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A16 - Gnamod

I'm the one that mentioned the Japanese friends of mine who are planning to play the horde mode live on Youtube.They've decided to do it on May 12th at 22:00, Japan time.

I think it's 8am in the morning eastern time.

The players are going to be,

iihito jyanai, who has 55,152 subs.

yukkuri comsan, who has 7,913 subs,

merci games, who has 11,504 subs.

They will be going live on yukkuri comsan's channel.

https://www.youtube.com/channel/UCtE...1TFa6dZ3Yl0pBQ

It's all going to be in Japanese, but if anyone is interested, it would be nice to see you all there.

I will most likely be there from beginning to end.

If anyone has any questions or anything they want to say, I'll be happy to translate.

It's their first time playing the horde mode, so it may well end up in a disaster.

Hope to see you all there, thank you.
First time is always the most fun for a stream, I am sure they will be alright :D

 
Just a quick update on the progress I am making:

I have started working on a 1.04 update for Gnamod that will mostly focus on Horde Mode.

- I have created a new beacon POI that will get a few versions, at least one for a 1 person game, one for a group of up to 4 and maybe one for a challenge version of Horde Mode (not sure yet). The new beacon looks a bit different mainly because I needed to redo the stability of it with an entity inside. The beacon I think looks better than before and comes with standard storage drawer(s). It can also be repaired now, 1 coin per HP restored, which is so far the working idea. Not sure yet if HP need to be increased, but if it can be repaired should be ok.

- Despite my effort and tests I was not able to create an entity that looks like the flagpole, I got one to spawn but the zombies ignored it, if I gave it a controller it errored as it was missing animations. Lot of stuff hard coded in the wrong places to combine these things, so it will liky just be a trader, just need to find a way to get him out of the way when the beacon blows up, or just make sure its Trader Rekt that only sells turds to mock people on their defeat.

- Collision to make zombies see through blocks will need some testing, it seems it blocks everything except entity damage from explosions (and likely buffs from them). I might reduce either/both the damage and radius on some common explosions. Mostly this means people are more at risk from cops blowing up and their own bombs, a trade-off for zombies going for the beacon fanatically. This will mostly apply to explosions from zombies as I rather not nerf the player explosives, they just need to be more careful using them. The stainless steel blocks will surely still block explosive damage and zombie vision in either case. Will also need to investigate terrain blocks, or remove them from the crafting options if it does not work on them.

- I have tried fixing the Hatch/Door exploit, zombies not seeing opened hatches and doors in certain positions. It seems its not possible to reliably fix with xml, even with simple rotations an open hatch proves an easy barrier the zombies just get stuck upon. I will list this as a known exploit and people that will use it I will just consider cheating, just like people increasing the loot % above 100%. The new beacon will make using pillar bases nearby a lot less effective.

- I have been refining existing buffs, increased the effectiveness of painkillers a bit (which make them really good long term healers), but they will likely also get a counter that will if you pop to much at once kill you, like it would in real life, it will probably cause internal bleeding on overdose. Natural regeneration has been increased a bit but will shut off when a healing effect is on you and going thirsty or hungry now has a more noticeable effect, but does not remove as much wellness. Cooling and Warming effects (except coffee) cancel each-other out, if you eat a warm stew while under effect of a red tea effect the red tea gets dispelled for example. This will remove the buffs fighting each-other and temp behaving erratically. These buff also auto dispel if the player is sufficiently cooled or warmed

- I am most likely changing the minimum wellness a player spawns with to 100, Health Nut will add another 100 on top at level 5, but requires player level 100 and athletics 80 to get. However a player when spawned will have his wellness reset to his minimal value, so every death removes all gained wellness, on top of this a player loses 50 health, this means a new spawn starts with 50 HP but 100 wellness.

- Zombie buffs have also been redone, their regeneration effects now instead apply their health at set intervals at once rather than in short bursts, which means if you damage them and let em go for a while they could have regained health, but their regen wont get in the way off dot effects or you shooting them quickly. They also gained a buff that occasionally gives them a burst of speed, this makes the zombies sometimes accelerate to get you. During the night zombies that get this buff can be faster than a player, making being outside at night with many zombies a lot more dangerous than before.

Many of this will affect core gameplay and for horde mode this may mean I need to reduce the zombie counts over the board to compensate for the increase in difficulty some of these changes will have.

