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Darkness Falls: They mostly come out at night...

Should be.
Basically if I say "It's on github" then it should be on the launcher because it points to the github file. :)
Thanks!.

Question, can u give us information about the 2 new POI's and what else you added from the COMPO pack? ty.

 
From the compo pack? No, cos it's a big pack.

Basically I just updated the mod with the more recent version on the forums. :)

The 2 new POI's I want to be a surprise, but you can find them in the Burnt Forest and the Wasteland.

I strongly recommend going to the one in the Burnt Forest first as it should give you items you need for the one in the Wasteland.

EDIT: Oh! You'll get some of the new zombies spawning in the Military camps too. They will also give you items you need for BOTH POI's, so I strongly recommend scavenging those.

 
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Sick, been waiting for this update! Just wonderin, you get the laser beams workin or still invisible?
Still invisible.

On the "to do" list for A17 as it apparently has to do with particle effects while firing, and I'm probably going to have to re-do all of my assets for A17 anyway :)

 
I'm on hunter quest #5 (hides, meat, and 5 animal kills) and I didn't get any of the items from starting the quest (Quest 5 - Hunting Rifle, 75 7.62mm Bullets, Hunting Knife Perk, Better Lead Than Dead Perk).

 
You get the items from finishing the quest, not starting it. ;)

Code:
<reward type="Quest" id="quest_classtraininghunter6" />
<reward type="Item" id="gunHuntingRifle" value="50" />
<reward type="Item" id="762mmBullet" value="75" />
<reward type="Skill" id="Hunting Knife" value="1" stage="aftercomplete"/> 
<reward type="Skill" id="Better Lead Than Dead" value="1" stage="aftercomplete"/>
 
Good Day KhaineGB,

TWO things .. update first to .. Start New Game for 1.8

And is " The Man Eater " quest your add on .. if so _ if possible can make '' Kill some MALE Zombies ( PUT MALE in Red ) I wondering why at 21 dead zombies I wasn't getting the count .. when it was only asking for 10 .. until I read it again in a different light condition and saw " MALE "

 
Good Day KhaineGB,
TWO things .. update first to .. Start New Game for 1.8

And is " The Man Eater " quest your add on .. if so _ if possible can make '' Kill some MALE Zombies ( PUT MALE in Red ) I wondering why at 21 dead zombies I wasn't getting the count .. when it was only asking for 10 .. until I read it again in a different light condition and saw " MALE "
That would be one of the localization things I forgot about.

Will make sure that's done. I suspect Lady Killer has the same issue. :)

 
Good Day KhaineGB,

Sorry about incomplete sentences, but I see you figured it out .. as I was typing I noticed that my keyboard was delete words as I went along. Had to reboot computer to get to work again.

Anyway .. Enjoying the game and everything seems to working just fine except highlighting maybe "main words" lol

Have fun … the Old Gamer .. :02.47-tranquillity:

- - - Updated - - -

But for quest 5's kill 5 animals doesn't it require me to kill them with the rifle?
You Need a ** HUNTING ** Rifle .. it is different than regular rifle.

 
I'm aware - I think the quest has changed. You no longer get a HRifle to do the 5 kills so you can kill them with and weapon.

So I was having fun until the 8-foot zombie chick that one hit kills me shows up, seriously what is the purpose of her appearing early on when the player as not even a small chance of surviving?

 
But for quest 5's kill 5 animals doesn't it require me to kill them with the rifle?
Quest 5.

Code:
<quest id="quest_classtraininghunter5" group_name_key="quest_classtraininghunter" name_key="quest_classtraininghunter5" subtitle="Craft a Forge" subtitle_key="quest_classtraininghunter5_subtitle" description_key="quest_classtraininghunter5_description"
icon="ui_game_symbol_rifle" category_key=".quest" offer_key="quest_classtraininghunter_offer" >
	<objective type="FetchKeep" id="leatherHood" value="1" />
	<objective type="FetchKeep" id="leatherJacket" value="1" />
	<objective type="FetchKeep" id="leatherGloves" value="1" />
	<objective type="FetchKeep" id="leatherPants" value="1" />
	<objective type="FetchKeep" id="leatherBoots" value="1" />

	<reward type="Quest" id="quest_classtraininghunter6" />
	<reward type="Item" id="gunHuntingRifle" value="50" />
	<reward type="Item" id="762mmBullet" value="75" />
	<reward type="Skill" id="Hunting Knife" value="1" stage="aftercomplete"/> 
	<reward type="Skill" id="Better Lead Than Dead" value="1" stage="aftercomplete"/>
   </quest>
Quest 6.

