Haidrgna
Tester
Released version 1.1.2.0 of Forsaken Trail for V1.4 b8
My estimate is that the next version of FT will drop between 2 to 6 weeks after a 2.0 goes to stable and likely that will mainly feature changes needed to make it compatible with 2.0 and incorporate some of it's new features etc. After that development of new features will begin, starting with improving construction and resource gathering/crafting to reduce the midgame grind and then moving to other features.
This will hopefully be the last update before V2.0 drops and I will be taking it slowly until then and not releasing additional updates unless new (breaking) bugs are found that need to be addressed. I will be working on new features of the mod though and likely play 2.0 a bit in experimental before doing any updates.Forsaken Trail 1.1.2.0 for 7 Days to Die v1.4
- Fixed: Update mod code to only work with V1.4 b8
- Fixed: Multiple outputs from crafts/scraps/repair on workstations not always being added
- Added: Allow metal knives and blades to function as can opener, this expends a chunk of durability
- Changed: Better message when trying to open items where you need a tool
- Fixed: Show lock items for tools/ammo/batteries etc
- Fixed: Multi-use items break to scrap after depleting last charge
- Fixed: Quests not getting a location properly on servers
- Fixed: Fetch quests sometimes not spawning a satchel on servers
- Fixed: Excessive warnings in log from entity lookup
- Changed: Nightly fog is more random in intensity
- Added: Nutrient items now show the base risk of food poisoning and dysentery in text form in the item stats
- Changed: Vehicle world spawns are higher chance in harder biomes
- Balance: Clay vs Dirt on terrain harvest depending on terrain type (overall increase in min count)
- Balance: Lowered material need for building blocks
- Balance: Lowered chance of harvesting honey
- Fixed: Some blocks being seen as solid for zombie pathing causing odd behaviour
- Balance: Changed blocks to stack to 1 that were stacking to default 500
- Changed: Allow paintings and similar decorative items to be picked up
- Balance: Increase count of resources from taking bags (such as cement)
- Changed: Allow some more wooden blocks to be dismantled (such as burnt wood blocks)
- Changed: Allow armoire drawers to be picked up
- Changed: Desks pick up to closed version
- Fixed: Harvests sometimes giving both destroy and harvest items at the same time
- Changed: Stealth bonus lowered and always applied, double bonus for noise when crouching
- Balance: Minimum harvest % from 0.5 to 0.75 for all harvest skills
- Changed: Removed trader penalties, now teleport player at night while closed, play closing announcement first time this happens
- Changed: Farm challenge now just requires gathering of hoe instead of crafting
- Changed: No count bonus for organs (always get the same amount)
- Changed: Direwolf harvests are spoiled (was giving fresh meat)
- Fixed: Bandolier mod unintentionally modifying ammo prices
- Balance: Rebalanced some nutrient base risk chances
- Balance: Rebalanced bonus damage vs materials on melee tools/weapons
- Balance: Lowered canned water to give 20 so it's similar to other cans
- Fixed: Military rations display food/water gains
- Fixed: Some localization text issues
- Balance: Updated how tires are rolled in loot, increased chance and appear more often in vehicle loot
- Balance: Treasure chests are never locked and have a lot better rewards
- Changed: Order in which forged metal unlocks: iron > lead > brass > copper > zinc > silver > gold > steel
- Changed: Unlock hobo omelete earlier as it's riskier, reorderd the other can unlocks
- Changed: Extermination quests spawn their zombies faster and a bit more than needed to complete
- Changed: Day 1 trader quest will point to a trader in the Temperate Plains
- Added: Recipe for dirt using compost
- Fixed: Chemistry recipes for the campfire now are properly set as chemistry and not nutrients
- Fixed: Window blocks throwing errors when trying to repair them and dismantle giving you the block instead of materials
- Fixed: Quest / Challenge tracker remaining on the screen after completing or stopping tracking and overlapping with tracked recipes
- Added: Map window now shows the location or biome name / difficulty on the top right
My estimate is that the next version of FT will drop between 2 to 6 weeks after a 2.0 goes to stable and likely that will mainly feature changes needed to make it compatible with 2.0 and incorporate some of it's new features etc. After that development of new features will begin, starting with improving construction and resource gathering/crafting to reduce the midgame grind and then moving to other features.