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


KhaineGB

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Darkness Falls V2.2 STABLE is now ready for you to enjoy! Changes as follows.

 

- Updated the mod to DMT.

- Increased sniper rifle capacity to 10.

- Changed mastery books so they should scrap into 9 or 10 notes.

- Added 2 new radiation buffs.

- Added 4 new zombie hand items that grant radiation on hit instead of bleeding.

- Hazmat suit grants some protection to the new buff.

- Power armor grants a LOT of protection to the new buffs.

- Antirad gets rid of both buffs like bandages get rid of bleeding.

- Wandering hordes are now more dangerous.

- Added Feel The Heat mod for pistols only. Grants the player Gunslinger level 4.

- Added NiCd Battery mod. Shock proc for melee and guns.

- Added Flammable Oil mod. Fire proc for guns, but using the flaming arrow buff so it's the same as bows.

- Added Liquid Nitrogen mod. Cold proc for melee and guns. Also added a new particle effect for this.

- Added frozen zombies to the snow biome. Cold proc weapons give them bonuses instead of extra damage, or should do. Fire should do double damage.

- Added fire zombies to the burnt biome. Same as above but swap cold and fire over.

- Blessed metal mod changed to "Elemental" tag, which means it cannot be used with the above 3 mods but CAN be used with rad remover.

- Supply crates spawn zombies randomly when opened.

- Increased car health to mitigate trash bags doing 400 damage for some reason.

- Changed the screen effect for nightvision to use the Bright effect so it should look better.

- Removed the flaming arrow. Added exploding arrow.

- Snakes are now poisonous.

- Spiders added to the forest.

- Slightly lowered the Hornet spawn rate since spiders were added.

- Self medicated should now work as advertised.

- Vehicle mods and modded vehicles added.

- Gyrocopter added as a rare, drop-only vehicle. No, it can't be modded. No, it never will be.

- Blood draw kits have a chance to cure poison. Paramedic kits DO cure poison.

- Antirad meds tweaked so the radiation protection (which is random) works better.

- Added buffs to some zombies that buff their friends (Like cheerleaders giving a jump boost).

- Boss zombies added.

- Hordes reworked to add in the boss zombies, fire zombies and frozen zombies.

- Blunt weapons (clubs, sledgehammers) have a chance to stop zombies infecting you and animals from causing bleed. Think of it as knocking their teeth out.

- Serrated blade mod tweaked so it's more likely to cause bleed when you hit something.

- Made infection progress faster because it's currently too easy to cure.

- Elevators shouldn't need power now and are slightly faster.

- Animal husbandry journal tip now uses the old gunAssembly tooltip so it'll actually save in the journal properly and stop spamming people whenever they pick up an egg.

- Added power armor to demon loot drops.

- Power armor is now capped at T1 for CRAFTING. You want better? Go kill demons.

- Tweaked landmine damage.

- Duplication glitch fixed for guards.

- Trader guards no longer respawn.

- NPC's can now be healed by Sterile bandages, first aid bandages, first aid kits and paramedic kits.

- Other players should now also be healed by secondary action. If the player has Physician 5, they also heal THEMSELVES while doing this, but only as-if they did not have the perk.

- Lowered healing from sterile bandages, first aid bandages, first aid kits and paramedic kits as it got a little out of hand with the physician perk. Max health heal is NOT changed, only current health.

- Lowered Accelerated Healing to a 30 second buff instead of 60.

- Accelerated healing now only heals to 75% of max health instead of 90%.

- Fixed the missing ! on the missile silo POI.

- Fixed the missing ! marker for the bavarian beer shop.

- Nerfed the loot in the missile silo POI (like the 36 hidden stashes in one area)

- Tweaked The Village POI so there aren't a million empty storage boxes. Yes this makes it kinda OP but eh.

- Yeah! Science! now unlocks the advanced wire tool.

- Dyes can now be crafted.

- Clothes, boots and hats can now be crafted.

