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Subquake's Undead Legacy

@Subquake

So how much of an impact does the 1.2 release have on your work to date, sub? I think this is what's worrying people who are waiting for your update. The longer you take, the more the vanilla game will be updated, which will potentially push back your mod's release further. Even i'm starting to worry that you'll never be able to catch up if you keep adding new things instead of finishing the work of updating what you already have..

 
@Subquake

So how much of an impact does the 1.2 release have on your work to date, sub? I think this is what's worrying people who are waiting for your update. The longer you take, the more the vanilla game will be updated, which will potentially push back your mod's release further. Even i'm starting to worry that you'll never be able to catch up if you keep adding new things instead of finishing the work of updating what you already have..


He announced on 5 December on the the UL discord he had already updated to v1.2 Exp. at the time, and that things were going along smoothly. I don't think the 1.2 update is much of a hiccup. After stable was reached we already have about five overhauls that have updated (Wasteland, Darkness Falls, Joke Mod, Wild West, and District Zero). So, I would believe this update isn't much of an issue.

 
That's a nice computer! Looks like the problem is specific to 7DTD. In case you haven't seen it, here's the optimization guide from the UL site: https://ul.subquake.com/optimize-7dtd

Which also links to this Reddit thread: https://www.reddit.com/r/7daystodie/comments/f4ej9k/here_are_few_tips_tricks_about_how_to_get_some/

It's a lot of reading and may be more work than it's worth. Make note of what changes you make so you can fix it if it makes things worse.
  I did look at the optimize page and tried those.  It made a ridiculous difference.  It is significantly better.  I didn't see that info before.  Only thing I couldn't do was the last step in the optimize instructions.  Still some issues but that's just 7DtD.   

  Thank you everyone for your help.  Also, thank you Subquake for the mod.  It makes the game actually fun instead of the simplified thing it has become.

 
Well. The developers have already announced version 2.0. Looks like this mod is stuck.


How wrong you are is just outstanding.  I would recommend doing a bit of research first before proclaiming that this mod is not going anywhere.

Subquake posted an announcement back on 12/6 in his discord channel that Experimental for V1.2 is going along nicely.  He is working to get the mod finished.

We just got V1.2 and V1.3 was mentioned for next year.  V2.0 was stated late Q1 2025, but that can also change.

V2.0 likely won't require as many changes to the UL mod as V1.0 did since V1.0 was a major change.  V2.0 is weather and biomes changes so Subquake should not have to redo as many changes - remember UL went from A20 to V1.0 because of all the changes.

 
Oh, the one who justifies. rather, it seems possible... You don't know anymore))


There is a lot of stuff I don't know.  I would be worried if you go to the hospital for surgery and I happen to the one performing it on you that day.

But I do know a lot about modding.  I do understand the amount of work it requires to create one custom asset in a game - the modeling of that asset, the animation it would require. the coding you have to do in the background - both to the vanilla code and custom coding you have to do, then the process of troubleshooting the new item in game and finally balancing that new item in your game.

Then amplify all that work if what you are releasing is a complete overhaul of the game.   Then amplify it even more when the game you are creating a mod for is still under development and things that worked great before are now broken and you have to figure out how to implement them again.

All of that has to be balanced against real life, as this mod is definitely not Subquake's #1 priority in life (and for any modders out there, your mods should never be the highest priority).

Just look at the Data Resequencer that Subquake just shared this month.  A lot of work went into that new asset for his overhaul and it looks awesome.  I would rather a modder spend time putting out a quality product like that than shortcut something just to get it out sooner for people complaining because they don't have the newest version yet.

Subquake could have woken up this morning and decided that he is not going to do any more updating to the mod until the v4.0 (The Road Ahead) is released because he is tired of constantly having to update his mod when the game updates....and that would be his right to do so.  He doesn't have to justify it to anyone, because it is his mod and it is his passion project.  This mod started development during Alpha 11 (2015).  Not a lot of modders out there would keep updating their mod a decade later, especially after as many changes to the base game has occurred between Alpha 11 to V1.0 (Alpha 22) today.

I have neither, nor do I intend to, justify any of Subquake's decisions / actions as they don't require justification - by anyone.  I, like a lot of others on this forum, am very interested in playing his mod after v1.0 was released.  I, unlike some, will also be patient and let him finish the project based on the pace he is comfortable working on this project, hoping that he is doing a good job balancing real life versus this mod.

