Hey, I'm multi-quoting just so you both see it. We have some feeback, though for an alpha version of the mod we're generally happy. As best as I can I'm going to skip commenting on anything we know that you're already looking at (like bows and what to do with T3).
- If I could only recommend one thing:
Overall, a better intro document.
Feel free to write a document outlining everything that is appropriate for new players or important as players move up in Game Stage and it can be added to the first post. ^^
- We are jonesing for shields to be a thing you can wield. We know that the base game may be giving you obstacles there.
Based on a novel approach Oakraven used in the Snufkin Weapons PLUS mod, it is possible to attach an item onto a player using the helmet dye area. This shield is in the game if you search in the Creative Menu area for shields. It is purely experimental because it is buggy. For example, you can 'put it on' but not take it off. For whatever reason, a remove prompt that works for all Vanilla models attached to a player, do not remove for custom models, at least the 3 we have tested.
After removing the item from the 'helmet' it is necessary to log out and log back in to purge it. This is something we will look at in more detail as things stabilise. This shields gives a +1 to damage resistance and elemental resistance for heat/electricity.
- After we updated we had a funny incident with regular zombies from vanilla 7dtd spawning in on a dig mission, IIRC.
We shall monitor this. The dig quests spawn from a SleeperGSList of entities. In turn this list selects from a sleeperHordeStage list which is linked to player game stage. And then entities from a lonnnnnng sleeper horde list spawn.
The NMM only has Undead entities in this list so it's something that may have additional influence from elsewhere.
- It took longer that you might guess to get how there are two categories of crossbow and bolts. We thought things were just flat-out broken.
This has been Localised with clearer documentation in the Attributes/Skills area.
- Early game like day 1 might need to chill out a bit with the enemies. Ideally you shouldn't be able to be shot on day 1 because that's like half of your health in one hit.
There is a built in check system which allows servers to give a 5 day/level chill time (by default) which protects the player from environmental damage and too many entities. This is hardcoded and it doesn't appear that the NPCs are governed by it. The ranged Orcs/Goblins/Elvens had their probability reduced to 30% chance to spawn out in the Biomes. This is a one time setting that is not linked to game stage and is locked. Any more becomes too harsh but any less turns the Biome increases the melee entities and it becomes too easy as Game Stage increases. The only suggestion for now is to complete the starter quests as quickly as possible and just run. If players see a friendly, stick close to them. Hardcoding limits options on this one.
- Currently getting repeated trade routes quests to the same place (the traders way up the mountain) Also there is a mine off in the bushes at the top of that POI that killed me and I'm wondering if that's by design because it made no sense.
This has been commented on repeatedly and is no longer in the mod as a trader location. It will be reintroduced at a later date as a regular POI.
- Strength is a really high-priority skill tree, maybe too much so. We have two STR characters and one not, so I hope the other things like Agility:bows and Perception:explosives skills are working properly, because I think we're going to continue to have one character lean away from STR and I hope that pays off reasonably.
There is clearer documentation showing what Attribute skills are functional and what ones are not worth investing in.
9 out of 10 Perception skills are fully functional. (No need to spend in Dead Eye)
9 out of 9 Strength skills are fully functional. (With Smite Thee Down being the only replacement)
8 out of 9 Fortitude skills are fully functional. (No need to spend in Machine Gunner)
8 out of 9 Agility skills are fully functional (No need to spend in Gunslinger - And Flurry of Blows is limited to knives)
5 out of 8 Intellect are fully functional (No need to spend in Batons, Turrets, and Grease Monkey - Some limitations with removed things but Oil has been moved to to Master Chef skill 3 for unlocking. All documented)
- Getting shot from outside of one of the POIs (I think it's a castle) and losing like half health with each hit on day one is maybe a little much, though it did lead to angry laughter by all of us.
Stay away from the walls as it'll trigger them to spawn/wake up. Even if you don't breach the invisible spawn volume, these NPCs are very sensitive. This is governed by Score/XNPCCore and discussions are ongoing.
- The wandering mobs harrassment on our base on non-blood moon days/nights is probably too low.
The wandering hordes are governed by default settings. It is possible they are being wiped out by Orc/Goblins/Elvens and Friendly NPCs as they wander. I have only seen them soon after a Horde Night event.
- Like most games, the NPC hires do hilariously annoying things all the time.
Such as a hostile standing on a friendly's head and performing figure skating spins... Yes, plenty of oddities and frustrations.
- EDIT: clearly elven armor is T3 light armor, and dwarven armor is T3 heavy. Come on bro. ;]
The original creator set up all this armor linked back to steel. We've tinkered with the original settings to make them more balanced and can look at them again as things settle down. They are all governed by a master template which reduces individual traits.
- EDIT: the POI on a mountain with all the traders is both great and needs some changes: it shouldn't be possible to be the starting quest trader POI because that's going to frustrate newer players or weaker players; also with the newest map it has a buncha janky illusory blocks all over the place
Gone. And yes, this POI is huge and suffers from a Vanilla game issue with those phantom blocks which should disappear as the players gets nearer. This issue has pretty much gone for all buildings except the most render heavy.
Two more questions:
-are both categories of bow/crossbow (the vanilla and the mod-specific) buffed by the Agility:bows skill?
All bows/crossbows are buffed by Archery skill and the books.
-are there any other skills that do nothing or almost nothing right now?
As above, and better documented in the most recent update.
I could give my notes on the introductory "how this mod works" document on that you have up on webpages if you'd like. I am not bad at that sort of thing. Sometimes it's not what you say but how you say it and in what order you say it.
Go for it. Add pictures too. ^^