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Darkness Falls: They mostly come out at night...

Honestly, with the issues I'm seeing reported with A21.1... it might be even longer than that. Will wait and see what TFP do with the experimental.

 
When it's ready
BlewBarry Farms mod is far smaller and less comprehensive and the expected two weeks to update to a21 turned into two months...

i suspect a21 DF might be out by october based on our experiences and how much larger DF is, and that's an optimistic estimate

 
Question,

I'm playing DF v4.1.2 Having a problem with clearing Tier 5 Peps. They are the Hotel_01 and the Airport_rundown.

Is anyone else having this issue? Their both in the desert assigned by Jen.

 
Ok folks, I promised an experimental release after my stream was done.
 

It is now done, so here you go.
 

PLEASE REMEMBER THIS IS AN EXPERIMENTAL! There will be bugs. There will be balance issues. Myself and the team have done our best to squash any bugs that would stop your progress and enjoyment of the mod. Hopefully any bug fixing should not cause a save restart, but please remember that SAVE RESTARTS ARE A POSSIBILITY!
 

If you cannot accept the above, do not download the experimental.
 

Also, NO THIS IS NOT ON THE MOD LAUNCHER! I never release experimentals on the mod launcher. Please review my manual install video (yes it's for A20 but the method is the same) and do that instead: https://youtu.be/3ku2GZr1x2Y
 

With all the warnings and everything out of the way, here's your patch notes. :)
 

Darkness Falls V5.0 DEV Build 1-17 Patch Notes.
 

- Updated DF C# patches for A21.1 compatibility.
- Updated DF XML for A21.1 compatibility.
- Updated SCore for A21.1 compatibility.
- Updated BiomePrefabExclusion for A21.1 compatibility.
- Updated OcbWaypointIcons for A21.1 compatibility.
- Updated Quartz for A21.1 compatibility.
- Remade all zombies with a new controller for A21.1 compatibility.
- Added Zilox's tintable zombie material mod.
- Added new crafting perks.
- Added dew collector to Basic Farming level 2.
- Added Coilturrets.
- Added Laser Turrets.
- Added new recipe for jerky that uses the workbench and only makes 1.
- Added Military Stealth Boots recipe unlock to Master Hunter.
- Added stealth versions of all military armor and added unlock to Master Hunter.
- Added Titanium-Reinforced Kevlar Armour (Light version of titanium).
- Added a patch that sets vehicles to UNLOCKED by default on placement, not locked.
- Added a "lockpicked" version of all secure loot blocks with better loot than just smashing it open.
- Added a patch that allows the player to place blocks faster while building (Prefab Editor speed).
- Added POTENTIAL fix for the arc gun repeating sound after firing has ended.

- Added Tobi's rifle tweaks.
- Added IDC's trader waypoint mod to stop scouts being auto-added and to allow players to remove trader waypoints.
- Added recipe for the Laser Workbench that needs a portal power source and more resources, but can be made in the metal workbench.
- Added Gamestage and Loot bonuses at night for all biomes (forest does not have a GS bonus, only a loot bonus).
- Added IDC's mod that prevents users from loading vanilla worlds and thus being without DF POI's.
- Added IDC Core and IDC's Advanced Dew Collector (renamed to Dew Collector and replaces the vanilla one).
- Added IDC's progression patch that allows customizable XP requirements per level, and customizable skill points per level (players now get 2 points every 10 levels).
- Added IDC's gamestaged screamers.
- Added Demonic and Empowered Demonic Screamers.
- Added Titanium Darts to the Junk Turret.
- Added corpse removal effect to explosives to help with corpse clean up.
- Fixed hand item on Demonic Vulture (Hellpidgeon) so it can actually fireball now.
- Fixed encumbrance being wrong, and also made it worse than V4 so people need to be more careful.
- Fixed missing recipe for high powered barrel mod.
- Fixed Broodmother mutated spider not applying radiation on fireball explosion instead of fire.
- (KySoto) Fixed Reflex Sights on Coilguns, Laser Guns and probably others.
- (KySoto) Fixed ADS on Coilguns, Laser Guns and probably others.
- Fixed reflex sight on the M4A1 so it should be more likely to sit on top of the post.
- Fixed laser sights and flashlights on all guns with TFP provided settings.
- Fixed camera locking at Caitlin's waist when you talk to her.

