XaiJu
darknessfallsmod

darknessfallsmod

patreon


darknessfallsmod posts

V2.4 Experimental release and current plans

Forgot to post this yesterday because I was just super tired.

Darkness Falls V2.4 Experimental went out to everyone. A few bugs were found that need fixing, but nothing major, so that's good.

The current plan is this.

- Fix up as many bugs as possible so it's in a stable state.
- Once that's done, release as "stable" for A18.1 (unless A18.2 is out).
- Update 0-SphereIICore as a new version was released
- Convert the mod to A18.2 (looks like it wont be much work)...

View Post

The Home Stretch

So, we're getting there. I just finished up putting the traders back to how I had them in A17 today, and it works.

Survivors and bandits are in.

All my zombies and animals are in, and I think I fixed all their movement issues (some would only move slowly).

NPC's are currently VERY broken.

Farm animals are next, then it's time for localization. :)

View Post

It is nearly time...

This is where the mod stands right now for A18...

- Need to fix up some minor bugs with the items file. Nothing game breaking, just annoying (and could cause an occasional NRE).
- Need to fix up some minor bugs with the blocks file (same as above).
- Need to re-do loot.
- Need to re-do per-zombie loot lists.

However, it BOOTS, works and is mostly playable at this point. :) Animals and NPC's are currently turned off, and likely to remain so for the first test build so I ...

View Post

Modlets to tide you over!

Since DF is going to take a while to update, I sorted out my modlets instead. I thought I'd post them here before A18 goes live so you can all enjoy them once experimental is ready for the masses. :)

60 slot backpack - https://gitlab.com/KhaineGB/khainemodlets/-/archive/master/khainemodlets-master.zip?path=KHA18-60BBM

60 slot backpack with ...

View Post

A18 and the mod

So I did manage to get early access to A18 and I've started porting the mod over. Currently don't have even a slight estimate how long it'll take since there's a lot I do want to tweak/change, but... this is what I've done so far.

- UI ported over and working.
- Action skills ported over and working.
- Progression (including classes) ported over and SEEMS to be working (need to port the class books)
- 1 custom entity (the hornet) ported over and working. Yes, this means animat...

View Post

Progress, or lack there-of.

It's currently looking VERY likely that A18 is around the 4th.

Aside from the experimental build that I put out (with the new backpack buttons), I'm currently NOT updating DF. Instead I'm trying out things in the XML, looking up potential unity assets (mainly particles for buffs and such) and just experimenting in general.

I figure, I have ideas, so I might as well use this time to try and implement them. :)

View Post

More Back End Stuff

So the cvars seem to be working nicely. Obviously more testing is needed, but preliminary results are good. :)

The next thing on the list is zombie hand effects. I found out that game difficulty is a cvar, so I'm adjusting "buff chances" based on the difficulty the player selects. Lower difficulty = less chance of bleeding/infection/etc. Higher difficulty = higher chance of bleeding/infection/etc.

I figure that makes things a little more interesting rather than just making zombi...

View Post

Back End Boring Stuff

Still not sure what's going on with A18...

Because of that, we're basically still working on bug tweaks, potential balance, etc. We're also looking at tweaking a lot of the "under the hood" stuff. LIke changing infection to use cvars that build up over time, putting wellness back in, etc.

So while it seems like things are quiet. expect a lot of DEV test builds to get feedback on this stuff. :)

View Post

More Bug Squishing

So.... things are quiet right now.

At the moment I'm just collecting another list of bugs and working on potential fixes. Rumour is we're gonna have A18 in about 3 weeks, so I'd like to fix up some of the more serious issues, push a patch for that, and then keep experimenting with things that I want to include in the A18 version of the mod.

Not much of an update, but it's an update on progress so far. :)

View Post

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...

View Post

Rumors and Planning

So it would seem we might be getting A18E either the end of this month or the start of next month. The reason for that is because the streamer/content creator early access sign up thread is now live.

Obviously this has thrown a small wrench in the gears for the development of Darkness Falls. As such, my priorities are shifting slightly.

1) Continue working on 2.21 which is just a balance pass and bug fix update/
2) Once that is out, start planning 2.3 but don't actually do an...

View Post

All Quiet On The Western Front

So I know things are a little quiet right now...

