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


KhaineGB

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Like I said, you need a metal workbench.

 

Normal workbench = Hammer and Wrench.

Metal workbench = Calipers & Blowtorch.

Tailoring workbench = Sewing Kit & Tanning Rack.

 

All 3 are unlocked with a single purchase of the Workbench perk.

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V1.6 update is now live and on the Launcher/GitHub!

 

  • Classes re-done! (see list below this for more info)
  • Larger player-crafted storage (kitchen cabinets).
  • LED Goggles and Mole Goggles now grant Nightvision.
  • New rebar shapes.
  • Day and time REMOVED from under the compass and on the map. Added to the trader window (under restock time).
  • Junction box added for invisible wires. Unlocked via electricity perk.
  • Less rad zombies during the day (hopefully!).
  • Less bomber zombies during the day (also hopefully!).
  • Bomber zombies had issue with the fire texture, so I changed it to make them more visible.
  • Slightly increased chance of behemoth spawn.
  • Behemoth slightly slower (same speed as a zombie bear) and slightly lower range (same as zombie bear)
  • Removed requirements from Scrap Tool Crafting.
  • Slightly increased XP required to level (player level, NOT skill levels).
  • Wandering hordes tweaked so you should get a little breathing room.
  • 7 Day hordes re-done (less game stages so difficulty should ramp up faster and ferals appear sooner).
  • Writing Desk added (halves cost of creating class papers and skill books).
  • Ink and Quill Added.
  • Grass spawns reduced in most biomes (both forest, desert, snow, plains) so it's easier to see things on the ground and for better performance.
  • Iron and Spiked knuckles added! Levels the Unarmed skill.

Class info now follows. Each class now grants items and either perks or skill points, and has a "mastery" perk which can be purchased (for 30 skill points) or you can find a rare book out in the world. Unless otherwise noted, anything gained through class mastery is UNIQUE to that class, meaning you cannot get it in any other way!

 

For the first time, I will be STRONGLY RECOMMENDING a restart. If you do not want to, there are books in the creative menu to give yourself any missing class perks, as they are required for learning the mastery.

 

Civilian Class.

 

Grants the following:

  • Quest 1 - Full black suit.
  • Quest 2 - 2 murky water, 2 red meat, +5 skill points.
  • Quest 3 - 1 painkiller, 1 bandage.
  • Quest 4 - Flashlight and +5 skill points.
  • Quest 5 - 1 painkiller, 1 bandage.
  • Quest 6 - +5 skill points.

Class mastery: You MUST find a book to master your class, but doing so grants +30 skill points to spend however you like.

 

Construction Class.

 

Grants the following:

  • Quest 1 - White t-shirt, brown denim pants, worn boots, mining helmet.
  • Quest 2 - 2 boiled water, 2 beef rations, Scrap Iron Tool Perk.
  • Quest 3 - 2 first aid bandage.
  • Quest 4 - Forge Perk.
  • Quest 5 - No reward.
  • Quest 6 - No reward.

Class mastery: Gaining the Construction Mastery perk grants the following:

  • Titanium frame recipes for building bases.
  • Titanium bar recipes (normal and centred).
  • Titanium clawhammer (only way to upgrade to Titanium).

Farmer Class.

 

Grants the following:

  • Quest 1 - Black cowboy hat, red t-shirt, denim pants, black cowboy boots.
  • Quest 2 - 2 boiled water, 2 beef rations, Scrap Iron Hoe Recipe.
  • Quest 3 - 2 first aid bandage, Farming Perk Level 1.
  • Quest 4 - Animal Coops and Snares Perk.
  • Quest 5 - Mortar and Pestle Perk, Farming Perk Level 2, Sawed-off Shotgun, 50 shells.
  • Quest 6 - Farming Perk Level 3, Iron Hoe Recipe.

Class mastery: Gaining the Farming Mastery perk grants the following:

  • Fertilizer Recipe.
  • Wheat Seed Recipe.
  • Carrot Seed Recipe.
  • Coffee Seed Recipe.
  • Hops Seed Recipe.

Hunter Class.