- Reduced amount of rad dogs in GS75 and GS100.

- Repacked stalker audio in it's own file to see if that gets rid of missing file messages.

- Tweaked localization for grease monkey.

- Tweaked localization for Salvage Operations to state it unlocks vehicle mods at level 5.

- Infection now progresses faster.

- Animal sounds should now work.

- Increased max player level to 250.

- Increased the XP required to level multiplier. Low levels should be mostly unaffected, higher levels take longer.

- All "kill animal" challenge quests now grant skill points (a couple gave XP, the others gave skill points).

- All other challenge quests now also grant an item on turn-in like trader quests.

- Decreased the amount of meat you get from "wild" animals.

- Increased amount of time to grow crops (approx 2 days per stage at 60 min days).

- Slightly increased P225 ammo capacity.

- Added hireable NPC's.

- Steroids now use base_add instead of base_set to prevent issues.

- Gun parts are now more difficult to purchase (loot probability is the same)

- The Hunter mod now works on survivors and bandits.

- Can no longer use tech boost shots if you have bio and vice versa, thus locking yourself out of both trees.

- Gamestages adjusted. Dying no longer reduces gamestage. Gamestage advances MUCH faster at higher difficulties (Adventurer is now the same as Nomad, Nomad is the same as warrior, warrior is the same as survivalist, survivalist is the same as insane, insane is... well... insane)

- Changed fruit tree's to use a different block class to stop the random disappearing thing.

- Re-made a lot of the unity entities to fix layer 1 issues and make animation transitions a little smoother.

- 2 new demons added.

- Bottom level of the big bunker is more dangerous.

- All 3 official maps have been edited to move the big bunker to the wasteland.

- Tweaked Scifi desk and locker loot as the small bunker was too OP.

- Reworked RWG by Mythixdino! Best used for 7k, 8k and 9k worlds. Smaller or larger may cause issues.

 

New save very likely needed if you're playing 2.11. Folks on latest experiemental should be absolutely fine. Now available on the launcher for download, and also on Nexus Mods if you wish to install manually. :)

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Darkness Falls V2.2 STABLE is now ready for you to enjoy! Changes as follows.

 

- Updated the mod to DMT.

- Increased sniper rifle capacity to 10.

- Changed mastery books so they should scrap into 9 or 10 notes.

- Added 2 new radiation buffs.

- Added 4 new zombie hand items that grant radiation on hit instead of bleeding.

- Hazmat suit grants some protection to the new buff.

- Power armor grants a LOT of protection to the new buffs.

- Antirad gets rid of both buffs like bandages get rid of bleeding.

- Wandering hordes are now more dangerous.

- Added Feel The Heat mod for pistols only. Grants the player Gunslinger level 4.

- Added NiCd Battery mod. Shock proc for melee and guns.

- Added Flammable Oil mod. Fire proc for guns, but using the flaming arrow buff so it's the same as bows.

- Added Liquid Nitrogen mod. Cold proc for melee and guns. Also added a new particle effect for this.

- Added frozen zombies to the snow biome. Cold proc weapons give them bonuses instead of extra damage, or should do. Fire should do double damage.

- Added fire zombies to the burnt biome. Same as above but swap cold and fire over.

- Blessed metal mod changed to "Elemental" tag, which means it cannot be used with the above 3 mods but CAN be used with rad remover.

- Supply crates spawn zombies randomly when opened.

- Increased car health to mitigate trash bags doing 400 damage for some reason.

- Changed the screen effect for nightvision to use the Bright effect so it should look better.

- Removed the flaming arrow. Added exploding arrow.

- Snakes are now poisonous.

- Spiders added to the forest.

- Slightly lowered the Hornet spawn rate since spiders were added.

- Self medicated should now work as advertised.

- Vehicle mods and modded vehicles added.

- Gyrocopter added as a rare, drop-only vehicle. No, it can't be modded. No, it never will be.

