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

@KhaineGBthe forum hadn't updated your patch notes before i asked, ty sir, ill hop on and go for her again, have seen the succubus but not an incubus unless there are 2 succubus models but only seen one so far. Havent seen a hell lord yet though

B21, bugs (or features?) encountered:

1. Can't attach Muffled Connectors Mod to any part of armor (the icon is grey, not green). Tried only with light armor (e.g. padded boots, padded hood).

2. Crops don't grow. 3 days have passed since I finished farmer quests and none of the quest crops have advanced (i.e. they are still "seeds"). Same story with mushroom seeds planted the same day as the farmer quest crops. Is it required to do something with the crops to make them grow?

3. Double death from policemen. It happened to me and other ppl playing my map (one of your pregens). If a policeman blows us up (fire attack), we spawn on our beds and die instantly again.

4. Radiated zombies since day 1. At the end of day 1 (120 mins long) we encountered radiated zombies.

5. Trader has demonic friends. Since day 2 the trader in our vicinity has 1-3 demonic zombies either inside the POI (e.g. in the medical tent) or right outside the fence. Even if we lure them far away, they come back to the trader in few hours. Taking and returning quests is much more lethal than doing the quests.

6. Medical trader gives quests almost always in radiated zone near a portal. We're a group of 4, doing Tier 1 quests (kill nurses, kill tourists etc.), but usually we can do at most 1-2 quests (out of 4 ppl x 5 available quests!), because almost all of the quests are in radiated zone near a portal.

Which version is required to play B22? A21.1 or A21.2?
@H7dek7Demons spawn depending on difficulty, radiated zombie aswell but will always spawn at night, crops need water/irrigation to grow, my WRS kept putting us close but not in radiated zone on tier one, either version of a21 was working, and i believe light armor doesnt require quietness as its cloth, could be wrong

 
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@KhaineGBi know in your stream you said a restart would be recommended as poi had been tweaked. Will it cause a conflict if we dont restart, i have over 60 hrs in this one currently lol have a great game stage

 
Thanks a lot for the new update Khaine!

- (IDC) Added patch to disable zombie crawling because it's janky, broken and causing players to get hit when they really shouldn't.

What does "IDC" stand for? Does that change mean, zombies can't crawl at all anymore? Does that mean they won't crawl in front of hatches and beat through them anymore? That would be awesome.

- Added -50% damage to all zombie hand items (not animals, not bosses) when twatting the player in the head, as getting one shot by an attack you can't really dodge due to colliders is no fun.

Can you explain the meaning of this change more, please? I don't understand what it does. What are "zombie hand items"?

- Removed sewing kits from T5 end loot chests and added workstation tools (like calipers and welding torch) instead.

Not sure if we need more workstation tools in the world. In DF A20 I was swimming in welding torches and calipers and even now in A21 I have found three of each around day 16 which feels alright.

 
@H7dek7Demons spawn depending on difficulty, radiated zombie aswell but will always spawn at night, crops need water/irrigation to grow, my WRS kept putting us close but not in radiated zone on tier one, either version of a21 was working, and i believe light armor doesnt require quietness as its cloth, could be wrong


Thanks for the answers. We don't have problems with demonic/radiated zombies spawning, but is it intended for a trader to be like a magnet for demons? Are demons scripted to camp at trader's? Does "crops need water" work like in A13 and previous patches (i.e. make your farm near a lake)? Regarding WRS, all 5 quests available for me (kill nurses/cable guys/tourists) were almost in the same spot (300-400 meters north from the trader) - if it's intended, it should be changed, because in our case it meant radiated zone.

 
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Does "crops need water" work like in A13 and previous patches (i.e. make your farm near a lake)?
There are rain catchers you can craft, and if you have Master Farmer, also an irrigation system with pipes, pumps and also grow lamps, for underground farms (don't know if everything is in B22 yet).

You can dig the rain catchers into the ground (3x1 trench, dig the middle block out, so it's two blocks down, and put the rain catcher in the hole) and plant the crops around them.

I usually make a 7x7x2 frame of cobble or concrete (don't try dirt; it won't hold the farm plots...) holding a 5x5 of farm plot blocks, over a 5x5 of empty space, and then a single block hole in the center of the dirt 'under' the empty space where the rain catcher resides. More expensive (I start gathering rotting flesh on the first day of a new game), but I feel it's easier to manage.

Regarding WRS, all 5 quests available for me (kill nurses/cable guys/tourists) were almost in the same spot (300-400 meters north from the trader) - if it's intended, it should be changed, because in our case it meant radiated zone.
Those quests usually seem to be placed in the wilderness, away from cities and, usually (?), POIs. Outside of that the direction appears to be pretty random.

Maybe there aren't that many places the system can put yours in the area you're in?

Granted, my trader is around 250 meters from the edge of a snow biome and it does seem eager to put all sorts of quests in there, which is a problem because I don't have clothes or mods or vehicles so far, nor weapons to deal with snow biome wild life. There's a whole forest biome town where it could put clear/fetch quests and plenty of open forest space for Scout quests, but nope. So sometimes it's just evil, I think.

