Idealized 7 Days to Die

These are my thoughts/suggestions/systems that would make up my ideal 7 days. There's a lot and I'll have to break it up between posts so bear with me.

Traders -> Settlements:

Every Biome has a large Settlement location.​
Every Settlement is made up of a few module settlement POIs inside generated gate and wall segments.​
Every settlement is made up of a Trader and Job giver POI (normal traders) connected to other Vendor POIs varying in size, some can be larger or smaller than the Trader POI.​
Vendors inside the Settlement determine what the Trader will have in stock, connecting trade routes will increase availability of stock between other traders.​
Vendors themselves will have a shop with specialized stock, and some offer additional services and training in a crafting skill or perk (more expensive than a magazine or book). Vendors will offer Contracts that are minor jobs on a timer (3-5 days) and exchange item requests (related to the Vendor) for money and specialized rewards.​
Vendors will be spread out among all Settlements, once all traders trade routes are connected, every trader will have full inventory available for sale.​
During the day, some immortal friendly guards will patrol the inside and any wall ramparts (if there are any), some randomly generated set piece NPCs will be wandering/working, and the trader and vendors will be open. During the night, players will be kicked out of the settlement, shops will be locked up, and guards and NPCs will despawn.​
Once a Trade Route is set up between two settlements, a trade caravan will occasionally spawn from the edge of the map along the roads and route between open trade settlements. These caravans are open for bartering rarer loot. The bandit system will also tie into trade caravans.​
Vendors:
Training Vendors:
_’s Warehouse: Trains Harvesting Tools and sells tool parts, tools, tool mods, and harvestable resources (wood, clay, stone, iron, etc)​
_’s Scrapyard: Trains Repair and Salvage Tools and sells tool parts, tools, tool mods, and salvageable car parts (mechanical and electronic parts, batteries, wheels, ect)​
_’s Combat Gym: Trains Knuckles and Blades and sells tool parts, tools, tool mods, and​
_’s Big Hitters: Trains Clubs and Sledgehammers and sells clubs, sledgehammers, parts, and mods​
_’s Hunting Grounds: Trains Bows and Spears, sells bows, crossbows, spears, parts, mods, and different arrow types​
_’s Range: Trains Handguns and Shotguns, sells handguns, shotguns, parts, mods, and different ammunition types​
_’s Gunsmithy: Trains Rifles and Machine Guns, sells …​
_’s Explosives: Trains Explosives, sells …​
_’s Machine Shop: Trains Robotics, sells …​
_’s Apparel: Trains Armor, sells armor and armor mods​
_’s Hospital: Trains Medical, sells medicine and bandages, and a service to remove status effects​
_’s Bar and Grill: Trains Food, sells food and drinks​
_’s Farming Goods: Trains Seeds, sells seeds and raw foods​
_’s Electronics: Trains Electrician and Traps, sells …​
_’s Workshop: Trains Workstations, sells workstations, and workstation addon mods​
_’s Garage: Trains Vehicles, sells vehicles, vehicle parts, and vehicle mods​
Other Vendors:
_’s Cannery: Sells canned goods​
_’s Apiary: Sells Honey​
_’s Fishery: Sells bones, raw meat and oil​
_’s Butcher: Sells raw meat, fat, bones, and leather​
_’s Ammo Mill: Sells ammo and ammo components​
_’s Chem Lab: Sells chemicals and drugs​
_’s Printing Press: Sells magazines, books, and schematics​
*With the Skill, Perk and Weapon Changes below, Training Vendors can train multiple weapon and tool skills.​

Armor Changes:

