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White River - Tools of Citizenship Quests 1.2 & Multiple Languages

Hi there! Sorry for the late reply, i just checked the page again, almost missed this. Luckily i managed to make it work! But kind of not the way it was intended, i had to start looting zombies like crazy and then the citizen card started dropping, the trader never gave me any, nor did i get any mission to receive it from the trader, in the end it still worked out.
Only issue i'm having at the moment is i cannot for the life of me get the special super charged engine for the Amelia Earhart mission, i also cannot find any info as to where i can get it, and i'm scared to think that i might have gotten one and i sold it by mistake, but i don't think so. My bf said he THINKS he got one by harvesting cars, so i've spent two days in game harvesting cars and i got nothing, i have salvage operations maxed out and on the second day i also ate a harvesting candy to see if i was just unlucky, but nope. Any tips?
I also had the same question some time ago and your BF is correct. Maybe eat the scavenging candy before beginning your next wrenching session. It does appear eventually. The chance of finding one is about 1 in 40

car wrenches but if you find an actual engine, such as in the mechanic areas, the chance of it being an Amelia Earhart engine will be higher. 

 
Tested with A19.6

White River - Tools of Citizenship - A19.6

* Also now supports Darkness Falls through the use of a compatibility modlet.

Now with Multiple Languages Localization/Support: English, German, French, Iitalian, Japanese, Korean, Polish, Portuguese, Russian, Turkish, Simplified Chinese, Traditional Chinese, Spanish

The White River settlements are looking for new citizens to contribute and are willing to give extra tools and equipment that they've collected. They are offering to provide to a select few survivors access to higher quality tools, weapons, armor, and equipment in exchange for volunteering to complete various tasks for the settlement. There is a limited supply and these items are only available to those who gain citizenry with White River settlements. In addition to the reward, the player is sometimes also offered a small stack of wet concrete blocks, from the last of the Trader's community inventory to assist in re-establishing a homestead.



----

This modlet collection extends the new player White River citizenship quest line to provide a handful of quests to obtain improved tools, weapons, and armor. Each item has a small back-story and explanation in an attempt to blend with the vanilla game and Trader. This gives new players a chance to obtain better equipment through a method other than randomness or traditional progression. The rewards this Modlet pack provides were carefully considered against Vanilla gameplay. In most cases, the named items only provide a small improvement over the items they were created from. Due to the multi-tier design of this modlet collection, it provides equipment for beginners all the way up through the elite.

**This modlet pack is XML XPath ONLY and only needs to be installed on the server or player hosting the game! Other players do not need to install this modlet pack locally.**

The modlet collection provides multi-tier quest lines, first requiring the player to craft a +Declaration of Citizenship. This allows them to begin a quest to volunteer to help lay to rest 10 old residents now turned zombie. This earns the player a +White River Citizenship Card which they can then use to select which quest they would like to pursue. The player's citizenship card is returned to them after they complete the settlement's quest. If it is lost for any reason, the player can craft a new +Declaration of Citizenship to start the process over of becoming a White River citizen. The +White River Citizenship Card can also be used to pursue two higher-level citizenship cards through killing of 100 Zombies or 1000 Zombies, respectively. These higher tiers of citizenship allows for the pursuit of Veteran and Elite level equipment.

--

Citizenship is offered in three-tiers:

- Tier 1 : Kill 10 Zombies. This is the Basic level of citizenship. Reward: +White River Citizenship Card
- Tier 2 : Kill 100 Zombies. This is the Veteran level of citizenship. Reward: +White River Veteran Citizenship Card
- Tier 3 : Kill 1000 Zombies. This is the Elite level of citizenship. Reward: +White River Elite Citizenship Card

Once the player obtains their citizenship card, they can use this to craft quest-starter items for the equipment quests below. Some of the quests below offer a veteran version which rewards a sealed crate containing better quality, more items, and greater quantity of each multi-quantity item. Some offer an even higher level set of rewards for elite citizens. However, after a "Veteran" or "Elite" quest is complete, only a basic citizenship card is returned. The player must successfully complete the Tier 2 or 3 citizenship quest again in order to pursue another Veteran/Elite equipment quest.

QUEST LISTING:

VEHICLES:

- Spirit of Vengeance - Take on a demon Juggernaut and obtain a super-fast vehicle. A player using this vehicle is a sure-sign of their elite status. Big thanks to Snufkin's Server-Side Zombies & Snufkins's Server-Side Vehicles for a big part of the base code for the vehicle and zombie. Tested for compatibility with Snufkin's mods, so you can run both at the same time if you want!

- Amelia's Gyrocopter - Discover the truth of what happened to Amelia Earhart. Fight a Wendigo to reclaim her long-lost schematics explaining how to build a three-seater souped-up Gyrocopter. Guaranteed to get you and your friends across the map with speed and ease.

TOOLS:

- Black Bart's Flaming Dig Tools - Uncover the long-buried stash from the most famous stagecoach robber in the western U.S., providing a steel Pickaxe & Shovel with flaming mods and better stats than Vanilla. Stamina trait sure to keep you digging and digging and digging.

- Bunyan's FireAxe - Help the Trader stock up on potable water in exchange for a Paul Bunyan-branded FireAxe.

- Dundee's Hunting Knife - Help the Trader collect bone shivs in exchange for Dundee's famous Hunting Knife with slightly better stats than Vanilla.

- Jason's Machete - Obtain a replica of Jason's famous machete in exchange for helping the settlement. Big thanks to Wyldwitchykat for this addition!