 

Grants the following:

  • Quest 1 - Black t-shirt, black denim pants, worn boots.
  • Quest 2 - 2 boiled water, 2 chicken rations, Leather Tanning Perk.
  • Quest 3 - 2 first aid bandage.
  • Quest 4 - Leather Armor Perk (all 5 levels).
  • Quest 5 - Hunting Rifle, 75 7.62mm Bullets, Hunting Knife Perk.
  • Quest 6 - Hunting Rifle Perk.

Class mastery: Gaining the Hunter Mastery perk grants the following:

  • Titanium Hunting Knife Recipe.
  • Titanium Combat Axe Recipe.
  • Mole Goggles Recipe.
  • LED Goggles Recipe.
  • Nightvision Goggles Recipe.
  • Repeating Crossbow Recipe.
  • Repeating Crossbow (Scoped) Recipe.
  • Jerky Recipe.

Mechanic Class.

 

Grants the following:

  • Quest 1 - ZU Football T-Shirt, Overalls, Ball Cap, Worn Boots.
  • Quest 2 - 2 first aid bandage, Wrench Perk.
  • Quest 3 - Wrench.
  • Quest 4 - 2 boiled water, 2 chicken rations, Gas Can Recipe.
  • Quest 5 - No reward.
  • Quest 6 - +5 skill points.

Class mastery: Gaining the Mechanic Mastery perk grants the following:

  • Titanium Handlebars Recipe.
  • Titanium Minibike Chassis Recipe.
  • Titanium Minibike Seat Recipe.
  • Titanium Minibike Handlebars Recipe.
  • Oil Pump Recipe.
  • Large Battery Recipe.
  • Large Engine Recipe.

Miner Class.

 

Grants the following:

  • Quest 1 - Brown t-shirt, denim pants, worn boots, mining helmet.
  • Quest 2 - 2 first aid bandage, Scrap Iron Tools Perk.
  • Quest 3 - 2 boiled water, 2 beef rations.
  • Quest 4 - Forge Perk.
  • Quest 5 - No reward.
  • Quest 6 - Iron Shovel and Iron Pickaxe recipes.

Class mastery: Gaining the Miner Mastery perk grants the following:

  • Titanium Tools Recipies (Shovel, Fireaxe, Pickaxe).
  • Titanium Auger Recipe (including blade and parts).
  • Titanium Chainsaw Recipe (including blade and parts).
  • Titanium Handlebars Recipe.

Scientist Class.

 

Grants the following:

  • Quest 1 - White jacket, black t-shirt, suit pants, suit shoes.
  • Quest 2 - Medical Perk Level 1.
  • Quest 3 - 2 boiled water, 2 chicken rations.
  • Quest 4 - Hunting knife, Medical Perk Level 2.
  • Quest 5 - Mortar and Pestle Perk.
  • Quest 6 - Medical Perk Level 3.

Class mastery: Gaining the Scientist Mastery perk grants the following:

  • Antibiotics Recipe.
  • Painkillers Recipe.
  • Paramedic Kit Recipe.
  • Coedine Pills Recipe.
  • Sunblocker Recipe.
  • Anti-Radiation Pills Recipe.
  • Reinforced Steel Upgrade Recipe.

Security Class.

 

Grants the following:

  • Quest 1 - Army shirt, army pants, worn boots, ball cap.
  • Quest 2 - Pistol Perk.
  • Quest 3 - 2 boiled water, 2 chicken rations.
  • Quest 4 - No reward.
  • Quest 5 - 2 first aid bandage.
  • Quest 6 - +5 skill points.

Class mastery: Gaining the Security Mastery perk grants the following:

  • Titanium Armor Recipes (Chest, Boots, Gloves, Legs, Helmet).
  • Titanium Spiked Club Recipe.

Survival Class.

 

Grants the following:

  • Quest 1 - Black T-Shirt, army pants, black cowboy boots, black cowboy hat.
  • Quest 2 - 2 murky water, 2 chicken rations, Leather Tanning Perk.
  • Quest 3 - 2 first aid bandage.
  • Quest 4 - No reward.
  • Quest 5 - Scrap Iron Tools Perk.
  • Quest 6 - Crossbow Perk.

Class mastery: Gaining the Survival Mastery perk grants the following:

  • Titanium Machete Recipes (Blade and completed item).
  • Survival Torch Recipe.
  • Radio Recipe.
  • Jerky Recipe.

