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


KhaineGB

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1 hour ago, KhaineGB said:

You need physical conditioning, but I think there's a bug with it in 4.04 (and it was a pain to fix, but it is fixed in 4.1)

I forgot to add more explanation to my question. 

I mean with editing xml. I have created some skills that increase health and stamina above 300 limit and when I eat something it drops to 300. 

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Posted (edited)
1 hour ago, Voras said:

I forgot to add more explanation to my question. 

I mean with editing xml. I have created some skills that increase health and stamina above 300 limit and when I eat something it drops to 300. 


Then there's a lot more you need to change. You can't just go in and tweak things with the wellness system because I had to write a LOT of failsafes, and you're trigging them.

I've said it before, and i'll say it again. Big overhauls like DF, RH, UL, AoO, AM, JM, etc are NOT meant for people to mod. They're just not. We have a lot of moving parts, as you have discovered.

In other news...
 

Aside from a few final things and working on POI's, I would say that 4.1 is largely ready. As such, I felt it was time to release a dev build for people to play around with. Be aware, this is DEV BUILD. There may be bugs and there may be progress wipe if I push out a new one/push to stable. Use at your own risk. 
 

Only works on A20.6.
 

V4.1.0-DEV-B9

- Updated SCore to latest version as of 7th August.
- Large backend XML rewrite to make things easier for future alphas.
- Added grumpybeards fertilized crops fix.
- Added underground variants of cannabis and rice (localization not done).
- Halved the range of Threat Assessment.
- Halved bonus rifle damage of Threat Assessment.
- Scrapped Scavenger class.
- Moved Charismatic Nature to Survivalist.
- Self Medicated has been added to Physician.
- Lucky Looter and Wasteland Treasures combined into 1 perk and added to Survivalist.
- Pistol and Knuckle Crafting bonuses from Scavenger added to Survivalist.
- Well Maintained moved to Laborer.
- Heavy Armor crafting bonuses added to Security.
- Titanium Machete unlock and crafting bonuses moved from Survivalist to Scientist so all bladed weapons are in the same place.
- Advanced Forge perk scrapped and added to Forge Ahead, which is now 3 levels. This means it can be unlocked with books.
- Added Tool Crafting 3 as a requirement for the Advanced Forge, but lowered the level requirement to 30.
- Fixed bug with Physical Conditioning maxing the players wellness at 400 at level 2 (which it shouldn't do). Also food/drink will now work to get to 400 with this perk.
- Increased level requirement of Future Tech 1, but lowered the requirements of further levels so the perk can be completed by level 150.
- Fixed incorect clamp XP cost (should've been 75 instead of 50).
- Increased max level to 500 since people apparently wanted higher than 250.