 
If you want to keep upto date,  join the UL Discord.    

Some of the Changes that Subquak is making. From the Undead Legacy Discord Dev-Log channel: 
Not going to post pictures: Join the Discord to see for yourself.  

Major: 
Electricity rework:  Multiple Power sources connected to the network. 
Full Research Tree with GUI for tech progression. 
Updated how Plants grow:  Able to grow crops indoors with grow lights 
New Skill Tree: Node based.  Think Path of Exile tree. 


Minor: 
New Power Generation Sources : Wind Turbines(Multiple Tech levels)  
New Battery banks: With Visible charge indicators ( Multiple Tech levels)
New Research Data Converter to change type of data for higher tier research. 
Powered Water Collectors
New Zombie Firefighter additional nurse zombie. 
Better Liquid physics in containers such as bottles.  
Visible indicators on batteries and some resource collector's.  
Added  some new Traps and and some new workbenches. 
Rechargeable Batteries for equipment such as Flashlight ect. 
and more...

This is not a complete list, im sure i have overlooked a lot, but this is just a quick overview of what Subquake has been working on. 

A number of the Major reworks Subquake had to rewrite the networking code to keep them synced in multiplayer. Such as the new electricity rework with multiple power sources.  

So have some patience, let Subqake work.  Join the Discord to keep up to date.  
 

 
There is a lot of stuff I don't know.  I would be worried if you go to the hospital for surgery and I happen to the one performing it on you that day.

I've been doing game modding. I know what it is. I'll annoy you more. you're so upset and you want to prove otherwise))

 
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I'll annoy you more. you're so upset and you want to prove otherwise))


I have never allowed an entitled person to get under my skin and I doubt you will be able to do it when others have failed.  However, if you feel the need to try and do so, more power to you.

 
So, I would believe this update isn't much of an issue.
1.1 probably wasn't a problem either. However, things are still the same. It's clearly not a matter of versions.
I remember when A20 came out, Subquake updated the mod in literally a week. I was even surprised how he did it so quickly.
Now it's been 2 years...

 
How wrong you are is just outstanding.  I would recommend doing a bit of research first before proclaiming that this mod is not going anywhere.

Subquake posted an announcement back on 12/6 in his discord channel that Experimental for V1.2 is going along nicely.  He is working to get the mod finished.

We just got V1.2 and V1.3 was mentioned for next year.  V2.0 was stated late Q1 2025, but that can also change.

V2.0 likely won't require as many changes to the UL mod as V1.0 did since V1.0 was a major change.  V2.0 is weather and biomes changes so Subquake should not have to redo as many changes - remember UL went from A20 to V1.0 because of all the changes.
You talk like you're developing a mod with Subquake or have already played it. People here know almost nothing about 2.7, so they might be confused. All we know is light, electricity, and a new experience system. That's it. You also wrote that modeling and animating takes a long time... but doesn't Subquake use ready-made assets? It even has a wishlist with assets.

 
You talk like you're developing a mod with Subquake or have already played it. People here know almost nothing about 2.7, so they might be confused. All we know is light, electricity, and a new experience system. That's it. You also wrote that modeling and animating takes a long time... but doesn't Subquake use ready-made assets? It even has a wishlist with assets.
I have now an artist, who helps me do some custom models for some 2.7 content and future content for 2.8 and beyond. The new Air Condenser model is his work. https://llesar.artstation.com/projects/XJe94n But besides that, any asset requires work to get it to be game ready, no asset you get in asset store is game ready as is, some take small amount of time to get ready for game, others take much longer, depends on the asset, which asset store it was bought in, what kind of modifications it needs to have to fit the game and the mod (and theme), what kind of extra tweaks it needs to have, some require a lot more work based on use case, maybe custom code and so on - there's no simple answer to this, only those who do modding would understand this.

"People here know almost nothing about 2.7"
Most of the work-in-progress stuff I only share on my discord for backers/patrons in form of screenshots and unlisted videos and eventually when those things are more refined and ready for a public review, I post about them to everyone else as I work on the update, but until I am still unsure and not comfortable/confident about something, I don't post about it to mostly avoid confusion. Not everyone takes their time to investigate why something is being worked on for the mod and it's really tiresome to explain it to many newcomers of UL community.

