Coming soon to DevBranch and FennecMod 1.1
Progression Overhaul
Progression has been slowed down to give that early game feeling more longevity!
Changes to tool tiers and a new tier!
Copper tools will now cost less copper and also be repairable. This will be good for early game mining and harvesting though you'll still need to keep up on your copper smelting in the firepit to get enough ingots.
Pig Iron & Pig Iron Tools will be added. When you get a forge up and running you won't be able to smelt forged iron immediately, as your first real experience with using a forge and putting some iron in there will probably result in a rough and ready form of impure iron ingots, aka Pig Iron. Pig iron ingots can be used to make the tools, and by doing so you'll have tools with the durability slightly less than iron tools but a much needed improvement over the copper tools. They can also be repaired with iron.
Pickaxes have a small chance to get cobblestone rocks out of brick, cobble and flagstone blocks. It's nowhere near as good as the chisel however, but still very viable if you haven't got enough forged iron to make the chisel yet.
Changes to level progression and skills
The EXP required to level up is now much greater, but still in a balancing act so that we can balance EXP gains with overuse of augers (currently augers cause tons of EXP gain when used, so trying to strike a finer balance with this and other action skills)
Augers & Chainsaws now fall under their own tool category of Power Tools. A new perk will be added for these which will increase block damage and harvest count. Now being good with axes doesn't automatically make you good with chainsaws, and being good with pickaxes doesn't automatically make you good with augers.
All the 10-level perks are now reworked and you will have to level up much more to get the later ones. The level of tools you create has also been altered as well, so it now goes such as:
- Quality 10 at the start of the game
- Quality 20 with level 1, requiring player level of 10
- Quality 30 with level 2, requiring player level of 20
- Quality 50 with level 3, requiring player level of 30
- Quality 100 with level 4, requiring player level of 50
- Quality 150 with level 5, requiring player level of 70
- Quality 200 with level 6, requiring player level of 90
- Quality 250 with level 7, requiring player level of 110
- Quality 300 with level 8, requiring player level of 130 and the necessary class mastery at level 1
- Quality 400 with level 9, requiring player level of 150 and the necessary class mastery at level 1
- Quality 500 with level 10, requiring player level of 180 and the necessary class mastery at level 2
This reflects also how many skill points you put into the perk as well. 3 skill points from 0 to 1 is 10x less than 30 skill points at level 9 to 10, so it has been balanced around this. This means unless you loot you'll be spending early game with poor quality tools, so encourages looting if you want better stuff or trying to trade for better tools. Combining will also allow you to raise the quality of your tools as usual, at a cost.
Forge & Firepit
The forge is now locked behind a perk and you will not be able to craft one until you reach player level 30 and learn the Forging 101 schematic (or purchase the perk if you've been unlucky and not found the book by this time). Upon learning the forging recipe you will be able to craft all of the pig iron tools by smelting up iron. When you reach player level 50, the forged iron will open up to you and steel will open up at level 100, as well as trussing, rebar and other stuff you make in the forge at various levels. If you happen to find a forge earlier on in the game, you'll be able to use it only to smelt copper for less or turn raw iron into scrap iron, but that's literally all you'd be able to do until level 30 hits. So still worth finding until you level up enough from looting and zombie killing, as its efficiency over the firepit should be worth it.
New schematics found include those for glassworking (3 books, covering basic, industrial and bulletproof glass) and those found for making trussing and rebar frames. Remember all these blocks are more common in loot, so that is now a much more viable option. Need some trussing? Maybe a working stiffs will have a box with some you can salvage.
Leather Tanning
Animal hide now needs to be properly tanned in order to make leather. In order to do this, one will need to collect a few various resources and farming will be important for this. Vegetable oil (made from corn meal, a potato and some boiled water) and grain alcohol will be used to make a vegetable liquor to speed up the curing process, where the animal hide is then steeped in this solution over a firepit. After some time, it will cure into leather which can then be used in crafting. Rotten flesh will also be curable into leather, though at a much, much slower rate.
All leather that is harvested from around the world will also not be immediately usable, as hacking apart a leather sofa with an axe will leave you with tattered leather pieces which can then be cured into the leather that you use for crafting. Instead you'll need to repair the tattered leather by sewing a few pieces together with some thread, which can be made from cloth and then sewn on a workbench.
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also do you think you've made this more for MP rather then cater for the SP or is SP more dialed back to allow people to actually feel like they are progressing and not make it impossible there by giving people a sense of accomplishing something to an end goal
The purpose of this mod initially was to be used on a 2-team MP server. So, initially this mod will cater more for MP. However there is nothing stopping you from playing this mod in SP and in fact it will force you to make choices, which I think the vanilla game lacks somewhat especially in the late game department. It is definitely not impossible in SP, in fact far from it