DF Build 21 Download!
Added 2023-09-01 10:31:14 +0000 UTCWill this do as a nice thing for the start of the month? ;) Build 21 is ready! The testers had a version without the zombie loot, and everything seems to be running well. I've had a quick run through zombie loot and can't find anything that might break the game, so I figure it's safe for all of you to have access to.
As per usual, i'll try and give you folks a few hours advance access just so the server doesn't get completely destroyed, then post public for everyone else later. Probably this evening my time.
Just to remind folks, as it has been asked in the discord, this is for 21.1 (not 21.0) and saves SEEM ok. I tried it on my YT save and didn't get reset, but a new save is always recommended.
Have fun!
DF-V5.0.0-DEV-B21
- Fixed large fuel log when dropped. Was heckin' chonker. Is now on diet.
- Fixed clay bucket turning into a normal bucket when filled and then emptied.
- Fixed the workbenches perk being purchasable when the player is a laborer, when they don't need to buy it.
- Fixed UI display on lucky goggles since the digging thing works now.
- Fixed Improved Heating Element not being installable in things.
- Fixed traders selling incorrect quality levels for tools, weapons and armor.
- Fixed some incorrect hand items on zombies for when they get their legs blown off and turn into crawlers.
- Fixed incorrect hand item on ranged zombies, and spit starting too far away from the zombie so it may appear invisible.
- Fixed random NRE with trader quest rewards (this was a loot group fix, not a quest fix, so it should NOT cause a save reset).
- Fixed timer disparity on sprains between the buff in the bottom left and what is shown on the players buffs screen.
- Fixed crowbar not having bonus against some POI end loot chests.
- Fixed exploding arrows/bolts not stacking.
- Fixed overlapping text/icons in the bottom right of the UI for collected items
- Fixed Bob offering Electric Traps 3 too early.
- Fixed constant "You are protected from radiation" spam with hazmat suit and radiation ready mods.
- Fixed action skill books being in the wrong category for traders.
- Fixed Hornet being unable to hit player properly.
- Fixed random NRE's with the DF questline (Scout -> Razor -> Eve -> Anna).
- Fixed Big Bunker not resetting when you hit ! because of stupid vanilla code.
- Fixed arrow and crossbow bolt bundles giving incorrect amounts vs how many you need to craft.
- Fixed Recog, Fortbites and Diazepam instantly disappearing.
- Fixed incorrect time display on various drugs and some drinks. Let me know if you spot more.
- Fixed steroids not being removed and wrapping around to 1hr duration.
- Fixed Hazmat parts not scrapping to Hazmat Fiber.
- Fixed nightvision goggles not fitting in the military stealth helmet.
- "Fixed" ranged zombies so players have a larger window to dodge and the vomit is MUCH less likely to just phase through blocks and fuck your day up (vanilla issue, and by "fixed" I mean I had to employ some workarounds, which aren't perfect, but eh).
- Fixed Quicker Crafting and Lockpicking books not showing when the perk is completed.
- Fixed more Unlockedby.
- Fixed security class not giving a crafting tier increase to titanium-reinforced kevlar (mastery did, however).
- Added missing armor status buffs to tell you when your armor needs repairing.
- Added power armor buff, to go with the complete hazamat suit buff, so the player has a second visual confirmation that they should be safe from wasteland radiation.
- Added journal entry for the new dew collector to explain what the tools are, what they do and how to get them.
- Added resistance to fire traps to ablative armor and power armor.
- Added Sci-Fi Hatch (thank you Vitticeps for sourcing a model!).
- Added upgrade path from Vault doors/hatches to SciFi Doors/Hatches with the ratchet, titanium clawhammer and laser multitool (NOT powered versions though).
- Added some more glue recipes with leather and also clean water rather than murky water.
- Added per-zombie loot. Finally.
- Removed extra cement recipe that was just a duplicate.
- Removed lots of duplicate localization entries.
- Removed bonus loot from lockpicking mechanic from treasure chests as it was breaking quests.
- Removed bundles from chests as those aren't intended for DF anyway, and increased other loot in chests to compensate for that being missing.
- Removed gravity property from pulse grenades to see if it helps with throwing.
- Removed duplicate tool crafting/science crafting entries on the scout.
