Page 1 of 76 1231151 ... LastLast
Results 1 to 15 of 1139

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

  1. #1
    Inventor KhaineGB's Avatar
    Join Date
    Apr 2017
    Location
    Liverpool, UK
    Posts
    860
    Rep Power
    1

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

    Darkness Falls: They mostly come out at night...
    (V1.8.3-B)

    This is a mod I originally created to fix a few "issues" myself, my wife and some friends felt the game had. Turns out I really enjoy modding so I've expanded on it quite a bit. The intent is to drag out the early game, so it will take you longer than usual to get to Iron and Steel. I've also tried to inject a little realism by locking away quite a few recipes behind perks, since most normal folks wouldn't know how to do/make those things.

    Also, I started playing in Alpha 8, so I wanted to try and bring back a few things from that era. Hub city, sharp rocks and sticks are pretty good examples, and I want to try and incorporate more features from that era of gameplay. I will also be trying to add in new zombies/enemies to make the "end game" more difficult.

    Features.

    • 9 Classes to choose from, with 6 quests each!
    • Skill points per level decreased to 4. XP required to level increased to 1000.
    • 45 slot backpack/minibike storage! 10 slot crafting queue!
    • Custom UI! Temperature & level under the compass. Food/Water bars next to the hotbar and XP bar above it.
    • Hub City 2.0! 0,0 is now wasteland, and there's a high chance of a large city spawning there. Not guaranteed! (A15 rules)
    • Increased zombie spawn/respawn rate!
    • Night time is now dangerous. The ferals come out to play...
    • Instant Death Zone removed from the Rad Zone! (Try to stay below 20,000 in any direction)
    • Radiated Ground now grants the "Deadly Radiation" debuff. Can be counted with Anti-rad meds (Craftable or can be found)
    • Zombie Behemoth (male and female) added!
    • Scrap Iron Tools added. Iron requires level 50.
    • Titanium added! Can be found as trophies, underground and above ground. Used to make tools, weapons and blocks. Smithing perk unlockable at level 150.
    • Forge Ahead & Leather Tanning books are back! (can also be purchased as perks)
    • Wrench is now a perk and a schematic, but crafted and repaired with Iron.
    • All common books added as perks, so you have the choice of finding the book or spending points.
    • Skill books added for all 100 level skills.
    • Generic skill point book added so you have ways to get skill points.
    • Skill notes! Find a recipe you already have? Scrap it into a skill note and craft that into something more useful.
    • Extra crops! Grow apple, orange banana and coconut trees, plus wheat, carrots and tomatos!
    • More food! Way too much to list, but bread is now an option. So are sunday roast dinners. YUM!
    • Animal Coops and Snares from Valmod added.
    • Fishing added! Fishing Pole is based off War of the Walkers, while fishing nets are my own creation.
    • Clay bowls are back, and used for more than just pretty plants!
    • Craftable Small Engines and Lead Batteries!
    • 4 new guns! P225 Pistol, AR-15 Automatic Rifle, Winchester Rifle and CAWS Automatic Shotgun (Has a sound bug, but not much I can do about it atm)
    • New ammo! Hollow Point for 9mm, .44 and 7.62mm rounds. Dragon's Breath for the Shotgun.
    • Gun crafting! Recipes for all parts added to the appropriate perks/books/schematics, but good luck finding the CNC machine you need to make them!
    • Gun mods! Pistols have silencers, rifles have silencers AND scopes and shotguns have chokes. Find the MacDyver book to craft your own mods!
    • Unload option added to all guns! No need to disassemble to remove ammo.
    • Arrows (all types) can now use cloth fragments instead of feathers. Sticks and Sharp Stones have also made a return!
    • Tree sap is now a thing! Try left-clicking on non-dead trees with jars or bowls...
    • Sterile Bandage! New healing item to fill the void between normal Bandages and First Aid Bandages.
    • Working sinks and ovens! Both types craftable, so pick whichever matches your kitchen.