- Slightly reduced XP gained from mining and uprading.
- Reduced amount of demon portals in the wasteland.
- Feral+ zombies are now more resistant to knockdown and shock.
- All behemoth-style zombies should now be immune to knockdown.
- Demonic Behemoth is now smaller so his fat ass can fit through doors.
- Some zombies had HP increased and some lowered to be similar to vanilla.
- Lowered the cost of making farm plots with fertilizer.
- Added farm plots to Basic Farming 3 so non-farmers can make them.
- Added a failsafe for a full suit of power armor to remove any fire buffs on the player just in case the immunity doesn't work.
- White River Scout can now add 1 rep to all traders, per 5 quests done, up to 100 instead of 50 (+20 in total).
- Removed GS bonuses based on biomes.
- Removed loot bonuses based on biomes for desert and snow, and LOWERED the wasteland one from +100% to +50% as it's still dangerous.
- Put back A19 gamestage scaling based on difficulty. This means Nomad is more like Warrior, Warrior is more like Survivalist, Survivalist is more like Insane... and Insane is... well... Insane.
- Removed the random locked/unlocked doors so POI's should now work as intended.
- Fusion Forge can now craft Chemistry Station recipes to stop people asking for a bloody Advanced Chem Station.
- Laser Workbench should now properly be able to replace both the Metal Workbench and Workbench for crafting.
- Watch changed from a Survivalist locked item to a Tier 2 mod.
- Survivalist torch changed from a mastery item to unlocked when the class is completed (like the watch was).
- Added missing AP/HP steel ammo recipes.
- M4A1 craft bonuses moved to Security so all auto weapons are in the same place.
- Bow and Crossbow bonuses moved from Hunter to Survivalist.
- Master Survivalist now gets Titanium Crossbow and Titanium Arrows/Bolts recipes.
- All T3 ranged weapons (Sniper Rifle, Desert Vulture, M60, M4A1, SMG, Auto Shotgun) are no longer master locked.
- Rebalanced perk requirements for unlocking gun recipes. The level of perk now equals the tier of the gun (Pistol needs Gun Crafting 1, as it's a T1 gun. Desert Vulture needs Gun Crafting 3 as it's T3, for example).
- In line with the above, coilguns now require Gun Crafting 4, plus level 60 (first level) and level 75 (second level).
- Fixing Living Off The Land stacking with the Iron Hoe for stupid farming numbers.
- Tempered Blade no longer stacks with Diamond Tip mods.
- Fixed heat generation with the following silenced weapons: Desert Vulture, Black Sky, Winchester Rifle.
- Fixed some incorrect schematics in trader inventories.
- All traders should now carry general, basic building materials.
- Nurses and Strippers dropping silly amounts of bladed weapons has been adjusted and HOPEFULLY fixed.
- Survivor animations are fixed.
- Myth made my Quality Degradation code suck less, so this has been included.
- Added ocbMaurice's paint brush mod.
- Bunker textures added to the paintbrush for people who may want to paint their base.
- Remade both the lab and the bunker with new blocks to help fix the "enemies can see through blocks" bug.
- Anna's loot room is now fully locked up. Keycard required.
- Small bunker no longer has blocks you can break to sneak in without getting a keycard.
- Reduced damage of the crowbar.
- Added a damage increase for the crowbar to the Breaking and Entering skill.
- Tweaked the stun baton line damage progression.
- Slightly reduced the amount of bookcases that have books in the A18 Crack A Book POI.
- Flaming mods can no longer go in tools (wrench, axes, pickaxes, shovels) as this was not intended.
- Removed mobility penalty from power armor and increased physical damage resist from 11 per piece, to 12 per piece.
- Added the Custom Game Options mod kindly provided by wOOkie nOOkie. Many thanks!
- Screamer Horde zombie amounts are now configurable from the main menu.
- Wandering Horde zombie amounts are now configurable from the main menu.
- Wandering Horde min/max hours is now configurable from the main menu.
- Increased the base reload speed of the M60, which has now fixed the perk adding to reload speed... for some reason.
- Increased M60 base ammo capacity.
- Changed the M4A1 to use pistol muzzle flash since gun nuts were complaining it was wrong.
- Slightly increased the reload speed of pipe pistol, pipe shotgun and pipe rifle to make them a little more useful starting out.
- All T0 weapons and tools now have ONE mod slot to help out when starting. This does not increase with quality.
- Strippers should no longer drop a million knives and knuckles.
- Reduced the Pulse Grenade AOE to 5 blocks from 10 so players are less likely to kill themselves.
- Honey doesn't give empty jars anymore.
- Removed empty jars from loot in line with expected A21 adjustments.
- Lowered the chance of finding boiled water, but increased the chance of finding murky water (again, in line with expected A21 adjustments).
- Cooking Pot and Cooking Grill can now only be found, when looting, in ovens (placed pots in POI's still remain).
- In line with the above, shamway boxes are now more likely to have useable food/drink, along with seeds and cans of sham.
- Vending machines are now more expensive to purchase from.
- Sap no longer gives hydration, but the stamina regen buff now lasts for quite a bit longer.
