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FennecMod - Deadly Ferals, Rad Zeds, Specializations, Ore Processing and More

I started a new game and tried out the rifles class. I expected that would unlock the skill Rifles: Rifle Damage, which didn't happen. Is that a bug or a misunderstanding how this skill is supposed to be unlocked?

Thanks for the added display of temperature and hunger/thirst. This is very convenient.

 
I started a new game and tried out the rifles class. I expected that would unlock the skill Rifles: Rifle Damage, which didn't happen. Is that a bug or a misunderstanding how this skill is supposed to be unlocked?
Thanks for the added display of temperature and hunger/thirst. This is very convenient.
It will .. but not right at the start .. you work your way into it ……. THE "3" I always use are .. Ranger - Hunter and Rifle .. gives me a good balance of good things … But it also depends on your play style.

 
I started a new game and tried out the rifles class. I expected that would unlock the skill Rifles: Rifle Damage, which didn't happen. Is that a bug or a misunderstanding how this skill is supposed to be unlocked?
Thanks for the added display of temperature and hunger/thirst. This is very convenient.
Possibly a bug there - I shall have a look :)

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I may of missed it but how do you make the forged uranium item ? I cant seem to find where to craft in in anything
You need the laser smelter to unlock it - though it has no real uses at the moment so don't worry about it for now :)

 
"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."

Hi, mdf25 ! My player reach level 30 and craft the forge without reading book "Forge ahead". And now I can craft forged iron. I thinked my player can craft pig iron untill reach level 50. It's normal ?

I run mod from 7D2D Mod Launcher, FennecMod DevBranch.

P.S. Cool mod. :smile-new:

 
"Forge & FirepitHi, mdf25! My player reach level 30 and craft the forge without reading book "Forge ahead". And now I can craft forged iron. I thinked my player can craft pig iron untill reach level 50. It's normal ?

I run mod from 7D2D Mod Launcher, FennecMod DevBranch.

P.S. Cool mod. :smile-new:
Greetings :D

Forge should now be behind level 20 rather than level 30, and iron tools now behind level 35 instead of 50. This will speed up progression a little bit until you get the steel tools. I decided to reduce the amount of levels a little bit, just to help out a tad. Really glad you're liking the mod so far :D

 
love the mod BUT.

love the mod but... i love to be sneaky in games.. i like to be able to crouch and walk close to them... in this mod. its imposible they will see you, hear you from 100000000000000000000 light years away.

i find that super annoying. its not even about difficulty its.. just annoying. there should be a point that you can actually hide from them. i go to a harder area and then 3-6 feral zombies run to me.. and sometimes they are so far away i dont even see them when they start to run to get me. ITS NOT FUN.

i dont wan to end up playing this as a pvp server... with a freaking tower and tunnels to move around. i want it to feel like a survival.. not like NSA is tracking my every move sending agents to get me lol :crushed:

 
love the mod but... i love to be sneaky in games.. i like to be able to crouch and walk close to them... in this mod. its imposible they will see you, hear you from 100000000000000000000 light years away.i find that super annoying. its not even about difficulty its.. just annoying. there should be a point that you can actually hide from them. i go to a harder area and then 3-6 feral zombies run to me.. and sometimes they are so far away i dont even see them when they start to run to get me. ITS NOT FUN.

i dont wan to end up playing this as a pvp server... with a freaking tower and tunnels to move around. i want it to feel like a survival.. not like NSA is tracking my every move sending agents to get me lol :crushed:
Agreed .. It does get to be to much after awhile .. AND then just becomes No more fun .. just a pain in the Butt.

Sorry .. Just had to be honest about it any more .. the Old Gamer .. :02.47-tranquillity:

 
love the mod but... i love to be sneaky in games.. i like to be able to crouch and walk close to them... in this mod. its imposible they will see you, hear you from 100000000000000000000 light years away.i find that super annoying. its not even about difficulty its.. just annoying. there should be a point that you can actually hide from them. i go to a harder area and then 3-6 feral zombies run to me.. and sometimes they are so far away i dont even see them when they start to run to get me. ITS NOT FUN.

i dont wan to end up playing this as a pvp server... with a freaking tower and tunnels to move around. i want it to feel like a survival.. not like NSA is tracking my every move sending agents to get me lol :crushed:
I have been thinking to change sight range on the zombies - currently it is possible to sneak at night (I have been able to do it) but you need to have night vision or no light. If you go about at night shining a mining helmet they will see you from far away and gravitate towards where you are.