Every armor set has visual progression across quality and is dyeable.​
Additional armor mods that mimic the unique effect of an armor piece in normal (quality 1 equivalent) and advanced tiers (quality 2 equivalent). Mod slot cap is increased to 6 from 4.​
Armors include Insulating rating (resist cold and electricity), Cooling rating (resist heat and fire), and Hazard rating (resist radiation and swarms/smoke) with a range of 1-10. Armor mods, Fortitude perks, and ‘Biome Badges’ rebranded as ‘Adaptations’ can change these further (cap of 10). With the ‘Weather Resistant’ fortitude perk returning (forgot the name) and the ‘Adaptation’ unlocked the minimum value will be 3 without armor.​
Burning Forest will need a Hazard value of 3 and storms 8 to be safe.​
Desert will need a Cooling value of 3 and storms a Hazard and Cooling value of 6 to be safe.​
Snow will need an Insulating value of 3 and storms an Insulating value of 8 to be safe.​
Wasteland will need a Hazard value of 6 and storms a Hazard, Cooling, and Insulating value of 9 to be safe.​
The closer environmental values are to the needed value the longer the biome and storm timers.​
Clothes are considered light armor and have varying environmental protection ratings, when they’re scrapped they unlock that clothing cosmetic and return Armor Parts, an environmental protection armor mod (tiers 1-3), and cloth or leather resource.​
One additional slot for what a player wears on their back that slots a Backpack or Gear:​
Backpacks
Pack Mule gives a mobility penalty reduction from being over encumbered with items to work with backpacks.​
These accessory items expand the player inventory and give more normal and encumbered inventory slots. Inventory expands with a scroll wheel.​
Additionally they can be placed in the world as a storage chest and picked up by an interaction wheel. When it’s picked up with items it’s got additional encumbrance per stored item stack.​
Unequipping a backpack item will stash any items in it that would overflow out of your inventory.​
Hits to your character can damage backpacks.​
Backpack (9 inventory slots, 9 encumbrance slots)​
Rucksack (18 inventory slots, 9 encumbrance slots)​
Hiking Pack (18 inventory slots, 18 encumbrance slots)​
Duffle Bag (26 inventory slots, 18 encumbrance slots)​
Repairs with Sewing Kit​
Pack Mule:​
Level 1: additionally reduces encumbrance penalties by 15% and reduces backpack durability loss by 10%​
Level 2: additionally reduces encumbrance penalties by 30% and reduces backpack durability loss by 20%​
Level 3: additionally reduces encumbrance penalties by 45% and reduces backpack durability loss by 30%​
Level 4: additionally reduces encumbrance penalties by 60% and reduces backpack durability loss by 40%​
Level 5: additionally reduces encumbrance penalties by 75% and reduces backpack durability loss by 50%​
Mods:​
Hydration Pack: Automatically drink a Water in your inventory when dehydrated or on fire​
Hip Straps: +4 encumbrance limit​
Any armor pocket mod​
Any armor padding mod​
Any environmental protection mods​
Gear
Climbing and gliding gear for exploration and zombie evasion. Gear use costs durability.​
Parachute: Jumping while falling will deploy a parachute for a safe slow descent with hindered horizontal movement​
Glider: Jumping while falling will deploy a glider to have a slow descent and a fast movement speed​
Climbing Gear: Holding jump will treat all block surfaces as ladder faces, the surface material determines the speed of movement​
Grapple Gear: Always have a grapple hook and rope ready, hitting the “Honk Horn” key (only free key I can think of) will throw out a grapple hook and drop a vertical rope that can go down 20 blocks wherever it lands, crouching will create a rope between where the grappling hook lands and nail it down below the player’s feet. Interacting with the rope will remove it​
Repairs with Repair Kits​
Parkour:​
Level 1: additionally reduces durability loss of Gear by 15%​
Level 2: additionally reduces durability loss of Gear by 30%​
Level 3: additionally reduces durability loss of Gear by 45%​
Level 4: additionally reduces durability loss of Gear by 60%​
Level 5: additionally reduces durability loss of Gear by 75%​
 
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Character Creation:

Positive and Negative Traits to choose from as well as a core stat allocation to have some starting Perception, Strength, Fortitude, Agility, Intelligence.
Positive Traits include early game biome unlocks:
Desert Native: Start with the Desert ‘Adaptation’ unlocked (‘Adaptation’ replacing ‘Biome Badge’)
Mountain Native: Start with the Snow ‘Adaptation’ unlocked (‘Adaptation’ replacing ‘Biome Badge’)
Badlands Native: Start with the Burnt Forest ‘Adaptation’ unlocked
Wasteland Native: Start with the Wasteland ‘Adaptation’ unlocked
Note the ‘Adaptations’ would be in parallel instead of in series
Have a basic character creator, height, weight, build, sex, name, ect… . This could be reused to create varied zombie models later.

