XaiJu
darknessfallsmod
darknessfallsmod

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A Small Thank You

So between the patreons and some very generous donations, I was able to purchase a new laptop for mod development purposes.

And it made a huge difference. I'm talking 5 minutes from hitting "build" in unity, to 7DTD loaded and testing my new model. That'd be about 15-20 minutes total on the old machine.

As such, here's a little thank you.

Darkness Falls V3.0-DEV-B45 Patch Notes.

- Traders have an invisible "faction" stat, and will teach you skills as you level it.

- Farmer now unlocks the SMG with mastery and gains craft bonus with it. No longer has craft bonus with shotguns.

- Mechanic now unlocks the auto shotgun with mastery and gains craft bonus with all shotguns.

- Hunter now unlocks the Sniper Rifle recipe.

- Tweaked loot a little so Pistol/Double Barreled Shotgun/Hunting Rifle should now be easier to find.

- Added random supply crates mod.

- Added Sirillion's "No Crosshairs" mod (this mod is DISABLED by default, but can be turned on)

- Patched DF with "Hardcore Mode". This can be enabled by uncommenting code in Mods/1-DarknessFalls/Config/Buffs and Mods/1-DarknessFalls/Config/Entityclasses.

- Removed some unnecessary unity3d bundles.

- Added attack speed increase, stamina reduction and degradation reduction to bladed weapons (Knife Guy).

- Added AOE knockdown to sledgehammers (Pummel Pete).

- Added "Open Trade Route" quests to all traders (sends player to another trader)

- Added Coilshotgun + ammo. (localization needed)

- Reduced Coilguns perk from 3 levels to 2. (localization needs updating)

- Pulse Grenade finally returns from A16!

- Watch is now a glove-slot mod item, and gives a buff to the player that displays the time.

- Lowered headshot damage bonus on Better Lead Than Dead.

- Lowered head dismemberment chance on Better Lead Than Dead.

- Lowered damage bonus on automatic weapons action skill.

- Halved the degradation max of automatic weapons so they need repairing more often.

- Since TFP think the SMG is a pistol, it is now tagged as both pistol AND automatic (does benefit from pistol perks, does NOT benefit from Better Lead Than Dead).

- Removed ALL UMA zombies since they no longer worn in A19.

- Reworked all food values (vanilla and DF).

- Reworked farmer unlocks (Sous Chef and Master Farmer).

- Removed the A19 candy.

- Casino coin material changed from brass to iron.

- Reduced repair kit amount from 32000 durability (yes, that's vanilla) to 1000.

- Adjusted the Repair Time property of multiple other items so repairs should take at least 3 seconds (even for the wooden club)

- Increased repair time for repair kits from 3 seconds to 15 seconds.

- Changed repair kit recipe to make it more complex.

- Changed the medical bandage to use 1 normal bandage + 1 aloe cream instead of just cloth.

- Changed molotovs back to how they worked in A17 so they don't suck as much.

- Adjusted titanium armor so it's not better than military (since it's heavy armor).

- Changed Compound bow and Compound crossbow to scrap into polymers.

- Added a slow effect to the liquid nitrogen mod (works like sprained leg).

- Slightly lowered XP gain from harvesting (mining inclued) and upgrading.

- Added mobility and jump strength penalty to the M60 while held.

- Adjusted probability of schematics so there should be less duplicates.

- Hazmat clothing can now be crafted (unlocked by master scientist).

- Armor now has mods that work like hazmat clothes (unlocked with Science Crafting 5)

- Lowered rounds per minute of the M4A1 so it's better than AK/AR, but slightly less than the M60.

- Slightly lowered the damage of the coilrifle since it's a full auto weapon.

- Added a flamethrower.

- Lowered Armor Shredder buff to max 50%

- Lowered Armor Shredder buff duration to 10 seconds.

- Lowered Armor Shredder amounts to 5% per hit (was 10%).

- Changed Armor Shredder to require Science Crafting 5.

- Adjusted time deduction from the lockpicking skill to make it more useful.

- Removed some "on screen" settings for icons to reduce clutter.

- Added damage increase for stun baton weapons to Science Crafting.

- Animal snares and chicken coops now need to be "reset" with 1 animal feed.

- Chairs can no longer be picked up.

- Honey no longer works if your infection is stage 2 or higher (I believe it's currently 1, 2, 3, dead)

- All bullet tips now need a tool and die set.

- Brass bullet casings require a tool and die set (steel still needs crucible).