- Blood draw kits have a chance to cure poison. Paramedic kits DO cure poison.

- Antirad meds tweaked so the radiation protection (which is random) works better.

- Added buffs to some zombies that buff their friends (Like cheerleaders giving a jump boost).

- Boss zombies added.

- Hordes reworked to add in the boss zombies, fire zombies and frozen zombies.

- Blunt weapons (clubs, sledgehammers) have a chance to stop zombies infecting you and animals from causing bleed. Think of it as knocking their teeth out.

- Serrated blade mod tweaked so it's more likely to cause bleed when you hit something.

- Made infection progress faster because it's currently too easy to cure.

- Elevators shouldn't need power now and are slightly faster.

- Animal husbandry journal tip now uses the old gunAssembly tooltip so it'll actually save in the journal properly and stop spamming people whenever they pick up an egg.

- Added power armor to demon loot drops.

- Power armor is now capped at T1 for CRAFTING. You want better? Go kill demons.

- Tweaked landmine damage.

- Duplication glitch fixed for guards.

- Trader guards no longer respawn.

- NPC's can now be healed by Sterile bandages, first aid bandages, first aid kits and paramedic kits.

- Other players should now also be healed by secondary action. If the player has Physician 5, they also heal THEMSELVES while doing this, but only as-if they did not have the perk.

- Lowered healing from sterile bandages, first aid bandages, first aid kits and paramedic kits as it got a little out of hand with the physician perk. Max health heal is NOT changed, only current health.

- Lowered Accelerated Healing to a 30 second buff instead of 60.

- Accelerated healing now only heals to 75% of max health instead of 90%.

- Fixed the missing ! on the missile silo POI.

- Fixed the missing ! marker for the bavarian beer shop.

- Nerfed the loot in the missile silo POI (like the 36 hidden stashes in one area)

- Tweaked The Village POI so there aren't a million empty storage boxes. Yes this makes it kinda OP but eh.

- Yeah! Science! now unlocks the advanced wire tool.

- Dyes can now be crafted.

- Clothes, boots and hats can now be crafted.

- Reduced amount of rad dogs in GS75 and GS100.

- Repacked stalker audio in it's own file to see if that gets rid of missing file messages.

- Tweaked localization for grease monkey.

- Tweaked localization for Salvage Operations to state it unlocks vehicle mods at level 5.

- Infection now progresses faster.

- Animal sounds should now work.

- Increased max player level to 250.

- Increased the XP required to level multiplier. Low levels should be mostly unaffected, higher levels take longer.

- All "kill animal" challenge quests now grant skill points (a couple gave XP, the others gave skill points).

- All other challenge quests now also grant an item on turn-in like trader quests.

- Decreased the amount of meat you get from "wild" animals.

- Increased amount of time to grow crops (approx 2 days per stage at 60 min days).

- Slightly increased P225 ammo capacity.

- Added hireable NPC's.

- Steroids now use base_add instead of base_set to prevent issues.

- Gun parts are now more difficult to purchase (loot probability is the same)

- The Hunter mod now works on survivors and bandits.

- Can no longer use tech boost shots if you have bio and vice versa, thus locking yourself out of both trees.

- Gamestages adjusted. Dying no longer reduces gamestage. Gamestage advances MUCH faster at higher difficulties (Adventurer is now the same as Nomad, Nomad is the same as warrior, warrior is the same as survivalist, survivalist is the same as insane, insane is... well... insane)

- Changed fruit tree's to use a different block class to stop the random disappearing thing.

- Re-made a lot of the unity entities to fix layer 1 issues and make animation transitions a little smoother.

- 2 new demons added.

- Bottom level of the big bunker is more dangerous.

- All 3 official maps have been edited to move the big bunker to the wasteland.

- Tweaked Scifi desk and locker loot as the small bunker was too OP.

- Reworked RWG by Mythixdino! Best used for 7k, 8k and 9k worlds. Smaller or larger may cause issues.