I was however thinking of changing zombie senses a little bit so that regular zombies have about half the range of sight as feral zombies do, but the cone of vision on ferals could also be altered to be narrower. Currently all zombies have a sight range of 100 blocks, however for regulars I could nerf it down a little to 50 or 60 instead which would mean you could hide from them. I assume you're in dev branch?

If you went to a harder area, expect ferals. Wasteland will have all ferals during the day but that's on the edge of the map only in the dev one. The snow biome may also have wights at night, so watch for those.

Alternatively there's a way to add a specific type of feral zombie with a shorter sight range and have those on the base spawn lists for night time spawns. Currently they come out at night even in a safer area.

 
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I have been thinking to change sight range on the zombies - currently it is possible to sneak at night (I have been able to do it) but you need to have night vision or no light. If you go about at night shining a mining helmet they will see you from far away and gravitate towards where you are.
I was however thinking of changing zombie senses a little bit so that regular zombies have about half the range of sight as feral zombies do, but the cone of vision on ferals could also be altered to be narrower. Currently all zombies have a sight range of 100 blocks, however for regulars I could nerf it down a little to 50 or 60 instead which would mean you could hide from them. I assume you're in dev branch?

If you went to a harder area, expect ferals. Wasteland will have all ferals during the day but that's on the edge of the map only in the dev one. The snow biome may also have wights at night, so watch for those.

Alternatively there's a way to add a specific type of feral zombie with a shorter sight range and have those on the base spawn lists for night time spawns. Currently they come out at night even in a safer area.
Here's an idea. Don't know if it can help with the sensing issue.

If it's possible, it would be interesting to have zombies spawn/travel in small packs of 2-8. Maybe with dogs out front or even a feral with them. Similar to how the zeds group in the walking dead. Then you could limit their senses and vision to normal, but still keep the heightened challenge of the mod pack.

The danger here would be IF they sense you, dogs, or a runner would lead the pack after you. That way you keep the ability to sneak but the danger of getting sensed is increased.

 
Here's an idea. Don't know if it can help with the sensing issue.
If it's possible, it would be interesting to have zombies spawn/travel in small packs of 2-8. Maybe with dogs out front or even a feral with them. Similar to how the zeds group in the walking dead. Then you could limit their senses and vision to normal, but still keep the heightened challenge of the mod pack.

The danger here would be IF they sense you, dogs, or a runner would lead the pack after you. That way you keep the ability to sneak but the danger of getting sensed is increased.
I think this is sort of possible and sort of not. It would essentially rely on the wandering horde mechanic of the game but I think you'd need to decrease the amount of time that there is between wandering hordes of zombies and then have them in small, frequent groups coming along the map together. Since A16 though you can't make one sensor zed home in all the rest of them on you, unlike back in A15 where one would sense you and all others would come around to see what was going on as well.

The other problem is that wandering hordes like to path through things rather than around things - so if you had 3 hordes come through in a day you'd probably get more base destruction than just regular sensing ones.

I think one major thing I would need to do would be to create separate sleeper and non sleeper entity variants for the zeds - currently the increases sense range causes sleepers to wake up too early, so maybe cloning all of them and using non sleeper ones for overworld spawns would work better in that regard :)

 
DevBranch Update!

Get your update from the launcher now - available for download. World restart not required from previous devbranch but recommended.

I have made some changes which addresses some of the issues you guys were having with FennecMod from previous devbranch versions, especially to do with food and zombies in particular. I also think I got the poncho bug sorted once and for all but I can't say for sure why my previous patch didn't work. So, reverting seems to be the best thing.