Survival Changes:

Progression of water collectors, forges, and cooking stations
‘Rain Collecter’ -> Water Pump
Campfire -> Gas Cooker -> Electric Stove
Forge -> Blast Forge -> Induction Forge

Dew Collecters changed to Rain Collecters: Gather rate is increased during rain and will passively gather ‘dew’ when not raining. Collection capacity increased to 25.
Water Pumps: An electric powered water collector, will gather water if it has power, can use the Water Filter mod. Collection capacity of 125. Fresh water stacks higher than 10 in this case.

Notes for ‘units of water’:
Gathering units of Murky Water from water sources can be done from a Bucket of Water, 4 to 1 ratio on a left click, returning the bucket to the player’s hand. Inversely can ‘Craft’ a Bucket of water with 4 Murky Water and a Bucket.
Fresh water stacks to 125 to match murky water.

Gas Cooker: Cooks twice as fast with Gas Cans, shares all workstation mods with the Campfire, looks like a propane grill.
Electric Stove: Cooks at the same speed as a Campfire but uses electricity, shares all workstation mods with the Campfire.

Blast Forge: Smelts twice as fast with Gas Cans, shares all workstation mods with the Forge, looks like a blast furnace.
Induction Forge: Smelts slower than the Forge but uses electricity, shares all workstation mods with the Forge, looks like an industrial boxy forge.

Change Seeds Crafting skill to Cultivation Crafting skill
Cultivation Crafting includes a Chicken Coop, Hog Barn, Animal Pen, and Apiary
Chicken Coop: 2x2x2 Block that passively generates eggs (up to 20) and spawns up to 10 domesticated chickens. Can be loaded with Cornmeal to increase egg and chicken generation.
Hog Barn: 3x3x3 Block that slowly spawns up to 5 domesticated boars. Can be loaded with any food items to increase spawn speed.
Animal Pen: 4x4x4 Block is a large animal house and pen that will spawn a friendly animal companion, companion spawned is dependent on the biome and overall quality of food loaded. The animal companion can attack nearby enemies, targeting can be set at the pen, or set to follow.
Addon Mods for Chicken Coop, Hog Barn, and Animal Pen
Space Heater: Adds a power connection that increases spawn rates and egg generation
House Expansion: Doubles animal count the block can generate
Biohazard Feedbin: Adds a feedbin full of Rotting Flesh, generates friendly zombie tagged animals
Lead Feedbin: Adds a feedbin full of Radiated Mushrooms, generates friendly radioactive tagged animals
Super Feedbin: Adds a feedbin full of Super Corn, generated friendly giant tagged animals
Foraging Feedbin: Adds a feedbin full of biome specific feed, generates friendly animals with biome specific tag (Burning, Infested, Claw, Mutant)
(Boars and Chickens with Feedbin mods can have targeting set at the coop/barn)

Apiary: 1x1x2 block that needs a 1 block clearance between Apiaries generates honey passively (up to 5), and increases generation rate for every planted crop in an 8 block radius
Addon Mods:
UV Lamps: Adds a power connection that that increases crop yields in its radius
Beehouse Expansion: Extends the radius out to 16
Honey Tapper: Increases Honey capacity to 10

Fishing:
Dedicated fishing rod tool that can get resources large enough bodies of water depending on the biome:
Pine Forest, Burnt Forest, Snow, Desert: bones, raw meat, and a rare oil.
Wasteland: bones, rotting flesh, and a rare acid
Additionally adds a rare random loot pool that can receive bonuses from treasure hunting perk books and skills
 
