Updated to 1.15.4
Refactor for balancing for all difficulties to improve the spawn systems and fix bugs.
Firearms can now be traded, dropped, and added to the stash.
Firearms have received some balancing updates to make the damage more appropriate.
5 new Firearms are in development and are currently available through the patreon stash content for the firearms bundles for all Insanity and Ultimate supporters. These new "Hair trigger" weapons are balanced to how I want to play with guns on insanity. They currently do not have names in the UI but are Gold and Platinum tier weapons. More coming soon!
Insanity difficulty has been completely refactored to make it the most difficult to date, enemies can now smell you, even high up on the buildings. The best way to avoid being slaughtered by the masses is by using the Camouflage as you move. Be prepared for a real parkour challenge to stay alive on this difficulty (yes it's absolutely possible =D)
Interior Spawns are working again with the custom spawns and they have been updated to now "self activate" so you no longer have to walk into the interior to make the AI search for you. This makes them much more deadly but also may increase performance costs.
Spawns have been rebalanced to bring the most populated map yet. If you have issues with performance, look inside the Mod Config > World Spawns > Performance tab and turn down the IAL_Spawn_Max_AI_Count (default 120) and IAL_Spawn_Max_AI_Zombie_Spawn_Distance (default 80)
The Mod config has been updated to remove = Inventory slots, these should not be set unless you are willing to risk savegame corruption with updates, so I have removed them as an option for now. Cheats - Infinite Stamina. FOV Camera setting (AntiFov is set to 0.0 in the mod),
nfestation has been rebalanced to focus on more infected and less humans spawning in the world. There will still be patrols and the new factions randomly in the world, but more of the spawns are focused on Biters and infected.
Fix for black screen crash when starting a new save.
Fix for spawns on Insanity to fix roaming Volatiles, camouflage is now 100% required for movement at night, everything can smell and track you across the map.
Fix for some biters always running even with Mod Config settings set to Walker
Fix for crashes with Deadly Humans, Infestation, and Survivor Module
Fix for warzone like spawns occurring throughout the city, the city spawns have been better balanced and the error was removed.
Fix for Volatile health being super tanky, this was due to a repeat value that was removed from the preset (this can happen when merging after updates).
Fix for Biter_Fresh running or walking being set by the config, you should now be able to easily set all Biters to run and climb or walk and not climb through the Mod config
Fix for crash from VolatilesBeGone module
Added description when loading IALR Content that warns players that a large amount of the features from IALR are disabled in that difficulty setting. That difficulty is primarily for users who want to be able to play the Vanilla game without the Savegame corruption risk, around 70% of the features from the mod are disabled in this version. If you're looking for a less difficult experience I would use Casual Survivor.
Fix for Invisible Virals. All IALR Models have now been removed for the Infected, they are being redesigned for the 1.6 release.
Fix for Reinforcements now spawning from the different factions, after the 1.15 update they changed the reinforcement system and this had to be re-written.
Updated all modules with 1.6pre changes and improved balancing