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Darkness Falls: They mostly come out at night...


KhaineGB

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On 10/31/2024 at 6:16 PM, Marrcinuss said:

Just install the mod on a clean version of the game.

 

Your harmony folder is missing

 

18 hours ago, CrocoKyle said:

@KhaineGB Really appreciate the release on today of all days :) DF is our favorite 7D mod.

Just loaded it up and the UI seems a bit misaligned. 1440p monitor and resolution settings, but my gf playing on the same version on a 1080p monitor has the same misalignment. Need any additional info?
(Edit: UI scaling and other UI settings don't seem to change it)

 

df6.png

df6_2.png

 

You have other mods installed

 

15 minutes ago, Woodbutcher824 said:

Has anybody had problems with Vending machines? Seems that you cannot buy items from them. Or is it just turned off for now.

 


Read the sign above them

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On 10/30/2024 at 9:09 PM, KhaineGB said:

Alright degenerates. It's past midnight for me, and I planned for this to drop on halloween (which it now is), so...
 

Darkness Falls V6 Experimental is now available!
 

Now, I know these patch notes may not look like a lot, but I want to make it clear these are only the changes for DF V6 vs DF V5.1. The actual patch notes with all the crap we fixed are WAY longer, but most of that isn't necessary info for you guys. It's mostly for the testers.
 

If folks WANT all the patch notes, I'm happy to post them. Just thought I'd keep the reading amount low. ;)
 

Finally, before anyone asks, NO IT IS NOT ON THE MOD LAUNCHER!!! I never put experimental builds on the mod launcher. Yes, it's for 7DTD V1.1. Yes, it's an experimental and there is a POSSIBILITY you could lose your save.
 

DF-V6.0.0-DEV-B1 to B14

- Updated DF C# for compatibility with V1.1.
- Updated DF XML for compatibility with V1.1.
- (Sphereii) Updated SCore to 1.1.21.1123.
- (IDC) Updated IDCCore for compatibility with V1.1.
- (IDC) Updated V.O.I.D for V1.1 compatibility.
- (IDC) Updated hydroponics mod for V1.1 compatibility.
- (BDubya) Updated BDubs Vehicles for compatibility with V1.1.
- (ocbMaurice) Updated custom texture mod for V1.1 compatibility.
- (IDC) Added a patch that allows kills via fire/bleeding to count for quest credit.
- (IDC) Added back the player journal. (Entries may need to be re-written)
- (IDC/Khaine) Fixed screamers to work more like A21. (spawn on 100% heat, not 25%, still has vanilla cooldown, but it is lower)
- (KySoto) Fixed reflex sights on all ranged weapons.
- (KySoto) Fixed aim down signts on all ranged weapons.
- Changed the random class book to use the new random_item property in vanilla.

- Changed Aloe Cream to directly add to health, unlike bandages, so it potentially has a use at later levels.
- Changed Yeah Science to increase shock chance of batons by 5%/lvl which stacks with the master scientist perk.
- Added a workaround for healing bandages not working. (may not work with drones)
- Added new light armor that works more like the old DF armor. (Padded, Leather, Military, Kevlar)
- Added new heavy armor that works more like the old DF armor. (Scrap, Iron, Steel, Titanium)
- Added new power armor.
- Added a couple of SCore options to the main menu. (Headshot Only and Spreadable Fire)
- Added zombie HP scaling based on difficulty. (-25% at scavenger, no change at adventurer/nomad, +25%/+50%/+75%/+100% for Warrior/Survivalist/Insane/HoE)
- Added new boss mob.
- Added new POI for the boss mob.
- Added new quest for Anna to kill the boss mob. (new quest and bunker are repeatable for players to get materials)
- Added new hoe model and updated XML. (Currently using Iron Pickaxe hold type, may change this later but I think it's fine)
- Adjusted progression for new armor.
- Adjusted recipes for new armor.
- Adjusted pocket mod recipes. Single pocket mods are no longer locked, double is now T1, triple is now T2 and quad is T3.

- Adjusted rad resistance for hazmat mods and power armor.
- Adjusted leather knuckles recipe so they're a little easier to craft.
- Adjusted titanium blocks from 30k hp to 40k hp.
- Adjusted primitive armor so it's a little easier to repair.
- Fixed (temporarily) class quests causing NRE's due to requiring making items that don't exist or rewarding items that don't exist. (this may have further adjustment later)
- Fixed backpacks being returned to the player after use.
- Fixed backpacks not showing the amount of carry capacity granted on the UI.
- Fixed Anna's eyes disappearing.
- Fixed various traders being stuck in "jump" pose. (though Eve now thinks she's a zombie, will fix this later)
- Fixed upgrading steel to stainless steel turning into a cube no matter the shape.
- Fixed explosives being somewhat inconsistent with their damage.
- Increased carry capacity granted by tactical rigging mods and the pack mule perks to allow players to fully unlock the backpack.
- Slightly increased the amount of screamers spawned from the Silence of the Lambs quest to make it a little easier to complete.
- Slightly adjusted RWG so there's a chance for cities to spawn in other biomes.
- Slightly lowered the stamina usage of knives and knuckles.
 

