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


KhaineGB

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Is there a way to disable to demons or their fire effect? With the amount of them that spawn and the amount of fire they shoot they catch all the other zombies on fire and it lags my fps to be unplayable. Or perhaps make it so the fire doesn't spread to other zombies and just players?

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Hey Khaine, loving DF3 so far, been fantastic to play.  I noticed on my Marksman Rifle that the attachments are not showing.  I handed it to a mate to check and he also could not see any attachments on it.  Namely a Red Dot Sight and Laser.  Just wanted to pass along a potential bug.  Thanks again for your awesome work!

 

 

ef2a1020835d37b89f5366de40f8702f.jpg

718a7d5658a3bba0e83e33987f44b274.png

Edited by Vysie (see edit history)
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7 hours ago, LeonProfessional said:

Good to know, however, I played A18 warrior, perma-death and I don’t remember it being this crazy. Also, well done on those spiders, they are better than the A18 ones and creepy as hell. 

Those are actually Xyth's.

5 hours ago, Yakov said:

Is there a way to turn off HP bars on my server? 

Mods/0-SphereIICore/config/blocks.xml

It's an option in there.

4 hours ago, brando2594 said:

Is there a way to disable to demons or their fire effect? With the amount of them that spawn and the amount of fire they shoot they catch all the other zombies on fire and it lags my fps to be unplayable. Or perhaps make it so the fire doesn't spread to other zombies and just players?

Nope. Turn your settings down. They worked fine for me on the old laptop with no major FPS hit (i7-4710MQ, GTX 980M which is more like a desktop 960/970)

2 hours ago, Vysie said:

Hey Khaine, loving DF3 so far, been fantastic to play.  I noticed on my Marksman Rifle that the attachments are not showing.  I handed it to a mate to check and he also could not see any attachments on it.  Namely a Red Dot Sight and Laser.  Just wanted to pass along a potential bug.  Thanks again for your awesome work!

 

 

ef2a1020835d37b89f5366de40f8702f.jpg

718a7d5658a3bba0e83e33987f44b274.png

POSSIBLY fixed.

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Darkness Falls v3.01 is now available for everyone! Changes as follows.

 

- Updated SphereII-Core patches to fix Linux server issues.
- Invisible block issues SHOULD now be fixed (Was related to SphereII-Core caves).
- Fixed incorrect display on some buffs (pumpkin cheesecake, sham chowder, steroids)
- Stone axe should now be able to harvest gas cans from cars, but at a VERY reduced rate.
- Fixed Iron bars not upgrading to steel.
- Added a method to increase the "duration" cvar of sprained/broken buffs so duration displays correctly in the bottom left. (this is iffy but we'll see if it works)
- Fixed incorrect unlockedby on junk turret ammo.
- Fixed the Lockpicking description.
- Fixed the AR-15 perk name.
- Removed intellect attribute display from nerdy glasses.
- Fixed the "no bio boost" thing on accelerated healing (should've been no tech boost).
- Fixed numerous "player level GTE" display errors on perks.
- Added "Player Level 20" to concrete mixing localization requirements.
- Removed combat shotgun and smg schematics from Caitlin.
- Fixed Hazmat pants being randomly eaten.
- Removed "food max" increase from Health Nut because it wasn't supposed to do that.
- Slightly lowered the amount of XP required to level as it was higher than intended.
- Weapon crafting should now properly level the various baton weapons
- Increased magazine capacity of the coilshotgun.
- Removed Bullet Sponge and Enhanced Immune System shot recipes.
- Removed Bullet Sponge and Enhanced Immune System shots from creative mode.
- Changed Oxygen Optimization shot to state it's a Transhuman Shot.
- Fixed coilgun perk localization.
- Drinks and water should now properly remove demon fireballs.
- Adjusted craft time of grilled yucca and baked apples.
- Lockpicking localization should now be correct.
- All food and water items now DIRECTLY add to the food and water stat. No more "over time" buff. This also applies to the very small amount of health food gives, so you can use it as an emergency heal.
- Encumbrance effect for jumping should no longer be QUITE as harsh as it was (should be fine up to approx 40 encumbered slots).
- Marksman Rifle now correctly shows scope attachments.

 

Client (Git): https://gitlab.com/KhaineGB/darknessfallsa19client/-/archive/master/darknessfallsa19client-master.zip
Server (Git): https://gitlab.com/KhaineGB/darknessfallsa19server/-/archive/master/darknessfallsa19server-master.zip

 

Client (GDrive): https://drive.google.com/file/d/1s_Rd1HJcC51oDtzlWmlkokgcvmHwI8yC/view?usp=sharing
Server (GDrive): https://drive.google.com/file/d/1jY-DZhFdZNfgbUUkbf5Surj7uX-jjMhD/view?usp=sharing

 

Nexus (Both): https://www.nexusmods.com/7daystodie/mods/235?tab=files

 

Launcher should be updated.

