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Subquake's Undead Legacy


Subquake

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13 hours ago, Subquake said:

Consult the ingame Journal, it has a bunch of entries starting with UL, explaining most of the intricacies of the mod. Crafting cardboard boxes was removed, because now you can pick up almost anything, storage containers, furniture, deco, lights etc (by holding E onto an ojbect and then through radial menu)

Higher tier carpenters tables craft things faster and some things yield more (like more planks, for example, and also unlock new recipes.

Thank you I appreciate it :)

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Hello! 

I have collected all the books required to bulk craft 7.62 ammo, but I cannot seem to find where to craft the boxes. I checked the ballistics table and workbench. Is there something else I need to find in order to craft them, or were they removed from the mod?

 

Thank you. 

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1 hour ago, bosslyp said:

Hello! 

I have collected all the books required to bulk craft 7.62 ammo, but I cannot seem to find where to craft the boxes. I checked the ballistics table and workbench. Is there something else I need to find in order to craft them, or were they removed from the mod?

 

Thank you. 

Bulk craft things is removed in the mod until I implement something better. To me it didn't sit well, that you could craft a bulk item of lets say 100 bullets, that requires resources of making just 60 bullets, where did the other 40 bullet tips, casings and gunpowder from them come from? Thus the decision was to remove them until a better solution is created. ETA - N/A.

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Lightweight ammo.

just doing 60% damage and range !

Can you hear the cursing dieing soldier on the battlefield, once the HQ changed to ammo manufacture to a low priced one to have enough cash to buy the important cigars ? 🙂

 

But you are right, bulk production can reduce waste prodution.

Like when you change the production of the bullet case from a lathe to a press.

But generell the bulk production only should reduce the work amount.

 

 

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Just started playing this. Some issues with it but overall pretty great. I'm wondering though, it seems like I'm constantly being swarmed by zombies. Even if I'm in a POI sitting completely still in my menu, making 0 noise, zombies will constantly be aggroing toward me from very far away. I thought maybe you added food smell back but it happens with no food on me. Was something changed with the zombie aggro range or is it just the much higher amount of zombies that I'm noticing this more?

Also I love that food cooked with boiled water gives you the empty jar back. I remember a long time ago reading threads that single recipe output was a "Unity limitation" lmao. Was this something the game devs made possible recently or did you find a way around it yourself?

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1 hour ago, Deceptive Pastry said:

Just started playing this. Some issues with it but overall pretty great. I'm wondering though, it seems like I'm constantly being swarmed by zombies. Even if I'm in a POI sitting completely still in my menu, making 0 noise, zombies will constantly be aggroing toward me from very far away. I thought maybe you added food smell back but it happens with no food on me. Was something changed with the zombie aggro range or is it just the much higher amount of zombies that I'm noticing this more?

Also I love that food cooked with boiled water gives you the empty jar back. I remember a long time ago reading threads that single recipe output was a "Unity limitation" lmao. Was this something the game devs made possible recently or did you find a way around it yourself?

Wild zombie spawns were significantly increased in Undead Legacy and they are more aware of the sounds than sleeper zombies in POIs since they are in Alert mode

 

As for giving back secondary crafting outputs, that's all my custom code, I wanted to prove that it's possible to give multiple outputs per recipe :)

 

Also it's been a while since I last posted on my YouTube channel, but none the less, here's a video showcasing the upcoming shotguns:

 

 

 

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Shame no craft storages on early games, just unlock on tier 2 carpenter. My inventory always encumbered without storages just drop off cupboard & car & drawers & mirror & cardboard box in house. This mod don't have stack mod like War3zuk 20k or 30k stack.

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5 hours ago, Wolves Hero said:

Shame no craft storages on early games, just unlock on tier 2 carpenter. My inventory always encumbered without storages just drop off cupboard & car & drawers & mirror & cardboard box in house. This mod don't have stack mod like War3zuk 20k or 30k stack.

You can pick up almost any storage in the game, for example, cardboard pallets, dumpsters and so forth as well as various other items 😛

All of that is explained in the ingame Journal 😊

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Hello there,

wow, what an overhaul!

We tested it after rapidly getting to endgame at 7Dtd and with Undead Legacy we are playing and playing, always finding new things and it's still great. Can't wait to get more.

But one wish :) Looking on the Roadmap, could you please make the Nutrition Food Idea an option, which can be turned on or off?

We played some survivals with such Food and it was not that kind of fun ;)  Always hard enough in real live.

Thanks for this Overhaul and a lot of hours of fun.

Keep up that great work.