- Forged Steel should now scrap for considerably less.
- Archery headshot bonus has been moved off Threat Assessment to the Archery action skill as discussed, starting at level 21.
- Drastically reduced the total time for infection to progress from 7 hours to 3, thus making it much more deadly.
- Snow now melts into murky water, not clean water.
- Reduced amount of gas found in cars and bikes.
- Increased amount of gas found in large vehicles, like the fire truck and garbage truck as an example.
- Cans of tuna/salmon can now be "opened" in the backpack for raw fish, which is safe to eat but gives less food.
- All recipes using tuna/salmon now use raw fish.
- Added a fish pie recipe unlocked with sous chef 3.
- Added "Slice of Bread" item. A loaf of bread crafts 8.
- Most recipes that need a full loaf of bread now use slices of bread.
- To help with confusion regarding coil batteries, they are now crafted in a bundle of 50 that the player must open, rather than the recipe looking like it only crafts one.
- Butchering and Mining/Tree chopping resource amounts should now be reduced from Warrior and higher. (reduction is 25% per difficulty, starting at WARRIOR)
- Laser weapons can no longer take silencers, because they're lasers.
- Laser weapons now have a new mod: Thermal Cooling. This reduces heat and noise generation without changing the firing sound of the weapon.
- Blade Master no longer works with spears. Knife Guy and Bladed Weapons action skills still do.
- Spear Master perk line added. (this was Torqqed's idea before anyone tries to say I did it because I like using spears!)
- Bandages and First Aid Kits (and equivalents) have been reverted to heal over time as this should allow them to work more consistently with the drone.
- Painkillers now heal 30hp instantly instead of 20 due to the bandage/first aid kit change. This may also encourage players to use them despite the water hit.
- Codeine now removes concussion.
- Fixed first aid and paramedic kits being unable to remove laceration.
- Increased prices of drugs.
- Fixed being unable to upgrade to quality 80 in the laser workbench.
- Fixed survivors being unable to hit things.
- Herbal and normal antibiotics now add more infection cure based on your level of physician.
- Painkillers and Codine now last longer based on your level of physician.
- Lowered the base bonus of fortbites and recog from 50% to 40%.
- Fortbites, recog and diazepam now last longer, and give an increased bonus, based on your level of physician.
- Vitamins do NOT benefit from physician as longer duration would ruin the ability to use them for wellness. This is intended.
- Antirad now has a longer duration, based on your level of physician.
- First Aid Bandages now stack to 10.
- Lowered requirements of Forge Ahead from 10/20/30 to 5/15/30 so Forge and Big Forge are slightly easier to get.
- Fixed several melee weapons attacking FASTER with power attack when they shouldn't.
- Readded Can of Murky Water and Can of Boiled Water to help with early survival due to Boiled Water needing a cooking pot.
- Class quests that require the player to make Boiled Water have been changed to Can of Boiled Water instead.
- Nailbombs are now more dangerous.
- Schematics made for T3 guns and added to loot.
- Added tougher survivors for biomes beyond forest.
- Survivors now have a rare chance to spawn as a wandering trader. They carry some basic items, like food, drink, seeds, ammo, resources and books. Nothing OP, but you can sell to them.
- Added Quartz by Laydor.
- Added search fields to the backpack and storage windows. Searching an item will make others "disappear" from your bag if they don't match. Deleting the search text makes them reappear. This is only visual, it does not delete the items.
- Added Xyth's lockpicking modlet so it works more like skyrim rather than a timer.
- Added missing Expanded Seat mod for vehicles.
- Fixed backpack overlapping hotbar at 100% UI scaling.
- Fixed Titanium, Uranium and Plutonium not being able to drop rare ores with applicably high miner 69'er skill.
- Added new legendary item: Lucky Rabbits Foot (tool mod).
- Very slightly increased the damage of laser guns to make them a little more attractive to players.
- Legendary weapons no longer have tiers, but have stats similar to what they would've had at level 80 to make them more appealing to players.
- Remade farm animals to fix NRE's and for potential animal husbandry (cow, sheep, goat, boar only).
- Lowered amount of oil shale needed to make oil.
- Birds Nests and Trash Bags are now destroyed after opening/looting as players seem to like that.
- Added broken bicycle, minibike and motorcycle to the car random helper spawn list as rare spawns.
- Added vehicle repair kit. These aren't cheap, but also aren't stupidly expensive, and can be used to repair broken vehicles to get a useable version.
- Remade Succubus physicsbody and re-tagged all the bones so hitboxes now work properly.
- Added more scout quests for T2 or higher.
- Redid trader quest rewards to ensure that titanium and coil level tools/weapons now have a chance to be rewarded (mostly only at T5).
- Changed "empty" fruit trees to use UpgradeRated instead of PlantGrowing, so if they get smacked it shouldn't cause the "indestructable tree" bug.
- Sledgehammer schematics should now appropriately unlock various levels of the sledgehammers perk.
 

