GEEK GAMING PVE, A19 Stable, Public, Custom

11/22 - Added Geek Gaming Trick Or Treat Food Modlet - Adds Tier 1-5 foods, new recipes, Drinks, and Candies - Works with Fishing Modlet and More Cooked Foods - loot table additions and combined recipes for looted ingredients. More to be added, as well as more complex Buffs. Added PHD Lights, Wireless Fuse Box. Added more Ore realism with slightly randomized mining. Biome tweaks to ensure need for clothings/food for survival in extreme biomes (more tweaks to come). 

 
11/29 - Geek Gaminng Trick or Treat modlet bug fix - Added missing Soylent Green Schematic. Adjusted loot values. Buffs still in progress. 

Updated Valmod's Expanded Traps with new icons, updated schematics/books to fix schematic with generic Trap schematic. This is a customized version, with several traps removed.

 
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12/23 - Difficulty ramp up - Spawning tables modified slightly in regard to frequency and random sizes of wandering hordes, etc.

 
12/29 - Another Difficulty ramp up - Daytime zombies set to jog. Ammo counts in loot increased slightly. New Gates modified to increase HP to 10,000 (Same as Drawbridge).

 
12/30 - Created new recipes for Teltric's A19 Gates - Iron/Mechanical parts - Adjusted HP on all gates - HP based upon size/materials. Also adjusted repair costs.

Increased chance for Holiday weapons.

Increased chance for "ultra rare" weapons in Snufkin's mods.

 
1/3 - Add Ztensity's Unnecessarily Beautiful But Immersive

Adjusted Hit damage to Valmod's Traps (Chance to make it through a bloodmoon).

 
1/4 - 7 Days to Die: Adjusted HP on some doors in new UBBI modlet. Will adjust recipes to match resources needed. Also slightly increased chance for Snufkin's ultra-rare weapons. Added Hind helicopter and boating modlet.

 
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1/5 - Fixed some minor localization text errors, tweaked door recipes for balance due to increased HP on UBBI doors.

 
1/14 - Updated to V 1.2.7 of UBBI. Tweaked Server-side for HP on doors/Windows. Tweaked food modlets for balance. Adjusted Max allowed view distance to 12, slightly nerfed Max zombies.

 
1/15 - Added more complexity to BIOME modlet - Harvest materials adjusted to slightly more complex and productive harvesting rates - Added random sand drops in other soil types - Work in progress. Starting Prep for new Map start with Nitrogen/Compopack47. Will start when buffs finished on GeekGaming for top tier foods (Random effects within specific effects) and apple pie added.  

 
1/18 - Adjusted brass shells to utilize 3 brass per shell. Original concept was to add other materials/process to make more brass, but will adjust "value" instead first. Also considering new sources for brass scrap. Decreased rarity for Gheist, Undertaker, Scorcher, and Juggernaut in biome/wandering. 

 
1/23 - New brass balance "permanent". Increased rarity of Siren at night to make it more "special". Starting experimental testing on Screamer effect for animals for Siren (Bears, snakes, and wolves). Increased Gheist appearance at night overall and the Forest biome at night. Slight increase of Juggernaut on Bloodmoon at late gamestage. 

 
1/24 - 7 Days to Die - Added Undertaker, Farmer, Scorcher, Cowhead, and Archon to nighttime zombie group. 

 
2/10 - Added small brown/black spiders to Bloodmoon spawning table. Increased late game chance on Bloodmoon for Scorchers, Gheists, Juggernauts, and archons. Increased spawning rate of spiders in both desert night (moderately 15 spiders, 2x per night) and forest night (Significantly - 3x per night at up to 20 per horde). Increased HP significantly (brown 900HP, Black 1100HP, Queen 2500), jumping, and speed of spiders, and XP reward for spider kills. Fear. Spiders.

 
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3/5 - We are adding Non-fuzzy bulletproof glass and FlameThrowers. Take care of those pesky spiders the fun way. Barbeque them!

 
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