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darknessfallsmod
darknessfallsmod

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V2.3 early access is now live!

That's right! V2.21 is now V2.3. There's a HUGE list of changes, and as Patreons, you all get early access to it. :) Here's the full list for anyone not in the discord.

- Updated DMT to fix Linux issues. 

- Survivalist torch now drops the survivalist torch when destroyed. 

- Survivalist torch now emits light. (incorrect prefab) 

- Localization fixed for the ink. 

- Ranged NPC's will now use ranged attacks. 

- Quest giver NPC's now set to a static spawner on interaction to prevent despawn. 

- Farm animals set to use a static spawner at all times. This means they shouldn't despawn.

 - Spear power attack is now a bit faster.

 - Myth's sleeper adjustments should be included. 

- Random World Previewer now has the radiated biome included in the colors thing at the bottom. 

- Random World Previewer localization finished off so it looks less like a hot mess. 

- Added Hollow Point ammo to guns, cos I forgot. 

- ALL mastery perks now require player level 50 in addition to finishing the class quest. 

- Mastery book probability reduced from 25% to 5% (may revise this). 

- Inceased crafting requirements of the Advanced Forge. 

- Minibike is now made in the workbench. 

- Added Myth's Bloodmoon Engine Killer. 

- Updated Sphereii's EAITasks mod. 

- Guns can now use HP ammo. - HP ammo has been tweaked to do the same damage as steel cased ammo, but no degradation penalty.

- Spear no longer counts as a tool. 

- Combat Axe no longer counts as a tool. 

- Combat Axe does the same base damage as the hunting knife, but with an increased dismemberment chance. 

- Combat Shotgun can now take the Rod and Spring mod. 

- Hunter now has an Advanced Extended Mag mod as part of their mastery. 

- Survivalist now has the Mega Crush recipe as part of their mastery. 

- Mega crush now gives a small increase to melee damage in addition to the speed increase. 

- Added an Armor Shredder gun mod. 

- All compo pack POI's edited for quest compatibility and better balance. (may only take effect on new game) 

- Added Myth's tweaked gamestages for hordes and sleepers. 

- Bombers now take less damage at 50% HP or lower. 

- Food and Water can now go below 25%. 

- Gun sounds rebalanced because some were way too low. 

- Silencers now give an 80% noise reduction to ALL guns. Yes, even the ones in the mod that didn't work properly. 

- Increased food poisoning chance on canned food. 

- Added a 10% chance of a "rotten food" buff on crops. (cannot be cured. You have to wait it out) 

- Reduced drop chance of Laser Pistol and Laser Sword. 

- Locked the door on the small bunker. 

- Max Spawned Zombies is now a menu option for single player. 

- Max Spawned Animals is now a menu option for single player. 

- 1 to 5 claim blocks is now an option for single player. (under the multiplayer tab)

- Re-organised UI for bigger icons in the backpack. 

- Added Super Corn to loot lists as a very rare drop in-case RWG doesn't spawn the POI. 

- Ability to heal players removed from bandages due to currently unfixble NRE. 

- Ability to disconnect wires removed from the advanced wire tool due to NRE I need to track down. 

- Fixed gun localization to state they are made in the Workbench, not the backpack. 

- Added a hunger and thirst tick that fires every 6 hours to simulate the bodies natural need for food/drink. 

- All coilrounds now only give 1 per craft, not 10. 

- Coilrounds now use STEEL bullet casings, not brass. 

- Coilbattery now gives 10 per craft, not 1. 

- Coilbattery cannot be scrapped. 

- Brass catcher cannot be installed in coilguns. 

- Yellow Dye now uses Goldenrod plants. 

- Trader was selling electrical items without better barter, which is not intended. 

- Tweaked food trader has for sale. 

- Added Carrots and Tomatos to the trader lists. 

- Removed harvest bonuses from higher tier tools as it was getting out of hand with steel+ (bonus still remains so players do not lose resources from higher block damage) 

- Increased titanium ore HP. 

- Fixed an NRE with the wandering trader that happened if you talked to him with DM on. 

- Fixed a couple of issues with the bunkers. 

- Changed the spawner for the scifi portal to prevent issues with zombies spawning inside walls.

- Boss zombies given the feral tag so they should be more dangerous. 

- Legendary zombies given the feral tag so they should be more dangerous. 

- Legendary lab zombies now give Infection 3. 

- Fixed some POI sleeper volumes. 

- Changed "Day length" options to 15 min increments, so it now goes 15, 30, 45, 60, 75, 90, 105, 120. 

- Tweaked gamestages so Nomad and Warrior aren't quite as harsh, but survivalist and insane have no chill. 

- Updated EntityAliveSDX to fix potential MP issues. 

- Increased the size of the dropped backpack to prevent lost items. 

- Player backpack now persists for 1 hour after death to allow time for near death to wear off. 

- Massively increased fireball delay for most demons so they can't rapid fire you. 

- Pickaxes rebalanced so they don't give as many resources (better material still means more resources though) 

- Fireaxes rebalanced so they don't give as many resources (same as above) 

- Sleepers tweaked in several POI's. 

- Added a small immunity to infection 1 after curing it (antibiotics and herbal antibiotics only) 

- Added a small immunity to fire after using a drink to cure it. 

- Quest rewards totally re-written. 

- Changed one of the lockable storage cabinets to a half block to match it's icon. 

- Fixed some minor issues with armor. 

- Overhauled zombie AI. 

- Added some scaling to the food/thirst ticks.

- Added immunity to food/thirst ticks if you have the newbie buff. 

- Bloodmoon engine killer now has a tooltip warning (controlled by localization too!)

 - Hunter class now has a tracking ability. It is gained on finishing your class quest, and upgrades by obtaining your mastery. 

- Added a new, tweaked RWG mixer by Mythixdino. 

- Added Myth's Bloodmoon tweaks. 

- Added myth's RWG patch for smaller cities. 

- Added Myth's "Difficulty Modifier" patch. Zombies no longer have damage reduction at Warrior+. (they still do increased damage) 

- Added Myth's Bloodmoon Clear Up mod (kills biome spawned zombies on bloodmoon start). 

- Added Myth's Day Clear Up mod (kills night biome spawned zombies on day start). 

- Added Myth's No Sleeper HP Bar mod (sleepers do not show the health bar until they wake up). 

- Added Myth's Quest Range alteration... thing. Basically, quests should now be closer to the trader.

Gitlab: https://gitlab.com/KhaineGB/dfdevbranch/-/archive/master/dfdevbranch-master.zip
Google Drive: https://drive.google.com/open?id=1D_2kksrXfImhfKOARrg7PrYjNPShbJ20


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