    • 5 new workstations. The Advanced Forge (required to smelt steel, but no fuel needed!), the Mortar and Pestle and two workbenches! There is also the rare, loot-only, Lathe!
    • Water butts! Make your own barrel to catch rainwater (currently fills up every 2 in-game days, must be placed on dirt and outside).
    • Axes skill and Lumberjack perk added. Stone Axe no longer upgrades, but levels the Axes skill. Lumberjack perk does more entity damage + harvest amount.
    • Marksman perk added. Used for bows, increases entity damage.
    • Stone hammer added. Counts as a construction tool. Used only for repairing and upgrading.
    • Lockpicks and Door Bash from Valmod added! Now you can unlock safes (takes a while, but less time than an axe) and bash doors open without breaking them.
    • Steel crossbow added from valmod that takes steel, exploding and titanium bolts. Both crossbows can be scoped.
    • Combat axe from Valmod added. There's also a titanium version.
    • Run Forrest Run has been re-activated, but cannot be purchased. You can only learn it from rare books!
    • Bandit's and Survivor's added to the world! Also there are new zombies! Bandits in the wastelands ALWAYS use guns, so tread carefully!
    • Trader's are no longer protected! Take care of your local business!
    • Guards added to the trader, with a Guard Captain NPC! Talk to them to buy quest starters, which can earn you skill notes!
    • Larger player-crafted storage (kitchen cabinets, lockable!).
    • LED Goggles and Mole Goggles grant Nightvision instead of the typical light.
    • New rebar shapes!
    • 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.
    • Bomber zombies added! These buggers are designed to tear your base to bits. You have been warned!
    • 7 Day hordes re-done (less game stages so difficulty should ramp up faster and ferals appear sooner).
    • Writing Desk, Ink and Quill available! Used together, these halve the cost of creating skill books and class papers.
    • Grass spawns reduced for better performance/easier to see things.
    • Iron and Spiked knuckles added! Levels and uses the Unarmed skill.
    • Traders now restock every 2 days and have more basic materials for building.
    • Localization HEAVILY edited to show where items are crafted, including if they can be made in multiple workstations (one will have a reduced resource cost) and what tools may be needed.
    • Reworked rwgmixer.xml. Now you have a world with less mountains, lots of rolling hills and less water! Cities are also larger (using Tin's city generation code, added to my own rwgmixer edits)
    • Compo pack added! This also includes Tin's POI's from his A16.3 rwgmixer thread, so make sure you give him some well-deserved love!
    • Guppycur's Bloodmoon Trickle has also been added! 7 day hordes should now be more fun.
    • Hand Grenade added! Not craftable, only lootable from military zombies and munitions boxes.
    • Hornet from A15 and earlier is back, with it's original sounds! Keep an eye out for them in both forest biomes (new model).
    • Tweaked the traders stock to have more "basic materials" to facilitate different playstyles. Removed some of the more advanced stuff (like military weapons and steel)
    • Levelled food added! Think like True Survival, you will find less fresh food and drink as you level up.
    • Scurvy added! You need to eat fruit/veg or food containing it to avoid scurvy!
    • Protein Deficiency added! You need to eat boiled eggs, meat or food containing either to stave it off!
    • Fatigue added! Yes, you need to actually rest on your bed for a bit now.
    • Floor Pillow added! Works like a bedroll for fatigue purposes, but does not regenerate health, stamina or reset your spawn point (takes cloth to make, tailoring station + sewing kit needed).
    • Trader Caitlin has arrived! She has her own POI, her own voice (placeholder), lives in the wasteland and carries the most powerful items.
    Last edited by KhaineGB; 09-08-2018 at 09:29 AM. Reason: V1.8.3 update!

  2. #2
    Inventor KhaineGB's Avatar
    Join Date
    Apr 2017
    Location
    Liverpool, UK
    Posts
    860
    Rep Power
    1

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

    SDX Integration!