- Changed first laborer quest to gather wood.
- Changed second laborer quest to craft and place frame shapes.
- Changed Spear Master 4 to grant entity penetration with power attacks, rather than mobility.
- Increase physical damage resistance of all behemoths and titans, both incubi, both succubi and Lord of Hell. Reasoning: They have lower HP and you can overcome it with the armor shredder ammo mod so it's something the player can be tactical about.
- Removed a lot of unnecessary perks due to new crafting perks.
- Combined the "electric trap" perks into 1 perk.
- Coil weapons no longer have bonus damage to demons, but DO disable demonic regen.
- Empowered demons now REQUIRE laser for regen to be disabled (coil won't work).
- Coilturrets ALSO disable demonic regen, but not empowered.
- Laser weapons with normal energy cells now deal +100% damage to demons.
- Overcharged energy cells now deal +200% damage to demons.
- Tailoring station recipe for Jerky makes 2.
- Increased Jerky stack size to 20.
- Increased heat/cold resistance of The Survivor to 10/lvl. This is the same as the basic mods that go in armor, so level 5 of the perk gives heat/cold resist as if you had 5 of the heat and 5 of the cold resist mods installed in armor.
- Increased disease reisstance of The Survivor to 20%/lvl, with level 5 granting immunity. Diseases are Dysentry, Food Poisoning and Pneumonia. (Others may get added later)
- Lowered the bonus from Improved Element to 15% to see if it helps with some of the "instacraft" bugs in the forge.
- Demolition Expert now grants 5% explosion resistance per level.
- Adjusted Pulse Mine damage from 300 to 1200 like Pulse Rockets.
- Slightly lowered mobility penalty of leather armor to make it more viable at low levels.
- Slightly increased physical resistance of military stealth armor.

- Lowered the stamina reduction bonus from action skills on melee weapons and tools (As sexy rex is still a thing and stacking was causing infinite stamina).
- Increased the rounds per minute bonus on the pistols action skill to see if that helps pistols be more viable at higher gamestages.
- Increased the base player resistances to crits as it was kinda nuts in vanilla.
- Rebalanced mod slots so the tier of the item (stone/wood, scrap, iron, steel, titanium, laser) now matters. Items will have a max of 3+tier. Stone/wood is 0, laser is 5.
- Medical items should now stack healing correctly.
- Adjusted LootStage bonus of Quality Joe to account for new loot templates.
- Nights should be darker.
- Bunker doors are no longer invulnerable after being unlocked.
- Silencers can no longer be installed on laser weapons.
- Lowered all Hornet sounds by 50%.
- Lowered Menu Music by 50%.
- Lowered fruit tree spawn rate as it was a little nuts, especially in the desert.
- Changed Caitlin to a wilderness only spawn like she used to be back in the old days, plus it helps with RWG.
- Changed forged steel and titanium to no longer be locked/learnable, and re-locked arrows.
- Unlocked scrap weapons but increased craft costs.
- Standardized the "window width size" of all loot containers (except drone because it's special).
- Slightly increased the spawn rate of portals in the wasteland.
- Re-made animal spawns for Forest/Desert/Snow.
- Re-made zombie spawns for Forest/Desert/Snow.
- Reverted crowbar to DF 4.04 damage levels.

- Adjusted vomit zombies so their vomit spreads out more and should be a little easier to dodge.
- Arc gun can now chain it's stun effect up to 5 blocks from the initially hit target.
- Pain tolerance now affects how quickly the player recovers from untreated critical hits (like sprains/breaks).
- Physician now affects how quickly the player recovers from treated critical hits (like sprains/breaks).
- Erik's Hammer can now take the stun baton Repulsor Mod, because it's funny.
- Food and Water items now restore food and water over time and thus you can now "over eat" like in vanilla.
- Getting hit while infected, and thus making the infection worse, now causes wellness loss, rather than each stage of infection causing the loss. Hits that do not make the infection worse do not cause wellness loss.
- Added small bonus to harvesting fruit trees with Living off the Land perk to help compensate for the fact they can't downgrade anymore.
- Lowered the amount of zombies that spawn in big cities to help with FPS issues.
- Increased the respawn rate of zombies that spawn in big cities to try and keep the "crowded" feel while hopefully keeping the FPS gains.
- Adjusted scout quest rewards, specifically guns.
- Swapped Fusion Forge and Laser Workbench in the lab to non-working versions because of a TFP multiplayer bug.
- Made new blockplaceholders for trader prefabs and updated the traders due to a TFP muliplayer bug with working workstations on POI reset.
- Anna's quest now rewards a portal power source so you can open the door to her loot room and use the workbench in there.
- Increased chances of working forge and workbenches in traders.
- Decreased chances of working chemistry stations and cement mixers in traders.
- Updated Scout so she can teach the new crafting perks for money. Same cost per level as previous skills since money really isn't an issue.
- Advanced Mag Extender can now be installed on junk turrets.
- Weighted head, Metal chain, metal spikes and Barbed wire mods can now be installed in knuckles.
 