Skill, Perk and Weapon Changes:
Main changes to skills will be changing skills and weapons over to a tag system so there’s more overlap between weapons and easier to add more weapon bases into the game. Skills now cover each unique tag.
Perception: bonuses to Perception weapons and tools​
Strength: bonuses to Strength weapons and tools​
Fortitude: bonuses to Fortitude weapons and tools​
Agility: bonuses to Agility weapons and tools​
Intellect: bonuses to Intellect weapons​
Dead Eye: bonus to Rifle weapons​
Spear Mastery: bonus to Polearm weapons​
Demolitions Expert: bonus to Explosive weapons or explosive tag ammo​
Quick and Perceptive: attack speed bonus to all Perception Melee weapons​
Steady Aim (new perk): bonus to all Two-Handed Ranged weapons​
The Penetrator: bonus to AP tag ammo, and all Perception weapons​
Salvage Operations: bonus to Salvage tagged weapons and tools​
Boomstick: bonus to Shotgun weapons​
Pummel Pete: bonus to Blunt weapons​
Skull Crusher: bonus to Two-Handed Melee weapons​
Big and Fast: attack speed bonus to all Strength Melee weapons​
Grand Slam: bonus to all Blunt Melee weapons​
Axe Thrower (new perk): bonus to Throwing weapons​
Miner 69’er: bonus to Harvesting tools and weapons​
The Brawler: bonus to Brawling weapons​
Machine Gunner: bonus to Automatic weapons​
Nerves of Steel (new perk): bonus to One-Handed Ranged weapons​
Lightning Hands: attack speed bonus to all Fortitude Melee weapons​
Archery: bonus to Archery weapons​
Gunslinger: bonus to Handgun weapons​
Deep Cuts: bonus to Blade weapons​
Mall Ninja (new perk): bonus to One-Handed Melee weapons​
Whirlwind: attack speed bonus to all Agility Melee weapons​
Electrocutioner: bonus to Electric weapons​
Pyromaniac (new perk): bonus to Fire weapons​
Robotics Inventor: bonus to Robotic weapons​
Calculated Attacks: attack speed bonus to all Intellect Melee weapons​
Physician: instakill bonus changed to all Melee​
Grease Monkey: bonus to Motorized weapons and tools​
*Masteries would also move to buffing a tag category.​

Misc tags for tools: Pickaxe, Woodcutting, Butcher, Scrapping, Construction
Perk Book that have an associated skill with a weapon or tool, they apply to that skill’s tag instead

Crafting Skill is also tied to specific weapon/tool proficiency, and all specific weapon skills go from 1-100. Attack speed boosts, damage increases and stamina efficiency are increased by weapon skill and tool skill
Crafting skills that don't involve tools and weapons are kept to a separate tab to weapon and tool skills
Gathering experience with a tool or weapon will eventually increase its crafting skill and proficiency. Any tool or weapon with similar tags will also share a portion of gained experience, the more tags overlap the more experience is shared.
Magazines can increase the crafting skill and proficiency of multiple tools and weapons. Magazines change to giving skill xp instead of 1 level increase.
Training Vendors in the Traders to Settlements section train multiple skill options.

Weapons and tools (maybe expanded into vehicles) are broken down into base models, quality rating (materials and parts used to craft), and mods.
Base models have different stat breakdowns between each other.
When crafting a weapon or tool, you can choose the base model and quality.
Mod slots are equivalent to quality rating with each mod changing the weapon/tool appearance (maximum of 6 mods)

Some examples:
Chainsaws:
Base Models: Chainsaw, Auto Axe (large motor powered sawblade, mix of combat and harvesting), Sawblade (combat focused chainsaw)​
Quality ratings:​
Improvized (Quality 1)​
Pipe (Quality 2)​
Iron (Quality 3)​
Steel (Quality 4)​
Industrial (Quality 5)​
Working Stiff (Quality 6)​
Assault Rifles:
Base Models: AK, Tactical, Bullpup, Service, Carbine​
Quality ratings:​
Improvized (Quality 1)​
Pipe (Quality 2)​
Iron (Quality 3)​
Steel (Quality 4)​
Military Grade (Quality 5)​
Zombie Slayer (Quality 6)​
Breakaction Shotguns:
Base Models: Single, Double, Triple​
Quality ratings:​
Improvized (Quality 1)​
Pipe (Quality 2)​
Iron (Quality 3)​
Steel (Quality 4)​
Military Grade (Quality 5)​
Messiah’s (Quality 6)​
Baseball Bats:
Only one base model​
Quality ratings:​
Wooden (Quality 1)​
Metal (Quality 2)​
Iron (Quality 3)​
Steel (Quality 4)​
Pro (Quality 5)​
Grandslammer (Quality 6)​
Stun Baton:
Base Models: Baton, Tonfa, Cattleprod​
Improvized (Quality 1)​
Pipe (Quality 2)​
Iron (Quality 3)​
Steel (Quality 4)​
Supercharged (Quality 5)​
Mo Electric (Quality 6)​
ect.. expanded over all weapon and tool categories​
 
