• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

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

And there is a minor bug about crouch, try this: crouch into a 1meter high hole, stand up before you go out the hole, then go out, your move speed still like crouch. this didnt happen in B19.
Glad to hear I'm not the only one getting this bug. Also happens if you jump through a 1 meter hole (crouch while in air), after that you are extremely slowed down and unable to sprint.

 
is there going to be faster vehicles in this version?, i have used multiple and they are vanilla versions, I do like the switch from flaming for radiation and embers for demon to glowing green and orange, but did have an issue with accepting eve's first mission it does glitch but still works, and the reward bunker does mass produce alot of errors, but still functions, all in all it is a blast to play this mod and ill be on it for many more hours

 
B20, I can hardly find any chothes or armors , it was a easy way to get some dye to make inks. Is that on purpose?

B20, honey can cure infected, but not EVERY time it shows correctly . once I got infected, I eat a honey, it didnt work, then I eat another one ,still nothing. I thought maybe honey has a "cure chance",so I keep going. Later the infection suddenly disappears, I guess it worked but not show correctly. this happened only once.

I'm not messing with the food/drink stuff.

I changed it to "give instant food/water" because people kept complaining it "doesnt give the full amount" when that's literally how it works in vanilla. It starts ticking the "process food/water" before the buff even hits your screen.

Then people complained they can't over-eat/over-drink anymore.

I'm not messing with it more than that.

Cop vomit was not invisible for me, at all. I've even got a stream of it.
B20,my water is 70, I drink 5 bowl of water in a row , should be 70+5*5=95 or 94, it turns out only 90,maybe the game didint do a simple math in a short time :)

Same on use sevaral bandages in a short time.

cant wait playing B21 or B22 :)

 
is there going to be faster vehicles in this version?, i have used multiple and they are vanilla versions,
I only have the vanilla motorcycle so far, but I found a supercharger mod and put it in and it does make it much faster (in A20 I pretty much always installed the supercharger mod right away on everything, so I don't really know what the default speeds of the other, non-vanilla, vehicles are).

all in all it is a blast to play this mod and ill be on it for many more hours
yeah, it's so nice. If it wasn't for DF, I doubt I'd be playing A21 at all (I might have tried one of the other overhauls, but I do much prefer DF).

I know it's a ton of work for Khaine and his people, and it's very much appreciated.

 
I did try the super charger mod on the buggy and charger, but it kept the same speed, even after a reset and removing and replacing it kept vanilla speed, havent had an issue with clothing just made titanium loot stages, as far as water or food, i base that on how active you are, have left the world on for my wife to play her character for hours and my character needs little maintenance, but if your more active you restore less and need more

 
B20, there is a critical bug about Game Stage I think.

At first,I played  Insane difficulty. Day 7 bloodmoon, I'm Lv20, the demolisher came,  I thought maybe you increase the difficult in Insane,so I dicide to play Warrior difficulty.

Until Day6 , I feel it becomes harder than I expected, so I checked game stage,here you are:

View attachment 29032

so something is wrong , it's 20+6 *6 =132, I thought it should be 20+6 *2 =52. By the way, I was died in this Tier II infested misson,after I died, I checked the game stage, it shows 52, which I think it is correct.

And there is a minor bug about crouch, try this: crouch into a 1meter high hole, stand up before you go out the hole, then go out, your move speed still like crouch. this didnt happen in B19.

Thank you khaineGB, for the fantastic MOD !
Gamestage doesn't always display correctly. I noticed it in A20 as well this week (can't explain why, but there's a reason I was playing A20).

B20, I can hardly find any chothes or armors , it was a easy way to get some dye to make inks. Is that on purpose?

B20, honey can cure infected, but not EVERY time it shows correctly . once I got infected, I eat a honey, it didnt work, then I eat another one ,still nothing. I thought maybe honey has a "cure chance",so I keep going. Later the infection suddenly disappears, I guess it worked but not show correctly. this happened only once.

B20,my water is 70, I drink 5 bowl of water in a row , should be 70+5*5=95 or 94, it turns out only 90,maybe the game didint do a simple math in a short time :)

Same on use sevaral bandages in a short time.

cant wait playing B21 or B22 :)
Honey is a CHANCE to cure infection. 70% You had bad rolls.

I already explained how the water works. IT TICKS DOWN AS SOON AS YOU LEFT CLICK!. Not when the animation ends. As soon as you click. It adds to the "processing" buff and starts ticking down to regenerate your water.

Which means every single time you drink, it's STILL ticking down and therefore doesn't display correctly, because your character already processed it.

 
I have sleepers respawning inside my LCB (placed on day two) and close to my bed. Third time this location is respawned. I am in this base every day and it happens frequently, not only here but on at least two more places in the building. Could be vanilla or POI issue but no use bug reporting it since I play modded. Just thought I would share just in case it is A DF issue.

LCB_Spawn.jpgLCB_Spawn.jpg

 
ah, and a welding torch from Bob. This is with both Barter and Charismatic Nature maxed, though. And 8 traders found.