When this is allo

 
Some questions:

1) Certainly you will have to reduce zombie count otherwise would be impossible to get past the very first day. Tweaked 1.03 single player is now manageable, except by 7-day hordes (it's a very powerful horde and not in line with previous days, it should definitely be harder, but not too much as is right now, so I think you have to take a look at this). Good example:

2) Reduced number of zombies will affect money generation, so will beacon prices change? I'm not asking for "starting kit exploit" (buying it and selling its items was a very effective way to get a lot of money), but I think items should be a little bit cheaper from the beggining because we have to focus hard on base defense

 
Some questions:
1) Certainly you will have to reduce zombie count otherwise would be impossible to get past the very first day. Tweaked 1.03 single player is now manageable, except by 7-day hordes (it's a very powerful horde and not in line with previous days, it should definitely be harder, but not too much as is right now, so I think you have to take a look at this). Good example:

Yeah I am aware that currently the first 7d horde can be pretty impressive, though this example has been exploiting zombie pathing to make a lot of kills in the first 6 days. 7d hordes are game staged, which means you can also get a much stronger horde if you over-level. Day length also comes into account as longer nights mean more kills before reaching the first 7d horde.

The new beacon and the zombies may require some pricing or availability/killing reward adjustments as well. Though pricing currently for most items feels about right and its based upon what it takes to craft it, so changing prices means having to go through that process again which I am not likely going to do for A16. Most likely that base-line horde of the easiest version will be at least half what is now in the sp version and 7d hordes will be looked at in all versions.

The bloodmoon hordes got their boss waves, which can really wreck a base, I will likely remove or severly tone these down in lower gamestages.

 
Thank you for all the amazing changes!

I understand about the hatches.

I used it but, yes it makes things way too easy.

I suppose using plates to make the base float is also considered an exploit?

 
Yeah I am aware that currently the first 7d horde can be pretty impressive, though this example has been exploiting zombie pathing to make a lot of kills in the first 6 days. 7d hordes are game staged, which means you can also get a much stronger horde if you over-level. Day length also comes into account as longer nights mean more kills before reaching the first 7d horde.
The new beacon and the zombies may require some pricing or availability/killing reward adjustments as well. Though pricing currently for most items feels about right and its based upon what it takes to craft it, so changing prices means having to go through that process again which I am not likely going to do for A16. Most likely that base-line horde of the easiest version will be at least half what is now in the sp version and 7d hordes will be looked at in all versions.

The bloodmoon hordes got their boss waves, which can really wreck a base, I will likely remove or severly tone these down in lower gamestages.

Adjusting killing reward works for me.

 
Thank you for all the amazing changes!
I understand about the hatches.

I used it but, yes it makes things way too easy.

I suppose using plates to make the base float is also considered an exploit?
It sort of is, I can fix those things, but would render most of those shapes useless, no option exist yet to set support per side. Would be nice is a pole would support on bottom and top but any other it would collapse.

But using plates and pole blocks this way will not keep them away from the beacon, same as a pole base. If they go for the beacon these options will not matter as much and thus will be fine. Hatches are just easy to prevent them from getting to it.

I have tried many things, but the only real options would render them pretty much useless (remove collision, would make you fall through them when closed etc). Only thing I might do for horde mode is to remove the recipes for them and have it sell a few occasionally. So people that want a few hatches can still get them, but getting a ton will take a lot of time to buy. Probably will also add other doors and drawbridges to the sales then. This will at least make it hard to use the first weeks.

 
It sort of is, I can fix those things, but would render most of those shapes useless, no option exist yet to set support per side. Would be nice is a pole would support on bottom and top but any other it would collapse.
But using plates and pole blocks this way will not keep them away from the beacon, same as a pole base. If they go for the beacon these options will not matter as much and thus will be fine. Hatches are just easy to prevent them from getting to it.

I have tried many things, but the only real options would render them pretty much useless (remove collision, would make you fall through them when closed etc). Only thing I might do for horde mode is to remove the recipes for them and have it sell a few occasionally. So people that want a few hatches can still get them, but getting a ton will take a lot of time to buy. Probably will also add other doors and drawbridges to the sales then. This will at least make it hard to use the first weeks.
Not being able to craft the hatches sounds like a good idea.

I tested using plates to make the base float. You're right, with the zombies going for the beacon it wouldn't work. The zombies start piling on top of each other so that they can hit the plates and make it collapse.

Looking forward to 1.04. I wonder what the new beacon design looks like:smile-new:

 
It sort of is, I can fix those things, but would render most of those shapes useless, no option exist yet to set support per side. Would be nice is a pole would support on bottom and top but any other it would collapse.
But using plates and pole blocks this way will not keep them away from the beacon, same as a pole base. If they go for the beacon these options will not matter as much and thus will be fine. Hatches are just easy to prevent them from getting to it.

I have tried many things, but the only real options would render them pretty much useless (remove collision, would make you fall through them when closed etc). Only thing I might do for horde mode is to remove the recipes for them and have it sell a few occasionally. So people that want a few hatches can still get them, but getting a ton will take a lot of time to buy. Probably will also add other doors and drawbridges to the sales then. This will at least make it hard to use the first weeks.
I don't like this idea only because RNG sucks sometimes, but, would be possible to have like 4 on starting kit? I like my bases as little buildings (cage, platform, workplace (s) and storage) so I need at least 3 ~ 4 early game.

