XaiJu
darknessfallsmod
darknessfallsmod

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DF Progress Update

Heya foiks! Just thought I'd do a quick check in so you all know what's going on.

After the last post, I did buy a load of zombies to start working on replacing the vanilla ones. That wasn't cheap, but that's what patreon is for.

So it's done, and I can start working on that. Right now, instead of going full balls-to-the-wall like I was when A21 streamer weekend happened, i'm doing 2-3 hours a night and having weekends off to chill.

As such, here's the patch notes thus far.

DF-V5.1.0-DEV-B1

- (IDC) Updated IDCCore.
- Fixed missing tag on Porkins Shotgun which meant it couldn't take a magazine extender.
- Fixed Liquid Nitrogen not scaling with Demolition Expert when it's supposed to.
- Fixed missing unlockedby on the two reconstructor repair kits.
- Fixed incorrect spelling of craft_tool on the 4x4 parts.
- Fixed incorrect spelling of always_unlocked on one of the steel crossbow bolt recipes.
- Fixed overcharged energy cell MOD being installable in ranged weapons.
- Fixed Fusion Forge being outside of the "placement" box.
- Fixed Master Hunter Localization.
- Fixed upgrading to Titanium Log Spike needing Forged Steel instead of Forged Titanium.
- Fixed Titanium Log Spike being repaired with Forged Steel instead of Forged Titanium.
- Fixed numerous bundle localization issues.
- Added IDC's ammo disassembly.
- Added IDC's Trader Overhaul.
- Added IDC's patch that returns fuel from vehicles if you modify them (like when you add/remove mods to guns and it returns the ammo).
- Added new Legendary Icons by Tobi so they stand out more.
- Added Crucible unlock to Forge Ahead 3.
- Added biome limitations to vanilla traders so they won't spawn in the wasteland in RWG.
- Added a gore block for demons that will drop demonic essence on harvest.
- Added Titanium Log Spike recipe so they can just be crafted.
- Added lower degradation use for light melee weapons to Flurry of Blows.
- Added a new perk to Security: Mobile Gunner. Increases ammo capacity and reduces kick and spread of auto weapons.
- Added 10% run speed bonus while holding automatics to Security mastery.
- (Dobbers) Adjusted armor protection values for better scaling.
- Adjusted the degradation use bonus from Well Maintained so it won't hit -100% when stacked with mods and Flurry of Blows. This only applies to weapons, not tools.
- Adjusted XP amounts for levels. 1-50 will be a little slower, while 51-150 will be a bit faster. This is a first pass and may need further adjustment (I have concerns 100-150 is too fast atm)
- Increased duration of slow down from Liquid Nitrogen mod so it's similar to the shotgun stun.
- Increased stack size of irrigation pipes to 25.
- Increased stack size of boiled water/water to 125 like murky water/empty jars.
- Increased amount of Iron/Steel/Titanium arrowheads made per recipe.
- Increased Leather and Duct Tape requirements for Hazmat clothing, but did not increase the Hazmat Fiber.
- Increased all coin rewards of all traders to make them more profitable vs scout quests when considering time investment.
- Increased durabuility of the junk turret.
- Removed titanium darts from junk turret because it was just OP as hell.
- Vending machines now require old cash to purchase items. Amounts may need adjustment, so looking for feedback on that.
- Lowered coin rewards of "go here, kill these" quests on the scout, and fixed some T6 coin rewards that were FAR too low.
- Lowered the damage fall off range of shotgun SHELLS, but increased the damage fall off range of shotgun SLUGS. This is to make shells less OP and give slugs a point.
- Drastically lowered Hazmat Fiber requirements for making Radiation Ready mods.
- Behemoths can now crouch and will no longer get stuck in the bunker.
- Dog Days Are Over T5 has been changed to Hellwolves. Have fun.
- Rewrote all scout item quest rewards for better scaling.
- Swapped over First Aid Kit and Herbal Antibiotics in the Physician perk.
- Moved Crossbow Autoloader from Science Crafting 3 to Science Crafting 5.
- Adjusted the Crossbow Autoloader to add a small damage penalty (like silencers) for balance reasons.
- Archery action skill no longer grants a reload speed bonus to crossbows (but still does for bows) for balance reasons.
- Most recipes (Food and Resources) that use jars/bowls should now return jars/bowls on CRAFT.
- Changed gore block that can drop on zombie death, and adjusted resource drop amounts when harvested.
- Re-ordered the Advanced Engineering perk so things unlock slightly earlier so it's better balanced vs the Electric Traps perk.
- Coilturrets are now unlocked with Advanced Engineering 5.
- Combined Pain Tolerance and Armor Training into 1 perk, and renamed Armor Training to Martial Training. Also added Sprained arm and concussion resistance in addition to the other pain tolerance effects.
- Lowered bonus run speed from Automatics Action skill to 10% from 20%.
- Reduced military fiber cost of the tactical rigging mods.
- Removed all references to the nightvision "eye" item in loot so it cannot drop anymore as that was not intended.

...and that's still not done, so that hasn't even gone out to the testers yet!

Hope you're all doing well, and as usual, feel free to hit me up with any comments/criticisms/concerns/etc :)

Comments

Excellent! OMG more zombies. Bliss. I'll always appreciate how quick DF for 21 'cause I was kinda miserable. Liquid nitrogen is tied to Demo? Good to know. =) *scans* Are nightstalkers supposed to be able to run right through hatches put on the ground as barriers?

Nice work there! I like the rework and balance stuff! Sad to see the darts go but agreed on the OP Nice point about the water stacking, curious how this will roll out; good work!


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