Still don't know if they drop from crates at all in B20; this is a RWG map with only A21 vanilla POIs (plus the DF quest POIs) and there's remarkably few Working Stiffs stores on the map. I think I've only found 5 crates so far (13 two-hour days). I probably should have left DF's pre-A21 POIs in...
So the torch and calipers only can be found at Bob and Joel's?

 
@KhaineGB afternoon, noticed a few things while playing last night. The rigging both Normal and advanced you can't put them on any armour and the broadcast upgrade doesn't work either. Didn't know whether it was known or not so thought I'd drop it here

 
So the torch and calipers only can be found at Bob and Joel's?
I'm not sure if they're limited to specific traders. I feel like I've seen calipers at other traders, at least.

I actually found calipers in a Working Stiff crate too, but it seems like a rather rare thing. I'd guess most of the other tools can be found in those crates too, if you're lucky.

 
I'm not sure if they're limited to specific traders. I feel like I've seen calipers at other traders, at least.

I actually found calipers in a Working Stiff crate too, but it seems like a rather rare thing. I'd guess most of the other tools can be found in those crates too, if you're lucky.
Okay. Thank you.

 
I have sleepers respawning inside my LCB (placed on day two) and close to my bed. Third time this location is respawned. I am in this base every day and it happens frequently, not only here but on at least two more places in the building. Could be vanilla or POI issue but no use bug reporting it since I play modded. Just thought I would share just in case it is A DF issue.

That's not a DF problem. That's vanilla.
 

@KhaineGB afternoon, noticed a few things while playing last night. The rigging both Normal and advanced you can't put them on any armour and the broadcast upgrade doesn't work either. Didn't know whether it was known or not so thought I'd drop it here
Pretty sure that's all fixed in B20.

 
Having a blast with 20 experimental - literally now that hazmats, Big Mommas, etc are walking bombs. 😃 What's the ultimate plan for the traders' POIs? Will be able to place bedrolls, campfires - new gates etc in their bases?    ...also, am I the only one that rlly doesn't like Hugh's and Rekt's new POIs? Didn't see a need rlly for one thing.🙄Lovin' the PEP abandoned traders though. 

 
Build 21 is ready! The testers had a version without the zombie loot, and everything seems to be running well. I've had a quick run through zombie loot and can't find anything that might break the game, so I figure it's safe for all of you to have access to.
 

Just to remind folks, as it has been asked in the past, this is for 21.1 (not 21.0) and saves SEEM ok. I tried it on my YT save and didn't get reset, but a new save is always recommended.
 

Have fun!
 

DF-V5.0.0-DEV-B21

- Fixed large fuel log when dropped. Was heckin' chonker. Is now on diet.
- Fixed clay bucket turning into a normal bucket when filled and then emptied.
- Fixed the workbenches perk being purchasable when the player is a laborer, when they don't need to buy it.
- Fixed UI display on lucky goggles since the digging thing works now.
- Fixed Improved Heating Element not being installable in things.
- Fixed traders selling incorrect quality levels for tools, weapons and armor.
- Fixed some incorrect hand items on zombies for when they get their legs blown off and turn into crawlers.
- Fixed incorrect hand item on ranged zombies, and spit starting too far away from the zombie so it may appear invisible.
- Fixed random NRE with trader quest rewards (this was a loot group fix, not a quest fix, so it should NOT cause a save reset).
- Fixed timer disparity on sprains between the buff in the bottom left and what is shown on the players buffs screen.
- Fixed crowbar not having bonus against some POI end loot chests.
- Fixed exploding arrows/bolts not stacking.
- Fixed overlapping text/icons in the bottom right of the UI for collected items
- Fixed Bob offering Electric Traps 3 too early.
- Fixed constant "You are protected from radiation" spam with hazmat suit and radiation ready mods.
- Fixed action skill books being in the wrong category for traders.
- Fixed Hornet being unable to hit player properly.
- Fixed random NRE's with the DF questline (Scout -> Razor -> Eve -> Anna).
- Fixed Big Bunker not resetting when you hit ! because of stupid vanilla code.
- Fixed arrow and crossbow bolt bundles giving incorrect amounts vs how many you need to craft.

- Fixed Recog, Fortbites and Diazepam instantly disappearing.
- Fixed incorrect time display on various drugs and some drinks. Let me know if you spot more.
- Fixed steroids not being removed and wrapping around to 1hr duration.
- Fixed Hazmat parts not scrapping to Hazmat Fiber.
- Fixed nightvision goggles not fitting in the military stealth helmet.
- "Fixed" ranged zombies so players have a larger window to dodge and the vomit is MUCH less likely to just phase through blocks and @%$# your day up (vanilla issue, and by "fixed" I mean I had to employ some workarounds, which aren't perfect, but eh).
- Fixed Quicker Crafting and Lockpicking books not showing when the perk is completed.
- Fixed more Unlockedby.
- Fixed security class not giving a crafting tier increase to titanium-reinforced kevlar (mastery did, however).
- Added missing armor status buffs to tell you when your armor needs repairing.
- Added power armor buff, to go with the complete hazamat suit buff, so the player has a second visual confirmation that they should be safe from wasteland radiation.
- Added journal entry for the new dew collector to explain what the tools are, what they do and how to get them.
- Added resistance to fire traps to ablative armor and power armor.
- Added Sci-Fi Hatch (thank you Vitticeps for sourcing a model!).
- Added upgrade path from Vault doors/hatches to SciFi Doors/Hatches with the ratchet, titanium clawhammer and laser multitool (NOT powered versions though).
- Added some more glue recipes with leather and also clean water rather than murky water.
- Added per-zombie loot. Finally.
- Removed extra cement recipe that was just a duplicate.
- Removed lots of duplicate localization entries.
- Removed bonus loot from lockpicking mechanic from treasure chests as it was breaking quests.

