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

A16 - Gnamod

For me same thing happened.

But in simple play I put the PlaceBeacon in the 6x2 location that had a door missing all the blocks 6x2 will be bug invisible to min, I can not destroy the blocks

PlaceBeacon can not log in to buy.

What to pareese PlaceBeacon collided with the 6x2 blocks and door was bug

Sorry my english --- sorry

 
I have read through the files and the game itself seems to have had no errors, I could not find the moment where you died either in these logs. It seems that either it was not recorded or the error is not in any of these logfiles.

If containers etc stop functioning usually means that savegame data was corrupted, and judging from the existence of a crash log something in the server probably crashed so hard that it was not logged properly and could not save the data correctly, the fact your world is still mostly intact means not everything was corrupted (I have seen servers crash so hard the complete world was reset back to a freshly generated one).

If you intend on playing on you probably should use the creative menu to restore the stuff that was lost, though I would probably just go for a completely new game to avoid any other bugs from a potentially corrupted savegame.

If you find any other logs then I will look at them as well. I also wonder if the Molotov bug also occurs in the same setup with a vanilla version of the game, if so then we should report this as bug to the Fun Pimps, if this bug only happens in Gnamod I will have to investigate this further (I usually either play Single Player or load up a dedicated server, and have not seen any Molotov issues in them before).

 
For me same thing happened.But in simple play I put the PlaceBeacon in the 6x2 location that had a door missing all the blocks 6x2 will be bug invisible to min, I can not destroy the blocks

PlaceBeacon can not log in to buy.

What to pareese PlaceBeacon collided with the 6x2 blocks and door was bug

Sorry my english --- sorry
Placing the beacon where other Models or Multiblock (such as doors, lights fridges, cars) exist can cause issues with them 'merging' and then becoming unable to destroy. This is a bug in how the bigger blocks are programmed that I cannot affect with XML. Place the beacon so that the outlines are free of any other blocks will make sure this does not happen. Most of the time it will erase the blocks that are in it, but sometimes it will not. I will make a note of this so people will not get this bug.

 
I have read through the files and the game itself seems to have had no errors, I could not find the moment where you died either in these logs. It seems that either it was not recorded or the error is not in any of these logfiles.
If containers etc stop functioning usually means that savegame data was corrupted, and judging from the existence of a crash log something in the server probably crashed so hard that it was not logged properly and could not save the data correctly, the fact your world is still mostly intact means not everything was corrupted (I have seen servers crash so hard the complete world was reset back to a freshly generated one).

If you intend on playing on you probably should use the creative menu to restore the stuff that was lost, though I would probably just go for a completely new game to avoid any other bugs from a potentially corrupted savegame.

If you find any other logs then I will look at them as well. I also wonder if the Molotov bug also occurs in the same setup with a vanilla version of the game, if so then we should report this as bug to the Fun Pimps, if this bug only happens in Gnamod I will have to investigate this further (I usually either play Single Player or load up a dedicated server, and have not seen any Molotov issues in them before).
I found in output_log__2018-02-24__19-35-36 many errors, I think it started at that time, I could not put it in pastebin because it is 512kb ...

https://pastebin.com/dl/cmadpCec output_log__2018-02-24__01-37-53

https://mega.nz/#!3YNVjbST!9BOhT-sVz8Xmov17r83mCoW7U8FTnnY3ieuEPxmU8a0 output_log__2018-02-24__19-35-36

 
I found in output_log__2018-02-24__19-35-36 many errors, I think it started at that time, I could not put it in pastebin because it is 512kb ...
https://pastebin.com/dl/cmadpCec output_log__2018-02-24__01-37-53

https://mega.nz/#!3YNVjbST!9BOhT-sVz8Xmov17r83mCoW7U8FTnnY3ieuEPxmU8a0 output_log__2018-02-24__19-35-36
Seems something in the Unity Engine crashed, not even a null ref or something. I am afraid there is not much I can do, the cause of the error was not logged. Any errors caused by faulty xml usually lead to an error that can be traced to what was being called or what did not work, here it just seems to all work perfectly fine and then suddenly a large number of Unity errors that are pretty much useless as they give no information at all.

