I’m call this the arachnophobia mod, cause for a straight week of in game time, it’s just inundated me with wave after wave of spider hordes.
Now I actually do like the spiders in the DF mod, so that was never the problem, just figured at some point in that week I would have gotten a horde of zombies at least once.
Im gonna continue on with it to see what happens but was wondering if anyone else had that happen to them with that mod
There's probably gonna be a new version soonish.
Hey Khaine
Huge Fan of your mod!
From my last playthrough I wanted to share some balancing ideas me and my friend stumbled across while playing your mod.
Things like the Stun Baton I also veryfied myself looking at your xml files.
1.
Weapon Crafting / Weapon Parts
Currently I think weapon parts are a bit useless. They save up on resources, but that´s all.
I think it would be cool, if there is a game phase, where you rely on finding weapon parts, (regardless having luck finding the Lathe or not)
More Punishing Example: AK 47 crafting Level 1 allows you to assemble the gun in the workbench
AK 47 crafting Level 2 (unlocked on a certain level cap) allows you to craft the parts in the Lathe
Less Punishing Example: All weapon assemble recipes are always unlocked
2.
The Stun Baton is a bit odd considering following topic: For the Action Skill it seems to count as Blunt Weapon but not for the Pummel Pete Skill, or maybe it was the other way around. And also you get the damage bonus from science crafting I think, but none of that is mentioned in the description of the Baton.
3.
Antirad
Like in the description of the item already stated, it would be cool, if it only partly removes radiation and doesn´t make you 100 percent resistant.
My idea for the more complex fix:
Instead of just getting the full radiation effect upon entering the radiated area, you could have radiation buff, which elevates your radiation value.
On certain stages of the radiation buff you get more and more negative effects, such as health loss, the screen effect...
Pills and all Radiation Protection just lowers the rate of which the value goes up. (To a maximum of full protection (or not))
4.
Starving
Just a small issue my friends faced.
You (sometimes?) don´t really get a warning when you starve. Especially since it goes really fast, sometimes they died because they didn´t keep an eye on the hunger bar.
It´s also their fault, but maybe some hurt sounds just before you start taking damage would help.
4.
Water Sources
Just a small thing.
Coconut and all other fruits should also give some water.
Lead to a dramatic death, where normally a coconut would have saved your life.
5.
Parkour Jump boost
Should be removed and added to the Transhuman Perk.
First- everyone wants the Resistance against mines, but nobody wants to jump that high.
Second- it´s unrealistic to jump that high.
6. Rad Remover and Blessed Metal
Very powerful Mods.
They should require more advanced resources.
For the Rad Remover maybe the Radiation Ores / ingots like Plutonium
And for the Blessed Metal maybe silver or demonic essence or something which is harder to obtain, it is the most powerful Mod in the game.
7. Bread
Very complex to craft.
Gives just 5 hunger points, so no point in making it.
Should provide around 15 hunger points.
8. Portals
Maybe a bit easy to break. Maybe it would be more of a challenge if you need a specific explosive like C4 (or C4) to break it, which you need to place directly on the portal (so not from distance with the Rocket Launcher).
9. Clay
It would be more realistic if you also needed to fire the pottery in a camp fire before you can use it.
1) You do realise you can ONLY craft weapons from the parts, right? It's supposed to be as close to the A16 system as possible.
2) Yes it does get a bonus from pummel pete...
Stun Baton
<item name="meleeWpnBatonT2StunBaton">
<property name="Tags" value="melee,grunting,light,perkFlurryOfBlows,weapon,meleeWeapon,attIntellect,perkElectrocutioner,shockbaton,canHaveCosmetic,blunt,1HandBlunt,weaponCrafting,noBlades"/>
Pummel Pete.
<perk name="perkPummelPete" parent="skillBlunt" name_key="perkPummelPeteName" desc_key="perkPummelPeteDesc" base_skill_point_cost="1" min_level="0" max_level="5" icon="ui_game_symbol_stunned">
<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="perkASBlunt" operation="GTE" value="1" desc_key="reqBluntWeapons1"/></level_requirements>
<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="perkASBlunt" operation="GTE" value="10" desc_key="reqBluntWeapons10"/></level_requirements>
<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="perkASBlunt" operation="GTE" value="20" desc_key="reqBluntWeapons20"/></level_requirements>
<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="perkASBlunt" operation="GTE" value="40" desc_key="reqBluntWeapons40"/></level_requirements>
<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="perkASBlunt" operation="GTE" value="60" desc_key="reqBluntWeapons60"/></level_requirements>
<effect_group>
<requirement name="HoldingItemHasTags" tags="blunt"/>
3) We don't need to make things more complicated, and quite a few players like the anti-rad since it means you don't need to rely on finding hazmat/making hazmat mods.
4) I'm not messing with this. It's literally using the in-game food system, and there's a FOOD BAR on the UI. If your mates can't keep an eye on their food bar, that's their problem.
5) This is how it works in vanilla, so it's not getting tweaked.
6) If I make them tougher to make, people won't be able to actually make them when they're needed. I MAY look at this, but right now i'm not planning to change it (at least for blessed metal). What you're basically saying is "Hey, add thing to this you need to fight demons for, even though you need this to fight demons". You do see how that would be a problem, right?
7) It's not intended for you to eat. You just can if you need to. It's intended to be used in other recipes. It's also NOT locked to any kind of class or recipe which is why the food is low.
8 - That's the point. If they're too hard to break, you just end up with constantly spawning stuff that can't be dealt with (This was playtested extensively and the current version was settled on)
9) Or you can just let it air dry, which is what the more expensive recipe is supposed to represent.