    • AnimationSDX added so custom models can all be added, rigged and animated in-game.
    • Bigger Backpack Mod! Well, this was already in the mod, but it's still there.
    • Auto-Favourite Mod! Whenever you craft something, it will automatically be added to your favourites list. This is to help with crafting lag.
    • Crafting Lag Fix! This is mostly for forges to help with the annoying stutter when you're trying to move things around & craft items, but it does help in the inventory.
    • MinibikeUI - Allows you to open inventory and map while ON the minibike!
    • MinibikeSmash - Now you can run zombies and animals over again! (Does not work on bandits. I tried)
    • NoExceptionHijack - That annoying red text that breaks your game? Yeah, that won't open the console anymore and get you killed.
    • FixedSpawnPoint - Player now spawns in the south west corner of the map on a new game. You will still spawn at your bedroll or as close to your backpack as possible (if no bedroll) You may end up on a roof. It's funny. Go with it. (does NOT work on the Navezgane map!)
    • Plants (not tree's) now REQUIRE water to grow on a farm! They will still spawn in the world with no issues. However, they must have water within 2 blocks of them (any direction, including underneath) otherwise they will die. Bet that water butt looks tempting now, huh?

    Class Information.

    Civilian Class.

    Grants the following:
    Quest 1 - Full black suit, +5 skill points.
    Quest 2 - 2 murky water, 2 red meat, +5 skill points.
    Quest 3 - 1 painkiller, 1 bandage, +5 skill points.
    Quest 4 - Flashlight and +5 skill points.
    Quest 5 - 1 painkiller, 1 bandage.
    Quest 6 - Civilian Mastery Book, +5 skill points.

    Class mastery: Book granted upon finishing your class quest. Reading it gives you +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, Tool Crafting Book (+1 level of tool smithing perk)
    Quest 2 - 2 boiled water, 2 beef rations, Scrap Iron Tool Perk, Tool Crafting Book (+1 level of tool smithing perk)
    Quest 3 - 2 first aid bandage, +4 skill points.
    Quest 4 - Forge Perk.
    Quest 5 - Nailgun Recipie.
    Quest 6 - Nailgun item, +4 skill points.

    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, Tool Crafting Book (+1 level of tool smithing perk)
    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, Boom Stick Perk.
    Quest 6 - Farming Perk Level 3, Iron Hoe Recipe, +4 skill points.

    Class mastery: Gaining the Farming Mastery perk grants the following:
    Fertilizer Recipe.
    Wheat Seed Recipe.
    Carrot Seed Recipe.
    Tomato Seed Recipe.
    Coffee Seed Recipe.
    Hops Seed Recipe.
    Banana, Orange and Coconut Tree Recipes.

    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 - Hunting Knife, Leather Armor Perk (all 5 levels).
    Quest 5 - Hunting Rifle, 75 7.62mm Bullets, Hunting Knife Perk, Better Lead Than Dead 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, +5 skill points.
    Quest 2 - 2 first aid bandage, Wrench Perk, Tool Crafting Book (+1 level of tool smithing perk)
    Quest 3 - Wrench, Bad Mechanic Perk.
    Quest 4 - 2 boiled water, 2 chicken rations, Gas Can Recipe.
    Quest 5 - +5 skill points.
    Quest 6 - Minibike Book.

    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, Tool Crafting Book (+1 level of tool smithing perk)
    Quest 2 - 2 first aid bandage, Scrap Iron Tools Perk.
    Quest 3 - 2 boiled water, 2 beef rations.
    Quest 4 - Forge Perk.
    Quest 5 - +5 skill points.
    Quest 6 - Auger Recipe, Miner 69'er Perk.

    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, Science Crafting Book (+1 level of science perk)
    Quest 2 - Medical Perk Level 1.
    Quest 3 - 2 boiled water, 2 chicken rations, Science Crafting Book (+1 level of science perk)
    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, Weapon Crafting Book (+1 level of weapon crafting perk)
    Quest 2 - Pistol Perk.
    Quest 3 - 2 boiled water, 2 chicken rations, Pummel Pete Perk.
    Quest 4 - Gun Crafting Book (+1 level of gun crafting perk)
    Quest 5 - 2 first aid bandage.
    Quest 6 - M4A1 Recipe, +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.

    Survivalist Class.

    Grants the following:
    Quest 1 - Black T-Shirt, army pants, black cowboy boots, black cowboy hat, Weapon Crafting Book (+1 level of weapon crafting perk).
    Quest 2 - 2 murky water, 2 chicken rations, Leather Tanning Perk.
    Quest 3 - 2 first aid bandage, Armor Crafting Book (+1 level of armor crafting perk)
    Quest 4 - +5 skill points.
    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.
    Last edited by KhaineGB; 06-23-2018 at 03:15 AM.