Edited by KhaineGB (see edit history)
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Darkness Falls V 1.6 .. for the people who can not read small print:

 

For the first time, I will be STRONGLY RECOMMENDING a restart.

 

If you do not want to, there are books in the creative menu to give yourself any missing class perks, as they are required for learning the mastery

 

 

Just a Thought and Don't Complain if your game doesn't work.

 

And I just got done building a Floating base ... So be it

 

the Old Game .. :02.47-tranquillity:

Edited by gpcstargate (see edit history)
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No it's not possible. It's either on or off because it's a UI element.

 

And, TBH, it's not that hard to play without it. You're literally given the location of a trader once you make a bedroll and an axe.

 

ANYTHING that shows the trader window will tell you the time and day (so vending machine or the trader themselves).

 

Also, the crickets in the ambient sound start playing around 7pm. :p

 

EDIT: If you absolutely MUST turn it back on (and trust me, you get used to it pretty quick), go to Data/Config/XUi/windows.xml and look for this.

 

	<window name="windowCompass" style="compass.window" controller="CompassWindow">
	<sprite style="compass.window.background.border"/>
	<sprite style="compass.window.background"/>

	<sprite style="compass.window.compass.background">


	</sprite>
	<texture style="compass.window.compass.texture" name="compassTexture" rect_size="0.25,1" rect_offset=".8,0" >

	</texture>
	<!-- <sprite pos="200,-60" sprite="" color="255,255,255,255" globalopacitymod="1.8">
		<label depth="2" width="300" height="30" text="{daytitle}: {day|always}  {timetitle}: {time|always}" font_size="28" pivot="center" effect="outline" upper_case="true" justify="center"/>
	</sprite> -->
</window>

 

Just remove the <!-- and --> bits towards the end and it'll turn day/time back on. Code should look like this.

 

	<window name="windowCompass" style="compass.window" controller="CompassWindow">
	<sprite style="compass.window.background.border"/>
	<sprite style="compass.window.background"/>

	<sprite style="compass.window.compass.background">


	</sprite>
	<texture style="compass.window.compass.texture" name="compassTexture" rect_size="0.25,1" rect_offset=".8,0" >

	</texture>
	<sprite pos="200,-60" sprite="" color="255,255,255,255" globalopacitymod="1.8">
		<label depth="2" width="300" height="30" text="{daytitle}: {day|always}  {timetitle}: {time|always}" font_size="28" pivot="center" effect="outline" upper_case="true" justify="center"/>
	</sprite>
</window>

 

But no, it's not an option I can make for people to turn off and on as they wish.

Edited by KhaineGB (see edit history)
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Darkness Falls V1.6

 

IF YOU Need a good seed or map ... Try .. [ SallyO_DF744 ] .. It started me in the woods with a Snow Biome near one side and large Town near by and a road just over a hill.

 

the Old Gamer .. :02.47-tranquillity: .............. my old map put me in a Burnt zone/Desert .

 

 

Update .. 6 hrs later .. the map could be better .. I have only found 1 (ONE) LIVING trader and no really big cities as of yet.

Edited by gpcstargate (see edit history)
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Good day KhaineGB

 

Have question .. didn't we have a Time keeper in game .. giving the (time of day) in game .. if so .. it is missing ( I thought we did at one time ).

 

As always .. Thank you for a wonderful and enjoyable mod ... the Old Gamer .. :02.47-tranquillity:

 

Trader, Guard Captain and any Vending Machine have the time.

 

It's located under the restock time on the left hand side :) (near the icons for categories for the inventory)

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hi man,

is there any way to increase the backpack more ,,may be from 45 to 60.

if no ,, i hope you do it one day

 

now the new update

iam totally disappointed

-you removed so many grass but this version is much heavy compared to last version

-zombie turn so fast to remains meaning in 7 horde day i will lose so many loot not mention if i loot zombie fast the remains disappear and i looted very very few zombies twice before and after turn

- the flat area of biomes have been replaced by sea waves shaped ground

-i got one zombie the tourist with this huge yellow flare like gnamod flag

- i got ground collapse under me like those tunnel mining ,,i think this is fail or you simply want this.