Breakdowns of weapon and tool tags w/ new base types

Tools

Axes: (Tags: Strength, Woodcutting, Blade, Harvesting, One-Handed, Melee)​
Pickaxes: (Tags: Strength, Pickaxe, Blade, Harvesting, One-Handed, Melee)​
Shovels: (Tags: Strength, Harvesting, Blunt, One-Handed, Melee)​
Wrenches: (Tags: Perception, Strength, Blunt, One-Handed, Harvesting, Scrapping, Melee)​
Ratchets: (Tags: Perception, Fortitude, Blunt, One-Handed, Harvesting, Scrapping, Melee)​
Impact Drivers: (Tags: Perception, Intellect, Motorized, One-Handed, Harvesting, Scrapping, Melee)​
Hammers: (Tags: Strength, Construction, Blunt, One-Handed, Melee)​
Nailguns: (Tags: Strength, Construction, One-Handed, Ranged)​
Chainsaws: (Tags: Strength, Motorized, Harvesting, Blade, Melee)​
Augers: (Tags: Strength, Motorized, Harvesting, Blade, Melee)​
Fishing Rods: (Tags: Fortitude, Fishing, Two-Handed)​

Melee
Spears: (Tags: Perception, Polearm, One-Handed, Melee)​
Pikes: (Tags: Perception, Agility, Polearm, Two-Handed, Melee)​
Halberds: (Tags: Perception, Strength, Polearm, Two-Handed, Harvesting, Melee)​
Baseball Bats: (Tags: Strength, Agility, Two-Handed, Blunt)​
Clubs and Maces: (Tags: Strength, Fortitude, One-Handed, Brawling, Blunt)​
Sledgehammers: (Tags: Strength, Two-Handed, Blunt, Harvesting, Melee)​
Battleaxes: (Tags: Strength, Two-Handed, Blunt, Blade, Harvesting, Melee)​
Fists: (Tags: Fortitude, Strength, Agility, Brawling, Melee)​
Shields: (Tags: Fortitude, Brawling, Blunt, One-Handed)​
Shield weapons can be used with any One-Handed weapon while it’s in your hot bar. One-Handed Melee light attacks are replaced with shield bashes, One-Handed Ranged ADS is replaced with a shield bash.​
Shields have Armor Rating, Explosive Resistance, and Crit Resistance that applies attacks from the front.​
Strength Mastery change with shields, one of the tiers allows Two-Handed Melee weapons to be used with shields.​
Bayonets: (Tags: Fortitude, Perception, Brawling, Blade, Polearm)​
Bayonet weapons can be used in a mod slot in any ranged weapon (excluding bows), ADS is replaced with a heavy attack stab or slash (if on a handgun).​
Knives: (Tags: Agility, Fortitude, Brawling, Blade, One-Handed, Harvesting, Butcher, Melee)​
Machetes: (Tags: Agility, Perception, Blade, One-Handed, Butcher, Harvesting, Melee)​
Blades: (Tags: Agility, Strength, Two-Handed, Blade, Melee)​
Stun Batons: (Tags: Intellect, Electric, One-Handed, Blunt, Melee)​
Change to all batons to be electrified starting at the pipe quality.​
Teslacoil: (Tags: Intellect, Electric, Motorized, Two-Handed, Melee)​
Robotic Sledge: (Tags: Intellect, Robotic, Blunt, Two-Handed, Melee)​
Robotic Tesla: (Tags: Intellect, Robotic, Electric, Two-Handed, Melee)​