 
Haidrgna, would be possible to unlock all Painting Books? Usually I have a lot of storage box so it would be nice to have a better way to identify its items.

 
Haidrgna, would be possible to unlock all Painting Books? Usually I have a lot of storage box so it would be nice to have a better way to identify its items.
Well if it will sell hatches instead of them being crafted it would not be to hard to get a that amount by the end of day 1, but perhaps a basic amount of building supplies I could give out. The beacon now comes with a unique storage container (or more) so that could have some basics in it to get people started and reduce the RNG vengeance of day 1 and make it play a bit more stable. I will think on this and see how it works along with the rewards for killing vs the amount of zombies and their treasure. Since selling items is not as lucrative as it used to be I think the bags could probably favor giving of coins or sometimes larger amounts instead.

In my current testbuild I think I have made them buyable perks, so people can unlock them, I think for Horde Mode they should only cost 1 point to unlock, but maybe I just make sure all painting is unlocked in this mode, not really needed to be locked at all as its mostly just a convenience. Not sure the machine sells enough paint now though as I think I made it rare because mostly it would take the space of something useful.

 
I have v1.0.3 and I've not been able to get very far. I've played a previous version (v1.0?) so I have *some* experience with it.

I see people talking about having access to the vendors on day 1. I have started 8 games in the past couple of days, and not once has my beacon had anything in it -- they're all empty and say it will restock on day 2. Am I missing something?

Also, I think Haidrgna said something about having a higher/virtually-100% chance of getting nails in the starter kit. Of those 8 games, I got nails the first time but not again. Or were you talking about for the next version?

 
I have v1.0.3 and I've not been able to get very far. I've played a previous version (v1.0?) so I have *some* experience with it.
I see people talking about having access to the vendors on day 1. I have started 8 games in the past couple of days, and not once has my beacon had anything in it -- they're all empty and say it will restock on day 2. Am I missing something?

Also, I think Haidrgna said something about having a higher/virtually-100% chance of getting nails in the starter kit. Of those 8 games, I got nails the first time but not again. Or were you talking about for the next version?
Click on "secret stash icon" (goods are in there).

 
I want a true nomad survivor mode, but the 30 minute days is kind of deal breaker for me, what 's the issue with that? Why can't we have longer days?

 
I've noticed a temperature issue in Horde mode SP - my dude starts to shiver when now and then the temp seems to stick on 44 degrees no matter what he is wearing. Only being by a fire seems to warm him up. It is the constant shiver sound that gets a bit annoying that's all.

I think the rifles are under powered. I've been adding my own xml changes to fix this. I also make burning barrels deal damage so that i can put them in holes for zeds to walk over. Perhaps you could add in a firetrap block that is appropriately priced ?

Thanks for making such a great mod.

 
Click on "secret stash icon" (goods are in there).
Aha! Thank you!

I hope that this can be addressed because that was really frustrating. I like a challenge, but it seemed a little insane for day 1 without being able to buy anything.

 
I want a true nomad survivor mode, but the 30 minute days is kind of deal breaker for me, what 's the issue with that? Why can't we have longer days?
30 Min days is an old specification sorry, its only going to be viable in the current version if you are with a decent group that knows what they are doing, solo you should stick with 60 minute days, which still can be a challenge to find a new location and secure it for the night every time.

This reminds me again that I need to update the main posts, since so much has changed and I have not had enough time to change the text with it. I hope for 1.04 I can get this fixed.

 
I have v1.0.3 and I've not been able to get very far. I've played a previous version (v1.0?) so I have *some* experience with it.
I see people talking about having access to the vendors on day 1. I have started 8 games in the past couple of days, and not once has my beacon had anything in it -- they're all empty and say it will restock on day 2. Am I missing something?

Also, I think Haidrgna said something about having a higher/virtually-100% chance of getting nails in the starter kit. Of those 8 games, I got nails the first time but not again. Or were you talking about for the next version?
You will only get nails in your starter kit atm when you get a nailgun (which uses it as ammo), otherwise you will not get them in the current version, but for 1.04 I might equip the beacon with some starting building materials through the storage drawer(s) it will have.

But yeah the secret stash is where it has all been moved, this was a deliberate change so that every player can buy stuff and all stuff is recycled with a new level of vendoneer. It sadly removes the ability to sort and will make it appear empty at first sight, but on the over version a lot of people were actually missing that most stuff was in the secret stash.

I am really avoiding having to do any UI changes so people can use any that works with A16, there is probably no other way to get this. The way traders work is that the secret stock is never mixed with regular stock, even if there is no regular stock. I hope in A17 the trader stock will be mixed or at least the secret stash be sorted the same way as regular stock.