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@MelinorBaenre Nutrition change will be a fundamental rewrite of all consumables in the game, it is technically impossible to make it optional. Either You will have to learn and adapt to it or move on to playing other mods. And also don't dismiss something that you haven't even tried it, nutrition update sounds scarier than it actually will be, the main purpose of it is to promote making complex foods and I doubt I'll get it perfect on the first iteration, but with testing and tweaking I'm sure a good middle ground will be reachable among players of UL :)

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Ok I gotta ask. Where do I find a motorcycle wheel? I'm on D41 level at level 47. Got 2200 zombie kills so I am out there looting daily and can't find it. I bought the chassis ans handlebars from the trader. I have minibike wheels / car wheel, car/compact/aviation and buggy engines but can't find a motorcycle engine for the life of me. Riding the bicycle is getting really old. Is it because I'm playing Navezgane? Is there like 1 special spot somewhere that it is and I haven't been there yet? Little help needed please!

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1 hour ago, JCrook1028 said:

Ok I gotta ask. Where do I find a motorcycle wheel? I'm on D41 level at level 47. Got 2200 zombie kills so I am out there looting daily and can't find it. I bought the chassis ans handlebars from the trader. I have minibike wheels / car wheel, car/compact/aviation and buggy engines but can't find a motorcycle engine for the life of me. Riding the bicycle is getting really old. Is it because I'm playing Navezgane? Is there like 1 special spot somewhere that it is and I haven't been there yet? Little help needed please!

Wrench broken motorcycles that have visually wheels on the model, check traders, loot pass n gas and stiff crates :)

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Hello @Subquake, I registered to the forums and thought I'd post here as myself and another mate have just played through your mod and thought you might like to hear our experience. Over all it was for the most part a positive experience and have to say we really appreciate the time and effort you've put into the mod. I'll try keep this as progressive as possible so I'll start from the start.

 

Jumping into the game I have to say that we're intermediate to advance in 7d2d and have played through some of the other popular mod packs such as Darkness Falls and War3zuk. I also have to put in a disclaimer that we play through to the end game of these mods and don't really grind out past the last acquiring the last tier of items or bosses in these types of games/mods (typically 30-50 hours per run through). We also only play with ourselves so anything multiplayer related I will not base the opinion on. The starting difficulty was probably close to perfect for us as we had a decent idea on what we were doing and how to fight zombies with basic melee tools so that was a plus, overall it also felt quite linear with the difficulty scale being fairly weak to begin and strong later on, so I give kudos for that. The UI was absolutely fantastic, probably one of the highlights of the mod and albeit a tiny few things could use tweaking it was excellent. We played with the option of not being able to see schematics or recipes that we had not learned yet which was the first time we did it this way. I'm a bit on the fence about it because I think it would have been excellent but with the use of having to learn almost everything in the game and a handful of workbenches which lead to more workbenches made it fairly difficult to know what the progression was and we found ourselves building multiple workbenches but still not being able to craft anything useful or for progression. We also made a big rookie mistake and didn't realise until mid-late game that you could craft bar moulds in the campfire, I think this was a bit on us and a bit on the fact we didn't have much reason to believe that this sort of item would be crafted in the campfire of all places. It was also due to the fact that every other workbench or crafting tool opens on the 'view all items' tab so with the assumption that was the same for campfire we had no idea we had to select the other tab to see it. I think being able to see everything you can craft as soon as you open the campfire including drinks and the moulds would have sold the problem we had. So again I think it was a little on us and a little on the discrepancy between crafting stations that caused that confusion.

 

I think the next part to go through would be the combination of loot and the schematics system. We really liked the idea of the schematics system however believe that from our playthrough there was some flaws in it. The quick way to say it would be by the time we had all the last tier crafting benches and essentially had the ability to learn and craft everything in the game (probably around 30-40 hours at this point) we had only crafted, I would say, around 5 items that weren't just necessary pieces to upgrade a bench etc. After the initial stone weapons and tools at the start of the game we didn't craft a single weapon or tool until the Auger later in the game. We love the idea of exploring and adventuring but the fact that we could barely craft any of our own items kind of sucked (keep in mind I understand the upgraded quality etc would be for people playing this long term so to speak or multiplayer) I'm 100% sure we must have been doing something wrong with the research data as realistically the only way we got it was from scrapping books, flashlights and circuit boards as well as buy from the trader. Again this lead to us barely being able to learn and schematics to play around with and we had to save pretty much everything to get the next upgraded bench/station. I think it also relates to the fact that we could never craft anything better than what we had found or received as quest rewards/bought. Last point to the schematics part was that the rng made it almost as if it was a lucky dip as to if we would get something useful or not, I know that sounds silly because that's what rng is but if the progression system is built around schematics then to very rarely get anything useful was a bit disappointing and frustrating. To wrap up this part I'll conclude with the idea is great, if we played through it again or another similar mod I think we'd show all recipes and crafts because it was a bit too frustrating with the rng of schematics on top of that. We think that reduced cost of research data would be great or at least a game option to reduce it so we could explore more of the crafting since we did so little in our playthrough.