 

New save very likely needed if you're playing 2.11. Folks on latest experiemental should be absolutely fine. Now available on the launcher for download, and also on Nexus Mods if you wish to install manually. :)

 

Apologies, but I went to Nexus Mods and didn't see Darkness Falls when searching. can you supply a link? I need to manually install so I can overwrite files on my Server.

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Anyone know what other MODS work with Darkness Falls? So far I use Socery and its amazing! I'm looking at NexusMODS and see a ton. I would like to add some more mods since we are doing a fresh install with the new Darkness Falls update. Just wondering which ones you guys use.

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Darkness Falls V2.2 STABLE is now ready for you to enjoy! Changes as follows.

 

- Updated the mod to DMT.

- Increased sniper rifle capacity to 10.

- Changed mastery books so they should scrap into 9 or 10 notes.

- Added 2 new radiation buffs.

- Added 4 new zombie hand items that grant radiation on hit instead of bleeding.

- Hazmat suit grants some protection to the new buff.

- Power armor grants a LOT of protection to the new buffs.

- Antirad gets rid of both buffs like bandages get rid of bleeding.

- Wandering hordes are now more dangerous.

- Added Feel The Heat mod for pistols only. Grants the player Gunslinger level 4.

- Added NiCd Battery mod. Shock proc for melee and guns.

- Added Flammable Oil mod. Fire proc for guns, but using the flaming arrow buff so it's the same as bows.

- Added Liquid Nitrogen mod. Cold proc for melee and guns. Also added a new particle effect for this.

- Added frozen zombies to the snow biome. Cold proc weapons give them bonuses instead of extra damage, or should do. Fire should do double damage.

- Added fire zombies to the burnt biome. Same as above but swap cold and fire over.

- Blessed metal mod changed to "Elemental" tag, which means it cannot be used with the above 3 mods but CAN be used with rad remover.

- Supply crates spawn zombies randomly when opened.

- Increased car health to mitigate trash bags doing 400 damage for some reason.

- Changed the screen effect for nightvision to use the Bright effect so it should look better.

- Removed the flaming arrow. Added exploding arrow.

- Snakes are now poisonous.

- Spiders added to the forest.

- Slightly lowered the Hornet spawn rate since spiders were added.

- Self medicated should now work as advertised.

- Vehicle mods and modded vehicles added.

- Gyrocopter added as a rare, drop-only vehicle. No, it can't be modded. No, it never will be.

- Blood draw kits have a chance to cure poison. Paramedic kits DO cure poison.

- Antirad meds tweaked so the radiation protection (which is random) works better.

- Added buffs to some zombies that buff their friends (Like cheerleaders giving a jump boost).

- Boss zombies added.

- Hordes reworked to add in the boss zombies, fire zombies and frozen zombies.

- Blunt weapons (clubs, sledgehammers) have a chance to stop zombies infecting you and animals from causing bleed. Think of it as knocking their teeth out.

- Serrated blade mod tweaked so it's more likely to cause bleed when you hit something.

- Made infection progress faster because it's currently too easy to cure.

- Elevators shouldn't need power now and are slightly faster.

- Animal husbandry journal tip now uses the old gunAssembly tooltip so it'll actually save in the journal properly and stop spamming people whenever they pick up an egg.

- Added power armor to demon loot drops.

- Power armor is now capped at T1 for CRAFTING. You want better? Go kill demons.

- Tweaked landmine damage.

- Duplication glitch fixed for guards.

- Trader guards no longer respawn.

- NPC's can now be healed by Sterile bandages, first aid bandages, first aid kits and paramedic kits.

- Other players should now also be healed by secondary action. If the player has Physician 5, they also heal THEMSELVES while doing this, but only as-if they did not have the perk.

- Lowered healing from sterile bandages, first aid bandages, first aid kits and paramedic kits as it got a little out of hand with the physician perk. Max health heal is NOT changed, only current health.