Download: http://darknessfallsmod.co.uk/DF-V6-DEV-B14.zip

Thank you, Khaine, for your effort. If possible, please try to fulfill my request to add the bots again

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Anyone trying to run this on a server and seeing pauses/errors in the logs?

Seeing hundreds of these.. not sure what is causing it. It played fine in single player.

 

 

NullReferenceException: Object reference not set to an instance of an object
  at MinEventActionAddJournalEntry.Execute (MinEventParams _params) [0x00023] in C:\7D2D Mod Projects\idc-core\src\JournalSystem\MinEventActionAddJournalEntry.cs:12
  at MinEffectGroup.FireEvent (MinEventTypes _eventType, MinEventParams _eventParms) [0x00037] in <f6f54fa832b344179d357b207328ffb1>:0
  at MinEffectController.FireEvent (MinEventTypes _eventType, MinEventParams _eventParms) [0x0001c] in <f6f54fa832b344179d357b207328ffb1>:0
  at BuffClass.FireEvent (MinEventTypes _eventType, MinEventParams _params) [0x00013] in <f6f54fa832b344179d357b207328ffb1>:0
  at EntityBuffs.FireEvent (MinEventTypes _eventType, BuffClass _buffClass, MinEventParams _params) [0x00003] in <f6f54fa832b344179d357b207328ffb1>:0
  at EntityBuffs.Update (System.Single _deltaTime) [0x00133] in <f6f54fa832b344179d357b207328ffb1>:0
  at EntityAlive.OnUpdateEntity () [0x00030] in <f6f54fa832b344179d357b207328ffb1>:0
  at (wrapper dynamic-method) EntityPlayer.DMD<System.Void EntityPlayer:OnUpdateEntity()>(EntityPlayer)
  at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.SyncProxy<System.Void EntityPlayer:OnUpdateEntity()>(EntityPlayer)
  at World.TickEntity (Entity e, System.Single _partialTicks) [0x0011e] in <f6f54fa832b344179d357b207328ffb1>:0
  at World.TickEntitiesSlice (System.Int32 count) [0x00037] in <f6f54fa832b344179d357b207328ffb1>:0
  at World.TickEntitiesFlush () [0x0000c] in <f6f54fa832b344179d357b207328ffb1>:0
  at GameManager.UpdateTick () [0x00033] in <f6f54fa832b344179d357b207328ffb1>:0
  at GameManager.gmUpdate () [0x0038a] in <f6f54fa832b344179d357b207328ffb1>:0
  at GameManager.Update () [0x00000] in <f6f54fa832b344179d357b207328ffb1>:0

(Filename: C:/7D2D Mod Projects/idc-core/src/JournalSystem/MinEventActionAddJournalEntry.cs Line: 12)

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Seems like the toolbelt hotkeys have changed - slots 11-15 no longer work with shift + (your 1-5 keybind). Was this intentional, or is it possible some code got overwritten or whatever? I've tried every combo I can think of (used alt +, ctrl +, number pad).

 

Thanks so much for putting in all the work over the years. I've played more hours on this mod than the base and all other mods combined.

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@KhaineGB  A couple of issues I have just found, Titanium blade trap placed caused a series of nullreferenceExceptions, to the point where you can't exit it without task manager.

 

First aid kits can't be used to heal your partners as will show 0

Drinking water from a late doesn't register the completion of the quest

I think there were others but its escaped my mind but i'll edit or repost when it comes back to me

Edited by lady_reaper87 (see edit history)
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V6:

 

I was driving through the desert and explodey zombies were exploding left and right, like 5 in 30 seconds sometimes, sort of like they spawned in severely damaged (I didn't get a chance to see if that was the case, though). There were some that didn't explode, but they kind of seemed to be a minority (POI spawns behaved normally and first exploded when damaged).

Pretty funny, but probably not intended.

I haven't had the same thing happen in the forest biome (haven't been to snow or wasteland yet).

(Edit: It does happen in forest too, I think it just happens a lot less because fewer explodey ones spawn there).

 

In the last testing video, Khaine said there was a bug with zombie health. I think it was double what it should have been or such. Did the same bug cause Scavenger difficulty to have less health than intended?