If all goes well this will most likely be the last or second-last devbranch variant and then I will push this into the 1.1 stable branch. The last thing I have to do is look at the biome and random gen a little more to hopefully make that better for some (or even just revert back to Vanilla generation) and normalise the biomes for dirt and stone layers. Also, translations will be added to localisation files as well, since Katlima helped add the German translations into the game for me as well as some new bullet textures! :)

If there's anything unbalanced, working badly or any nullrefs you experience please send output logs and how I can reproduce and I'll look at fixing up before 1.1 - but this will be pretty much it for new content on 1.1 now.

Food groups: Tweaks to the system

- Food groups counter variable changed: The counter now goes from -50 to +100 instead of -50 to +50.

- Food group debuff applied at -48 instead of -40 so it should be easier to get out of that zone if you get debuffed.

- Food group buff applied at +80 instead of +40. It will take a while to get to it now but it should hold up better overall.

- Food gives more points into its respective group for the better foods now. Not too much, but it should help a lot.

- Food group counter goes down slower overall, about 2x slower now when you're above 0 in the group stat.

- Food group counter goes down even slower when you are below 0 in a group stat, so about 3x slower than normal.

Zombies

- All of the zombies are now split into 2 groups - sleeper and non-sleeper variants.

- Zombie sight range for sleeper variants reduced to 30 from 100. They should no longer wake up so easily when you're nearby a building making it much easier to sneak around inside again.

- Zombie sight range for non sleepers tweaked. Regular zeds now see you at 70 blocks (down from 100) and ferals see you at 80 blocks. Radiated at 120 blocks. The feral wight sees you at 100 blocks.

Bug fixes

- Poncho issue patched now. It has been removed from loot and the repair material reverted back to leather. It still takes hides to craft and scraps into hides, but for some reason repairing with hides was causing the many nullrefs.

- The water filter quest that asked for bottled murky water actually required bottled boiled water, so this has been changed in the quest.

Known issues (to fix for 1.1)

- Potato crop only gives 1 plant when harvested on fertile ground.

- Clay bowl has no loot group or crafting recipe.

- Corn almost never shows up anywhere - increase density slightly.

- Desert has sandstone layers to bedrock instead of stone lower down.

- Snow has too many snow layers before getting to stone - need dirt instead.

- Wasteland has too many destroyed stone layers before getting to stone - need dirt instead.

And lastly...

I just wanted to apologise for not having these updates come out as quickly as I would have liked. I'm not currently going through the best times at the moment, after the loss of communication and closeness with 2 people I care about very much - they were my whole influence for trying to make this mod in the first place and now they're both gone... And not only that but I'm thinking my move to Twitch might not have been the best idea in the world since things are slowly going downhill too (and much of this is the root of the above). But, I'm just trying to hold it together, stay motivated and get through the bad times at the moment, and hope I come out the other side stronger.

 
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Thank you for your work, and I'm really sorry to hear that things are rough in your personal life.

I haven't had time to do a proper playthrough, but here's some initial feedback:

- It feels like sleeper zombies maintain that lower sight range even after waking up. Breaking line of sight seems to be all it takes for them to ignore you even in confined areas.

- I don't know if you changed vultures at all, or if this is just a result of reduced stamina, but I had one chase me across 3 biomes without being able to break aggro.

- Barter capping out at x3 value instead of x4 feels much fairer.

- I still think building and mining playstyles are hampered disproportionately by the strict level gating. I know people who play this game primarily to mine and build cool bases and I can't recommend this mod to them because they'd just be stuck toiling away with level 10 tools for far longer than is reasonable. I understand you want to curtail sequence breaking, but there should be alternative ways to progress besides zombie killing. I've already suggested allowing some classes to unlock crafting stations early via their quests, but you could also try something as simple as gating tool quality behind mining skill instead of level (and perhaps raising the costs so that if people try to beeline for quality 600 they'll be giving up a lot in other areas).

 
Hi MDF,

Great mod so far but I have a question, I am supposed to make charcoal but it requires wood logs to make charcoal. But I can't make wood logs. Is there supposed to be another source for wood logs?