Yes, this is the only download link you get.
No, it's not on the launcher as this is a DEV build and I want people to be able to find logs if there is a problem.
Yes, you will ABSOLUTELY NEED to make a new save game for 4.1. No question about it.

Updates to the dev build will be as and when I feel it needs to be done.
 

Download Link: https://drive.google.com/file/d/1IhJ024CYqtfCXW9FKhZxgSjPrpJWTQXQ/view?usp=sharing

Edited by KhaineGB (see edit history)
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I noticed after maxing out Living off the Land I am harvesting 4 from each plant. Is this typical or a bug? Based on reading the description I think I should be getting something like 8 or 9...

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41 minutes ago, KhaineGB said:

4 sounds right. 1 + 3 = 4.

I'll double check the description but if it says 300% more (it shouldn't) then that's still right because of how the game does math.

Ahhh... I'm sure you are right. It is how I read the descriptions.

Level 2 gain +1 additional from crops

Level 3 gain +2 additional from crops

Level 4 gain +3 additional from crops

Level 5 gain +3 additional from crops

 

I equated that to, at the minimum, +9 additional from crops but based on what you said it is non-stacking.

 

Thanks for the help.

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Hi guys, having a little issue with my dedicated server, I made a few changes to my recipes and progression xml files in my dedicated server local files with the mod installed, however the changes are not reflecting in game, for example, I changed the amount of skill points per level from 1 to 3 and changes amount of meat needed for certain recipes but in game is still reflecting default settings.

 

any idea how to fix this? 

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23 minutes ago, CyberGandhi said:

Hi guys, having a little issue with my dedicated server, I made a few changes to my recipes and progression xml files in my dedicated server local files with the mod installed, however the changes are not reflecting in game, for example, I changed the amount of skill points per level from 1 to 3 and changes amount of meat needed for certain recipes but in game is still reflecting default settings.

 

any idea how to fix this? 

Khaine's post on this topic is literally 5 posts up from yours.

 

Then there's a lot more you need to change. You can't just go in and tweak things with the wellness system because I had to write a LOT of failsafes, and you're trigging them.

I've said it before, and i'll say it again. Big overhauls like DF, RH, UL, AoO, AM, JM, etc are NOT meant for people to mod. They're just not. We have a lot of moving parts, as you have discovered.

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8 hours ago, Arastir said:

Khaine's post on this topic is literally 5 posts up from yours.

 

Then there's a lot more you need to change. You can't just go in and tweak things with the wellness system because I had to write a LOT of failsafes, and you're trigging them.

I've said it before, and i'll say it again. Big overhauls like DF, RH, UL, AoO, AM, JM, etc are NOT meant for people to mod. They're just not. We have a lot of moving parts, as you have discovered.

Ah, sorry about that. Thanks bud!

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14 hours ago, CyberGandhi said:

Hi guys, having a little issue with my dedicated server, I made a few changes to my recipes and progression xml files in my dedicated server local files with the mod installed, however the changes are not reflecting in game, for example, I changed the amount of skill points per level from 1 to 3 and changes amount of meat needed for certain recipes but in game is still reflecting default settings.

 

any idea how to fix this? 


You have to change the files in Mods\0-DarknessFallsCore\Config, not Data/Config or the configdumps folder.

But my point remains regarding overhauls. ;)

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I'm playing the 20.6 dev build, and this lockpicking is SO much better. Being able to actually open safes on night one without needing 30 lockpicks is much more realistic. I pick locks for fun in real life, and break a pick about once every 3 months or so of picking almost every day so breaking lockpicks so easily is extremely unrealistic. Even with only a single point in lockpicking they feel decently durable. I would prefer them being much more durable, but it makes sense to make them fragile from a balance perspective. Great job.

The first trader I found has a bunch of auto turrets around the perimeter on the top of the fences, but none of them have any ammo in them, so they don't shoot at zombies. Is this an option to fortify the outpost by feeding the turrets ammo, or a bug?

I see you added in the Ruthenian lion flag, hopefully you did this to show support for Ukraine, and not to spread the Russian propaganda centered around a similar SS flag.

Great mod, great work, thanks for making it!

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- Added broken bicycle, minibike and motorcycle to the car random helper spawn list as rare spawns.
- Added vehicle repair kit. These aren't cheap, but also aren't stupidly expensive, and can be used to repair broken vehicles to get a useable version.

 

How does this work? I found a bicycle labeled repairable on the ground. Made a vehicle repair kit but could not find a way to activate it. Says usable by claw hammer which i had

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17 hours ago, darthsawyer said:

I'm playing the 20.6 dev build, and this lockpicking is SO much better. Being able to actually open safes on night one without needing 30 lockpicks is much more realistic. I pick locks for fun in real life, and break a pick about once every 3 months or so of picking almost every day so breaking lockpicks so easily is extremely unrealistic. Even with only a single point in lockpicking they feel decently durable. I would prefer them being much more durable, but it makes sense to make them fragile from a balance perspective. Great job.