- Lowered Accelerated Healing to a 30 second buff instead of 60.

- Accelerated healing now only heals to 75% of max health instead of 90%.

- Fixed the missing ! on the missile silo POI.

- Fixed the missing ! marker for the bavarian beer shop.

- Nerfed the loot in the missile silo POI (like the 36 hidden stashes in one area)

- Tweaked The Village POI so there aren't a million empty storage boxes. Yes this makes it kinda OP but eh.

- Yeah! Science! now unlocks the advanced wire tool.

- Dyes can now be crafted.

- Clothes, boots and hats can now be crafted.

- Reduced amount of rad dogs in GS75 and GS100.

- Repacked stalker audio in it's own file to see if that gets rid of missing file messages.

- Tweaked localization for grease monkey.

- Tweaked localization for Salvage Operations to state it unlocks vehicle mods at level 5.

- Infection now progresses faster.

- Animal sounds should now work.

- Increased max player level to 250.

- Increased the XP required to level multiplier. Low levels should be mostly unaffected, higher levels take longer.

- All "kill animal" challenge quests now grant skill points (a couple gave XP, the others gave skill points).

- All other challenge quests now also grant an item on turn-in like trader quests.

- Decreased the amount of meat you get from "wild" animals.

- Increased amount of time to grow crops (approx 2 days per stage at 60 min days).

- Slightly increased P225 ammo capacity.

- Added hireable NPC's.

- Steroids now use base_add instead of base_set to prevent issues.

- Gun parts are now more difficult to purchase (loot probability is the same)

- The Hunter mod now works on survivors and bandits.

- Can no longer use tech boost shots if you have bio and vice versa, thus locking yourself out of both trees.

- Gamestages adjusted. Dying no longer reduces gamestage. Gamestage advances MUCH faster at higher difficulties (Adventurer is now the same as Nomad, Nomad is the same as warrior, warrior is the same as survivalist, survivalist is the same as insane, insane is... well... insane)

- Changed fruit tree's to use a different block class to stop the random disappearing thing.

- Re-made a lot of the unity entities to fix layer 1 issues and make animation transitions a little smoother.

- 2 new demons added.

- Bottom level of the big bunker is more dangerous.

- All 3 official maps have been edited to move the big bunker to the wasteland.

- Tweaked Scifi desk and locker loot as the small bunker was too OP.

- Reworked RWG by Mythixdino! Best used for 7k, 8k and 9k worlds. Smaller or larger may cause issues.

 

New save very likely needed if you're playing 2.11. Folks on latest experiemental should be absolutely fine. Now available on the launcher for download, and also on Nexus Mods if you wish to install manually. :)

 

Where can I download 2.2?

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Where can I download 2.2?

 

Links in the first post or the mod launcher. :)

 

Right, heads up for Linux users. We found a bug in DMT. Here's the workaround.

 

Temp fix for linux. It's a DMT bug.

Go into Mods/DarknessFalls. Copy ModInfo.xml and paste it into that same folder. 
Rename the copy to modInfo.xml (with the small m).

That fixes it until we get a new DMT build.

So that means you should have a ModInfo.xml (needed to load all the icons) 
and a modInfo.xml (needed to load the DMT DLL's)

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Awesome update, today's my birthday and I took the day off. Guess I'm starting an Ironman Survival DF!

 

Just curious if anyone has a hint on how to deal with spider venom? (edit: looks like it's a temporary debuff...but a nasty one - well played).

Edited by senjik (see edit history)
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Hi KGB you said my controller malfunctions may be connected to the NPC mod in your game. Who created that mod and how can I contact them? I only play your mod because it rules but without my controller working I'm sidelined.

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Hi KGB you said my controller malfunctions may be connected to the NPC mod in your game. Who created that mod and how can I contact them? I only play your mod because it rules but without my controller working I'm sidelined.

 

Can you explain your controller issue, and perhaps supply a game log?

