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Subquake's Undead Legacy

I checked the roadmap and I can see you are working on food overhaul. I'm so excited, can't wait! A20 is great, but I'm spoiled by Undead Legacy.

 
NPC Followers... that's what I like to see in the roadmap, but I wonder will this feature depend on updated Sphereii's and Xyth's NPC mod they are currently working on, or do you have your own solution? Either way it's something I'm really looking forward to, because let's be honest - this game needed actual NPCs with brain yesteryear...

 
Since A20 has introduced the 'loot stage' which changes dynamically based on your level, biome, POI, lucky looter perk, lucky goggles and eye candy consumable, would you consider adding this stat on the main HUD? A tiny number somewhere in a corner? So we don't have to open the character panel.

 
NPC Followers... that's what I like to see in the roadmap, but I wonder will this feature depend on updated Sphereii's and Xyth's NPC mod they are currently working on, or do you have your own solution? Either way it's something I'm really looking forward to, because let's be honest - this game needed actual NPCs with brain yesteryear...
Not bad companions were implemented in the "Starvation" mod in the A16. There were companions dogs and people. People could be put at workbenches and they could do something and they had to be given food, otherwise they would die.
It was a good mod, but the author abandoned it. Now Undead Legacy has no competitors 😉

 
I checked the roadmap and I can see you are working on food overhaul. I'm so excited, can't wait! A20 is great, but I'm spoiled by Undead Legacy.
Food rework has been pushed back, UL for A20 will be released without any changes to food, in fact, all the recipes will be as in A19, including Grain Alcohol being brought back. Though 
 

NPC Followers... that's what I like to see in the roadmap, but I wonder will this feature depend on updated Sphereii's and Xyth's NPC mod they are currently working on, or do you have your own solution? Either way it's something I'm really looking forward to, because let's be honest - this game needed actual NPCs with brain yesteryear...
I will be waiting for A21 for that one and I will try to do my own solution for it.
 

Since A20 has introduced the 'loot stage' which changes dynamically based on your level, biome, POI, lucky looter perk, lucky goggles and eye candy consumable, would you consider adding this stat on the main HUD? A tiny number somewhere in a corner? So we don't have to open the character panel.
In next update no, maybe in the future as optional toggle. As for character screen, I've dramatically improved the performance of opening the character window, now it doesn't load in the players model whenever you open the window, instead it would load it in only when you would click the preview button, that way, opening that window is pretty much instant.

Not bad companions were implemented in the "Starvation" mod in the A16. There were companions dogs and people. People could be put at workbenches and they could do something and they had to be given food, otherwise they would die.
It was a good mod, but the author abandoned it. Now Undead Legacy has no competitors 😉
Main developer of starvation mod died, that's why development stopped.

@Subquake  Are brass faucets not supposed to scrap to brass? If I harvest a brass faucet with pick-axe or wrench I get no brass.
I've probably overlooked that, there's thousands of blocks in the game and the mod is very much work in progress and will be so for years to come :)

 
I changed the code and now get the faucet when I destroy them, which now scraps into brass. You had it extending faucet02.

Code:
<set xpath="/blocks/block[@name='faucetBrass02']">
	<property name="Class" value="ULM_StorageTank,Mods"/>
	<property class="Consumable">
		<property name="AllowPlayerRefill" value="false"/>
		<property name="Size" value="3"/>
		<property name="RestockRange" value="0,3"/>
		<property name="RestockItemType" value="RiverWater"/>
	</property>
	<property name="StabilitySupport" value="false"/>
	<property name="Shape" value="ModelEntity"/>
	<property name="Collide" value="melee,bullet,arrow,rocket"/>
	<property name="FilterTags" value="fdecor,fother,ffurniture"/>
	<property name="Material" value="Mbrass"/>
	<property name="Model" value="Entities/Plumbing/faucet_brass02Prefab"/>
	<property name="Weight" value="25"/>
	<property name="EconomicValue" value="125"/>
</set>

<set xpath="/blocks/block[@name='faucetBrass04']">
	<property name="Extends" value="faucetBrass02"/>
	<property name="Material" value="Mbrass"/>
	<property name="Model" value="Entities/Plumbing/faucet_brass04Prefab"/>
	<property name="Weight" value="16"/>
	<property name="EconomicValue" value="80"/>
</set>
 
Undead Legacy 2.5.01 Experimental is out for A20.0 (b238)

Patch notes:
https://www.patreon.com/posts/undead-legacy-2-60310628

Download:
http://ul.subquake.com/download


OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG!!!!!!!!!!!!!

love you!
I adore you!
I love you!
I idolize you!
I worship you!
I appreciate you!
I revere you!

You are the best in the world, not only do you anticipate your expectations, on top of that you give us Christmas!

Thank you very much for this gift, I am just starting my vacation after hard work and with this I do not need anything else.

Goodbye world... 🤪

Hello 3x3 cubicle !! (called dormitory), we will stay a good season here 🤩👾

Now seriously, thank you again, thank you for all that work you are doing, a lot of encouragement to continue it and a lot of strength !!

Merry Christmas and Happy New Year!! 🎄🎇🎊

 
Since 2.5.01 until 2.5.05 repair scrap tools and weapons by Repair kit instead of scrap iron, also bone knive and long pipe. it is make the early stage more difficult.

Is is a rebanlance or just a mistake? 

 
Since 2.5.01 until 2.5.05 repair scrap tools and weapons by Repair kit instead of scrap iron, also bone knive and long pipe. it is make the early stage more difficult.

Is is a rebanlance or just a mistake? 
It's rebalance, you need Maintenance Station now, that's where you can repair your tools much cheaper AND upgrade them to better quality.

 
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It's rebalance, you need Maintenance Station now, that's where you can repair your tools much cheaper AND upgrade them to better quality.
thank you , i've notice the new Maintenance Station, a lot of things added or changed in 2.5.x , a lot of fun . Merry Xmas Subquake.

 
generate world (4km) throw an exception  ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index

fEnb27.jpg


 
Hello there!

I'm noticing that zombies having insane attack range ( 2.5 or even 3 blocks, farther than spear could hit ) on my dedicated server with friends. It's fine in singleplayer ( however it was version 2021.12.25 - 2.5.02, dedicated is on version 2021.12.26 - 2.5.05 ). I previously played vanilla ( hosted dedicated with same settings ) and there wasn't such problem. Also noticing that after each melee attack zombies glued to you for a second, even dead ones, and because of that it's almost impossible to get away without being hit.

Overall: very cool mod ( maybe the best one ) and i want to play it more, but zombies with contactless martial arts kicked my **s really hard too many times. Maybe i messed up some settings.

 
generate world (4km) throw an exception  ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index



Try to generate 6k map. I think that 4k maps not supported in alpha 20.

 
Last edited by a moderator:
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