 
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@H7dek7i believe its more meant that a trader is like a tier 1 poi and not shelteted from demons, the crops can be made near a lake, or a player irrigation pipe, and for the WRS all the jobs we have done have been all basically the same direction and distance, so i believe its just bad luck that you guys are right at radiation

 
Hi, I have a problem building drones. I'm already a master in the science class and also have Yeah, Science! at 5/5. So actually I should be able to build tier 51 drones. But I can only build tier 21. Am I missing something or is this a bug? I started the game with B21 and upgraded to B22 but no new game started.

 
I don't know if this counts as a bug, but I've never seen a vanilla trader in the wasteland in my DF games, so maybe?

My first B22 Opening Trade Routes (for trader, not Scout) leads to a Jen in the wasteland. She's only about 200 meters in, but as far as I could tell it really is the wasteland, not a small patch of other biome or such.

New RWG map for B22, no PEP (I moved the "PEP-POIExpansionPack" out of the mods folder, but as far as I can tell, that shouldn't affect normal trader generation).

(oh, I can see that in 4.1.2 the vanilla traders had  "<property name="AllowedBiomes" value="forest,snow,desert" />", but they don't in B22).

 
Hello.  To anyone more familiar with this mod, I'd just like to ask if stealth isn't viable at all.  I'm maxed in the stealth skills and yet every single zombie wakes up when I sneak by them in a POI.

Does this mod change the way stealth works?  I've used it very successfully in vanilla.  In darkness falls it appears useless.

Additional question:  Even with 270 health and military armour, I was 1-shotted by some demon who floated down to me.  Obviously my weapon was useless against him.  Do I just need to progress further in story line before I have a chance against them?

 
@KhaineGBi know in your stream you said a restart would be recommended as poi had been tweaked. Will it cause a conflict if we dont restart, i have over 60 hrs in this one currently lol have a great game stage
You just wont have the updated POI's.

Thanks a lot for the new update Khaine!

- (IDC) Added patch to disable zombie crawling because it's janky, broken and causing players to get hit when they really shouldn't.

What does "IDC" stand for? Does that change mean, zombies can't crawl at all anymore? Does that mean they won't crawl in front of hatches and beat through them anymore? That would be awesome.

- Added -50% damage to all zombie hand items (not animals, not bosses) when twatting the player in the head, as getting one shot by an attack you can't really dodge due to colliders is no fun.

Can you explain the meaning of this change more, please? I don't understand what it does. What are "zombie hand items"?

- Removed sewing kits from T5 end loot chests and added workstation tools (like calipers and welding torch) instead.

Not sure if we need more workstation tools in the world. In DF A20 I was swimming in welding torches and calipers and even now in A21 I have found three of each around day 16 which feels alright.
IDC is one of the testers (I don't care. Yes, that's literally his name)

Zombie hand items are the "Weapon" they hit you with that determine damage, debuffs, etc. Like you hitting a zombie with a club.

I don't know if this counts as a bug, but I've never seen a vanilla trader in the wasteland in my DF games, so maybe?

My first B22 Opening Trade Routes (for trader, not Scout) leads to a Jen in the wasteland. She's only about 200 meters in, but as far as I could tell it really is the wasteland, not a small patch of other biome or such.

New RWG map for B22, no PEP (I moved the "PEP-POIExpansionPack" out of the mods folder, but as far as I can tell, that shouldn't affect normal trader generation).

(oh, I can see that in 4.1.2 the vanilla traders had  "<property name="AllowedBiomes" value="forest,snow,desert" />", but they don't in B22).


That's because TFP removed that in A21

@KhaineGBGood luck on your recovery.


Thanks. I feel like i've been punched in the face. :D

Hello.  To anyone more familiar with this mod, I'd just like to ask if stealth isn't viable at all.  I'm maxed in the stealth skills and yet every single zombie wakes up when I sneak by them in a POI.

Does this mod change the way stealth works?  I've used it very successfully in vanilla.  In darkness falls it appears useless.

Additional question:  Even with 270 health and military armour, I was 1-shotted by some demon who floated down to me.  Obviously my weapon was useless against him.  Do I just need to progress further in story line before I have a chance against them?
Stealth is just as viable as vanilla. POI's have triggers for zombies. Nothing we can do about that

 
@KhaineGB good luck bud i have had dental work done but mostly one or two at a time, cant imagine from that how you feel, hope you have a speedy recovery

think the new update will force me to restart, something corrupted with my base location after b22 and now cant enter the block without spam error codes

 
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@KhaineGB good luck bud i have had dental work done but mostly one or two at a time, cant imagine from that how you feel, hope you have a speedy recovery

think the new update will force me to restart, something corrupted with my base location after b22 and now cant enter the block without spam error codes
I feel like the left side of my face has been used as someone personal punching bag, and the wife says I has some nice bruises.

 
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