The first trader I found has a bunch of auto turrets around the perimeter on the top of the fences, but none of them have any ammo in them, so they don't shoot at zombies. Is this an option to fortify the outpost by feeding the turrets ammo, or a bug?

I see you added in the Ruthenian lion flag, hopefully you did this to show support for Ukraine, and not to spread the Russian propaganda centered around a similar SS flag.

Great mod, great work, thanks for making it!

 

You can put points into lockpicking even further to reduce break chance.
Yes, you can fill and wire the turrets up to fortify it. That's been a thing since A20 started but no one bothered.
The flags mod isn't mine. It's one Guppy made a while ago.

 

7 hours ago, Kieron said:

- Added broken bicycle, minibike and motorcycle to the car random helper spawn list as rare spawns.
- Added vehicle repair kit. These aren't cheap, but also aren't stupidly expensive, and can be used to repair broken vehicles to get a useable version.

 

How does this work? I found a bicycle labeled repairable on the ground. Made a vehicle repair kit but could not find a way to activate it. Says usable by claw hammer which i had


Right-click with the clawhammer while you have the repair kit in your inventory, just like upgrading a block. Should work, though I think I only tested the nailgun

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More Dev Build findings:  

Level 5 of Stealth Assassin says Trash no longer makes noise when stepped on. This is true while you are sneaking, but it still makes noise when you are not sneaking. Many POIs will have trash surrounding the exit of a ladder which you can't sneak while climbing up. If you could clarify in the perk description that trash is only noiseless while sneaking, or make it so trash is noiseless regardless of sneak state that would be great.  

You can turn all dyes into black dye via recipes except JaWoodlePurple, which only has a recipe for a bundle of purple dye. Any chance of a recipe to turn it into black dye like the other dyes?  
 
I also just found the recipe for Super Corn in a random sink cabinet, I thought Super Corn was exclusive to Farmers not sure if it is supposed to be a random drop so just a heads up if that is the case.

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5 hours ago, darthsawyer said:

More Dev Build findings:  

Level 5 of Stealth Assassin says Trash no longer makes noise when stepped on. This is true while you are sneaking, but it still makes noise when you are not sneaking. Many POIs will have trash surrounding the exit of a ladder which you can't sneak while climbing up. If you could clarify in the perk description that trash is only noiseless while sneaking, or make it so trash is noiseless regardless of sneak state that would be great.  

You can turn all dyes into black dye via recipes except JaWoodlePurple, which only has a recipe for a bundle of purple dye. Any chance of a recipe to turn it into black dye like the other dyes?  
 
I also just found the recipe for Super Corn in a random sink cabinet, I thought Super Corn was exclusive to Farmers not sure if it is supposed to be a random drop so just a heads up if that is the case.


I'll probably make the trash silent regardless tbh. I think that's a better solution.

That's intended on both the jawoodle purple and the super corn

24 minutes ago, CyberGandhi said:

Another issue I'm currently having is I can't make cement, when I do go to a forge and have the required perks, it's showing I have 0 stone when I do have stacks in my inventory.


Are you sure the perk doesn't have a red tick? Actually i'm pretty sure cement isn't locked. I'll have to check

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1 hour ago, KhaineGB said:

Are you sure the perk doesn't have a red tick? Actually i'm pretty sure cement isn't locked. I'll have to check


The concrete mixing perk is 0/1 with a red tick but I have science crafting 4, mining tools is 67, Im player level 76, and I completed my laborer class questline, so I should be able to make concrete, no?

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Posted (edited)

If you finished laborer then you may need the laborer specific perk for it, which I think is hammer and forge.

Yep, it is. Hammer and Forge 4. When you take laborer, you get locked out of other perks because people complained they "wasted points" buying them.

So I refund those points so people can just buy hammer and forge.

Edited by KhaineGB (see edit history)
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On 8/28/2022 at 4:21 PM, KhaineGB said:


Yes, you can fill and wire the turrets up to fortify it. That's been a thing since A20 started but no one bothered.
 

 

When i saw them i was like "Sweet, i can fill them up and power them and live safe at the trader", but then i remembered what game i am playing and realized that by the time i can fill them up with the ammo needed, i already have my own base with a spike moat that is safer and doesn´t need ammo anyways. Not even bothering with the LCB trick to pick them up. But i can see why you did it this way as the guards where a problem. Some people may use it, it´s just not my prefered solution. 

