Code: AACIADIATBBACAYBBDHAPAAMKBREBUEBSEBTBBFMBGJAQCBLEBNEBOACDACVCBZHCAECCFCFACGACHBCQACRACSACTACUACKBCMDCXADBDDCDDDBDEBDNIDPHEKCEZAEWAFGBFEAFIBFDFFHDFBGFFFFJAEOAEPAEQAEUAEVAERAFOB
I wanted to create a preset that blends the feel of pre-A17 and current design elements of the game. Almost zero 2.0 features have aged well for me, so they've received the axe.
Summary: Heavily nerfed traders, with limited wares, increased prices, and no quests. No elite zombies. Very low heat map. Plentiful zombies but scarce native wildlife. Random air drops aside, there is no hand holding (no day, time, compass, map, challenges, and no free skill points). No biome progression or storms. Global loot stage is low while POI loot stage is high. Crops take twice as long to grow but over 25% more yield. Increased infection rate. Marginally punishing consequences for death, and item degradation enabled. Workstations in the wild are set to 10%. Zombie digging disabled.
Settings:
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Key features (lore):
There are no storms, nor biome progression. I did not find either of these mechanics enjoyable. Instead, the challenges lie in the elements and in the nigh overwhelming undead, which repopulate previously cleared zones very quickly. While they are not the toughest, they hit hard, and must have their brains destroyed in order to properly send them back. As a reprieve, screamers are very seldom attracted to this region, and they seem to not be affected by the mutation that causes their strength to increase and their skin to glow orange or blue.
Crops grow slower, but appear to give the survivor a small greater yield. Animals are shy and thus are rarely seen, or perhaps they are all critically endangered.
There are little in the ways of handouts. Air drops uncommonly fall from the heavens, and can happen at any time of day. Without a compass or map however, they could prove to be exceptionally difficult to track down if the survivor does not pursue their trail of smoke immediately. The day and time are also a mystery to the them. They all blend together nowadays, anyway. The survivor is skilled, and requires none in the way of challenges or tutorial missions.
Some loot has been plucked almost entirely clean from the land. This includes precious resources such as medical items, ammunition, and to a lesser degree, food and water. There is lower incentive to travel to more difficult regions, but inside the most dangerous buildings, perhaps there is hope yet for a desperate survivor...
Finally, decades of pillaging have left the traders in a less than desirable condition. They offer very, very little in terms of wares, are expensive to purchase, and keep to themselves, offering no official methods of earning coin through expansion of territory.
Misc: The daylength is 60 minutes. Player terrain and block damage are increased slightly, but zombies hit harder outside of blood moons, as well. Vehicle damage is severely decreased. XP only shows up in the bar above the toolbelt. Death results in loss (not deletion) of all equipment and items, injury upon respawn, and durability degradation of all items (turned up to 10%). Infection rate is at 200%. Jar refund is 90%. Zombie digging is disabled. The undead will sprint if they smell the player. You start off with zero free skill points. Global loot stage is down, but POI loot stage is high.