UL 2.7 takes so long not because of A21 or V1.0 release, but because I had certain goals in mind, that I wanted to achieve with the update and I'm working towards delivering them and hopefully most people will enjoy all the changes coming with the update such as the overhauled electrical system, that will also allow me more flexibility for future content, since I had plans to expand what you can do with power (powered workstations, for example, that are coming in 2.7 in limited amount (cement mixer, powered oven for cooking, powered high tier electric furnace)) and more. Then there's the overhauled research system, that will be in a form of a research tree, divided into multiple categories - something I wanted a long time ago in the game, but just did not have the experience to pull it off and current system you see now in 2.6 was just a temporary solution while I work on the new stuff. The skills will be reworked in 2.7 as well. Besides those 3 major things, there's a bunch of other smaller changes, such as optional picture in picture scopes, cooldown for doing POIs, light tweaking options, new firefighter zombie, new traps, new resource items, new props, weapons and more. UL 2.7 never was just about porting of what I had in 2.6 to the current version, but to keep working on the mod and improving the game in areas it needs improvement and that just simply takes time, so please, be a bit more patient, the update will come. And remember, it's just me doing most of the work, there is no team, and if I get sick or have IRL things, stuff gets delayed, can't do anything about that.

 
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I have now an artist, who helps me do some custom models for some 2.7 content and future content for 2.8 and beyond. The new Air Condenser model is his work. https://llesar.artstation.com/projects/XJe94n But besides that, any asset requires work to get it to be game ready, no asset you get in asset store is game ready as is, some take small amount of time to get ready for game, others take much longer, depends on the asset, which asset store it was bought in, what kind of modifications it needs to have to fit the game and the mod (and theme), what kind of extra tweaks it needs to have, some require a lot more work based on use case, maybe custom code and so on - there's no simple answer to this, only those who do modding would understand this.

"People here know almost nothing about 2.7"
Most of the work-in-progress stuff I only share on my discord for backers/patrons in form of screenshots and unlisted videos and eventually when those things are more refined and ready for a public review, I post about them to everyone else as I work on the update, but until I am still unsure and not comfortable/confident about something, I don't post about it to mostly avoid confusion. Not everyone takes their time to investigate why something is being worked on for the mod and it's really tiresome to explain it to many newcomers of UL community.

UL 2.7 takes so long not because of A21 or V1.0 release, but because I had certain goals in mind, that I wanted to achieve with the update and I'm working towards delivering them and hopefully most people will enjoy all the changes coming with the update such as the overhauled electrical system, that will also allow me more flexibility for future content, since I had plans to expand what you can do with power (powered workstations, for example, that are coming in 2.7 in limited amount (cement mixer, powered oven for cooking, powered high tier electric furnace)) and more. Then there's the overhauled research system, that will be in a form of a research tree, divided into multiple categories - something I wanted a long time ago in the game, but just did not have the experience to pull it off and current system you see now in 2.6 was just a temporary solution while I work on the new stuff. The skills will be reworked in 2.7 as well. Besides those 3 major things, there's a bunch of other smaller changes, such as optional picture in picture scopes, cooldown for doing POIs, light tweaking options, new firefighter zombie, new traps, new resource items, new props, weapons and more. UL 2.7 never was just about porting of what I had in 2.6 to the current version, but to keep working on the mod and improving the game in areas it needs improvement and that just simply takes time, so please, be a bit more patient, the update will come. And remember, it's just me doing most of the work, there is no team, and if I get sick or have IRL things, stuff gets delayed, can't do anything about that.
Thank you for the detailed answer!
P.S. Happy New Year!

 
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       I truly appreciate the work you are doing.  I would much rather have a cohesive and amazing finished overhaul mod than a patchwork of new models and no substance.   People nowadays are so impatient and are ready to complain even when they are getting something for free.    The old adage that "good things come to those who wait" seems to have gotten lost in time.  I grew up in an age when nothing was instant.  If you wanted to watch a show, you were going to have to wait a week for each episode to come out.   Anyway, again, thank you for the work that you do and I look forward to the release whenever that may be.   

 
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