 
I've noticed a temperature issue in Horde mode SP - my dude starts to shiver when now and then the temp seems to stick on 44 degrees no matter what he is wearing. Only being by a fire seems to warm him up. It is the constant shiver sound that gets a bit annoying that's all.
I think the rifles are under powered. I've been adding my own xml changes to fix this. I also make burning barrels deal damage so that i can put them in holes for zeds to walk over. Perhaps you could add in a firetrap block that is appropriately priced ?

Thanks for making such a great mod.
Well many temperature buffs have been changed and dusters cool the player down as well. It might be cold outside and maybe you drink a lot of cooling drinks? Temperature is still weird in this game no matter what I try. The shiver sounds I could not stop from being cast, they should be limited to like once in while, but if your temp stabilizes on the threshold of cold or warm it just keeps going. I think the weathersurvival enviromental stuff also applies temp effects at a different rate when a player reaches threshold which might be the cause, but whatever I tried changing had no effect.

But the campfire can be used to warm you up, it just keeps raising your temperature. Also if you get wet that will give you a buff that cools you down, the campfire will temporary remove it and start warming you so you can dry. Perhaps wear something more waterproof if its raining/snowning/misty?

 
Quick progress update:

I am currently reworking blocks and construction, which will include some streamlining to the upgrade path and the HPs of blocks. Currently the idea is to have the special shapes have less HP than the full blocks, which will make full blocks offer more protection while the other shapes offer more flexibility. They will likely cost the same, but they might also end up being lighter and able to support less (still thinking on this).

Due to this and some other xml file rearranging I am doing it is likely that this version will lose compatibilty with existing games, therefore I will likely work on it a bit longer and probably will become a 1.1 release rather than a 1.04.

The current plan will be to remove rebar frames completely, instead adding in rebar as an item that is needed to craft wet concrete blocks that then can be further upgraded. There will also be steel rebar that can be used to create wet reinforced concrete (though this may be locked behind a perk). As I planned but not really completely done yet, all scrapIron blocks will become forgedIron blocks, the frames being made in the forge and then can be upgraded to reinforced versions. Bricks will become an item that is made in the forge from clay and then can be made into brick blocks with mortarMix. I will also be adding Lime and limestone to the world for this, so mortar and concrete mix can include lime. The recipes likely will also include buckets of water or murky water for small quantities made. Perhaps some other item I will include that can be used to gather water for construction purposes, wooden buckets perhaps. This is still in flux. Limestone will replace the gravel deposits, though underground may also undergo a change (with some biomes having limestone deposits or sand layers and deeper will become harder granite where the ore veins will be at). Sand from stone recipe in the mixer will likely be removed, instead there may be a lime from (lime)stone recipe. But gathering sand will be done from the sand layer or desert. Destroyed stone will likely just yield stone and gravel may yield a bit of sand.

The bigger change is that all blocks will no longer degrade back into its previous form on destruction, this means that HP of blocks are scaled going up with better materials, but lower end materials get a boost.

Code:
Generally it will look like this: ( --> upgrades; -+> replaced by a complete block, [color="#00FF00"]green: entrypoint[/color])

                                [color="#00FF00"]forgedFrame[/color] --> forgedIron
[color="#00FF00"]woodframe[/color] --> wood --> rWood --> metalRWood --> forgedIron --> rForgedIron -+> [color="#00FF00"]concrete[/color] --> [color="#00FF00"]rConcrete[/color] -+> [color="#00FF00"]steel[/color] --> stainlessSteel
                               [color="#00FF00"] flagstone[/color]  --> cobblestone -+> brickBlock --> concrete
                                                               [color="#00FF00"]brickBlock[/color] --> concrete
As you can see there are a few starting points, woodframe, forgedframe, flagstone, brick. But also concrete, rConcrete and steel could be made and placed directly. Some stages the block is replaced, this means if you upgrade you need a complete block rather than materials. R Concrete is always swapped out for steel, R forgedIron for Concrete and cobblestone for Bricks. You can see this as an end to the path but with the option to replace the existing block without the need to break it away.

I will also try and make all shapes available to all stages for the starter blocks (being craftable from the base blocks). Steel blocks will need to be created in the forge with a crucible, rather than being upgraded from raw steel. Steel polish will likely become more expensive. These blocks will also be stronger, and for horde mode the stainless steel will also offer sight and explosion blocking.

This means I will work on this for a time before releasing, I will need to test this and adjust horde mode to these changes along with the new beacon, which I got a prototype of working, which will need to be made into a sp, mp and challenge version.

I hope to include Horde Mode - The Last Stand in this 1.1 release as well, which will be the challenge version of Horde Mode. It will come with a beacon that has no traders but instead a lot of drawers with very random building loot and supplies/kits, as well as scattered supply boxes. Then its build with whatever you find and see how long you can make it last.

This will not be ready soon, but suggestions etc are always welcome.

 
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