New save NOT required unless you had a lot of invisible block issues.

Edited by KhaineGB (see edit history)
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2 hours ago, KhaineGB said:

That's pretty much right. You can scrap any schematic to get skill notes.

Generic schematic paper also gives skill notes.

I've been getting quite a few from trader quest rewards too.

 

The items.xml for DFGenericSchematic shows name="no scrapping" value="true"

 

How do I get skill notes from generic schematic paper?

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36 minutes ago, KhaineGB said:

Nope. It's intended like it was in A16.

I did not like it because the repair kits have become more expensive and their consumption has become much more, it takes 3 repair kits to fix the drill of 31 quality, and I do not want to fix my M60 10 times for the blood moon reducing its quality to 0. This is my personal opinion, but I still really like your mod!

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4 minutes ago, DJ Huge Jeans said:

The items.xml for DFGenericSchematic shows name="no scrapping" value="true"

 

How do I get skill notes from generic schematic paper?

Oh yeah, I forgot I did that because the stacking thing was... odd... and I tried messing with the weight to fix it.

So yeah, recipes/schematics only and do trader quests.

1 minute ago, Masks said:

I did not like it because the repair kits have become more expensive and their consumption has become much more, it takes 3 repair kits to fix the drill of 31 quality, and I do not want to fix my M60 10 times for the blood moon reducing its quality to 0. This is my personal opinion, but I still really like your mod!

That's kinda the point though, because people were just getting their favourite weapon, fixing it in 1 kit and 0 crap given.

Start carrying spare weapons and use the workbench combine feature. Repair kits are intended to be an "I'm out in the field and my stuff broke" repair. Not a proper repair.

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3 hours ago, KhaineGB said:

Oh yeah, I forgot I did that because the stacking thing was... odd... and I tried messing with the weight to fix it.
 

I wonder if that is the same reason I have to buy ammo one at a time. One bullet costs 15 dukes but two costs 31 dukes...

 

One schematic scraps into one skill note but two schematics scrap into one skill note...

 

At least the buying/selling also works in your favor when selling.

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So it seems that a lot of the POIs, casinos, skyscrapers, libraries,cooling towers, amusement park, etc. have all been removed during the update from 18.4 to A19. Will these be coming back as development proceeds, or are they gone forever? Really enjoyed the amusement park.

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The amusement park DEFINITELY won't be.

A lot of POI's were removed from the compo pack we used because...

1) They're really bad for performance.
2) The loot is massively OP.

Anything in vanilla is still there. I also added some of the A16 houses, and some of the A18 stores.

Edited by KhaineGB (see edit history)
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I started a new game using a new NitroGen map for A19, with the Compo Pack v45 fix in the OP on this thread.  When I create my new game (and I've tried this with maps using about 5 different "traders" settings from NitroGen), the initial quest of "Journey to Settlement" says "Locate Trader NO TRADER" and has no compass or map point.  It seems like the quest is glitching out in trying to find the nearest trader.

 

Any ideas?

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On 8/21/2020 at 10:17 AM, KhaineGB said:

Nope. Probably because I told the discord to stop complaining about the guards or i'll just remove them (which me and the testers HAVE discussed)

You SHOULD remove them. Because as it stands right now they're totally ridiculous. They just stand there and do nothing while zombies rip the Trading Post to pieces. IMHO, they should either be functional like before or gone completely.

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hi KhaineGB i've been playing this mod for a while, here's what i got:
-the animal snare collect having some sort of delay after collecting
-cant place other block after removing raincatcher
-the "buried treasure" tier III quest can be shared but the chest is gone after looted(it's the first tier III quest we did)
-the glasses which increase the loot bonus,and quest item +1 bonus not stack with the scavenger +1 quest item perk(or am i misundestood the glasses)
-fps breaks to 10-15fps after the screamers screaming and start spawning around the trader
-shotgun normal damage seems too low and the price for coilshotgun normal ammo is using polymers each is too much to compare the damage it dealt the slug is good enough. maybe more polymer from cars?
-cant seems to find any wandering trader/archer
-i got red card in 7th horde and not any cards in 14th horde, does the lootbag despawn? as the hazmat and lab zombies spawn earlier?

-machete seems to deal massive amount damage when crouching is it the feature? or intended only when uncaught sneaking attack?

i cant wait to meet succubus

Edited by Nomadrocket69
incomplete (see edit history)
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