Ranged
Breakaction and Boltaction Rifles: (Tags: Perception, Two-Handed, Rifle, Ranged)​
Sniper Rifles: (Tags: Perception, Rifle, Two-Handed, Ranged)​
Leveraction Rifles: (Tags: Perception, Agility, One-Handed, Rifle, Ranged)​
Rocket Launchers: (Tags: Perception, Intellect, Explosive, Two-Handed, Ranged)​
Grenade Launchers: (Tags: Perception, Fortitude, Explosive, Two-Handed, Ranged)​
Grenades and Pipebombs: (Tags: Perception, Explosive, Throwing, Ranged)​
Land Mines: (Tags: Perception, Explosive, Robotic, Ranged)​
Molitovs: (Tags: Perception, Fire, Throwing, Ranged)​
Javelins: (Tags: Perception, Throwing, Polearm, One-Handed, Ranged)​
Breakaction Shotguns: (Tags: Strength, Shotgun, Two-Handed, Ranged)​
Pumpaction Shotguns: (Tags: Strength, Shotgun, Two-Handed, Ranged)​
Automatic Shotguns: (Tags: Strength, Fortitude, Shotgun, Two-Handed, Ranged)​
Leveraction Shotguns: (Tags: Strength, Agility, One-Handed, Shotgun, Ranged)​
Throwing Axes: (Tags: Agility, Throwing, Blunt, Blade, One-Handed, Ranged)​
Battle Rifles: (Tags: Fortitude, Perception, Rifle, Two-Handed, Ranged)​
Assault Rifles: (Tags: Fortitude, Rifle, Automatic, Two-Handed, Ranged)​
LMGs: (Tags: Fortitude, Strength, Rifle, Automatic, Two-Handed, Ranged)​
Handguns: (Tags: Agility, Handgun, One-Handed, Ranged)​
Magnums: (Tags: Agility, Strength, Handgun, One-Handed, Ranged)​
Revolvers: (Tags: Agility, Perception, Handgun, One-Handed, Ranged)​
SMGs: (Tags: Agility, Fortitude, Automatic, Handgun, One-Handed, Ranged)​
Bows: (Tags: Agility, Fortitude, Archery, Two-Handed, Ranged)​
Crossbows: (Tags: Agility, Perception, Archery, Rifle, Two-Handed, Ranged)​
Throwing Knives: (Tags: Agility, Throwing, Blade, One-Handed, Ranged)​
Tasers: (Tags: Intellect, Agility, Handgun, Electric, Onehanded, Ranged)
Flamethrowers: (Tags: Intellect, Fire, Motorized, Two-Handed, Ranged)​
Flare Guns: (Tags: Intellect, Agility, Fire, Handgun, One-Handed, Ranged)​
Robotic Flamer: (Tags: Intellect, Robotic, Fire, Ranged)​
Robotic Turret: (Tags: Intellect, Robotic, Automatic, Ranged)​
Robotic Launcher: (Tags: Intellect, Robotic, Explosive, Throwing, Ranged)​
 
Blueprint System

Land Claim blocks come in very small (21 claim size), small (31 claim size), medium (41 claim size), large (51 claim size) and very large (71 claim size) with slightly different models and build costs

Interacting with the Land Claim block menu can save the current block structure built around it as a blueprint with the block type and paint saved, that blueprint would be saved to the closest size that it would fit under

Before placing a land claim block, an interaction wheel can choose a blueprint to build instead. The cost of the blueprint would be the base block counts and types used, with the land leveling to the closest flat level for the building to be fully supported.

Base NPCs

A powered Radio Tower block that can be placed within a Land Claim block.
Once it’s powered you can hire NPCs up to however many unoccupied bed blocks are in the Land Claim.
NPCs have a skill profession at tier 1-6, Intellect perks and skills give bonuses to allied NPCs along with a few random traits and a randomised player character model.
Hired NPCs can be sent to other owned Land Claim blocks, and if a Land Claim is destroyed, the NPCs will hang around their bed for a few days waiting for a new Land Claim before disbanding.

