DevBranch Update: Release Candidate for 1.1
Greetings! So I think I have got most things done for DevBranch now so here's a quick list of changes:
Progression Changes
The following skills have been changed.
Tool Smithing, Weapon Smithing, Gun Smithing, Science, Armor Crafting changes
Each of these have been separated into 2 separate skills.
- The above are now 100 level skills.
- The perk counterpart goes by the same name but with "Quality" on the end (so Science is the skill, Science Quality is the perk).
- The "Quality" perks are 10 level perks.
- The base skills will level up naturally as you craft and repair items from their associated group.
- Crafting gives some XP but generally repairing items gives much more.
- At level 1, your base skills mean you craft quality 1 items. At level 100, you will craft quality 200 items.
- The "Quality" perk can be purchased depending on your skills in their associated skills.
- Level gating for the first 4 levels have been completely removed. So you can level up your skill then purchase the perks.
- Level 5 to 10 of the perks are level gated, starting at level 50. This means you can get up to speed quickly with some effort.
- At level 1, your quality perk adds 10 to your crafting quality. At level 10, it adds 300 to your crafting quality.
- Maxing out the skill and perk will give you 500 quality items.
- All skills that used to require levels in the above skills now require the 'Quality' variants instead, so you will still need to spend the points.
Class Specialization Changes
Some class specializations have had a slight rebalance to make their classes not so over or underpowered, but mainly it's to combat the food issues faced when choosing classes that have food penalties.
Starter Gear!
All classes now get starter gear when taking the first quest in the chain. This only applies to primary classes.
Bash: Old club, mega crush, first aid bandages
Slash: Old knife, coffee, first aid bandages
Ranger: Old bow, 100 arrows
Hunter: Spike traps, Barbed wire fences, fishing nets
Pistols: Old pistol, low grade 9mm rounds
Rifles: Old rifle, low grade 7.62mm rounds
Shotguns: Old shotgun, low grade shotgun shells
Carpenter: Woodcutter's Axe, Beer
Miner: Miner's Pickaxe, Miner's Shovel, Mining Helmet
Farmer: Farmer's Hoe, Fertiliser, potato, corn and wheat seed packets
Builder: Old Hammer, Rebar Frames, Concrete Mix
Crafter: Forge Upgrade Kit, Workbench Upgrade Kit
Culinary: Oven Upgrade Kit, Cooking Pot, Grocery Bags
Scientist: Beakers, First Aid bandages, First Aid kits
Plunderer: Night Vision Goggles, Beer
Trader: 5000 casino coins, 100 Old Cash, 2 Gold Nuggets, 1 Raw Diamond
Armor: Old Vest, Old Helmet, Old Gloves, Old Boots, Old Leg Armor
Mechanic: Old Wrench, Minibike Chassis, Minibike Handlebars, Minibike Seat
Researcher: Bag of Schematics
Athlete: Steroids, Vitamins
The starting tools, weapons or armor will be at quality 300 when you get them. However they have low durability so encourages you to upgrade them. However, repairing your starter tools gives you much, much more XP into your skills, so for example choosing the pistols class and repairing the pistol you get at the start will level your gun smithing faster than repairing just a regular pistol - so they are worth keeping around until you can craft good quality tools.
Regardless of level, your starting gear will maintain the same stats, so repairing and suffering quality penalties does not affect your tools in any way, shape or form. Essentially, a quality 1 tool is the same as a quality 600 tool if it's a starting tool.
Power Attacks!
All weapons and tools that do not already have a secondary function on right click now have the option to perform a power attack!
- Power attacks do more entity and block damage to their targets.
- Power attacks consume about 2x as much stamina.
- Yes, this means you can now use power attacks with mining tools to break blocks faster!
Skill Books!
Skill books for the five main crafting skills are now in so if you loot you should find them in the world.
New Items
Workbench Upgrade Kit: If you find a workbench in the world that's destroyed, use this to repair it into its working counterpart. Requires you to use a wrench.
Leg Cast: Will speed up your broken or sprained leg recovery by a lot! Can only be found in medicine loot.
Grocery Bag: Gives you some groceries and raw ingredients. Place it down in the world and open it to get some nice stuff! Can be found in food boxes rarely. The culinary class starts with 4 of these.
Schematic Bag: Given to the Researcher at the start. Place down to receive 5 random schematics. This may be added as a rare drop in bookstore boxes too but might be quite OP if made too common.
Awesomesauce: Rumour has it that this will cure most ailments and give your character vital strength!
Fixes
There were some issues I think I've fixed:
- Animal Hide armour was also causing nullrefs - this should now be sorted out.
- Ranger class was not giving overall class mastery - this should also be sorted.
- RWG fixes: Now the terrain is a bit more forgiving and toned down by a good amount, so it should be much easier to traverse.
- Old bow made worse since it's actually better than the wooden bow, which is not intended.
- All quests that require you to kill zeds can use 'old' variants of weapons and tools as well now.
If you want to help me test please start a new world and let me know if you come across any gaping holes.