  3. #3
    Inventor KhaineGB's Avatar
    Join Date
    Apr 2017
    Location
    Liverpool, UK
    Posts
    860
    Rep Power
    1

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

    Known Issues.
    • First boot takes a while and the menu is laggy. Let the mod load to do what it needs and then it'll be fine.
    • The "Take All" button doesn't work for looting. Keyboard shortcut works fine.
    • Sound stops playing for the CAWS shotgun if you hold the fire button down.
    • Forge and Advanced Forge instantly consume the first item, and add the units to their inventory. The last item is not consumed. This only seems to happen if you leave the forge window open. Closing the window and letting the forge do it's thing works normally. (confirmed vanilla issue)
    • Tree's appear to conflict with growing plants. Keep tree's away from farms!

    To-do List.
    • General bug fixing and balancing as needed.

    Potential Future Features.
    • More end-game stuff!


    Alpha 16.4, 45-slot BBM Version Download (Not EAC friendly, also includes 45 slot minibike and dropped backpack increase)
    Alpha 16.4, 45-slot BBM Server Version Download (Server version of the 45-slot backpack mod)
    Both versions are now available on the mod launcher!

    Need a server? Blue Fang Solutions will install the mod for you at the time of ordering! (and that link is an affiliate link if you feel like supporting me... )

    Installation Instructions. (If you don't use the mod launcher)

    Make a copy of your 7 Days to Die folder first!!!

    Download the zip file at the link above. Unzip the 7DaysToDie_Data, Data and Mods folder to your 7 Days to Die folder and overwrite when prompted. The mod uses SDX so all 3 folders (and their contents) are needed or you'll have problems.

    Same for the server files, except in this case it will be 7DaysToDieServer_Data, Data and Mods.

    Installation Instructions for macOS users.

    IMPORTANT NOTE: I do not have a mac. This is a guide I found for Starvation Mod and Ravenhearst, but it also works on War of the Walkers so it should be fine here.

    1) Uninstall 7dtd. Open Finder, from taskbar choose Go -> Home. Open Library -> Application Support -> Steam -> steamapps -> common. Delete 7 Days to Die folder. Reinstall 7 Days to Die.
    2) Unzip downloaded mod. Open unzipped folder. You should see 3 folders: 7DaysToDie_Data, Data, and Mods. I will be referring to this as a “home screen”.
    3) Open Steam. In your games Library, right-click 7 Days to Die and choose Properties from the drop-down menu. Choose the LOCAL FILES tab and choose BROWSE LOCAL FILES.
    4) Copy & paste (do not drag-and-drop) the Mods folder to this location.
    5) Open 7DaysToDie_Data -> Managed.
    6) Right-click 7DaysToDie.app and choose Show Package Contents. Here you should see 2 folders: Contents and Data. This will be the other “home screen”.
    7) Open Contents -> Resources -> Data -> Managed.
    8) Copy & paste (do not drag-and-drop) the .dll files into this location. Mac OSX will ask if you want to keep both or replace. Choose replace.
    9) Navigate back to each home screen.
    10) Drag-and-drop the 7DaysToDie_Data and Mods folders into this location.
    11) Open the Data folders in each location. You will see there are Config, Prefabs, and UMATextures folders in each.
    12) For each of these three folders, open up its corresponding folder so you can see the contents. Drag-and-drop the mod’s contents into its respective folder. For duplicate files, mac OSX will ask if you want to Skip, Stop, or Replace. Check the “Apply to All” checkbox, then choose Replace.
    13) Start 7 Days to Die and enjoy the mod!(edited)

    OPTIONAL STEP.

    There is now a zip file included in the client download of the mod, simply called macOS Tree Patch. Unzip this and place it in Mods/SDX/Resources. Overwrite the existing files when prompted.

    This will replace the speedtree models for Apple, Orange, Banana and Coconut trees, plus the wheat. It resolves issues with them rendering invisible or a magenta colour. You do not need to use this file if the tree's and wheat are working.

    Social Media Stuff.

    I do check this thread several times a day, but there are other ways you can get in touch with me. There's Discord server located here, you can also find me on Twitter and over here on Twitch.

    Buy Me A Coffee!