 
- It feels like sleeper zombies maintain that lower sight range even after waking up. Breaking line of sight seems to be all it takes for them to ignore you even in confined areas.
Unfortunately that's all I can do - zombies that have a shorter sight range suck at seeing you in the dark but if I had the sight range of sleepers set the same as regular zeds they wake up much earlier on. You could roleplay it and say they are still sleepy so lose track of you easily. I hope maybe in A17 you can specify 2 different sight ranges for when a zombie is asleep and when awake to allow for one entity triggering rather than making 2, but it's the best I could do to stop a whole tower waking up on you as soon as you got to the upper floor :)

- I don't know if you changed vultures at all, or if this is just a result of reduced stamina, but I had one chase me across 3 biomes without being able to break aggro.
Vultures are unchanged - they are usually little buggers once they lock on to you, best thing is to wait and kill them with a club or arrows if you can (you'll make up the feathers too)

- Barter capping out at x3 value instead of x4 feels much fairer.
Glad it's working out a little better for you there :)

- I still think building and mining playstyles are hampered disproportionately by the strict level gating. I know people who play this game primarily to mine and build cool bases and I can't recommend this mod to them because they'd just be stuck toiling away with level 10 tools for far longer than is reasonable. I understand you want to curtail sequence breaking, but there should be alternative ways to progress besides zombie killing. I've already suggested allowing some classes to unlock crafting stations early via their quests, but you could also try something as simple as gating tool quality behind mining skill instead of level (and perhaps raising the costs so that if people try to beeline for quality 600 they'll be giving up a lot in other areas).
This one I have to think about a bit since it's not currently possible to specify 'OR' gates on skills, only 'AND' gates, unless you make class only perks that are given in addition to those that are already there. For example if I could, I would have it so that the forge could be Mining Tools 40 OR Player level 20, or iron tool crafting be Mining Tools 50 OR Tool Smithing 3, but if I try and specify both conditions, it will expect both of these conditions to be met instead rather than 'either or', making it quite hard to balance for both styles of play.

One thing I think I will have to do is give each class their own set of starting items to help be able to roleplay it better. But, they would have to be independent, non-craftable tools so that they could be repaired without need of a skill, which I think would solve issues that people who like to mine a lot would face early on. So, for example, miner class could start with a rusty iron pickaxe and shovel, which would be repairable with scrap iron but only have 2/3 the durability of a regular iron pickaxe. Then carpenter could get a rusty axe and some logs, farmer gets a rusty hoe (heh) and some random seeds, and each gun class gets an 'old' variant of their chosen firearm with some low tier ammo and a repair kit. Armour class gets worn down armour, scientist gets extra medical items at the start, athlete gets extra bottled water and steroids... Trader gets some starting coins and old cash. Slash and Bash get an old knife and club respectively, hunter gets some spike and barbed wire traps. Builder gets an old hammer and some concrete mix. Mechanic gets a wrench, plunderer gets some random food items. Researcher gets 3 random schematics.

Fennec is designed to reward you for looting though so builders early on can still get concrete and rebar in working stiffs from a loot run. Miners can still mine though it will be better for them to find or buy a good factory grade tool first of all if they want to go this route. Mining XP had to be turned down though due to the sheer auger imbalance - you can power level with it. I guess you could say Fennec not being good for mining and building is just like mod X not being good for purpose Y because Z. It's just a different flavour of the game so although I'd love it to be good at some things, it may not be possible to do so without breaking other areas.

In terms of the tool quality stuff however I have been thinking about how I can further divide this up a little more. What I was thinking is to have your regular tool smithing / weapon smithing perks, but then have a separate 100 level skill that goes alongside it and have both run in parallel.

At the start, your tool smithing and weapon smithing etc start at quality 10 as normal. The 100 level skill will get you up to 200 extra quality (so capping this out without spending points will get you to quality 210) and instead of having 500 quality for the smithing perks at level 10, you have up to 300, capping you out at 500 quality level at the end of it all after both are maximised out.