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Got a weird thing this morning. Playing for 5 minutes and then this happens while i was in the forge => Out of memory in console darkness_falls_memory.thumb.jpg.93bc2841cee32c0607a0bb334c392c97.jpg

 

Oh and btw, you can learn the same book multiple time (does not say you already know the recipe) and what's with spider ? really ? How big are they because if i didn't saw the post above i would not have known and i'm kind of... well i don't like spiders.

 

It's loading a LOT into RAM. Not a lot I can do about it unless you want lag while playing. ;)

 

 

 

Pipe rile is fixed. It was just a localization derp.

 

Can't do much about the forge thing. I recommend reading your journal entry for your class to see what you get BEFORE you spend points. :)

 

Btw what do you mean its fixed ? For next version ? i have 2.2 i think

 

EDIT : oh no i have 2.11 can i update to the new version without losing my save ? Not very far but just asking

 

EDIT2 : i'm stupid it's in the release notes

Edited by FFW_Rude (see edit history)
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Currently at a music festival, so some very quick replies while I have a few mins. ;)

 

Awesome update, today's my birthday and I took the day off. Guess I'm starting an Ironman Survival DF!

 

Just curious if anyone has a hint on how to deal with spider venom? (edit: looks like it's a temporary debuff...but a nasty one - well played).

 

I see you worked out the spider thing, but belated happy birthday. :)

 

I don't suppose there's a way to disable the spiders for the arachnophobic among us?

 

Edit entitygroups.xml and look for this.

 

<entity name="animalSpider" prob="0.1"/>

 

Delete it. Should only be 2 entries for the forest biome

 

Got a weird thing this morning. Playing for 5 minutes and then this happens while i was in the forge => Out of memory in console [ATTACH=CONFIG]28785[/ATTACH]

 

Oh and btw, you can learn the same book multiple time (does not say you already know the recipe) and what's with spider ? really ? How big are they because if i didn't saw the post above i would not have known and i'm kind of... well i don't like spiders.

 

Btw what do you mean its fixed ? For next version ? i have 2.2 i think

 

EDIT : oh no i have 2.11 can i update to the new version without losing my save ? Not very far but just asking

 

EDIT2 : i'm stupid it's in the release notes

 

Spiders are pretty big. Not sure what's going on with the forge but I THINK I fixed it in 2.2. Not 100% sure but no-one reported issues during testing, so I'm gonna assume it's ok/

 

In regards to my last post about the trader guards i have another question.

 

 

Is it possible to have more guards ?

 

Like can i add guards to my personal base ?

 

Thanks! :smile-new:

 

Nope. I specifically never added that function because I don't want folks adding guards to their bases rather than turrets. There ARE some hireable NPC's in the mod though, but they don't work the same way as the guards since they need food and drink.

 

how do i configure the serverconfig.xml if i want to make a dedi for this mod ? I only play local. My wife want to try the mod

 

Download the dedicated server build of the game from the tools section of steam. serverconfig.xml will be in the directory. Edit that with notepad or notepad++. The only things you definitely need to do are turn EAC off, change Gameworld to either RWG or one of the DF maps (world names are the folder names under Data/Worlds) and I recommend putting a password on it since it'll be for you and your wife. :)

 

And for folks who need the server build of the mod...

 

https://gitlab.com/KhaineGB/darknessfallsa17server/-/archive/master/darknessfallsa17server-master.zip

Edited by KhaineGB (see edit history)
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I'm having issues with the Trader Guards that are supposed to populate the Trader Outpost. None of the Trader Outposts have any guards mounted on the walls/outpost - There is only a single guard captain at each Trader Outpost. I'm running a dedicated server from Bluefang Solutions; I've both tried having the admins there install the mod and I've installed the mod myself when the admins couldn't resolve the apparent bug, but to no success.

 

Something worth noting is that the guards do spawn in local single-player, but not in my dedicated multiplayer server.

Any ideas what could be causing this?

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