Job Skills:
These NPCs will flee and despawn if a zombie is aggro’d to them, they will return outside of combat.​
They can be given commands to roam or​
Miner: Bonuses to Pickaxes and Shovels, slowly gathers mined components (biome dependant) that can be picked up from their inventory, will store inventory in crates that have similar items​
Scrapper: Bonuses to Scrapping, slowly gathers scrap components that can be picked up from their inventory, will store inventory in crates that have similar items​
Forester: Bonuses to Woodcutting, slowly gathers wood that can be picked up from their inventory, will store inventory in crates that have similar items​
Hunter: Bonuses to Butchering, slowly gathers butchered material (biome dependant) that can be picked up from their inventory, will store inventory in crates that have similar items​
Farmer: Bonuses to Farm Plots​
Rancher: Bonuses to Apiaries, Coops, Barns, and Pens​
Builder: Repairs blocks in the Land Claim outside of horde night and combat​
Fisher: Bonuses to Fishing​
Mechanic: Bonuses to Vehicles, can repair player owned vehicles​
Metalworker: Bonuses to Forges​
Chemist: Bonuses to Chem stations​
Doctor: Bonuses to healing rates in the Land Claim, minor infections are cleared inside the landclaim block (based on tier)​
Brewer: Bonuses to Cooking, will slowly prepare drinks that can be picked up from their inventory, will store inventory in crates that have similar items​
Chef: Bonuses to Cooking, will slowly prepare meals that can be picked up from their inventory, will store inventory in crates that have similar items​

Combat Skills:
They can be given ammo and equipment, can become companions and will fight enemies, can be given patrol (kill enemies around the Land Claim) or guard post (hold a spot and shoot or engage melee and return) commands. If they die or are too injured will flee back to the Land Block​
If they have repair kits in their inventory they’ll maintain their gear after it’s below 25%​
Ranger: Specializes in Light Armors and Perception and Agility weapons​
Techy: Specializes in Light Armors and Perception and Intellect weapons​
Medic: Specializes in Light Armors and Agility and Intellect weapons​
Demolitionist: Specializes in Medium Armors and Perception and Strength weapons​
Soldier: Specializes in Medium Armors and Perception and Fortitude weapons​
Scavenger: Specializes in Medium Armors and Fortitude and Agility weapons​
Motorist: Specializes in Medium Armors and Fortitude and Intellect weapons​
Brawler: Specializes in Heavy Armors and Strength and Fortitude weapons​
Doppler: Specializes in Heavy Armors and Strength and Agility weapons​
Robotnist: Specializes in Heavy Armors and Strength and Intellect weapons​

Companion System

Animals tamed in an Animal Pen, or hired NPCs with a Combat Skill can be set to follow the player. The default cap of companions is 1. Friendly fire between players and companions is disabled.

Animal Companions can be given formation commands to:
Stay ahead of the player and be aggressive.
Stay behind and guard.
Keep distance and be passive.

NPC Companions can be given formation commands to:
Stay ahead of the player and prioritize melee weapons.
Stay behind the player and use a mix of ranged and melee.
Keep a distance and prioritize range weapons.

If the player is using a vehicle, Animal Companions will keep up without issue, but NPC Companions will need a free seat to jump in or a vehicle and gas cans in their inventory (Otherwise they’ll return to the Land Block when too far from the player)

Robotic Weapons can also take up a companion slot with a specialized mod.

For all Robotic Melee weapons a Tank Tread mod can enable it to follow the player as a companion, and for all Robotic Ranged weapons a Drone Platform mod can enable it to follow the player as a companion.

Robotic Melee Companions stay ahead of the player and Robotic Ranged Companions stay behind and keep a distance.

Intellect: Charismatic Nature: At max rank can have a 2nt companion as a hired NPC
Intellect: Robotics Inventor: At max rank can have a 2nt companion as a robotics weapon
Fortitude: Animal Lover (new perk): At max rank can have a 2nt companion as an animal companion
*Only 2 companions allowed at a time
*Robotic companions don't count towards active robotic turrets
*A drone doesn't count as a companion
 
Zombie Changes

Zombies are changed to use a model generator (similar to the player's character creator in the Character Creation section).
From the base model, several other modifications can apply to them, and all these modifiers can stack. Each mod gives a health and damage boost. Zombie’s apparel random but weighted against the closest POI.

