It has been a while since I posted here, not because I had forgotten about it, but because the mod has been in heavy development over the last months and for a long time was not updated yet to work properly with A20 and with a few big new features mid development when that came out. Now I am proud to announce that the mod has been updated to A20 and that a new big version: 0.9.0.0 is out and ready to be played. It is updated both on the mod launcher and the download links have been updated (One points to the Archive and another to the Current version. This new folder structure allows me to keep it intact in between alpha's but it broke all old links in archive posts and other places that they may have been shared to.
Here are the release notes. I will update the first posts in this thread later with the new documentation and new pictures of the mod in A20 and the UI. Some of them are old and no longer valid. You can find the current documentation and some pre-made maps in the download links:
Download Here
==0.9.0.0==
This will be the first big release for A20 and come with some big new features such as Weapon Parts, Ammo Tiers, and Schematic/Tech Perks. Note that some features that were touched by the move to A20 or by the changes done for this version may be incomplete or not fully working as intended yet. This means icons may be placeholders, unlocked-by text missing, descriptions no longer reflecting the current state, item stats not showing the needed values yet etc. This is still very much under development and will continue to be improved in the coming updates for this major version. New major versions are always a bit more unpolished. More polish would also mean more delay on release.
Important! This version requires EAC to be off always to work properly.
++Core++
- Added: 5 New wilderness-based traders that replace the city-based ones in Gnamod generated maps. The city-based traders are also there for maps generated by other means that use them.
- Added: Weapon Part System for bows, crossbows, melee, tools, and firearms. This system makes each of them require one or more parts to fully function. The parts have quality and add stats specific to that part. Melee, tools, and bows have up to 2 parts plus the base item while firearms and powertools have 4 parts plus the base item. Melee and tools share certain parts since most of them are Shafts and Grip items that fit a broader set of items. Loot has been adjusted for this change, you will generally find these items with parts already attached and some of the parts may be broken or makeshift.
- Added: Alongside the weapon parts, all the weapons and tools have been rebuilt from the ground up with new stats and balance. This is still the initial version and balance changes will happen in upcoming updates.
- Added: Firearm Ammunition Tiers. Firearm ammunition has been reworked to add more different calibers. The following ammo now exists: .22 LR, .38 SP, .45 ACP, 9mm, 5.56mm, 7.62mm, .44 Mag, .500 Mag, 30.06, .50BMG, 20 GA, 12 GA and 10 GA. Each of these calibers also has a HP and AP version (these are slugs for Shotguns), and each has 3 quality levels: Reloaded, Normal and Pristine. For this, new components were added as well, split into small, medium, large, and shell. New chemistry resources were added to craft the new propellant options.
- Added: A20 version of Gnamod comes with Harmony/C# mods that enable some cool new options. This is still experimental but enables stuff like Custom Biomes and RWG mixer changes as well as tweaks to the inner workings of the game.
- Added: Custom Biomes and A20 RWG overhaul. A system still fully in development but already allowing finer control over how RWG creates maps, where biomes go, the result, as well placement of custom biomes in these worlds. Gnamod always tries to change the RWG and with this a lot more options have been made possible. Its currently still not fully utilized but will be in future updates.
- Added: Reworked Schematics and added Perks to keep track of unlocked technology. Normal perks no longer unlock tech, but for the current version generally do grant the first level of a related tech for free. This is still in development and will be combined with a full progression overhaul in 0.9.1.
- Added: New experience curve and skill point gain rate. No skill points will be gained after level 100, but you can keep leveling after that up to 1000 still. The amount of skill points gained will top of at 150, with 134 from levels (the first 36 levels will add 2 points). The remainder of skills will be earned from quests and story, currently only the begin story quests are there for the first 5 points. This will tie in with the progression overhaul in 0.9.1.
- Added: New Snowcaps biome that appears on top of mountains. This is like the Snow biome but almost no trees. It has less zombies but more animal life.
- Added: Return of the Water biome underneath water bodies. This also returns the swamp sounds of that biome.
- Added: Zombies now turn to dead bodies or piles of cloth after about 10 seconds. This is not always the case and some may just disappear instead.
- Added: Set of Damaged cans, which can always be opened and stack, have a chance to give good or bad food or a can of murky water.
- Added: A few new resources such as Animal Organs and Raw Plastic, and some chemistry resource currently only used for ammo making.
- Added: A lot of new icons for new items, schematics and some existing items/blocks that used vanilla ones or duplicate icons (like the worktable).
- Fixed: Updated existing features to work with A20 changes.
- Balance: Difficulty scaling has been altered, player damage is unaffected and enemy damage scales to be normal at Nomad and Double at Insane.
- Balance: Player damage has shifted to make headshots more relevant, dealing more damage with all weapons on headshots but this scaling is even
more on ranged weapons.
