 

That was more comfortable 😅

 

Thank you!

They were creating more problems than good, the link for the latest incremental is available in my Undead Legacy discord channel in #ul-experimental section :)

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Hi Subquake, I wanted to ask if there will be something related to the radiation biome in future updates, something like that, and I also wanted to ask if there will be only expanded nutrition or if there will also be changes in food products and farming by the type of different crops of fruits and vegetables and their spoilage (products)?

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Just wanted to say this is my favorite mod for 7 days and a big thanks for taking the time to create and update it for us. I was curious about one thing though. The wrench in game requires the Workshop to fabricate however the workshop requires a wrench for both researching and crafting while the hammer can be made in the forge. I was wondering if the wrench recipe could be moved to the forge as well.  That would create a chain of furnace -> forge -> workshop as opposed to hoping you get lucky to find two wrenches in loot or in the store. Thanks again for all your work on this!

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5 hours ago, Olegan said:

Hi Subquake, I wanted to ask if there will be something related to the radiation biome in future updates, something like that, and I also wanted to ask if there will be only expanded nutrition or if there will also be changes in food products and farming by the type of different crops of fruits and vegetables and their spoilage (products)?

Yes

 

3 hours ago, Deven said:

Just wanted to say this is my favorite mod for 7 days and a big thanks for taking the time to create and update it for us. I was curious about one thing though. The wrench in game requires the Workshop to fabricate however the workshop requires a wrench for both researching and crafting while the hammer can be made in the forge. I was wondering if the wrench recipe could be moved to the forge as well.  That would create a chain of furnace -> forge -> workshop as opposed to hoping you get lucky to find two wrenches in loot or in the store. Thanks again for all your work on this!

Glad you like the mod, wrench is a much more complicated tool (has moving parts) than a hammer (has no moving parts and can be molded, casted) :D

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Just a question ... is it intended that a bone shiv requires a "Repair Kit" to repair?

 

Bone Shiv = 10 bones

Repair Kit = 2 steel plating, 20 scrap iron, 2 mechanical parts, 5 oil, 2 glue, 2 cloth fragment, 2 duct tape

 

Appears to be a bit overkill for me.

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10 minutes ago, silenced said:

Just a question ... is it intended that a bone shiv requires a "Repair Kit" to repair?

 

Bone Shiv = 10 bones

Repair Kit = 2 steel plating, 20 scrap iron, 2 mechanical parts, 5 oil, 2 glue, 2 cloth fragment, 2 duct tape

 

Appears to be a bit overkill for me.

Yes intended, you now repair your equipment cheaply at the Maintenance Station, field repairs are intentionally expensive.

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2022.01.11 - 2.5.33 update is ready:
- Added stat icons for all consumables that were missing them
- Added Dysentery Cure bonus for Mineral Water (PL. Bottle)
- Added chance to get Dysentery when eating raw eggs
- Cleaned up icon atlases from some unused icons
- Increased Beer, Moonshine Buff duration from 45s to 60s
- Updated drugJailBreakersDesc, resourceLockPickDesc localization
- Removed Dysentery risk from Fresh Water (PL. Bottle)
- Fixed NRE console error triggering when holding item and scrolling inventory
- Fixed Buff Info Screen title text going outside of UI bounds
- Fixed incorrect material being assigned for loot room Leather Trunk and Wood Crate
- Fixed coffee schematic not unlocking how to make coffee in plastic bottle
- Fixed Mineral Water recipes requiring the wrong Jars, Bottles

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37 minutes ago, Gamertom said:

Hey Subquake.

 

Thought I would mention that some of the map icons you can place have vanished leaving blank boxes, have not tried your latest patch above

reinstall the mod completely to fix the issue

sounds like you're missing some files

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1 hour ago, Subquake said:

reinstall the mod completely to fix the issue

sounds like you're missing some files

 

 

Hi

Yep, latest patch fixes that sorry. PL.water still has 12 percent dysentry chance on bottles I had prior to the latest patch, Do i need to start a new game for all the updates to work or is it simply because they were collected before the patch?

Cant currently test myself as not at home.

 

Thanks for all your work

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8 minutes ago, Gamertom said:

 

 

Hi

Yep, latest patch fixes that sorry. PL.water still has 12 percent dysentry chance on bottles I had prior to the latest patch, Do i need to start a new game for all the updates to work or is it simply because they were collected before the patch?

Cant currently test myself as not at home.

 

Thanks for all your work

Murky Water will have that chance, Fresh/Boiled shouldn't 

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