    My wife and friends suggested I add this, so I did. I don't expect anyone to donate, and it took a lot of nagging from folks to make me add it. But I do drink a lot of coffee while coding... so... buy me a coffee?
    Last edited by KhaineGB; 09-14-2018 at 12:14 PM.

  4. #4
    Inventor KhaineGB's Avatar
    Join Date
    Apr 2017
    Location
    Liverpool, UK
    Posts
    860
    Rep Power
    1

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

    TERMS OF USE.

    The use of SDX has allowed me to add various models and sound effects into the game, but some of these had to be purchased. As such, a Terms of Use is now required so I can properly detail what may and may not be used by other people in their projects. Personal use is fine, but they may not be redistributed. As such, here are the lists of what may and may not be used by other modders.

    Available For Use.

    • Any XML as this is originally property of TFP and I have simply expanded upon it.
    • Research Desk - From the SDX tool.
    • Mortar and Pestle - Kindly provided by Xyth.
    • Tailoring Workstation - Kindly provided by Xyth.
    • Combat Axe - Available for free on the Unity store.
    • Water Barrel - Available for free on the Unity store.
    • Tomato Plant + Tomato - Available for free online and legally.
    • Hand Grenade - Available for free online and legally.
    • Original Behemoth - Property of TFP.
    • Frostbitten Worker - Property of TFP.
    • Female Lab Zombie - Property of TFP.
    • Health/Stamina/Food/Water bars - Property of TFP.
    • Item Icons - Either provided for use by Valmar on these forums, icons from previous alphas or icons altered by me.

    Not Available For Use.
    • New UI textures.
    • Lockpicks.
    • Stone Hammer.
    • Stone Spear.
    • Radio.
    • Oil Pump.
    • Metal Workbench.
    • Laser Workbench.
    • Lathe.
    • Big Forge
    • Advanced Forge.
    • Fusion Forge.
    • Any of the "Sci Fi" stuff, like doors, desks, etc.
    • Laser Rifle, Pistol, Sword and new tool.
    • Hornets.
    • Male Behemoth (radiated).
    • Male Lab Zombie.
    • AR-15.
    • Combat Shotgun.
    • P225.
    • Apple Tree's + Apple.
    • Banana Tree's + Banana.
    • Carrot Plant's + Carrots.
    • Palm Tree's + Coconut.
    • Wheat Plants.
    • Female Voice Lines for Bandit.
    • Female Voice Lines for Caitlin.
    • Winchester Rifle.
    • Both Demons.


    Permission will never be granted to use items in the "not available for use" list due to EULA's, so please don't ask! All of them are available on the Unity store and I am happy to provide links to the various store items if people want them (and if they are still available). Any mods found using those assets will be repoted to the moderators. You have been warned.
    Last edited by KhaineGB; 09-14-2018 at 01:13 PM.

  5. #5
    Zombie Hunter rsv777's Avatar
    Join Date
    May 2015
    Location
    Arizona
    Posts
    417
    Rep Power
    0
    Sounds promising, kinda like a True Survival/Dying Lands hybrid! Will give it a go, thanks for this!

  6. #6
    Inventor KhaineGB's Avatar
    Join Date
    Apr 2017
    Location
    Liverpool, UK
    Posts
    860
    Rep Power
    1
    I've actually never played either of those, but want to at some point All my experience with mods has been Valmod, WotW, Starvation and Ravenhearst!

  7. #7
    Refugee
    Join Date
    Dec 2015
    Posts
    5
    Rep Power
    0
    Gave it a bit of a test run earlier today. Didn't make it past noon of day 1.

    Got lit up by 3 gun toting bandits in the scrub/savannah biome, I never saw them. They saw me. Slaughtered.

    Also, i'm not sure when the class choice is supposed to be available? But I did the initial 2-part short tutorial, then it chained into the Find the Trader mission. Given where I was, that was going to be impossible As it gave me one some 1.5 or so KM away. There were no items, no book to trigger the class selections etc.

    Initial class selection and bandit spawning / frequency seem like they need to be looked into and tweaked. I'm all for a challenge, but this was overkill.