V2.21 is in full experimental mode for testing, so basically it's final bug fixing and balance tweaks. I'm also waiting on an update to the GotoPOI mod so it'll work properly on servers. I've also been helping to test out EntityAliveSDX stuff as apparently they don't always work correctly on servers (but they seem to for me... so no idea what that's about).

V2.3 planning has also started, but that's probably a ways off in complete...

View Post

Player choice is a good thing

Some extra stuff I did last night. While I was adding the ability to adjust max zombie spawn in single player, I also added the same for animals. Finally added it to the main menu last night.

And while digging through the DLL, I found out that max claim blocks per player can ALSO be an option on the menu, so I added that too for SP. :)

View Post

UI Rework

Nothing major, but a lot of folks complained the backpack was too small.

So I reorganised the layout a bit and put back vanilla icon sizes. This is still WIP but the layout is what you will get. I just need to make it look correct.

View Post

User Configurable Max Zombie Spawn

Already put this in the discord, but I completely forgot to share it here.

Thanks to some help from Subquake, specifically knowing where to look in the DLL, I managed to add a menu option so the USER can select the maximum zombies spawned in the world in Single Player. For dedicated servers, this would be configured in the serverconfig.xml file.

I changed the default from 60 to 75, as I figure that should help with SP and RWG "zombies not spawning" issues. Max is set to 200. I d...

View Post

The Calm Before The Storm

Things are a little quiet right now. I am still working on the mod, but it's now "bug fix and tweak" mode rather than adding new content. :)

NPC's are currently getting looked at. Ranged attack works but they seem to struggle switching to melee if a zombie gets too close. Farm animals should no longer despawn as well, so that's nice.

The Max Spawned Zombies issue is also being looked into, and there's a small NRE with the healing bandages that I need to sort out.

So we're...

View Post

V2.2 is out!

Welp, it's taken a while, but Darkness Falls V2.2 is finally released. :) Big thanks to the patreons who got super early access to the testing builds, my testers... who are completely insane, and everyone who tried out the experimental version.

Going forward, I'd like to try giving patreons access to testing versions and early access to the final build (1-2 days most likely), but only on big updates like this. Patches to fix bugs will NEVER be gated behind a paywall. Ever.

Havin...

View Post

The apocalypse can be lonely...

...so why not take someone with you?

This is one of Xyth's bandits, but using the companion system. She's the first attempt at a hireable companion that isn't a wolf for Darkness Falls.

If this goes well, then I will be looking at adding maybe another 2 or 3. :)

View Post

Guards-B-Gone

A little bit of C# coding later, and guards no longer respawn.

This is to help with lag issues and folks abusing the trader respawn system. Next on my list is to get bandages working with healing other people/NPC's. I have an idea on that.

View Post

The Motley Crew

A few new zombies to make the wasteland and horde nights a little more dangerous. Just using the existing models scaled up by 25%, but they have some... interesting... abilities.

View Post

Goodness Gracious, Great Balls of Fire!

This is being a right bugger to get working properly, but there was a suggestion to give the demons a ranged attack with fireballs.

So this is the particle effect I'm working with to see if I can get that sorted out. :) It'll basically work the same way as the cop vomit attack, once I can actually get it working, of course.

View Post

Unity Zombie Textures

All ready for testing. The block shown is what I use to force the game to load them all into RAM rather than when spawned.

Basically, it stops the spawn lag.

View Post

Frozen Arlene

First test zombie.

View Post

Zombie Evolution

Been bouncing some ideas around with the testers and thought I'd share what we've come up with.

So I wanted to put some extra item mods in the game, specifically ones that apply a damage-over-time buffs to zombies. You know the Burning Shaft mod in vanilla that applies fire? Basically the same as that.

So far I've made an equivalent of that for guns. I'm also working on an electric damage mod and a cold damage mod... which got me thinking.

What if those mods had correspon...

View Post

Um... stuff and things?

So I thought I'd better actually post here and use this.

First, thank you everyone who pledged. It's not necessary, but it's very welcome. I used the funds to buy the RPG Mecanim pack off the unity store so I can look into making some extra entities a little easier.

Second, I added a patreon role to the discord. If you're in there, make sure discord is synced to your patreon account so it can give you the appropriate role. I want to try and give you guys priority support for whe...

View Post