 

Now onto the building. Absolutely loved the idea but felt it was a bit too slow. The idea that we couldn't just build a base strait up and we had to find a house for shelter was fantastic, it was probably one of the best experiences of the mod. We placed ourselves right next to the trader in a 2 story house where we smashed out the walls and made it open plan living. The kitchen was our storage area and boy was it infuriatingly small but expanding it with random household storage items we looted such as ovens and mouldy old bags was great fun. However in saying that the downside is by the time we had finished our playthrough we still hadn't even built our own base or a horde base since it took so long to be able to get resources for blocks without spending many hours using bad tools such as iron axe on trees or shovels for cobble or cement. Again we found ourselves buying most of what we needed because it was so extremely inefficient to grind out resources. Maybe that was the idea/feel for the mod you had intended, we just prefer to be able to do a little bit more base building as that's one of the things we enjoy most about survival crafting games. Overall for the building aspect it was a positive on our end just a little slow for our liking.

 

I'll quickly dabble on the vehicles because I don't have a tonne to say but overall they were good. I've played enough now to always want a vehicle since walking is so slow but we got a vehicle about the time I would expect. Only issue is the way we got it. The idea of repairable vehicles around the map was really cool, however it took us about 2-3 in game days early on to quest and save enough to simply buy the motorcycle. The idea that it was so simple to buy it but quite difficult to build or repair one was a bit of a let down because we would have loved to be able to explore the crafting but again I digress. Storage was cool, oh and something I almost forgot is that we don't have really anything bad to say about the weight system, we loved it more than the standard slot limit so that was definitely a positive. I do have to say though gasoline was a bit  of a pain, it felt like there wasn't enough, mainly in places like the oil factories we would only get about 2 cans worth and whilst running 2 motorcycles, Augers, Chainsaws and drills it ran dry real quick. The oilrig was too late for us and we didn't end up getting it as we were finishing up the playthrough by that point so maybe that would have been our solution. Collecting liquids such as water, beer, mineral water was a cool idea only thing we were confused about was the fact we couldn't fill anything up from lakes or pools so that was a bit befuddling.

 

Not going to go too much into the perks and skills as I think there is too much variance so my build would be a significantly different experience to another but overall it felt relatively balanced and nothing game breaking. The farming was pretty simple and similar to normal so not too much to say there apart from living off the land perk is absolutely needed otherwise not worth it because of how many plants it takes for 1 seed. And lastly there was one major thing missing from our point of view, bosses. I've seen in the roadmap that you do plan to include bosses so we'll most likely replay this in the future and look forward to seeing what we will battle with.

 

Thanks for having a read of our experience and hopefully it helps you with developing your mod. Overall we did have fun and although there were some things we personally would change there was a lot we were impressed by. We understand that it's your mod and the idea of what you want the final product to look like is completely up to you so we look forward to seeing what you come up with. Until next time take care and again a big thank you for the work you've put in, it shows! 

 

 

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@PureVirus Was an interesting read, thank you!

Something of note:

  • It was intentionally changed so that you cannot gather water from lakes and rivers and later there going to be a system in place, that will make those sources of water irradiated like in Fallout. The mod features a craftable Water Well or Water Pump for water generation in your base. (Using that vanilla mechanic was in my eyes too OP that you could fill up a stack of jars just like that)
  • Quality Research system as well as quality levels for loot, quests and traders is going to be reworked (already in process on the experimental branch), but eventually it will be less and less important, since my main goal is to have more loot/trade specific gear obtainment than crafting it from scratch, emphasizing crafting on other things, like building your base/defenses etc. (Reason for its existence is that I did not like that recipe unlocks were tied to perks, that also grant stat bonuses)
  • Farming will be reworked later (I pretty much haven't touched it)
  • Building complexity was intentionally made so that you cannot build a fort on day one and have to seek shelter somewhere, because in a hypothetical scenario of a zombie apocalypse you would not start to build a wood cabin in the woods or anywhere, most likely scenario would be to fortify an existing structure, which is the intent of the mod and advanced building is more for late/end game and for players who want to stick around, collect everything etc.
  • Getting vehicles through trader is on the easy side, I will agree on that, still working on improving that and making it more challenging to get vehicles.
  • Fuel is scarce, most of it was ransacked by mercenaries and bandits and cars rusted away and the gas leaked/vaporized out and it's to encourage players to go and gather some oil shale or construct oil extractors (In vanilla and most mods fuel is so abundant, you pretty much don't need to mine for oil shale at all)


 

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2021.06.09 - 2.4.13 Experimental is ready for A19.5 (b60)!
 