- Removed bundles from chests as those aren't intended for DF anyway, and increased other loot in chests to compensate for that being missing.
- Removed gravity property from pulse grenades to see if it helps with throwing.
- Removed duplicate tool crafting/science crafting entries on the scout.
- Removed water canteen for now as it has some issues that need looking into.
- Reworked loot a little regarding workstation tools like welding torch and calipers.
- Remade all Razor/Eve/Anna quests as a few folks have reported NRE's.
- Altered traders so they now perform a FULL inventory reset on restock day.
- Adjusted scout so she will stock more items.
- Decreased size of POI name tracker (since the skulls aren't present) and lowered it slightly so there's no overlap with the alpha version number in the top right.
- Adjusted crit debuffs to add an "IsAlive" check to wellness reducing effects because some of y'all need to git gud and stop getting twatted.
- Amount of wellness lost per death is now based on difficulty (none on lowest, 4 per difficulty after that, so 0/4/8/12/16/20 with 0 being scavenger and 20 being insane).
- Moved Anna to one of her side rooms, and added an invisible wall to stop her moving and adding more waypoints.
- Moved the scout in Joel as it was causing issues for players, and added an invisible wall to stop her moving.
- (Lemon) Adjusted Demon Portal spawn probability for the wasteland.
- (Lemon) Adjusted ThemeRepeat distance for trader POI's so there's less of them in RWG.
- (Lemon-PEP) Replaced player type battery and solar banks with POI versions
- (Lemon-PEP) Replaced player type plants (growing) with RandomHelper variants.
- (Lemon-PEP) Fixed an rwgmixer.xml xpath issue with vanilla prefab weights.
- (Lemon-PEP) Fixed localization issue for the abandoned trader replacements.
- (Lemon-PEP) Block fixes and other visual tweaks, loot/sleeper volume fixes and updated RWG spawn tags for all 15+ reported issues in #PEP-bug-reports.
 

KNOWN ISSUES.
 

- Localization as per usual. Please post anything that seems odd or is missing.
- Loot is sort-of done so look for anything odd (other than zombies, as noted above).
- Both Incubi, and maybe the Lord of Hell, currently have issues when they get knocked down. Will look into this later.
 

Link: http://darknessfallsmod.co.uk/DF-V5-DEV-B21.zip
Backup Link: https://drive.google.com/file/d/10bA3jd2_xIH8yOg4MSJ8laqCP8vaQaFY/view?usp=sharing

 
Last edited by a moderator:
Made a new RWG map for B21 and spawned in the wasteland twice (different save game names). No radiation, apparently, but I gave up after attracting attention from ferals I couldn't outrun. Bit funny since in B20 I made 5 or 6 different maps and tried maybe thirty different save game names and I always spawned in the forest (I was trying for desert).

Trying another new map for B21.

 
Made a new RWG map for B21 and spawned in the wasteland twice (different save game names). No radiation, apparently, but I gave up after attracting attention from ferals I couldn't outrun. Bit funny since in B20 I made 5 or 6 different maps and tried maybe thirty different save game names and I always spawned in the forest (I was trying for desert).

Trying another new map for B21.


FYI, one thing you can do is to manually add in spawn points.  It should be in the folder for the world you created.  It's something I have done in the past (I would just pick some points from the preview map when I generated the world).

 
FYI, one thing you can do is to manually add in spawn points.  It should be in the folder for the world you created.  It's something I have done in the past (I would just pick some points from the preview map when I generated the world).
ah, thanks. I figured it was possible, but didn't know how. Seems easy enough.

In DF 4.1.1 or so, I always got a desert spawn, but they were rare in DF 4.1.2 and apparently close to impossible in V5.

My second B21 map didn't place me in the wasteland, so maybe some odd glitch with the first one.

 
Made a new RWG map for B21 and spawned in the wasteland twice (different save game names). No radiation, apparently, but I gave up after attracting attention from ferals I couldn't outrun. Bit funny since in B20 I made 5 or 6 different maps and tried maybe thirty different save game names and I always spawned in the forest (I was trying for desert).

Trying another new map for B21.
There is radiation, but remember, at the start you are wearing the "Noobie Jacket" which protects you from the elements and radiation, so heat/cold/radiation won't affect you.

 
There is radiation, but remember, at the start you are wearing the "Noobie Jacket" which protects you from the elements and radiation, so heat/cold/radiation won't affect you.
Right. I don't think I've ever had an opportunity to try the starter immunity with radiation before, but I didn't think it'd work on that.

 
Back
Top