 
Alright Version 1.01 of Gnamod is out

Highlights of changes compared to Version 1.0

- Added icons for newly added items and some items that were using placeholder icons (such as the Beacon and the Starter Kit)

- Did a big balance pass of Necropolis:

- Severly reduced amount of landmines and more visible rather than hubcap mines.

- Rebalanced the spawns of animals and zombies during the day and night. Lot less radiated animals around now, and something to hunt.

- Removed sleepers from the destroyed buildings so looting them is now no longer a death sentence on day 1.

- Players start with a torch and bedroll like in the other challenge modes and get 10 skillpoints. No tutorial quest in this mode.

- The world layout has been slightly changed to hopefully guarantee cities around the map center and no big seas, only small lakes should spawn. You can use the preview tool to see if the seed is good enough, but dont overdo it, the tool eats RAM like a zombie bear eats survivors.

- The cooking pot mine is a now a firetrap rather than an explosive device. Blame OnlyCoop if you get incinerated by one.

- Snowberry juice is now Berry Juice and is a blueberry alternative to the Yucca Juice. It still uses 1 snowberry and has the effect of eating 1 berry, but also warms you up for some time.

- The new rockets, flaming bolts, explosive arrows etc now can all be found in the loot and Starter Kits.

- Animal harvesting has been rebalanced, the order of tool strength: Stone Axe (dont bother), Shiv (will get you some), any FireAxe (similar to Shiv), Knife (Decent) and Machete (best yields). The corpses of animals always drop at least 1 meat, the rest is random and based on tool strength. Basically you will always want a shiv or better.

- Harvesting of certain objects no longer needs a wrench to gather cloth, cotton and plastics (such a beds, suitcase, cooler).

- Harvesting leather from couches requires a butchering tool, so if you want the leather from them use a shiv or better tool (the stone axe most likely will not give anything).

- Knife Guy now increases harvest yields (slightly) at each level, rather than starting at level 3.

- Reduced cost to make leather in campfire to 2 with a cooking pot and 1 with a beaker or chemistry station. This simulates some kind of curing, its nowhere near the real thing but makes leather something thats not just the same as the hide (effectively making that useless).

- Snow can be eaten now to gain 1 point of hydration. Its risky tho, you can get the runners from it.

- Radiated Animals and Zombie Animals are not as likely to spot you from large distances now, except for Horde Mode, where they home into players from a longer distance. Still, hide from zombie bears unless you like being slapped around.

- The Railgun has a spiffy icon I made from the original nailgun ;)

In the coming week I will be updating the main page of this thread with more information and screenshots of the mod to finalize the release and showcase the four different versions. The next thing planned is a Coop version for Horde Mode with 1 Beacon preplaced with multiple merchants, but also increased zombie counts, to make it suitable for 2-4 players. Unlikely I will also do a 5+ player version, people that want that can use the MP version and manually increase the heat the beacon creates.

 
Alright Version 1.01 of Gnamod is out
Highlights of changes compared to Version 1.0

- Added icons for newly added items and some items that were using placeholder icons (such as the Beacon and the Starter Kit)

- Did a big balance pass of Necropolis:

- Severly reduced amount of landmines and more visible rather than hubcap mines.

- Rebalanced the spawns of animals and zombies during the day and night. Lot less radiated animals around now, and something to hunt.

- Removed sleepers from the destroyed buildings so looting them is now no longer a death sentence on day 1.

- Players start with a torch and bedroll like in the other challenge modes and get 10 skillpoints. No tutorial quest in this mode.

- The world layout has been slightly changed to hopefully guarantee cities around the map center and no big seas, only small lakes should spawn. You can use the preview tool to see if the seed is good enough, but dont overdo it, the tool eats RAM like a zombie bear eats survivors.

- The cooking pot mine is a now a firetrap rather than an explosive device. Blame OnlyCoop if you get incinerated by one.

- Snowberry juice is now Berry Juice and is a blueberry alternative to the Yucca Juice. It still uses 1 snowberry and has the effect of eating 1 berry, but also warms you up for some time.

- The new rockets, flaming bolts, explosive arrows etc now can all be found in the loot and Starter Kits.

- Animal harvesting has been rebalanced, the order of tool strength: Stone Axe (dont bother), Shiv (will get you some), any FireAxe (similar to Shiv), Knife (Decent) and Machete (best yields). The corpses of animals always drop at least 1 meat, the rest is random and based on tool strength. Basically you will always want a shiv or better.

- Harvesting of certain objects no longer needs a wrench to gather cloth, cotton and plastics (such a beds, suitcase, cooler).

- Harvesting leather from couches requires a butchering tool, so if you want the leather from them use a shiv or better tool (the stone axe most likely will not give anything).

- Knife Guy now increases harvest yields (slightly) at each level, rather than starting at level 3.

- Reduced cost to make leather in campfire to 2 with a cooking pot and 1 with a beaker or chemistry station. This simulates some kind of curing, its nowhere near the real thing but makes leather something thats not just the same as the hide (effectively making that useless).

- Snow can be eaten now to gain 1 point of hydration. Its risky tho, you can get the runners from it.

- Radiated Animals and Zombie Animals are not as likely to spot you from large distances now, except for Horde Mode, where they home into players from a longer distance. Still, hide from zombie bears unless you like being slapped around.

- The Railgun has a spiffy icon I made from the original nailgun ;)

In the coming week I will be updating the main page of this thread with more information and screenshots of the mod to finalize the release and showcase the four different versions. The next thing planned is a Coop version for Horde Mode with 1 Beacon preplaced with multiple merchants, but also increased zombie counts, to make it suitable for 2-4 players. Unlikely I will also do a 5+ player version, people that want that can use the MP version and manually increase the heat the beacon creates.



Haidrgna

I am grateful for your MOD, I am currently playing with my girlfriend and we are playing non-stop days, Horde Mode SinglePlayer, it was perfect, even giving that BUG I do not know how it happened, but okay, we started another world, I want to ask you one thing, how can I create a horde every day equal to Horde Mode 1.0 for the Gnamod 1.0 Base, I know you once mentioned to get Spawn.xml from Horde Mode and put it on the Gnamod base, but I I'm afraid to Bugar or remove the zombies, is there anything I can change to create the heat horde every day?

The hordes of heat in Spawning.xml

How can I configure to come every day in Gnamod Base?

 
Last edited by a moderator:

If I put this setting in spawning.xml can the horde function every day?


<!-- Scout and Heat Hordes -->

<entityspawner name="Scouts" dynamic="true" wrapMode="wrap">

<day value="1">

<property name="ResetToday" value="true"/>

<property name="EntityGroupName" value="ZombiesGnahordeStage0"/>

<property name="Time" value="Night"/>

<property name="DelayBetweenSpawns" value="2"/>

<property name="TotalAlive" value="3"/>

<property name="TotalPerWave" value="6"/>

</day>

<day value="2,3">

<property name="ResetToday" value="true"/>

<property name="EntityGroupName" value="ZombiesGnahordeStage1"/>

<property name="Time" value="Night"/>

<property name="DelayBetweenSpawns" value="2"/>

<property name="TotalAlive" value="3"/>

<property name="TotalPerWave" value="6"/>

</day>

<day value="4,5">

<property name="ResetToday" value="true"/>

<property name="EntityGroupName" value="ZombiesGnahordeStage0"/>

<property name="Time" value="Night"/>

<property name="DelayBetweenSpawns" value="2"/>

<property name="TotalAlive" value="3"/>

<property name="TotalPerWave" value="9"/>

</day>

<day value="6,8">

<property name="ResetToday" value="true"/>

<property name="EntityGroupName" value="ZombiesGnahordeStage2"/>

<property name="Time" value="Night"/>

<property name="DelayBetweenSpawns" value="2"/>

<property name="TotalAlive" value="5"/>

<property name="TotalPerWave" value="10"/>

</day>

<day value="9,10">

<property name="ResetToday" value="true"/>

<property name="EntityGroupName" value="ZombiesGnahordeStage3"/>

<property name="Time" value="Night"/>

<property name="DelayBetweenSpawns" value="2"/>

<property name="TotalAlive" value="5"/>

<property name="TotalPerWave" value="10"/>

</day>

<day value="11,12">

<property name="ResetToday" value="true"/>

<property name="EntityGroupName" value="ZombiesGnahordeStage2"/>

<property name="Time" value="Night"/>

<property name="DelayBetweenSpawns" value="2"/>

<property name="TotalAlive" value="5"/>

<property name="TotalPerWave" value="15"/>

</day>

<day value="13,15">

<property name="ResetToday" value="true"/>

<property name="EntityGroupName" value="ZombiesGnahordeStage4"/>

<property name="Time" value="Night"/>

<property name="DelayBetweenSpawns" value="2"/>

<property name="TotalAlive" value="7"/>

<property name="TotalPerWave" value="14"/>

</day>

<day value="16,17">

<property name="ResetToday" value="true"/>

<property name="EntityGroupName" value="ZombiesGnahordeStage4"/>

<property name="Time" value="Night"/>

<property name="DelayBetweenSpawns" value="2"/>

<property name="TotalAlive" value="7"/>

<property name="TotalPerWave" value="14"/>

</day>

<day value="18,19">

<property name="ResetToday" value="true"/>

<property name="EntityGroupName" value="ZombiesGnahordeStage3"/>

<property name="Time" value="Night"/>

<property name="DelayBetweenSpawns" value="2"/>

<property name="TotalAlive" value="7"/>

<property name="TotalPerWave" value="21"/>

</day>

<day value="20,22">

<property name="ResetToday" value="true"/>

<property name="EntityGroupName" value="ZombiesGnahordeStage5"/>

<property name="Time" value="Night"/>

<property name="DelayBetweenSpawns" value="2"/>

<property name="TotalAlive" value="9"/>

<property name="TotalPerWave" value="18"/>

</day>

<day value="23,24">

<property name="ResetToday" value="true"/>

<property name="EntityGroupName" value="ZombiesGnahordeStage5"/>

<property name="Time" value="Night"/>

<property name="DelayBetweenSpawns" value="2"/>

<property name="TotalAlive" value="9"/>

<property name="TotalPerWave" value="18"/>

</day>

<day value="25,26">

<property name="ResetToday" value="true"/>

<property name="EntityGroupName" value="ZombiesGnahordeStage4"/>

<property name="Time" value="Night"/>

<property name="DelayBetweenSpawns" value="2"/>

<property name="TotalAlive" value="9"/>

<property name="TotalPerWave" value="27"/>

</day>

<day value="27,29">

<property name="ResetToday" value="true"/>

<property name="EntityGroupName" value="ZombiesGnahordeStage6"/>

<property name="Time" value="Night"/>

<property name="DelayBetweenSpawns" value="2"/>

<property name="TotalAlive" value="11"/>

<property name="TotalPerWave" value="22"/>

</day>

<day value="30,31">

<property name="ResetToday" value="true"/>

<property name="EntityGroupName" value="ZombiesGnahordeStage6"/>

<property name="Time" value="Night"/>

<property name="DelayBetweenSpawns" value="2"/>

<property name="TotalAlive" value="11"/>

<property name="TotalPerWave" value="22"/>

</day>

<day value="32,33">

<property name="ResetToday" value="true"/>

<property name="EntityGroupName" value="ZombiesGnahordeStage5"/>

<property name="Time" value="Night"/>

<property name="DelayBetweenSpawns" value="2"/>

<property name="TotalAlive" value="11"/>

<property name="TotalPerWave" value="33"/>

</day>

<day value="34,36">

<property name="ResetToday" value="true"/>

<property name="EntityGroupName" value="ZombiesGnahordeStage7"/>

<property name="Time" value="Night"/>

<property name="DelayBetweenSpawns" value="2"/>

<property name="TotalAlive" value="13"/>

<property name="TotalPerWave" value="26"/>

</day>

<day value="37,38">

<property name="ResetToday" value="true"/>

<property name="EntityGroupName" value="ZombiesGnahordeStage7"/>

<property name="Time" value="Night"/>

<property name="DelayBetweenSpawns" value="2"/>

<property name="TotalAlive" value="13"/>

<property name="TotalPerWave" value="26"/>

</day>

<day value="39,40">

<property name="ResetToday" value="true"/>

<property name="EntityGroupName" value="ZombiesGnahordeStage6"/>

<property name="Time" value="Night"/>

<property name="DelayBetweenSpawns" value="2"/>

<property name="TotalAlive" value="13"/>

<property name="TotalPerWave" value="39"/>

</day>

<day value="41,43">

<property name="ResetToday" value="true"/>

<property name="EntityGroupName" value="ZombiesGnahordeStage8"/>

<property name="Time" value="Night"/>

<property name="DelayBetweenSpawns" value="2"/>

<property name="TotalAlive" value="15"/>

<property name="TotalPerWave" value="30"/>

</day>

<day value="44,45">

<property name="ResetToday" value="true"/>

<property name="EntityGroupName" value="ZombiesGnahordeStage8"/>

<property name="Time" value="Night"/>

<property name="DelayBetweenSpawns" value="2"/>

<property name="TotalAlive" value="15"/>

<property name="TotalPerWave" value="30"/>

</day>

<day value="46,47">

<property name="ResetToday" value="true"/>

<property name="EntityGroupName" value="ZombiesGnahordeStage7"/>

<property name="Time" value="Night"/>

<property name="DelayBetweenSpawns" value="2"/>

<property name="TotalAlive" value="15"/>

<property name="TotalPerWave" value="45"/>

</day>

<day value="48,50">

<property name="ResetToday" value="true"/>

<property name="EntityGroupName" value="ZombiesGnahordeStage9"/>

<property name="Time" value="Night"/>

<property name="DelayBetweenSpawns" value="2"/>

<property name="TotalAlive" value="30"/>

<property name="TotalPerWave" value="60"/>

</day>

<day value="51,9999">

<property name="ResetToday" value="true"/>

<property name="EntityGroupName" value="ZombiesGnahordeStage10"/>

<property name="Time" value="Any"/>

<property name="DelayBetweenSpawns" value="2"/>

<property name="TotalAlive" value="60"/>

<property name="TotalPerWave" value="60"/>

</day>

<day value="*">

<property name="ResetToday" value="true"/>

<property name="EntityGroupName" value="ZombiesGnahordeStage10"/>

<property name="Time" value="Any"/>

<property name="DelayBetweenSpawns" value="2"/>

<property name="TotalAlive" value="60"/>

<property name="TotalPerWave" value="60"/>

</day>

</entityspawner>

 
You could indeed copy the Spawning.xml rule for Scouts and replace the rule that exists in Base. You will not just randomly get the hordes like they exist in Horde Mode however, as you also need a Beacon or place some forges. Although you will probably still see hordes pop up at night that may not head for your base. Heat is created by Animal Gore as well, which I set not to spawn in Horde Mode as the zombies should all head for the Beacon. But in Base you will see Animal Gore appear and they will head to it as well.

If you want to have more zombies at night in general, you can set the rules for each biome listed as Night to higher counts (the green line), then you will also get something that looks like a constant horde, if you set the one with a spawn delay of 0 to a high number you will basically get non stop hordes even (the yellow line).

Code:
<!-- Dense Forests -->
<biome name="forest">
<!-- Zombies Day -->
<spawn maxcount="2"   respawndelay="1"   time="Any"   entitygroup="ZombiesGreenBiomes"/>
<spawn maxcount="2"   respawndelay="7"   time="Any"   entitygroup="ZombiesGreenBiomes"/>
<spawn maxcount="2"   respawndelay="28"  time="Any"   entitygroup="ZombiesGreenBiomes"/>
<!-- Zombies Night -->
[color="#FFFF00"]<spawn maxcount="1"   respawndelay="0"  time="Night"  entitygroup="ZombiesGreenBiomes"/>[/color]
[color="#00FF00"]<spawn maxcount="6"   respawndelay="1"  time="Night"  entitygroup="ZombiesGreenBiomes"/>[/color]
<!-- Animals -->
<spawn maxcount="4"   respawndelay="1"  time="Any"    entitygroup="WildlifeDenseForest"/>
</biome>
 
Haidrgna

When the zombie dies on top of the other it automatically explodes and the loot disappears, in the Gnamod Horde you set for the zombie to disappear when there is no loot, how can I change the body of the dead zombie in equal bags of the Gnamod Horde?

 
You probably will want to copy over the EntityClasses file from Horde Mode as well then, that one is all set for the bags and some other tweaks for Horde Mode.

 
You probably will want to copy over the EntityClasses file from Horde Mode as well then, that one is all set for the bags and some other tweaks for Horde Mode.
Thank you!!

In the EntityClasses where I switch to when the zombie dies the corpse turn purse or sand ... ??

 
Just use the file from Horde Mode, it is all setup for that, its mostly a tweak of the same file found in Gnamod Base.

 
Just use the file from Horde Mode, it is all setup for that, its mostly a tweak of the same file found in Gnamod Base.
How can I change the body from a zombie to a bag, can you help me learn how to swap ??

 
Some review and ideas.

Hey there!

I've played prev. version of Horde mode and now playing the new one. The idea of the mod is great.

But i think there are some minor problems...

Main problem - too few raw materials to buy. VENDONEER perk level 5 but it doesn't help. It adds like 200 powder and 300 coal in secret stash... lol

In my current try i've survived 3 nights already and the result is - 100k dukes in the box and i see nothing to buy. Well i could buy forged steel and steel upgrade... but i just don't need it for now.

Example: i have 2 chemistry stations but there is not enough powder and coal. I bought it all from day 1 and still it was enough only for 1 chem station. I'm afraid that soon it will not be enough even for 1...

For now vendor has no shotgun turrets but when i get them i already see a problem - regular shotgun shells require plastic to make. I buy all plastic from day 1... i have 347 now... 1 turret will spend all that during 1 night. And buying shells - same problem. How often can we see regular 20 grade shotgun shells to buy? And how many of them? It will not be enough even for 1 turret :)

Another problem is guns. In secret stash i have 3-4 copy of trash guns like pistol, smg and hunting rifle but only a couple of decent guns... and of course quality of them is a matter of luck... so far no luck. 4th night soon and i will be wil revolver and sniper rifle again :)

Who needs 3 pistols and 4 smgs - noone i guess. At the beginning of the game you have no money to buy weapons and you fight with what you've got from start kit. And after day 2 you can buy ant gun so why you will buy trash guns :)

I understand that random is funny but even in random should be a logic :)

Here's what i think can be nice - make more stuff to buy and less money (not start money but quest money). So it should be always a money question and only sometimes a luck question. Or else singleplayer is not rly playable.

For example, i was building with hand-made claw hammer for 2 days! Then i bought wrench and on day 4 bought nailgun finally :)

By the way, maybe it will be good to get rid of money quest and turn it to corpse/bags looting.

So more dukes in drops but loot will be rare. I did that with prev. version of the mod. There was 1 bag from about 100 zombies and 15k inside. And no quest. And no need to restart quest, loosing that paper etc etc.

If to make a bag to recreate itself when falls and add stability support so 2 bags can be on each other, then drop will stay and wait for us. Oh and stay after death make more so it can stay during night.

Well all that i can and probably will do for myself. Just wanted share with you guys, maybe you do have similar troubles with this mod. Sitting on money is really a pain :)

 
In Horde Mode with Vendoneer perk levels 9 and 10 you start to get things with 0 price and buying them one by one you will loose no money :)

Also buying and then selling expensive stuff like weapons/tools/armor gives you nice profit. Turn 50k dukes into 150k is not a problem :)

Not sure if it's done on purpose or not...

 
In Horde Mode with Vendoneer perk levels 9 and 10 you start to get things with 0 price and buying them one by one you will loose no money :) Also buying and then selling expensive stuff like weapons/tools/armor gives you nice profit. Turn 50k dukes into 150k is not a problem :)

Not sure if it's done on purpose or not...
Thank you for your feedback, I will certainly take (from your previous post) this stuff into account. There is a system to the RNG, but there are also limitations, as one is the amount of maximum stock the vendor has. But I can probably increase the amount of raw materials of some stuff that is currently lacking.

I think you are probably correct on the money, currently players probably get more cash than they really need or can reliably use, the bags add a lot and the selling mechanic even more.

The Vendoneer perk probably lowers prices more than it should, the later levels have not been properly tested by me, if you get to Vendoneer 10 with 30 min days solo, then you are probably doing really really good. But I also sort of assumed the price of items was capped at 1, but I guess its not, which is something I need to test with to find the balance. Most likely a rebalance of the Vendoneer perk (slower unlock of the later stages and maybe not reduce prices that extreme, although stuff being nearly free at the end stages, say level 150 to unlock, would probably not even be a bad thing). I will likely also lower the amount of dukes earned by selling, it should be pocket change for stuff you dont need, but currently its lucrative at some point to buy starter kits and sell whatever you do not need.

The secret stash contents on later levels will need some more balancing, probably will remove the lower crap items from it after Vendoneer 6 and with the base amount of raw materials going up a bit should make the stash also have a lot more stuff in it.

Just out of curiosity, how did you set the loot % (I think in addition to affecting loot it also affects the vendor contents).

- - - Updated - - -

Necropolis is brutal now. I love it, and thanks for your work.
You are welcome, I am enjoying it myself, working on some balance stuff (so the early start is slightly less punishing with all those Ferals in the wandering hordes).

 
There is a system to the RNG, but there are also limitations, as one is the amount of maximum stock the vendor has.
Well increasing Stacknumber of raw materials to like 25000 (or whatever maximum is ... 32767, like the short type) and increasing amount trader sells - should not be a problem i guess.

Also to fight with the 0 price problem is easy - simply increase EconomicBundleSize from 100 to 999 (to avoid interface showing us 100 instead of 1000 :) ) and EconomicValue from 1 to 10.

I will likely also lower the amount of dukes earned by selling, it should be pocket change for stuff you dont need, but currently its lucrative at some point to buy starter kits and sell whatever you do not need.

The secret stash contents on later levels will need some more balancing, probably will remove the lower crap items from it after Vendoneer 6 and with the base amount of raw materials going up a bit should make the stash also have a lot more stuff in it.
Yeah that would be great. It looks like till level 5 of vendoneer it works as price decrease % and from 6th

Just out of curiosity, how did you set the loot % (I think in addition to affecting loot it also affects the vendor contents).
Not sure what do you mean. Loot % from zombies? CorpseBlockChance. Plus randomizing dukes inside bags and we will get a nice loot system. Bags with lots of hp also help not loosing loot. Also my bags do not stop zombies so they just go through. On your bags zombies like to stop and jump over and over again :)

Recently i survived 7th night barely, and it's with 24 blood moon count only. Earned like 150k, but i don't know at what point quest finished, was too busy spending 150 exploding bolts non-stop :)

If not 2 shotgun turrets on the back of the base i would be dead for sure... solo play is hardcore.

By the way, i was wrong about shotgun turrets ammo, it apparently low grade 20 gauge. So ppl will need a lot of paper... and it seems not on sale at all.

if you get to Vendoneer 10 with 30 min days solo, then you are probably doing really really good.
I've tested vendoneer in creative mode :)

It's 45 min day and 15 min night for me. During night i follow such rule: if zombies below me - i lost, above me - i lost, between me and beacon - i'm lost. So it's like in tower defense, - you can make obstacles for enemies but your character/hero/builder can't make enemies chase him and thus ruin the game balance.

Playing like this with 30/30 day/night would be too hard... unless decrease crafting time, then ok.

Even with 12 radius of ghouls explosion, we can still sit 15 block high and explosion won't even reach support pillars, checked.

But you can set radius to like 15-17, then yeah, at least it will damage pillars :)

Exploding vultures can also help against such cheesers :)

 
Could sb tell me wtf am I doing wrong with horde edition? I cannot survive 1st night... Tested almost every setup in MP server... with blood moon 4 and lowest diff setting and I still got raped like hell... 400+ zombies on 1st night is kinda OP for me...

 
Back
Top