Code:
<quest id="quest_classtraininghunter6" group_name_key="quest_classtraininghunter" name_key="quest_classtraininghunter6" subtitle="Craft a Barbed Club" subtitle_key="quest_classtraininghunter6_subtitle" description_key="quest_classtraininghunter6_description"
icon="ui_game_symbol_rifle" category_key="quest" offer_key="quest_classtraininghunter_offer" >

	<objective type="ZombieKill" value="10" />
		<requirement type="Holding" id="gunHuntingRifle" />

	<objective type="AnimalKill" value="5" />
		<requirement type="Holding" id="gunHuntingRifle" />

	<reward type="Skill" id="Hunting Rifle" value="1" stage="aftercomplete"/> 
	<reward type="Skill" id="ClassHunter" value="1" stage="aftercomplete"/> 
   </quest>
So no. Quest 5 isn't kill stuff with the hunting rifle. It's make armour.

Quest 6 is kill stuff with the rifle, but you get the rifle when you finish quest 5.

Just an FYI... and this is for anyone... if you finish a quest and do NOT gain items you are supposed to get (list is earlier in the thread), then your inventory was probably full.

 
That might of been it - any way to make the quest incompletable if there is no inventory space for received items? Maybe make it a step to complete for the quest?

 
Nope.

I can make a quest to go fetch the items, but I can't make a quest NOT complete if you don't have inventory space, which sucks. >_<

What I may do for A17 is look at creating bags full of items. That way I only give the player 1 item, they place it and loot it. It's a little bit more work but means items won't be lost as easily.

 
The 8-foot zombie chick that one hit kills me shows up, seriously what is the purpose of her appearing early on when the player as not even a small chance of surviving?

 
The purpose is that I'm limited by the game stage system.

Basically, in a wandering horde, the gamestage caps at 50, then it wraps back around to 1.

So either I go easy on the game stages for wandering hordes, which then makes them an absolute JOKE at higher levels, or I work with what I've got and accept some folks are going to be super unlucky at low level.

If I could have up to 1000 gamestage like I can on the 7 day horde, then it wouldn't be a problem.

 
It's alright- I was just bitching.

1.8 is the best (hardest) yet, every day so far I'm having a number of "Oh ♥♥♥♥!" moments.

Running at 25% loot also makes base building slow and horde nights defense was almost non-existent except for by bow and hunting rifle.

 
Nope.
I can make a quest to go fetch the items, but I can't make a quest NOT complete if you don't have inventory space, which sucks. >_<

What I may do for A17 is look at creating bags full of items. That way I only give the player 1 item, they place it and loot it. It's a little bit more work but means items won't be lost as easily.
That would work better .. a bag or crate would pop into inventory with the quest items in it .. You know HOW "Games4kickz and Kage848" PLAY ALWAYS running around with Full inventory and Still Looting .. lol.

But Good thought … the Old Gamer .. :02.47-tranquillity:

 
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Would it be possible to create a "placeholder", something like a certificate or special paper for the quest completion? Meaning, you accept the quest, it gives you your tasks AND a certificate (looks like a quest paper or whatever). If the task is "kill 20 ____" then after you finish killing the 20 whatevers, you need to put the certificate in your inventory, and THAT (placing in inventory) is what finishes the quest. Then, the quests "takes" the certificate away, and replaces the spot with the reward bag.

My fear is that if you just give a bag of items as the reward, the same thing would happen if your inventory is full as it would normally.

 
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