Patch Notes:

  • Added Scrap Shotgun and BM-4 Shotgun
  • Rewrote traders.xml completely
  • Removed Blunderbuss and Blunderbuss ammo from loot/trader/crafting
  • Optimized core asset bundle size
  • Optimized custom PBR shaders
  • Optimized xpath definitions for blocks.xmls
  • Changed Trader min and max stock from 30-70 to 50-100
  • Changed Trader close time from 21:50 to 21:55
  • Changed Boiled Water recipe from snow to be more expensive
  • Changed Snow Blocks to be more durable
  • Changed Empty Fuel Barrel to be crafted in Blacksmiths Forge Tier 2
  • Reduce amount of gained snow per snow block
  • Rebalanced economic values of Gunpowder ingredients 
  • Fixed missing localization for typeCFDrinkCooking
  • Fixed some Action Perks continue to level beyond level 100
  • Fixed Concrete Reinforcement economic value being too low
  • Fixed SMG Parts missing in loot and trader
  • Fixed Mining Helmet localization for description
  • Fixed Traders selling items with wrongly assigned tiers (mostly H quality)
  • Fixed Brawler perk giving a lot of block damage
  • Fixed Scrap Axe having wrong base damage assigned
  • Fixed typo in Russian localization for Daring Adventurer Perk
  • Fixed solarCell having wrong quality level range assigned
  • Fixed doors with glass giving hinges and other resources instead of broken glass
  • Fixed some custom door shaders causing error for missing _MainTex parameter
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12 hours ago, PureVirus said:

I'm 100% sure we must have been doing something wrong with the research data as realistically the only way we got it was from scrapping books, flashlights and circuit boards as well as buy from the trader.

The main way to gain research data is to scrap schematics (preferably the ones you don't need).

 

12 hours ago, Subquake said:

it's to encourage players to go and gather some oil shale or construct oil extractors (In vanilla and most mods fuel is so abundant, you pretty much don't need to mine for oil shale at all)

I'd gladly go mining for oil shale, but on my two playthroughs of this mod I never found a recipe to make gasoline. 

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4 hours ago, unlike them said:

I'd gladly go mining for oil shale, but on my two playthroughs of this mod I never found a recipe to make gasoline. 

You should be able to research it

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22 hours ago, Subquake said:

Wrench broken motorcycles that have visually wheels on the model, check traders, loot pass n gas and stiff crates :)

Ok, so in other words just keep doing what I'm doing. Tho I have yet to see a broken motorcycle anywhere. I did see a broken minibike but no motorcycle. Thx.

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3 hours ago, JCrook1028 said:

Ok, so in other words just keep doing what I'm doing. Tho I have yet to see a broken motorcycle anywhere. I did see a broken minibike but no motorcycle. Thx.

Minibikes have a chance to give minibike wheels when wrenched. Only motorcycles will give motorcycle wheels, not cars, not trucks, not bicycles, not minibikes, all have their own specific wheels they can give :)

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Is anybody else having this weird missing textures problem? It started immediately after installing this mod, I've removed all other mods, uninstalled the game for a clean start and still having the same problem. Everything is just purple when using this mod.

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1 hour ago, aceman900 said:

Is anybody else having this weird missing textures problem? It started immediately after installing this mod, I've removed all other mods, uninstalled the game for a clean start and still having the same problem. Everything is just purple when using this mod.

 

Are you by chance on version 19.5 and trying to play the stable version?

 

Stable version is 19.4. experimental version is 19.5.

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1 hour ago, katarynna said:

 

Are you by chance on version 19.5 and trying to play the stable version?

 

Stable version is 19.4. experimental version is 19.5.

Ah, that did it 😅 thank you!

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19 hours ago, Subquake said:

Minibikes have a chance to give minibike wheels when wrenched. Only motorcycles will give motorcycle wheels, not cars, not trucks, not bicycles, not minibikes, all have their own specific wheels they can give :)

Aye, that's why I have the minibikes wheels I mentioned in my original post. I've just not seen a motorcycle anywhere in Navezgane so far to wrench. Nor have any of the traders had a motorcycle wheel.

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