I started my game on Scavenger as I always do, but it was far easier than it's been in previous DFs. I one-shot almost everything with level 1 stone spear and primitive bow and at day 20 a compound crossbow and an M4A1 one-shot absolutely everything, no matter where I hit them.

On day 8 or so I ran into a surprise radiated feral wight in an otherwise low stakes POI and it died almost instantly to my scrap spear and level 6 advanced pistol.

Though, in 20 days I didn't see a single feral or rad at night nor in wandering hordes, so it's not just health that's different (I don't know if health might affect whether a zombie can spawn as a rad or feral).

 

Then I changed the difficulty to the next step up (default) and suddenly wandering hordes are like 30-50% ferals with lots more health (in the forest biome), so that's quite a difficulty spike.

 

Edited by Similar (see edit history)
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Hey,

 

As it's my first post, I first of all have to thank Khaine for all his work.

 

Downloaded and enjoyed V6, but I have a bug in the "rescue from hell" mission given by Anna.

I go to the location, find the entrance to the bunker, but the 1st door remains locked whatever I do. I have more than 10 of blue/green/red keycards, when I use the blue one I see the count decrements (so it's properly used) but the door is still locked.

I tried giving up the quest and taking it back from Anna, but the bug is still there when I go back and redo the quest.

 

Any tip ?

 

---

 

I found out... problem is you can't open a door if it's damaged. And zombies were hitting it. So I had to quickly repair and then unlock before zombies hit it. It's quite a pain in the a*** because it happens on several doors inside the facility.

Edited by Nova7d
solution found (see edit history)
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1 hour ago, Nova7d said:

Hey,

 

As it's my first post, I first of all have to thank Khaine for all his work.

 

Downloaded and enjoyed V6, but I have a bug in the "rescue from hell" mission given by Anna.

I go to the location, find the entrance to the bunker, but the 1st door remains locked whatever I do. I have more than 10 of blue/green/red keycards, when I use the blue one I see the count decrements (so it's properly used) but the door is still locked.

I tried giving up the quest and taking it back from Anna, but the bug is still there when I go back and redo the quest.

 

Any tip ?

 

---

 

I found out... problem is you can't open a door if it's damaged. And zombies were hitting it. So I had to quickly repair and then unlock before zombies hit it. It's quite a pain in the a*** because it happens on several doors inside the facility.

Yeah me and my Son had this issue when we realised I would repair he'd quickly open it 

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Right, quick update. This is what i've done so far.
 

DF-V6.0.0-DEV-B15

- (IDC) Added a mod that re-enables hotkeys for slots 11-15 of the toolbelt. Default key is Left Alt+number instead of Shift+number.
- Added the harmony folder to the build as I have been informed it should be fine to do due to being open source.
- Added back random zombie HP, but with different values to vanilla.
- Fixed incorrect hold type on the titanium pickaxe.
- Fixed incorrect spectrum for the wasteland biome.
- Fixed bonus HP to zombies applying twice.
- Fixed healing bandages not working correctly on other people.
- Fixed Dew Collector recipe.
- Fixed max stamina bonus not counting down.
- Fixed blocks missing various tags for the challenge system.
- Fixed missing military fiber harvests with appropriate perk.
- Fixed cigars giving infinite stamina.
- Fixed powered doors throwing NRE's. (Let me know if you spot more)
- Fixed landmines throwing NRE's.
- Fixed trigger plates throwing NRE's. (thanks Hiyleos!)
- Fixed invisible seedlings.
- Fixed incorrect radius display on various explosives.
- Fixed bandages and such not removing various bleeding effects.
- Changed "drink from water source" challenge to "drink bowl of water" since it's not working for some reason. (and more appropriate for DF)

Yes, the HP bug means scavenger is WAY lower than it should be, which may be part of the issue.

The doors thing looks like it's a vanilla problem since I'm just using the bedrock material. So I need to test in vanilla and see if I can dig through bedrock. If so, I need to report it as a bug.

Edited by KhaineGB (see edit history)
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@KhaineGB I am also running into an issue where the broadcast array upgrade doesn't work. I can make the array's but once I go to the new storage boxes, all I can do is upgrade the wood to iron and iron to steel. Nothing after that. I have been a fan of Darkness Falls for a long time, since I saw NeebsGaming show it off years ago. I still can't believe it is alive and well. Keep up the good work.

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30 minutes ago, FalseShadow101 said:

@KhaineGB I am also running into an issue where the broadcast array upgrade doesn't work. I can make the array's but once I go to the new storage boxes, all I can do is upgrade the wood to iron and iron to steel. Nothing after that. I have been a fan of Darkness Falls for a long time, since I saw NeebsGaming show it off years ago. I still can't believe it is alive and well. Keep up the good work.

That's not a bug.

You have to use the lockable storage. Not the crappy new crates

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