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

They're looking at allowing the bar to work WITHOUT being in debug or god mode.
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.

 
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.
It would be very nice if it's just an option. If not, it's a simple edit in xui.xml :)

Hello! I, as a fan of your modification, very much wait when there will be an adaptation for 17 alpha! :smile-new:
Well, I got the UI ported over, so that bit is done.

The rest is going to take a while. :D

 
Most can't. The radio can though in-case you want a portable way to tell the time.

Otherwise you can pick them up the same way as vanilla workstations. Need to be in a claimed area.

 
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?

 
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?
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. :)

 
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. :)
Thanks for your efforts. Definitely interested to see how this pans out, as it's probably my biggest issue with A17 game mechanics changes.

 
Alpha 17 Stable is now live! We will be waiting for your modification!
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.

Thanks for your efforts. Definitely interested to see how this pans out, as it's probably my biggest issue with A17 game mechanics changes.
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!

 
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!
Any info on changes specific to a17 version of the mod?

 
Any info on changes specific to a17 version of the mod?
- Gun parts are back and you're more likely to find gun parts rather than guns.

- Added some "weak" zombies for the daytime. Half HP, half XP, never run but do the same damage as normal zombies.

- Increased amount of zombies in the world (with all the new weak zombies).

- Pipe Rifle and Pipe Pistol added. Easy to repair and make since guns are harder to find, but do degrade quickly and do NOT take mods.

- Schematics and books are back, like Forge Ahead (most books also available as perks so you don't HAVE to rely on RNG).

- Lots of vanilla perks removed and added to action skills instead, so there's a point to levelling them.

- Attributes (Strength, Agility, Fortitude, Intellect, Perception) changed to Perks just to stop clutter on the progression page.

- Clothes add carry capacity (you'll need these + armor mods + levelling strength to unlock ALL 60 slots).

I think that's most of it. :)

EDIT: Also adding French and German translations for all of my new items/blocks/perks/etc via Google Translate... so it won't be great, but it'll be better than nothing!

 
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So survived my first night with a new game, one bug I saw was shooting a wasp with an arrow and when it hit it it turned the arrow into a 300 foot arrow which was very freaky having a wasp fly at you with a 300 foot arrow in it.

This is after I killed the wasp.

3d.jpg

 
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Yep, known issue.

I mean, it's also kinda funny, but I'm pretty sure it's due to the new "sticky arrow" system. :) Have mentioned it to Sphereii since it only happens with custom entities and it's on his "to fix" list.

 
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