Erik Louden
Refugee
So in debug only.
"It MAY get disabled so it works normally. "
Not sure what this means.
"It MAY get disabled so it works normally. "
Not sure what this means.
If this is about the life bar, I hope they do this, even better if they make it a options in the standard options thats client side, whether to show the hp bar for zombies or not.They're looking at allowing the bar to work WITHOUT being in debug or god mode.
It would be very nice if it's just an option. If not, it's a simple edit in xui.xmlIf this is about the life bar, I hope they do this, even better if they make it a options in the standard options thats client side, whether to show the hp bar for zombies or not.
Well, I got the UI ported over, so that bit is done.Hello! I, as a fan of your modification, very much wait when there will be an adaptation for 17 alpha! :smile-new:
Forums didn't show me this reply... so thanks for that. Bloody annoying.So playing A17e for quite a number of hours I find that I really miss leveling on use.
I also like the rpg system of A17e too so I'm wondering if they can be combined.
My thought is that levels of a skill are also progression gates for leveling the skill.
So if mining level 1 adds 10% to the amount of resources collected instead of automatically jumping to 10% for mining it allows you to progress to 10% in mining, as you mine you level up to the 10% gate that Mining level 1 allows.
I also think there should be a little bonus for reaching the max gate from each level.
So if there are 5 levels for a total of +50% resources, you would get a small bonus at 10,20,30,40 and a special bonus at 50.
Level and/or Master attribute gates still apply.
This could be applied to almost, if not all, the skills (gun,tools, armor,etc)
Thoughts?
Thanks for your efforts. Definitely interested to see how this pans out, as it's probably my biggest issue with A17 game mechanics changes.Forums didn't show me this reply... so thanks for that. Bloody annoying.
I'm sort-of working on that. I've got "skills levelling on use" working, up to 100 like they were in A16. I've also found I can gate perks behind those skills... so you know how you used to need Construction Tools 15 for the workbench? I can totally do that.
It also looks like I could apply mini bonuses every X levels as well. So, like your suggestion of 10% extra resources, I could apply that at... say... 25 mining tools.
Right now I'm still playing with the system, tweaking it, seeing how the XP is in terms of leveling, etc.![]()
Probably going to be new year before it's "properly" out, but there is a test build posted in the discord.Alpha 17 Stable is now live! We will be waiting for your modification!
Seems to be working well, though I'm still a little unsure on the XP needed to level up. Definitely needs more testing but at least it works!Thanks for your efforts. Definitely interested to see how this pans out, as it's probably my biggest issue with A17 game mechanics changes.
Any info on changes specific to a17 version of the mod?Probably going to be new year before it's "properly" out, but there is a test build posted in the discord.I'm working on getting a test build added to the launcher as well so folks can help find bugs/balance issues.
Seems to be working well, though I'm still a little unsure on the XP needed to level up. Definitely needs more testing but at least it works!
- Gun parts are back and you're more likely to find gun parts rather than guns.Any info on changes specific to a17 version of the mod?