- Trader guards now do less damage on bloodmoons.

- Used TFP's new workaround to add additional explosive damage to all grenades, pipe bombs, dynamite, molotov and explosive arrows/bolts.

- Antivenom item added.

- Antivenom recipe added to Physician 3.

- Added Animal Poison Extract to snakes and spiders.

- Removed bones from Snakes and Spiders.

- Added 2x 8k maps (DFalls-Small), 2x 10k maps (DFalls-Medium), 2x 12k maps (DFalls-Large) and 1 16k map (DFalls-XLarge)

- Added sneak damage to all rifle weapons.

- Changed the starting "Go to trader" quest to pick ANY trader other than only ones in the forest (excluding wasteland).

- Since fortitude doesn't exist, sham chowder gives 10% damage reduction.

- Steroids give +10% damage to melee weapons in addition to increased carry capacity.

- Diazepam added. Gives +10% damage to rifle weapons.

- Removed increased zombie damage based on difficulty (except insane).

- Changed gamestage bonus based on difficulty to start from Nomad (Adventurer is the default)

- Food and water now decrease faster based on difficulty, starting from Nomad.

- Buff resistance to critical injuries is now reduced based on difficulty, starting from Nomad.

- Tweaked the soldier loot lists so players don't get military grade guns too soon (pistol more likely).

- The Survivor now reduce the base drain rate of food and water by 10% per level.

- From The Shadows moved out of the hunter class and is now tied to athletics.

- Demolitions Expert now increases the duration of burning buffs by 20%/lvl (Molotov, flaming arrow, flamethrower)

- Replaced stone tools in loot with scrap tools (because finding stone tools sucks).

- Special 'bloodmoon only' zombies added with less AI to help with performance (demons and custom entities are NOT done).

- Taza's items set to similar durability to steel.

- Added pipe pistol and pipe rifle to T0 weapon loot.

- Titanium tools rebalanced vs steel.

- Halved the amount of wood gained from harvesting fruit trees.

- Removed working vending machines from the world (still exist at traders).

- Added a loot list to broken vending machines.

- Scaled Food/Drink added (you will find less as your gamestage increases).

- Lowered brass amounts in loot by approx 50%.

- Added a backpack craftable version of the Mortar and Pestle to make it easier for the scientist to complete their class quest (takes more resources and time).

- Slightly lowered behemoth hand range to see if it helps with them derping out on blocks.

- Stone tools no longer gain bonuses from the Mining Tools skill, but DO level it.

- T0 items can no longer have mods installed (all stone, blunderbuss, primitive bow, bone knife, pipe weapons)

- Starting at T1 (iron+), items now gain a bonus from being higher quality.

-- Guns/Bows have more damage and max range.

-- Tools have faster attack speed and less stamina usage.

-- Melee weapons have faster attack speed and more damage.

- Increased base XP required to level from 11,000XP to 15,000XP.

- Reduced XP multiplier from 1.3 to 1.275.

- Hunter Quest 1 and Quest 2 changed (Quest 1 - make bow and arrows. Quest 2 - Kill 5 zombies with the bow).

- Mechanic Quest 5 changed to gathering parts.

- Mechanic Quest 6 changed to 'craft blunderbuss'.

- Blunt and Bladed weapons now have 5% stamina usage reduction per 20 levels of the appropriate action skill (first one gained at level 1, next at 21, then 41, etc).

- MIGHT have fixed the floating rifle nonsense.

- Made the loot quality templates smaller for performance reasons. May also give a better variety of items.

- Lowered the duration of average food and drink to 15 minutes.

- Any food that doesn't need a recipe to craft no longer gives a stamina bonus.

- Max Stamina Bonus is now granted based on average food/good food buff, with different durations depending on type of food.

- Most food should now display the max stamina bonus in their stats.

- Slightly lowered the stamina cost on scrap/iron/steel tools (only slightly).

- Slightly increased the stamina cost on all titanium tools and melee weapons so it scales better (still better than steel).

- Enabled SphereII's dynamic cave system (Works on existing worlds. Works on existing saves in un-explored chunks ONLY)

- Changed molotov recipe to make them easier to craft so they're more viable for horde night defense.

- Added Bar Brawling as it's own 5-level perk. Localization not done atm, name may change.

- Traders should no longer give you their faction books as they shouldn't be needed.

- Added Scrap Iron Arrowhead.

- Added Scrap Iron Arrow.

- Added Scrap Iron Spear.