- Balance: Players start with an invisible lucky bonus that gives them some chances to loot better stuff that deplete as stuff is looted. After level 3 the
Lucky buff can become active which does the same but on a smaller scale.
- Balance: Due to the changes with schematics and tech unlocks Advanced Engineering and Grease Monkey have been removed. Trap experience has moved to the Electrocutioner perk and gives 100% at max level. This perk still also works on the stun baton, that for now is a legendary item that is rare.
- Balance: Crafting in the player inventory is halted when the bag is closed. Crafting times of survival recipes have been adjusted to this. Crafting in workstations is not affected. This includes repairing items. So, make sure to find a safe spot to craft/repair.
- Balance: Rebalanced spawning around the new cities, wilderness has less zombies and more animals while cities have more zombies and zombie animals. At night cities are a lot more dangerous, but areas can be cleared for long periods.
- Balance: Balanced Horde spawns around the new level curve. Scout will not spawn until the second day to give players a bit of time to get settled on day 1.
- Balance: Adjusted economics so that prices as set in XML are the actual price paid to buy an item from a vendor, while they buy stuff from the player at 1/10 the price. Items and perks can still alter these prices. Items with quality add their own additional value based on their quality, this is no longer a blanket increase, so a T2 item may only increase 100 per quality, while a T5 item goes up 400 per quality tier.
- Changed: Reworked how Bows and Crossbows operate. Bow effectiveness is based on the amount of time it takes to aim, increasing accuracy and damage the more the bar is filled. Stamina drain also increases as the bar fills, making it hard to keep this power up. If stamina drops to low, shots lose all power (until I can make the game undraw the bow instead). Crossbows are more like guns where it is just point and shoot.
- Changed: The given quest note now first sends the player to a nearby POI and then to the trader which gives the player a guaranteed gun as reward.
- Changed: Block placeholders have been improved to include new deco, this mostly affects biomes but also random junk.
- Changed: Modified existing biomes and weather. A20 generates sub biomes differently resulting in ores being a bit rarer, but the veins are visible now, not only on the map.
- Changed: Breaking a lockpick causes the timer to reset, so each attempt takes the full time. This is a placeholder until a better lockpick system can be added.
- Changed: Dyes cannot be removed once applied or found on an item. In the future hopefully dyes can overwrite existing dyes so you can change colors of items.
- Changed: Items with quality spawned from harvesting, attached to items or from other means not using a template will have its quality rerolled by a base template so its not 1/6 chance to be max quality. This means good batteries and engines will be rarer.
- Changed: Changed weapon mods to have quality and added a few new mods. This is still mostly experimental. Mods cannot be crafted in the current version and not sure they will be in the future.
- Changed: Removed recipe unlocks from books, most of these were moved to schematic perks. Ammo crafting currently is always unlocked, this is a temporary thing. Books will be reworked along with progression to give meaningful stuff and likely to have something for each weapon class. Some books may not do much in the current form.
- Changed: Removed clothing crafting for now, until either reworked in a future update or when TFP does their overhaul on the clothes. At least gives the clothing stores a use.
++CoreUI++
- Changed: Overhauled the item info windows to show all information in one go.
- Changed: Overhauled the recipes and recipe info windows to show ingredients and recipes as tiles. Crafting slots are now at the bottom of the recipe window. Craft actions at the top.
- Changed: Overhauled the trader window to show sold items in tiles like recipes, allowing more to be shown at once. Trader actions also show in the top of this window like the recipes window.
- Changed: Overhauled the map window to show more map area and compacted the waypoints to one side while map info is on the other side. Placing waypoints has improved and you can now choose any vanilla icon for them.
- Changed: Overhauled the player window and streamlined the buff information side. Slots are now organized with armor on the left and clothes on the right.
- Changed: Updated the looting windows to scale to the top right with their slots so they always close to the backpack window. No longer takes unneeded screen space on smaller containers and always shows sort buttons.
- Changed: Updated the journal window and no longer flashes the icon if there are unread messages. It will only be colored until all are read.
- Changed: Other windows have been altered to fit the changes of A20 and the changes to the headers and window positioning.
- Changed: Altered the GC code to not fire every 20 min the first time a window is opened (this usually caused a bit of lag on opening something, like loot). Now this waits the maximum time, 60 min and then always fires. This means every 60 mins the game will freeze for a bit longer. This sadly seems to be a choice between two evils.
++Horde Mode++
- Fixed: Maps have been updated to A20.
- Balance: Horde Mode vendors share lists with other traders and thus should sell all the new items and components, but this is not fully tested on balance yet.
- Changed: Horde Mode now starts off with a weapon and a tool kit that will add a bit more randomness to the starter kit. Its not quite a full starter kit though.
++Other++
- Fixed: Updated existing modlets to work with A20