- Removed water canteen for now as it has some issues that need looking into.
- Reworked loot a little regarding workstation tools like welding torch and calipers.
- Remade all Razor/Eve/Anna quests as a few folks have reported NRE's.
- Altered traders so they now perform a FULL inventory reset on restock day.
- Adjusted scout so she will stock more items.
- Decreased size of POI name tracker (since the skulls aren't present) and lowered it slightly so there's no overlap with the alpha version number in the top right.
- Adjusted crit debuffs to add an "IsAlive" check to wellness reducing effects because some of y'all need to git gud and stop getting twatted.
- Amount of wellness lost per death is now based on difficulty (none on lowest, 4 per difficulty after that, so 0/4/8/12/16/20 with 0 being scavenger and 20 being insane).
- Moved Anna to one of her side rooms, and added an invisible wall to stop her moving and adding more waypoints.
- Moved the scout in Joel as it was causing issues for players, and added an invisible wall to stop her moving.
- (Lemon) Adjusted Demon Portal spawn probability for the wasteland.
- (Lemon) Adjusted ThemeRepeat distance for trader POI's so there's less of them in RWG.
- (Lemon-PEP) Replaced player type battery and solar banks with POI versions
- (Lemon-PEP) Replaced player type plants (growing) with RandomHelper variants.
- (Lemon-PEP) Fixed an rwgmixer.xml xpath issue with vanilla prefab weights.
- (Lemon-PEP) Fixed localization issue for the abandoned trader replacements.
- (Lemon-PEP) Block fixes and other visual tweaks, loot/sleeper volume fixes and updated RWG spawn tags for all 15+ reported issues in #PEP-bug-reports.
KNOWN ISSUES.
- Localization as per usual. Please post anything that seems odd or is missing.
- Loot is sort-of done so look for anything odd (other than zombies, as noted above).
- Both Incubi, and maybe the Lord of Hell, currently have issues when they get knocked down. Will look into this later.
Link: http://darknessfallsmod.co.uk/DF-V5-DEV-B21.zip
Backup Link 1: https://drive.google.com/file/d/1EeGCy9GNMQ1L67qzDzHvE2nwaP8Ho2Jt/view?usp=sharing
Backup Link 2: https://drive.google.com/file/d/1cm4IleDEaWEZlT_AhqKkVb-j3vKOJmhv/view?usp=sharing
Comments
I've been playing darkness falls for about 2 years now I think and in case I haven't mentioned it (but I think I have) love the game! Thank you! Yesterday I played for fourteen hours straight and it looks really good! One thing I wanted to ask is you mentioned that choosing a class if you had the points already spent that you would get them back. So first question is - Is there anyway to make a crucible without being a laborer (hammer and forge) or getting lucky and finding the blue print? Same for gas can (mechanic). Then I'm not sure if this is intended but - I could make all workbenches (workbenches 1 and 2) the cement mixer, advanced forge. I couldn't find how to make a crucible without becoming a laborer so I did. I took the points and spent them all on laborer class but still had to invest one point to make the advanced forge and now I can't make the regular workbench because of advanced engineering. I didn't get enough points back to be able to craft everything I could before. Is this intended or just no way to tell to refund the points? It's really minor. Again really enjoying playing.
2023-09-06 12:55:51 +0000 UTCThank you! You are an absolute rock star and we appreciate you!
Brant Gardner
2023-09-05 18:43:22 +0000 UTCGlad you're enjoying it :) I'm HOPING we're close to a stable release.... big hope
2023-09-02 09:56:12 +0000 UTCI just found out about this mod today and played one of the old versions for a few hours. Very excited to see there's a brand new version out. Thanks for your hard work on it, now I can't wait to try the new one! I'm pretty tired of how predictable vanilla has gotten (no demons for one thing lol).
Sam Harrison
2023-09-02 06:19:26 +0000 UTCNope. I straight up removed them from the window
2023-09-01 21:56:15 +0000 UTCHello Khaine! Thank you for all the time you spend bringing such an awesome mod to all of us. A few days ago I wondered if is there a way to those who want to activate the POI skulls do it? If not it's okay, thank you again man!
AndrewS
2023-09-01 21:40:18 +0000 UTC