Right, this actually got uploaded about an hour ago, after I finished messing with Azure stuff, but I ended up needing to do some chores around the house and wasn't properly watching the upload speed.
But, Darkness Falls V4.1.2 is up! Patch notes as follows.
Yes, if you are coming from 4.1.1, you need a new save. If you are on a dev build, you shouldn't. Yes, it should be on the launcher. No, I haven't updated the launcher file yet to show that it's updated.
- Updated SCore.
- Added Pulse Mine. (currently does not use a new model, have icon or localization)
- Added Overcharged Energy Cell.
- Added Overcharged Power Source melee mod.
- Added Molecular Reconstructor Repair Kit's (2 different types that repair different things, see item descriptions)
- Added a recipe for irrigation pipes so you just make that and then select the shape (which I thought I had done, but apparently not).
- Added a 25% magazine increase to the bandolier for any gun, but not bows/crossbows.
- Added a failsafe for Scrap Tool Crafting/Scrap Weapon Crafting not being added when it should be.
- Added Broadcast Upgrade item. Unlocked by Yeah Science 5.
- Fixed Zombie Janitor Radiated using the wrong mesh.
- Fixed Flaming/Exploding arrows and bolts giving the wrong arrowheads when opened.
- Fixed junk turret ammo bundles not using ammo to be made like everything else.
- Fixed underground cannabis and rice not being placeable/not growing properly.
- Fixed the JaWoodle Purple bundle not having an icon.
- Fixed PEP_Hotel_Construction_Site_01_Zyncosa being 2 blocks too low on all maps (POI was already fixed).
- Fixed Anna and Bunker on all maps.
- Fixed Fail-not not being able to take pulse arrows.
- Fixed Radiated Hazmat Zombie using the wrong mesh.
- Fixed Shotgun Slugs giving back buckshot instead of Bullet Tips.
- Fixed Junction Box being in the wrong place (thanks grumpybeard!).
[16:00]
- Fixed Erik's Hammer playing the power attack noise twice, which is why it was waking up zombies.
- Fixed the Overcharged Power Source making 10 when it shouldn't.
- Fixed Master Mechanic not unlocking the SMG recipe.
- Fixed a lot of unlockedby for various scrap weapons so they say they need scrap weapon crafting.
- Fixed the farming tips book not properly unlocking the 3rd level.
- Fixed various trader buff immunities.
- Fixed incorrect loot probability on Iron Tools schematic.
- Fixed sap not working.
- Fixed pulse arrows annd bolts not being locked.
- Added Rizzo's updated Twitch Integration stuff. (@%$# if I know what it does. #BlameRizzo)
- Added Annihilator's 'QuestHelper' mod, which fixes scout quests using 0,0 as the origin point on MP (Thanks Annihilator!)
- Ran all assets through ocbMaurice's Optimizer. This means download size (4.9GB instead of 4.2GB) and size on disk (7.5GB instead of 5.8GB) will be larger, but allow the game to boot a lot faster. In my own testing, this has also reduced CPU usage by quite a bit (5% to 10%), and RAM usage by a small amount (approx 500mb on a 6k map).
- Writeable and Lockable storage can now be upgraded into "broadcast" versions with the Broadcast Upgrade item that allows them to broadcast their inventory to workstations (but not the basic forge and campfire) for remote crafting. Function must be turned on by the new "switch" icon in the looting window at the top left.
- Removed the restriction on honey that meant it only worked on level 1 infection. It should now work on any infection (assuming the 70% roll passes).
- Adjusted stats of Fail-not so it should be at least equal to a Titanium Crossbow.
- Frame shapes for cobblestone+ now have new textures so it's easier to see what isn't upgraded from distance.
- Lowered the degradation per use of both augers so they'll last longer.
- Lowered the harvest penalty of using the auger, and REMOVED the harvest penalty on the titanium auger (however it does not get a bonus like other tools, so a titanium pick will still give more).
[16:00]
- Tweaked bee hive and chicken coop loot lists.
- Tweaked when turrets unlock in advanced engineering, so the auto turret unlocks at level 4 now (not 5) with the shotgun turret, and the mk2 versions unlock at level 5.
- Repulsor Mod no longer ragdolls zombies 100% of the time with the plasma baton.
- Padded armor now works like it did in 4.04 (no mobility/stamina penalty) but has HALF the mod slots of all other armor.
- All other armor has been rebalanced on physical resistance and mobility penalties. So leather and military should now be the same on penalties, while scrap/iron/steel should be the same on penalties.
- Titanium is now steel armor with military armor penalties.
- Power armor now has slightly lower protection (12 instead of 13) but NO mobility or stamina penalties.
- Adjusted loot on the tree stumps again to see if using the loot template rather than a loot prob helps.
- Swapped over levels 2 and 3 of Grease Monkey so players get the motorcycle slightly earlier but vehicle mods later.
- Moved Cruiser and Junker to Grease Monkey 3
- Laser multi-tool now disables demon regen if you hit a demon with it, because it's funny.
- Removed stone and scrap arrows/bolts from compound bow and titanium crossbow as they shouldn't be using ammo that low tier anyway and it improves compatibility with sorcery spell arrows/bolts.
- Increased amount of ammo radial entries in windows.xml.
- Made nail bombs a little easier to craft.
- Doubled the cost of meds purchased from the White River Scout. Normal trader prices unaffected.
- Renamed Zombie Skateboarder and Zombie Gangsters into Zombie Thugs, since they share the same loot list and it gives some variety to that specific "type" rather than Gangster/Skateboarder.
- Traders now show POI names on their quest lists before you accept them.
- Bandages no longer stack healing because apparently the game is stupid and can't do simple math.
- More localization fixes.
Links.
Download Link:
https://dev.azure.com/KhaineUK/_git/DarknessFallsA20 (click the 3 dots, select download as zip)