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3 hours ago, KhaineGB said:

If you finished laborer then you may need the laborer specific perk for it, which I think is hammer and forge.

Yep, it is. Hammer and Forge 4. When you take laborer, you get locked out of other perks because people complained they "wasted points" buying them.

So I refund those points so people can just buy hammer and forge.


sorry to keep bothering you but I did just check my game again, I have hammer and forge maxed out and advanced engineering maxed out but it’s still telling me I don’t have the required resources to craft it and shows 0 stone in my inventory. 

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4 hours ago, CyberGandhi said:


sorry to keep bothering you but I did just check my game again, I have hammer and forge maxed out and advanced engineering maxed out but it’s still telling me I don’t have the required resources to craft it and shows 0 stone in my inventory. 

You mention "Stack" before, do you have stone at your inventory or stacked stone ?

Since the recipe need normal stone and not the stacked one, ofcouse you have 0 stone.

 

 

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Alright nerds, I've been working my arse off the past few days, so it's time for a big boy download. This is builds 11, 12 and 13, so I'll be including the patch notes for all 3 builds so you can see what's changed.

 

It MIGHT be save compatible, but I make no promises. Be aware of that.

 

V4.1.0-DEV-B11
- Fixed Forge Ahead localization.
- Forge Ahead book should now correctly unlock all 3 levels when read several times.
- Slightly lowered level requirements of Technology Crafting.
- Re-tagged survivors and adjusted SCore config so the player should be able to damage them again.
- Fixed Living Off The Land and Iron Hoe stacking issues. Again. Because 7DTD still can't math.
- Fixed 7th Curse in Blademaster firing when using a spear as this was not intended.
- Fixed fish pie being unable to be cooked in the campfire.
- Scrap tool crafting can no longer be purchased. It is automatically granted to the player at level 5.
- Doors that require keycards can no longer be picked.
- Tweaked the dialog window so hopefully quest names should show up properly now.
- Legendary weapons now have "tiers" again so mod slots will still work, however they have the same stats no matter what "tier" they are, so this can effectively be ignored.
- Moved all "crafting" perks related to tools/weapons/etc off individual traders and onto the scout, so players can learn all perks just by getting scout faction. (10/20/30/40/50)
- Trader Caitlin now also teaches all "crafting" perks, and all class masteries. (50 rep required)
- Removed the scout from Caitlin's prefab as it only offers an overlap of skills to teach.
- Anna's locked room has been slightly reinforced.
- Anna's locked room now has a laser workbench.
- Jen no longer sells the laser workbench.

 

V4.1.0-DEV-B12
- Backend reorganization of POI's ready for the POI Expansion Pack (and so players can remove that if they so wish).
- Added Laser Spear.
- Added Power Fist.
- The "fittings" mods can now be installed in padded armor.
- Armor Specialist now applies it's mobility reduction to padded armor (because I forgot to do that).
- Power armor no longer benefits from the mobility penalty and stamina penalty reduction of armor specialist. It DOES benefit from the degradation reduction.
- Radiation Ready mods have been moved off Master Scientist and to Science Crafting 5, because I meant to do that and forgot.
- Lowered mobility penalty of Radiation Ready mods from 3% to 2% so they can be offset with ski goggles or fittings mods.
- Science Crafting perk is now slightly easier to level. 10/20/30/40/50 instead of 1/10/20/40/80
- A lot of class specific perks that require level 20 to unlock have been lowered to level 10.
- Master Laborer is now level 40 in line with other masteries.
- Doubled the stack size of anti-rad pills.
- Increased drop chance of hazmat fiber.
- Resized a lot of textures for a lot of different items/blocks/zombies as there were WAY too many 4k textures. This should help with disk usage, RAM usage and possibly load times. (Saved around 700MB to 1GB!)
- Reworked some iffy zombie textures so they look better.

 

V4.1.0-DEV-B13
- Small adjustment to beehive loot table.
- Left power fist now fixed thanks to grumpybeard reminding me how unity works.
- Added missing recipes for Laser Spear and Power Fist.
- Added icons for Laser Spear and Power Fist.
- White River Quests now work and also shouldn't be repeatable for infinite ammo.

 

Link: https://drive.google.com/file/d/1suw7vI87rqZPVVWU6KpRtG_swwb8Nx9F/view?usp=sharing

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