  8. #8
    Survivor Baobab's Avatar
    Join Date
    Sep 2017
    Location
    Germany
    Posts
    92
    Rep Power
    0
    Quote Originally Posted by Dthblayde View Post
    Also, i'm not sure when the class choice is supposed to be available? But I did the initial 2-part short tutorial, then it chained into the Find the Trader mission. Given where I was, that was going to be impossible As it gave me one some 1.5 or so KM away. There were no items, no book to trigger the class selections etc.
    The Bandits are so damn hard, and the class thing don't work after i found the trader.

  9. #9
    Inventor KhaineGB's Avatar
    Join Date
    Apr 2017
    Location
    Liverpool, UK
    Posts
    860
    Rep Power
    1
    Quote Originally Posted by Dthblayde View Post
    Gave it a bit of a test run earlier today. Didn't make it past noon of day 1.

    Got lit up by 3 gun toting bandits in the scrub/savannah biome, I never saw them. They saw me. Slaughtered.

    Also, i'm not sure when the class choice is supposed to be available? But I did the initial 2-part short tutorial, then it chained into the Find the Trader mission. Given where I was, that was going to be impossible As it gave me one some 1.5 or so KM away. There were no items, no book to trigger the class selections etc.

    Initial class selection and bandit spawning / frequency seem like they need to be looked into and tweaked. I'm all for a challenge, but this was overkill.
    Ok, will look into the bandit spawning. They're being a bit of a pain right now, because I already lowered their probability once, and then lowered it even more for the gun ones.

    When you get to the trader, you should get a class book in your inventory, so make sure you have room.

  10. #10
    Scavenger JanoGames's Avatar
    Join Date
    Dec 2017
    Posts
    41
    Rep Power
    0
    Any chance we can get your mod into the Game Launcher? i mean for the ones like me who dont want to manually alter the game and let the wonderful launcher do it for us

    Thanks

  11. #11
    Tracker
    Join Date
    Jul 2017
    Posts
    221
    Rep Power
    1
    Quote Originally Posted by JanoGames View Post
    Any chance we can get your mod into the Game Launcher? i mean for the ones like me who dont want to manually alter the game and let the wonderful launcher do it for us

    Thanks
    I am sure that at some point Sphereii will be summoned from the abyss to do so. In the meantime, you can download the mod and point the mod launcher at the folder that contains the download using 'Add New My Mods'. This -usually- works.

  12. #12
    Inventor KhaineGB's Avatar
    Join Date
    Apr 2017
    Location
    Liverpool, UK
    Posts
    860
    Rep Power
    1
    Quote Originally Posted by dreamdancer View Post
    I am sure that at some point Sphereii will be summoned from the abyss to do so. In the meantime, you can download the mod and point the mod launcher at the folder that contains the download using 'Add New My Mods'. This -usually- works.
    Thanks for answering that, because I honestly had no idea on how getting mods added to the mod launcher actually works.

  13. #13
    Inventor Prisma501's Avatar
    Join Date
    Sep 2016
    Location
    NL - Tilburg
    Posts
    841
    Rep Power
    1
    Level cap increased to 200
    .

    Like you increased default vanilla level cap 200 to eeeh 200?

    Cheers

  14. #14
    Inventor KhaineGB's Avatar
    Join Date
    Apr 2017
    Location
    Liverpool, UK
    Posts
    860
    Rep Power
    1
    Quote Originally Posted by Prisma501 View Post
    .

    Like you increased default vanilla level cap 200 to eeeh 200?

    Cheers
    Okay, that's odd. The file I was editing said the level cap was 100.

    I just went and checked a clean version I downloaded... and you're right, it's 200. O.o

    I think I need to adjust skill point gain again.

  15. #15
    Inventor KhaineGB's Avatar
    Join Date
    Apr 2017
    Location
    Liverpool, UK
    Posts
    860
    Rep Power
    1
    Quick patch to fix the bandit issue. I've reduced the chance of the gun-bandits spawning, reduced the speed a little so you actually have a chance to outrun the melee ones, and given them a hit point bump to compensate.

    Basically think of them as being slow due to armour, but that means they can absorb more damage.

    https://drive.google.com/open?id=1YX...Scrx_2HknDfQlS

    I'm currently looking into the class book issue. It worked fine for me in testing, but I have a theory. I released the patch for the bandits separate because it makes the download size really small just in-case anyone has any data cap issues.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •