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

A16 - Gnamod

I have to revise what I last replied. I started a new savegame because of the recent updates and *cough* got wiped *cough*. There's something off right now. There are a ton more zombies spawning during night right now, than they used to. Even with a good stock of bombs and molotovs you only got a pretty low chance of surviving night one. There used to be way fewer zombies before and there used to be small breaks between the waves. Now night one looks like the nights you usually only got past day 7 or even later.
The amount of zombies was not drastically changed, but their range of vision and hearing was. All zombies that spawn will home into you now, rather than not, and there is a small amount of continual biome spawns as well. If you run around crazy, you also spawn more of them as you activate more spawn zones near you, which also home into you. Staying in your base there will be less spawns but you still need to have defenses such as spikes set up the first day.

I will look into numbers and maybe decrease spawns of the Beacon for day 1-2 for SP version.

- - - Updated - - -

In SP I have survived night one by digging a hole under the road and hiding in it. I put 2 layers of bricks around the beacon 1st and on that seed the road was elevated a little bit so you could get 2 blocks clear under the road and crouch in there til morning.
You may survive, but they may still take down the beacon at some point. But if you must resort to hiding, go ahead :)

 
So yeah Day 1 is a little bit nuts but only because of the irradiated vultures constantly attacking. It makes it pretty much impossible to handle on day 1. It seems a bit overkill. Tried it on SP and MP. MP had immediate irrediate ferals, cops and vultures which I don't remember in previous versions on Day 1.

Still fun but I might have to cheese the 1st night just to get through it by logging out right before.

 
So yeah Day 1 is a little bit nuts but only because of the irradiated vultures constantly attacking. It makes it pretty much impossible to handle on day 1. It seems a bit overkill. Tried it on SP and MP. MP had immediate irrediate ferals, cops and vultures which I don't remember in previous versions on Day 1.
Still fun but I might have to cheese the 1st night just to get through it by logging out right before.
The MP version indeed got upped in strength over the board, the mode is intended for a group. The SP version probably got a bit to much on day 1, I will take a look at it and update it.

 
I think we have a pretty noticeable increase of zombies (hordes are really intense now) on the very first day. I never got 2 or 3 cops at the same time (not to mention glowing vultures) before and now that's a norm. So you really need to run like a fool otherwise you don't stand a chance. If you don't get pipe bombs/molotovs/dynamite you are screwed because land mines and tons of spikes don't give you money (zombie kills)

It's not a complain and I'm gonna play as is, but I just think 1.03 it's just a little bit too much for solo players.

 
I think we have a pretty noticeable increase of zombies (hordes are really intense now) on the very first day. I never got 2 or 3 cops at the same time (not to mention glowing vultures) before and now that's a norm. So you really need to run like a fool otherwise you don't stand a chance. If you don't get pipe bombs/molotovs/dynamite you are screwed because land mines and tons of spikes don't give you money (zombie kills)
It's not a complain and I'm gonna play as is, but I just think 1.03 it's just a little bit too much for solo players.
Yeah I just did a test and see what you mean, I know where the problem lies and I think I can fix it, its mainly that I am using the Biome spawns now as a way to create a sort of baseline horde that despite the heat of the beacon will always appear. But currently its to much at once and does not stop either. I will mix something up and add in some spawners that will cease after the zombies die that night, so there will still be a base-line but it wont be as intense if you clear out the initial wave. But I will need to spend a bit more running the idea and seeing if it can create what I want, and otherwise go back to a previous spawn and only keep this base line for the multiplayer version.

 
Haidrgna, thanks a lot. Just another question about nailgun: "spawn" on beacon is very rare now (even vendoneer at 5 and day 10 I couldn't get one), is this intended? (and I'm not the only one, some friends can't buy it either)

 
Haidrgna, thanks a lot. Just another question about nailgun: "spawn" on beacon is very rare now (even vendoneer at 5 and day 10 I couldn't get one), is this intended? (and I'm not the only one, some friends can't buy it either)
Well the amount of stock has changed, it may be that the nailgun probability now no longer matches the stocks, I can probably up it a bit, it should not be so rare, by vendoneer 5 it should have appeared at least once, same goes for a mining helmet.

 
Yeah, mining helmet isn't a problem, but nailgun is. For example, more than once I saw 2 mining helmets for sale at the same time.

About wandering hordes: is it normal having 2 or 3 each day early game (and not small ones, always over 12 zombies from what I'm seeing)? Or is this related to the new spawn system?

 
Yeah, mining helmet isn't a problem, but nailgun is. For example, more than once I saw 2 mining helmets for sale at the same time.
About wandering hordes: is it normal having 2 or 3 each day early game (and not small ones, always over 12 zombies from what I'm seeing)? Or is this related to the new spawn system?
On 60 minute days you should see 1 daily, that is an actual wandering horde, if you go anywhere you were not before you will see zombies spawn, but those are 1 time only, though they certainly can turn into a horde.

In the first few days a wrench or hammer should do fine for building and repairing, but I agree after that it should not be to hard to see a nailgun in the stock.

 
Ok after some testing and tuning I have adjusted Horde Mode SP and also adjusted MP a bit. The effect is that the first day should now be far more managable and not have as much vultures, you will still see them every day but not as many as before.

The initial amount of zombies at night start should be more consistant, though will still depend on your daylength and if you exited the game or not between them (longer days will see more scout horde triggers, short days less, balanced around a 60 minute day). The curve afterwards is slightly lowered as well for the SP mode, the MP mode should remain more challenging and with higher level zombies earlier.

I also increased the chance of nailgun appearing in stock, its now almost as likely as a mining helmet to appear, so should be possible to pick one up in the first week.

 
Few observations after "patch" on day 3: intense horde all night, but no cops, very few Feral Wights and just one vulture horde (one normal vulture, one burning vulture and one glowing vulture). Manageable, but still running like a fool a better option because you don't get enough supplies to make reinforced concrete double walls.

Haidrgna, I think now we are on a good spot because this mod should be hard but not as hard as before (1.03). One suggestion: each restocking should guarantee at least one item from this list: pipe bombs, molotovs and dynamite. Day 3 was not too hard because I had 13 dynamite bought day one; day 2 nothing. If you don't have these options, even after patch, it's not easy.

 
Last edited by a moderator:
Few observations after "patch" on day 3: intense horde all night, but no cops, very few Feral Wights and just one vulture horde (one normal vulture, one burning vulture and one glowing vulture). Manageable, but still running like a fool a better option because you don't get enough supplies to make reinforced concrete double walls.
Haidrgna, I think now we are on a good spot because this mod should be hard but not as hard as before (1.03). One suggestion: each restocking should guarantee at least one item from this list: pipe bombs, molotovs and dynamite. Day 3 was not too hard because I had 13 dynamite bought day one; day 2 nothing. If you don't have these options, even after patch, it's not easy.
It usually has and the chance of that increases with Vendoneer, I think when you get to Vendoneer 2 and up you will always see something from the explosives lists, but this is a broad list so be sure to also use the mines it gives. They may not give you cash, but preventing damage is also a form of payment.

 
Did another game. Easier but still extremely difficult on Day 1. The wandering horde is very large and took a ton of resources and time to take care of. Died during the horde because I did not have enough resources to actually do it. Ammo/explosives/building mats.

I didn't have any nails on Day 1 so I could not make a hatch or ladders. Also only 1 stack of wood...that just isn't enough. Way more raw resources are going to be needed in its current state which will require about 10 rows of spikes in every direction.

 
Did another game. Easier but still extremely difficult on Day 1. The wandering horde is very large and took a ton of resources and time to take care of. Died during the horde because I did not have enough resources to actually do it. Ammo/explosives/building mats.
I didn't have any nails on Day 1 so I could not make a hatch or ladders. Also only 1 stack of wood...that just isn't enough. Way more raw resources are going to be needed in its current state which will require about 10 rows of spikes in every direction.

Imo, you still need to run like a fool to maximize resources. You might be able to fight inside the base by day 5 ~ 7, but beacon has to be a little generous previous days.

 
Which resources are exactly lacking the first few days? I could probably up the stocks a bit for the lowest vendoneer tiers so there will be some more available of that on day 1.

 
Maybe true but I don't think that is the point of this mod. My take was that this is base building and horde survival...not exploiting bad zombie pathing.

Just needs some balancing is all.

 
Wood and nails in particular. Concrete/rebar as well or maybe just a ton of brick for vend 1. Or guarantee a forge so nails can be made pretty early on.

Another option would be to have a stack of 500 or so wood spikes there.

Still too many zombies in the initial wandering horde and night 1 imo.

I hate always seeming to complain about a fantastically fun mod. You put your own time and skill into making it and it is greatly appreciated!

 
Wood and nails in particular. Concrete/rebar as well or maybe just a ton of brick for vend 1. Or guarantee a forge so nails can be made pretty early on.
Another option would be to have a stack of 500 or so wood spikes there.

Still too many zombies in the initial wandering horde and night 1 imo.

I hate always seeming to complain about a fantastically fun mod. You put your own time and skill into making it and it is greatly appreciated!
Balancing this can be hard as most of this relies on RNG as well, I can increase numbers on nails and wood as they are basics and should always be available. The others are mainly chance based, but before when the basics and special stuff were seperated the machine sold more, but since its now reset when you level vendoneer I toned the total down a bit. But I think it can go up some more in the basic supplies.

I dont mind you or others telling me this, as it gives me a idea how the balance is. The wandering hordes are gamestaged and I am not sure everyone gets the same one, if you level up fast on day 1 you may see a harder one than someone that does not, not even sure you get a wandering horde on day 1 (maybe you mean the initial spawn wave?). I can probably tone down that initial wave a bit, its meant to allow people to level up during the first day and earn some extra cash and then get at least the first level of vendoneer.

 
Doing a small rebalance update:

Gnamod Base

- Zombies will now deal only half damage against wood, this should make wood, despite its low HP, last a bit longer.

Gnamod Horde Mode SP

- Building Cache should now sell some more basic materials and will always have a workstation and some kind of trap for sale in the initial spawn. Nails have been moved to the basics list so they should now be available almost always.

- The initial zombie spawns after 14:00 is slightly reduced in the inner circle.

I will be uploading this version of 1.03 to the download drive as well in a moment.

 
Awesome. Did a 4 player MP last night and it went pretty well. Day 1 was still tough because between the vendors we had 1 stack of wood hehe.

 
Back
Top