-removing the clock<are you serious?>should i have my mobile beside me and watch the clock and begin to calculate my time 90min in real life=24 hours in game so 45min means iam 4pm

make mod more difficult is something and make it unplayable and less fun to play is something else

not to mention making leather now

sadly the update removed last version and i delete my old save

Edited by mhwaso (see edit history)
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hi man,

is there any way to increase the backpack more ,,may be from 45 to 60.

if no ,, i hope you do it one day

 

now the new update

iam totally disappointed

-you removed so many grass but this version is much heavy compared to last version

-zombie turn so fast to remains meaning in 7 horde day i will lose so many loot not mention if i loot zombie fast the remains disappear and i looted very very few zombies twice before and after turn

- the flat area of biomes have been replaced by sea waves shaped ground

-i got one zombie the tourist with this huge yellow flare like gnamod flag

- i got ground collapse under me like those tunnel mining ,,i think this is fail or you simply want this.

-removing the clock<are you serious?>should i have my mobile beside me and watch the clock and begin to calculate my time 90min in real life=24 hours in game so 45min means iam 4pm

make mod more difficult is something and make it unplayable and less fun to play is something else

not to mention making leather now

sadly the update removed last version and i delete my old save

 

Already said I'm not increasing the backpack further because one of the points of 7 days to die is "inventory management." Not "Loot everything and carry all of it back to your base."

 

Now, the rest of your points.

 

- Don't get what you mean on the grass? Yes I decreased it. There's still plenty around for quests and crafting and it has INCREASED system performance in all cases when I've spoken to people.

 

- You shouldn't unless the corpses are on top of corpses. The time was reduced because I had server owners complaining about people using the zombie corpse and then the corpse blocks to dupe items (same for the destroyed workbenches). I will try increasing it by a second or two and see if that helps.

 

- Haven't touched the RWGMixer file. The wave shapes just seem to be random depending on your seed as I've had it occasionally, but there's still plenty of flat areas for building.

 

- That's the bomber zombie that used to be on fire. I had people complaining that it wasn't obvious what they were, so I made it obvious (and decreased the spawn rate a bit)

 

- No idea what you're talking about on the tunnel. As I said, I didn't change the RWGMixer file so I suspect you just got a bad seed.

 

- Yes, I'm serious about removing the clock. If you think that makes it unfun and unplayable, then sorry... but tough. I played for 2-3 REAL LIFE days with it turned off before I decided to go ahead with it.

 

There's a clock on EVERY SINGLE TRADER WINDOW in the game. That means vending machines (which you can buy from the trader) and the trader themselves. There's also a class-unique workstation (the radio) which gives the day and time. So I didn't completely remove it from the game, you just have to be more aware of what you're doing, what the light level is like and what the ambient sound is like... you know... how you would in a real apocalypse scenario because your phone battery wouldn't last longer than a day or two.

 

I may have found a bug.

I'm finding that I'm able to repeatedly loot zombie corpses. New loot every time.

I installed a fresh copy of the dedicated server, and client, then installed the mod too.

 

Funny enough, I reduced how long corpses stick around to try and stop that happening because I had server owners complaining. :) I'll try increasing it by a couple more seconds and see if that helps.

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Zed bodies disappear as soon as I loot them (80% of the time), intentional?

 

When I use a lockpick on a gun safe I get the invalid sound and a pic of forged iron appears, intensional?

 

Nope, to both.

 

For the first one, I think I need to increase the time between corpse and goreblock.

 

Second one? That's.... new. Was the safe damaged when you tried to lockpick it?

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Just increased the time between corpse and goreblock to 5 seconds (was 3).

 

Let's see if that helps with some of the issues. I'll keep slowly increasing it until we get a good middle ground. :) It's already on GitHub so the launcher may say it needs to update the mod... it's literally just the entityclasses.xml file.

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Really? Huh. You shouldn't have been given that as your POI.

 

There are destroyed traders in the mod, have been for a while so you didn't spoil anything. :) If that happens again, I may look at tweaking the trader file names to avoid that issue in the future.

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Something is still going on the with looting. I found two birds nests that I'm able to continually loot, with a new loot pool every time.

 

I'm going to try a single player game to rule out something wonky on the dedi. Again, it's a fresh install of the server, and mod.

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