JaxTeller718
Refugee

Welcome to development on my newest mod project Scavengers of the Living Dead.
Some of you may remember the old version of this mod that was available for a coffee cup before A17 released and buried it under the pile of A16 memories.
Here is a link to the A16 Version Link
Scavengers is intended to be a companion piece to Ravenhearst, which can be found here.
What Scavengers is is a tribute to traditional and classic zombie horror survival. If Ravenhearst is the Resident Evil of mods then Scavengers will be the Night of the Living Dead. Its focus is not on horde nights, or Demolishers, or even mutations but will be on primitive survival tactics, hordes of unrelenting WALKERS and respectful of established "traditional" zombie lore (no runners, headshots kill etc).
The challenge of this mod for me as we go forward is to make it as difficult as possible yet be something completely unexpected and different than what you would expect from 7 Days. We have Ravenhearst for the kitchen sink type of mod, this will be sleeker, meaner and rely more on natural challenges than things like bullet sponges. Building will not be the focus here, rather will be a luxury. Nomadic gameplay style and smart survival decisions will be key to your survival. Zombies will be enhanced with several new "sniffing out" techniques that could very quickly spell trouble for you in short order if you get overwhelmed. The gameplay will feel very similar in style to older Alphas, with less focus on points and perks and way more focus on crafting, resource gathering and scavenging of course.
I've been working on this concept for a few months now on the side, and with Ravenhearst nearing release ready for 18.3/18.4 I have always wanted a secondary installment to compliment it. One that was a bit different than RH. So while there is no playable demo yet, it is coming very shortly and will be developed publicly.
This means most likely lots of wipes and restarts. I will keep these to a minimum. But if ever you wanted to experience what it is like to watch a mod develop from a hobby to something like Darkness Falls etc (full blown overhaul) this is a good opportunity to catch a behind the scenes glimpse.
Keep in mind that this is not gong to be for everyone. This mod will be grindy, it will be difficult and it will be for seasoned players. My goal is to go beyond hat RH achieved in difficulty. Please keep this in mind if you are jumping on board this ride. Any suggestions or ideas should be heavily focused on the primary goal the mod is trying to achieve, and that is difficulty and challenge.
Stay tuned to this thread for more as I develop this into a sustainable long term overhaul.
**Update**
There is enough work done on this mod to justify a soft release. It is not complete, rather I would suggest anyone who wants a complete experience to simply wait until we hit the first official release version. There will be bugs and most assets and mechanics are incomplete. This is a concept mod right now, and I am releasing it now because I am working on it currently and A19 seems to be right around the corner so I do not want this one to fall by the wayside.
**Features of Scavengers**
-Traditional Zombies. Walk Only, Headshot Only, No Ferals or Demos etc, no climbing or jumping, realistic damage. Danger comes in numbers.
-Fewer resources from everything
-Increased ingredient requirements on recipes
-Perks are available for now but will soon be removed
-LBD system where stats increase with tool and weapon usage not perks
-Reduced loot
-Wilderness style maps
-NO traders or quests. Taking it back to the old fashioned blood sweat and tears of finding stuff.
-NO technology like turrets gyrocopter etc. This is not Fallout
-Traditional farming returns. No planters
-Increased crafting timers where they make sense
-EVERY container can be looted. No more open and closed. Now you must go through an entire poi and search it
-Costs of repairing and upgrading increased (soon to be replaced by special kits)
-All items now break twice as fast.
-Removed surface ores
-Ore traces are back in boulders.
-Layer of hard stone underground that can be only broken by iron tools
-All ores can now be found underground below the hard stone level
-Zombies hit HARD! Infection chance increased
-NO QUALITY. You heard me right. One level of all tools and weapons. The progression is not in rng or crafting boosts via phantom perks but in using the actual tools. As you level the action skill the tool and weapon gets better.
-Along with that new system come a host of changes like 3 mod slots ONLY, no more recipe unlocks via perks you MUST find schematics and more.
-Workbenches and stations are no longer crated from normal parts, but from special station specific parts wrenched from the specific workstation or found in loot. These parts are used to craft the proper bench.
-NO working benches in the world. Harvest them to build your own.
-No over the top enemies. No night terrors, no demolishers, no radiated, no vultures or zombie bears. Realistic natural enemies in overwhelming numbers.
-Harder food survival. Harder to find, harder to craft.
-Building overhaul (not implemented yet but building will be easier with wood, harder with brick and concrete. NO STEEL. Kits will be required to upgrade and repair)
-Less trees. Plant them to maintain your wood supply. Less grass as well. For performance and balance reasons
-Focus on survival food, and much less on fancy recipes.
-Less focus on dungeon pois. POIs will be reworked over time and be more traditional like A16. Sinder is pulling A16 pois and converting them, I will be removing certain pois that do not fit the theme and treasures will no longer be the goal of a poi. Loot everything because great loot can appear anywhere now.
This isnt even the half of what is planned. Some mechanics are not even implemented just yet but will develop over time. The goal is to become the go to mod for traditional Romero style zombie horror.
Please note: This is unfinished and most likely buggy so play knowing these conditions. There will be numerous updates for balance and fixes and content. As such a server version will NOT be available for test or play until I am comfortable with the stability of the core SP experience. I know this may suck for some but realize that we take pride on releasing stable (as best as possible) mods so you can enjoy the end product more. I assure you anyone that knows my work from RH that this will be given as much care and attention to that mod. My goal is to lure fans of traditional zombies and give players who think RH may be a bit much a different experience.
That said..Scavengers does exist in the same world as Ravenhearst. Just... earlier

Download for A16
Download for A18
Download for A19 Experimental
version 19.0b157 Experimental ONLY
WARNING: This mod is unfinished and unbalanced. There will be several updates, removals, additions and work done. Wipes will occur, nulls and glitches and bugs are a guarantee at some point. Some things may not make sense yet but will. Only play this if you wish to see how our direction grows and builds. That said it is playable enough to be enjoyed.
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