After many, many hours of work, mostly on polishing up PEP, I have a new dev build for you all! This is Build 17, and i'm sure people will ask why I didn't post Build 16... but Build 16 was... odd. There wasn't many major fixes, and the major fixes that did exist needed a new save, and since I was getting PEP maps ready, I wanted to skip it and wait for 17... So here we go!
V4.1.0-DEV-B16
- Fixed many issues with PEP and NRE's while trying to generate random worlds.
- Fixed a PEP POI having missing blocks.
- Changed a PEP POI tier from 1 to 2 as it was more fitting based on player feedback.
- Fixed white river scout not giving faction to traders at level 50.
- Fixed stainless steel spikes giving titanium instead of scrap iron.
- Fixed Mechanic, Scientist, Security and Survivalist class/mastery localization for crafting tiers.
- Fruit smoothies now grant a water regeneration effect like the pear smoothie.
- Rebalanced Itsy Bitsy Spider quests so tougher spider zombies spawn.
- Dog days quests now spawn more dogs since there's no demon/feral version.
- Tweaked quality levels on trader rewards so guns/weapons/tools/armor aren't drastically better than what you can craft but still useful.
- Armor spikes should no longer cause bleed on the player. Hopefully.
- Increased the damage of timed charges vs doors, safes and treasure chest so they should actually be useful.
- Rebalanced Hot/Cold buffs to be more severe like they were in A16.
- Added 2 new hot/cold effects, Heatstroke and Hypothermia.
- Rebalanced hot/cold resistances of clothes to make them similar to how they worked in A16 (so wearing a puffer jacket in the desert is bad).
- Increased the resistance granted by Insulated Liners/Cooling Meshes as they will now be more useful.
V4.1.0-DEV-B17 (this is the one you will be downloading)
- Added 4 pre-generated PEP maps!
- PEP POI balance pass! Zombie amounts and POI tiers adjusted to be closer to vanilla values (may be slightly higher for a bit of a challenge).
- Fixed the height of several PEP POI's.
- Added level requirements to the level descriptions of various crafting perks, plus other perks.
- Lowered level requirements of lockpicking from 1/15/30/60/90 to 1/10/20/40/60.
- Black Sky should now correctly show attachments. Porkin's does not as it requires a lot more work within unity (which may or may not make it into 4.1).
- Added missing localization for Hypothermia and Heat Stroke.
- Removed unlockedby on the iron and steel spear.
- Fixed unlockedby on radiation ready mods.
- Fixed Forge Ahead sometimes not unlocking the 3rd level and just giving the player the book back, or unlocking the 3rd level AND giving the player the book back.
- Fixed rad resistance display not resetting to 100 when it was supposed to.
- Fixed tools/combine/output window overlapping on the laser workbench.
- Re-added a recipe just for the lantern since people apparently don't read.
- Being stoned from using cannabis joints will now allow you to ignore the effects of sprains/breaks (just like using steroids).
- Using a joint will now cure concussion.
- Tweaked trader lists a little so specific traders are more likely to carry specific tools. For example, Rekt is more likely to carry the Cooking Pot and Cooking Grill, while Joel is more likely to have Calipers and Tool and Die set.
- Tweaked vending machine stock lists and made them VERY slightly cheaper.
Link:
https://drive.google.com/file/d/1UtIrVwb_cxbOTW6gUuRSOK4EHlQ-3Ig_/view?usp=sharing