- Added Scrap Iron Knuckles.

- Added Scrap Iron Club.

- Added ability for the primitive bow to use Scrap Iron Arrows.

- Adjusted Stone and Iron arrow damage so it scales better with the new Scrap Iron Arrows.

- Added Advanced Insulated Liner and Advanced Cooling Mesh mods (should stack with the normal ones).

- Added new spider sounds from Xyth's creature pack.

- Added Power Hammer. (Future Tech Level 2 Unlock)

- Added Plasma Axe. (Future Tech 2)

- Added Titanium Blade Trap. (Master Laborer)

- Added custom model for the Plasma Baton.

- Changed how Gotta Go Fast works so it now adds a flat 5% movement speed per level of the perk (need testing to see if this is too much).

- Added increased stamina regen to Gotta Go Fast while running.

- Removed Oxygen Optimization. Benefits added to Physical Conditioning.

- Removed Enhanced Immune System. Benefits added to Physical Conditioning.

- Accelerated Healing moved from Tech Boots to Bio Boosts.

- Removed Bullet Sponge. Created a new perk called Transhuman and benefits added to that.

- Transhuman gives bonuses to Entity Damage and dismemberment (for melee only), block damage and harvest count for tools.

- Added "A Human Turd"

- Changed shotguns from 10 range to 8, and 10 pellets to 8.

- Changed blunderbuss from 10 range to 6, and 10 pellets to 6.

- Armor Shredder mod can no longer be installed on shotguns.

- Slightly increased the damage of the coilrifle and coilsniper so it's very clearly more than the M4A1/M60.

- Slightly reduced the XP required to level the rifles action skill.

- Elemental Protection now provides immunity against most negative effects while active.

- Removed Eve from the burnt biome spawn.

- Eve now has her own prefab (DF_Quest_Prefab_03) which should spawn in the snow biome, assuming RWG doesn't screw up.

- Eve now respawns in her prefab like a trader.

- You now must return to Eve and talk to her to get her Quest 2 and Quest 3.

- Eve's quests can no longer be repeated by the same player.

- Added some houses from A16.

- Added the A18 stores.

- Added a new "explosives" group for Trader Joel so he's more likely to carry pipe bombs/molotovs/nail bombs/grenades (both types).

- Removed the "No Laborer Class" requirement from scrap crafting since that now unlocks the weapons.

- Added Blade Master perk.

- Lowered the level requirements of the Forge Ahead perk.

- Increased the block damage of both augers, but NOT harvest amounts to specialise it as more of a "mass clearance" tool. (20 to 40 for normal auger, 50 to 80 for titanium)

- All "drink" items now have an "open" option to empty them and get an empty jar back for players who wanted that feature.

- Traders now teach mastery perks (30 quests completed, 100k dukes)

- Changed the torch back to how it used to be (left click to attack, right click to place) since no-one seemed to be using the thrown version.

- Rebalanced wellness gains of food and drink to the level of perk they're locked behind. If they aren't locked, they give no wellness.

- Average/Good buffs for Food/Drink rebalanced. Anything with wellness 1-3 gives Average Food/Drink, and 4-5 gives Good Food/Drink.

- Reworked XP required to level weapon skills.

- Blessed metal gives a small damage bonus vs zombies as well as demons.

- Increased fuel capacity of the generator bank.

- Feel the Heat can now be installed in the SMG since it's TECHNICALLY a pistol.

- Slightly increased Lathe drop rates.

- Supply crates have a higher chance of high quality items vs looting in the world.

- Rebuilt assets for the large bunker, enabling "GPU Instancing" which helps with performance a little.

Download link: https://drive.google.com/file/d/1pN1GbE9g_eD9HL2-h9AoJJj72ANNuMEf/view?usp=sharing

Please be aware that this is for A19b178 EXPERIMENTAL. I will likely not be pushing a patreon-build if/when experimental updates, so make sure you back it up as a seperate install.

I just wanted to do this as a small thank you for all the support over the past few months. You're all awesome, and words cannot express how much I appreciate you all. :)

Comments

Nope. Needs a different set of DLL's for a server. I haven't done a server build yet just because i've not properly tested that yet.

Any chance these files will work for a server build as well?

Small oopsie! New link to fix it: https://drive.google.com/file/d/1pN1GbE9g_eD9HL2-h9AoJJj72ANNuMEf/view?usp=sharing

Keep up the good work. Love playing Darkness Falls.

BlaringFire


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