The only issue is I don't know if this will play nice with workbenches since they may use the 'base' value quality you make rather than the 'add' value, so you may only be able to combine up to quality 400 using this method. But that remains to be tested and seen :)

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Hi MDF,Great mod so far but I have a question, I am supposed to make charcoal but it requires wood logs to make charcoal. But I can't make wood logs. Is there supposed to be another source for wood logs?
Chop down the trees and you should get some logs. You need to chop them completely so they fall and you should get between 6 and 20 depending on the size of the tree :)

 
Fennec is designed to reward you for looting though so builders early on can still get concrete and rebar in working stiffs from a loot run. Miners can still mine though it will be better for them to find or buy a good factory grade tool first of all if they want to go this route. Mining XP had to be turned down though due to the sheer auger imbalance - you can power level with it. I guess you could say Fennec not being good for mining and building is just like mod X not being good for purpose Y because Z. It's just a different flavour of the game so although I'd love it to be good at some things, it may not be possible to do so without breaking other areas.
That's fair enough in principle, but you're already got systems like the food buffs and support classes that pull players away from a pure looting playstyle. And the rewards for picking something like miner are there in the lategame, they just don't have a way to get there.

The issue here is really the level gating. Miners don't have a good way to level up (which is fine, I agree that strip mining deserts for levels gets a bit silly in other mods) but are heavily reliant on levels to get better tools. You need level 30 just to catch up to where you'd be on day 1 of vanilla, and at level 100 you're only barely ahead of what a plunderer or trader can find in their first couple of days. By the time you hit level 180 and can craft the good stuff it'll already be obsolete in favour of augers and factory tools.

How about lowering/removing the level requirements and just massively upping the point costs on tool and weapon smithing? It still takes a while to acquire the points, and there's a huge opportunity cost for sinking them all into one skill, but the option is there for people who want it.

 
How about lowering/removing the level requirements and just massively upping the point costs on tool and weapon smithing? It still takes a while to acquire the points, and there's a huge opportunity cost for sinking them all into one skill, but the option is there for people who want it.
The main problem with opening up the skills early would allow faster crafting of some of the other items, since forges and things require tool smithing to be at a certain level which requires a player level of a certain level. So changing this would require another redo (and retype of the config localizations for books and perks) to keep things to the progression I'm thinking, so further delaying 1.1 (and it's already been a good amount of time in dev). The forge is level 20 so I'm happy with that point, but forged iron is level 35 now from what I remember (been a while since I've seen that file) so in essence it's not too long to get to it.

I think a good starting tool which you can repair would help solve the early game problem with low tier tools, since I think choosing a miner class and getting a pickaxe at level 300 for free would remove this part of the worry of taking 100 levels to get to good quality tools. I think I'll try the 2-tiered system first of all, just to see how this affects things (I will keep the old config files as well for reverting if it doesn't work out so well) and try some starter gear.

That way repairing your pickaxes would also give you skill-ups in the tool quality part of things from the 100 level skill and miners could even repair it from using scrap iron instead of forged iron, just for that one pickaxe they get. And maybe miners have 50% better repairing on tools as well.

I think if you can craft a level 200 pickaxe + maybe 30 or so from the perk points you spend, that's definitely a good point for Q230 @ level 20 players when you're getting to the point of forging your own and getting ready to make your own pig iron pickaxes. That way, miners get the good quality pickaxe early to start right away, but non miners still have to go through getting additional copper for their tool ups until they're ready to get to the pig iron stage.

The other good thing about the 2 staged system is that I can then make the first 3-4 levels of the smithing perks require levels in the 100 tier skill (maybe 0, 10, 20, 40), then level-gate with player level afterwards. That does then make it possible to rush it in the early game if you want to for your forge and forged iron/forged pig iron, but miners will get more XP from repairing their tools since I can make repairing their starter gear give tons more XP, meaning they have to face less grind in their specialization and therefore get to the forge faster than others.

 
Sounds good. I'm still not sure that puts them on a level playing field with Plunderer and Trader, but it's a big improvement over how things stand now. I'll hold any further criticism until after some actual playtesting.

 
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. :D

 
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