KNOWN ISSUES.
 

- Localization as per usual. Please post anything that seems odd or is missing.
- Zombies do not have custom loot lists right now.
- Loot is sort-of done so look for anything odd (other than zombies, as noted above).
 

Download Link: https://drive.google.com/file/d/1ET5OWkBEwfMxxk_1RA-kGcZUEYthXM04/view?usp=sharing
Backup Link: https://drive.google.com/file/d/1rzWUMrJuXC4p1occbldDerTKcHkzB1uD/view?usp=sharing
Backup Link 2: https://mega.nz/file/9jEwFb6D#_VvdStmdcxneRDk6YV1cyJMjustImFXyeUXHCYbOxT0

Bugs found and fixed while streaming (not included in this build, will be in B18)

- Fixed metal chain mod having wrong model.
- Fixed bowl of water not displaying water amount.
- Fixed the very hard to find NRE with quests.

 
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Google sucks.



 
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Google sucks.
The backup link for Google Drive just worked for me.

 
Can't wait to play DF on A21 so I have immediately downloaded the latest experimental, thanks a lot for that. However, there are only DF maps saying "noPEP" - does that mean DF with additional POIs isn't out on A21 yet?

 
Can't wait to play DF on A21 so I have immediately downloaded the latest experimental, thanks a lot for that. However, there are only DF maps saying "noPEP" - does that mean DF with additional POIs isn't out on A21 yet?
Make a RWG. 

Just make sure you have all the DF POIs. Just do a quick search in "DM" mode and type DF when looking at the POIs and make sure you have Razor, Eve, Ana, Bunker and Lab. 

 
Is Sap and Bowls of Water not supposed to give hydration? My brother and I just loaded up the current build, we couldn't drink them.

 
Last edited by a moderator:
@KhaineGB

- When handing in the T1 Scout quest "The Cable Guys Never Made It" and "Lady Killer" the completion message (when selecting a reward) is missing (a string-localization placeholder is shown, e.g. quest_LadyKiller_completion).

- Drinks vending machine sells Tomato Juice at 90, but Yellow Tea was around 150 and Orange Juice was 90.  Prices are inconsistent or unbalanced.

- Serrated Blade mod in bone knife (only knife I can test) prevented stacking bleeds (e.g. Power attack 4 times yielded bleed damage of 2, but without the mod the bleed damage would have been 8).

Is anyone having issues speaking to traders when trying to hand in quests? the prompt shows up, but nothing pops up.
I wasn't having trouble, but I closed the game while at Trader Rekt and when I continued the game I can't talk to Scout or Rekt at all. I could interact with Vending Machine and boxes.  Current game-time is after dark (11pm?).  Holding down 'E' to interact with a trader brought up the radial menu (so 'E' works), but selecting Talk or Trade had no effect.  Exiting to menu had no effect.  Waiting until morning had no effect.  Waiting until Trader Open (6ish am) solved the issue.

 
Loving the mod so far! Have not been able to watch the streams yet, so some issues may have already been covered.

Here are a few differences from previous builds/issues I ran into after a few hours of testing:

- Action Skills books only give 1 point per book (as opposed to 2 points/book previously), interesting thing is reading 5 books results in getting 6 points, reading 60 books results in getting 64 points

- Hunter Quest 5 title is Craft Leather Armor but actually requires cloth and padded armor

- Unable to place things within the bounds of the Trader (bedroll, building blocks, doors, walls, etc.). If a wall or door is destroyed by zombies, I cannot replace those walls.

- No Darkness Falls specific options at main menu (Screamer horde numbers, wandering horde size/frequency, etc.)

- XP increase maxed at 100% in main menu options

- Had a wandering horde spawn inside the Trader compound

- Advanced Bellows does not reduce crafting time in any of the forges

- Zombies are not showing up on map/compass/HUD with the Hunter class Threat Assessment perk

Thank you for all the work that has been put into this mod over the years. It is by far my favorite!

 
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