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A16 - Fear The Night Mod

I had meant with the wording of the description, or if you wanted to add a new mod in the future. I take all feedback, good or bad :)

so if I want to make a different version of the mod do I make another repository on github for it or put it in the existing one? like I am thinking of making a singleplayer version and a multiplayer version (two seperate version)

 
so if I want to make a different version of the mod do I make another repository on github for it or put it in the existing one? like I am thinking of making a singleplayer version and a multiplayer version (two seperate version)
Yup. Make a new repo, upload your files, and let me know where it is, and a description of some sort :)

 
I updated Fear The Night.

I put a new description in the readme on github. other than telling you I don't know how to change the description in the mod launcher.

I have run the modlauncher and cannot get the game to load with the new changes. I look in the local folder where the launcher stored the files and the assembly.csharp file for the backpack is not there.

I got it all to work locally here without the mod launcher. I put the files on github. not sure whats wrong or what to change to make it all work :(

removing the bigger backpack until this can be figured out.

 
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Greetings :D

I had a look at this mod tonight on stream, and as far as I can see it's very cool :) If I had to compare it to other mods, I'd say it felt like Horde Mode but with the freedom of vanilla RWG and you have to go hunting more for zeds. Very good stuff :D

I have a little feedback for you as well, which may help, or may not :) But, here goes...

- First of all, my settings: Everything was at default apart from day length of 90 minutes, and horde size was 24.

- The land claim block and heat map: I found that the amount of zombies summoned to the claim block on the first night was a good start. I didn't realise you'd get some casino coins to use as soon as you put the stuff down, so I had got to day 1 1800 after looting a crack-a-book tower. It was a nice bonus after I'd gone ahead and killed some zeds.

- Chem station sells for 6 coins. I think it needs a buff in price, to come in line with the other stuff. Maybe 3000 since it's a good workstation to have and useful for gunpowder crafting later on.

- Day 2 hordes were a little less than the day 1 hordes during the night. I think if the intensity goes up from day 2 it would make things a lot more interesting, as I didn't really feel the need to build up the base more. But, that could be because I was playing on longer days and so the waves didn't come as often.

- Tried a day 7 horde - BOOM! That's a horde! Got right in and destroyed the vending machine, but was a super fun time :D

- Perhaps if the vending machine gets destroyed, allow it to be crafted up again for 50k casino coins, so you can go out and kill some zeds to get more coins.

- Coin balance: I think some zeds could give different amounts of coins as some tough zombies give no more than weaker ones. Maybe you could have it so that base zombies give between 50 and 500 depending on their strength (crawlers being the weakest, base cop being the strongest) then if the zombie is feral, double that amount, and if radiated, 3x that amount. The wight would start at 800 coins and the radiated one has 1200 coins.

- Steve Crawler: 50

- Arlene: 100

- Darlene: 100

- Marlene: 100

- Nurse: 100

- Burnt: 150

- Cheerleader: 150

- Joe: 200

- Yo: 200

- Moe: 200

- Stripper: 200

- Businessman: 200

- Skaterpunk: 200

- Old Timer: 200

- Spider: 250

- Moe: 300

- Hazmat: 300

- Female Fat: 300

- Utility Worker: 300

- Farmer: 300

- Biker: 400

- Lumberjack: 400

- Hawaiian: 450

- Cop: 500

Keep up the good work :D

 
Really enjoying the mod

I found this the other day and have played through 3 days so far. I have to say that I like the whole thing. It is a daily horde that is really getting crazy. I can't see me surviving past day 7 unless I get luckier.

I have never really liked the spitting cops,but glowing spitting cops on day 3 make it a challenge for sure. It is difficult to fix the base then go out and try to explore the local area. It does seem similar to another mod I played. I died by day 7 in that one as well. No fancy building for sure.

 
Greetings :D
I had a look at this mod tonight on stream, and as far as I can see it's very cool :) If I had to compare it to other mods, I'd say it felt like Horde Mode but with the freedom of vanilla RWG and you have to go hunting more for zeds. Very good stuff :D

I have a little feedback for you as well, which may help, or may not :) But, here goes...

Keep up the good work :D

I will see about adjusting coins dropped in the a17 version. glad you are enjoying the mod! in the a17 version I do not think there will be a vending machine as I plan to make some changes to how it all works.

- - - Updated - - -

I found this the other day and have played through 3 days so far. I have to say that I like the whole thing. It is a daily horde that is really getting crazy. I can't see me surviving past day 7 unless I get luckier.
I have never really liked the spitting cops,but glowing spitting cops on day 3 make it a challenge for sure. It is difficult to fix the base then go out and try to explore the local area. It does seem similar to another mod I played. I died by day 7 in that one as well. No fancy building for sure.

so happy you are enjoying the mod :)

 
I was wondering what I need to edit in xml files to be able to summon screemers .. ?? So far seems they are not spawing no matter how much heat I make ..

 
I disabled screemers in Fear The Night. so that you get zombies at night and not in the day. you should get a huge hoard at night.

I am sick right now so I cant go and find where to change it.

 
if i remember correctly, this is the mod that includes the destruction axe and the base vending machine? if so, are there any intentions of bringing it back for versions 17.x and possibly 18?

nevermind, found the a17 version, cant figure out how to delete my own reply though

 
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