Basic Zombie Modifiers:
Wight: Increased infection chance, hits self heal, wight skin​
Feral: Increased senses and movespeed, glowing eyes​
Infernal -> Hulked: Removed red glow, increased health and block damage, resistance to stagger and unconscious, taller and bulkier​
Energized -> Crazed: Removed blue glow, increases speed, senses and damage, resistance to electric, twitchy and thinned​
Radiated: Glowing Green, rads on hit and regeneration (Greater chances in Wasteland)​
Moderately Armored: Medium armor and/or helmet appropriate for closest POI​
Heavily Armored: Heavy armor appropriate for closest POI​
Burned: Applies Fire damage on hit, fire resistance, on fire (Only in Burnt Forest)​
Charred: Natural armor formed and malleted fist attacks that staggers on hit and increases block damage, fire resistance, thick charring (Only in Burnt Forest)​
Mutated: Has a smaller mutant zombie growth that spits radioactive bile (Only in Wasteland)​
Clawed and Fanged: Increases speed and melee damage, hits apply bleed and increased crit chance, gains a leap ability, long sharp claws and teeth (Greater chances in Snow)​
Infested: Has a locust hive that will spawn a swarm on death unless killed with fire or electricity (Only in Desert)​
Electrified: Electrified cage and fists that apply shock on hit (rare, only near Mo Power POIs)​
Special, Biome, and Animal Zombies:
Spiders:
Add a wall climbing ability and have them attach to the player for a few slashes and jump away instead of the awkward leap and ankle biting they have now. Add in some model variation​
Bile Spitters:
Taller, fatter zombies than they are now, random weighted apparel against the closest POI. These ones can have most basic zombie modifiers applied​
Burned modifier would change its bile spit to a fire spit. Radiated modifier would add radiation to the bile spit. Infested modifier would change the bile spit to a swarm spawn.​
Plaque Spitter:
Pretty good as is, some model variation​
Frost Claw:
Completely changed to be a hulk miniboss like zombie similar to a zombie bear, at range will throw a chunk of ground that changes depending on the ground type they’re on, they can leap slam to close at mid range, claw attacks at close range. Giant sized zombie with random weighted apparel against the closest POI. No longer looks like a Yeti.​
Mutated Zombie:
Pretty good as is, some model variation​
Suicide Zombie:
Pretty good as is, some model variation​
Zombie Animals:
Allow animal zombies to have basic zombie modifiers applied.​

Additional changes
As soon as a storm hits in a biome, it turns into a mini horde night event. Increased spawn rates and if outside in a storm zombies will be drawn to your location
Zombie triggers in POIs will set zombies to wander if the player is in stealth, once a player gets detected all zombies in that trigger will get agro to that player.
Stealth during a horde night will agro zombies to the player with the highest visibility.
At night wandering horde spawns are greatly increased.

Bandits

Bandits will spawn around a bandit specific POI.
Depending on the biome they’ll be apart of different factions with their own apparel
They will be based off of the hireable combat NPCs with set armor

They will be hostile by default but will be passive if the player is wearing their apparel or have points in Intellect: Charismatic Nature.

Pine Forest: Desperados that wear Primitive armor and use gear quality 1-2.
Burnt Forest: Badlanders that wear mad max tire and scrap and use gear quality 2-3.
Desert: Savages that wear tribal apparel and use gear quality 3-4.
Snow: Rats, cannibals that wear blood soaked apparel with some minor zombification and use gear quality 4-5.
Wasteland: Mutants that use mutant specific apparel unusable by the player and use mutant specific gear quality 5-6. Mutant bandits are all giant sized.

A bandit POI can spawn a raiding party to attack a settlement or trading caravan. Desperados will ride bikes, Badlanders will ride motorcycles, Savages will huff it on foot, Rats will ride motorcycles and 4x4 vehicles, Mutants will ride large werewolves.

Raiding parties will be marked on the map and can be intercepted and turned in at any settlement trader.
 
I jumped into 7 days in the later alphas, I think it was 21. I remember it being some kind of layered armor system with clothing but a revamped armor system that has dedicated clothing and jacket slots alongside armor would also be great. Could be the standard 4 armor slots with clothing slots for shirt, pants, jacket, and headgear, something like that.
 
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