- Rick Danger's Auger - Obtain two higher tier Augers, the latter of which will turn even the largest mountain to butter, but will expend a LOT of gasoline and degrade your Auger quick.

- Taza's Axe - The famed Taza's Axe, already awesome.

WEAPONS:

- Bambi's Killer Compound Bow - Earn the famed deer killer, "Bambi's Killer Compound Bow" or "Forest Prince Compound Bow" with slightly better stats than Vanilla.

- Bear Grylls's Claws -"Why fight bare fisted when you can fight bear fisted." Thanks, SteamM0nkey for this idea.

- Callinicus's Greek Fire - Find the book randomly in the world and learn to craft greek fire arrows. Shoot one zombie with a greek fire arrow, and the fire spreads to other entities that it touches.

- Daryl's Crossbow - Obtain a replica copy of the same crossbow Daryl from the Walking Dead used: The Zombiekiller Crossbow.

- Deschain's Revolver - Collect the eight Dark Tower series books and craft nineteen doors to have one of Roland Deschain's legendary revolvers bestowed upon you. Has custom bullets that are expensive to craft, but super powerful.

- Leon's Modded SMG - Help Leon finish his DIY gun project, resulting in a 9mm SMG weapon with slightly better stats than Vanilla.

- Pavlichenko's Rifle - Locate and assemble a branded Marksman rifle from the famed marksman, Pavlichenko.

ARMOR:

- Kuva's Red Armor - Discover the secret ingredient in Kuva's Legendary Red Armor. This armor is rumored to be lightweight and stealthy, with resistances to heat & cold, and an extra mod slot per piece. The basic quest is EASY, but the Veteran quest is HARD.

RESOURCES:

- Brass For Lead - Help the community restock its Lead supply and in exchange receive some brass.

- Everdeen's Arrows & Bolts - The settlement is trying to put together a feast. Help feed everyone in exchange for named arrows or bolts guaranteed to fly true.

- Gupta's Bandages - Can't craft first aid bandages? Trade Aloe Leaves & Cotton for a few highly-sought-after Gupta's First Aid Bandages & a First Aid Kit.

- QwikCrete - Learn the secret to making quick-drying concrete blocks!

- Elite Random - Obtain a sealed crate from four veteran cards that gives you a single random elite quest starter. Obtain a veteran card back at the start of your elite quest. If you complete the Elite quest, you obtain an Elite citizen's card!

- Remington's Steel Ammo - A spin off of Khaine's Steel Ammo mod that turns his mod into a questable achievement. Cheap-to-make bullets that degrade your weapons faster. Also, now with an auto turret that takes steel 762 rounds.

- Molino Bulletproof Glass - Exchange regular bulletproof glass blocks with the Trader and they will teach you how to create clear Molino-branded bulletproof glass. Thanks to arramus & Fuzzy Pug for the idea & quest code.

Nearly all quests are designed to be repeatable in case of loss of equipment or to try your luck at a higher quality reward. Black Bart's dig tools are unique and the quest is designed NOT to be repeatable!

UPCOMING QUESTS:

Dwarven Bellows - Faster Smelting, Faster Crafting, Bundled Forged Items

Steel Spikes - Double the durability of Iron Spikes

Basilone's M60

Brienne's Heavy Armor

ACKNOWLEDGEMENTS

- Wyldwitchyka :: For the addition of the Jason's machete quest modlet
- morggin :: For the name and lore behind Black Bart, for the Bambi Terminator Crossbow, and for the idea of an Elite level set of quests
- RichardPaul :: For the poem used in the Black Bart quest line.
- Aeyvi-Daro :: For quest text and testing assistance on all quests.

- mr.devolver :: Big thanks for the help fixing the GoTo Trader, improving the quest integration with the trader, and helping seek out a path to add the quests to the Trader dialog!

- arramus & Fuzzy Pug :: Fuzzy Pug requested a new quest be added that grants clear bulletproof glass. arramus was kind enough to do the heavy lifting to create the quest, I rebranded the naming of it but mostly kept the quest and code intact as was provided.
- sechsterversuch & Zeeeni :: BIG thanks to these two for providing a full German language translation for every quest, and for testing the translations afterwards!

CURRENT DOWNLOAD

A19.6_1.0 - White River - Tools of Citizenship A19.6_1.0 - BUGFIX RELEASE (Elimination of Infinite SkillPoint Exploit)

* Please be aware anytime you update mods, you run the risk of your level and skill points being reset. You are strongly recommended on live games to take a backup of your save game data to protect your progress in case you need to rollback.

Optional Download for Users of DARKNESS FALLS: Tools of Citizenship A19.4_1.0 Darkness Falls Compatibility Modlet

* If you wish to install White River - Tools of Citizenship quest pack into your Darkness Falls game, this compatibility modlet is REQUIRED. Please note that you will see two WRN in your console log. This is expected and not a problem.

Old Downloads

A19.4_1.0 - White River - Tools of Citizenship A19.4_1.0

A19.2_1.0b - White River - Tools of Citizenship A19.2_1.0b

A19.1_1.1a - White River - Tools of Citizenship A19.1_1.1a

A19_1.0 - White River - Tools of Citizenship A19_1.0

A18.3_1.7d - White River - Tools of Citizenship A18.3_1.7d

A18.3_1.6c - White River - Tools of Citizenship A18.3_1.6c

A17.1 & A17.2 - White River - Tools of Citizenship 1.5a
question is this avaialable through the 7days mod launcher. It sounds amazing :)

 
question is this avaialable through the 7days mod launcher. It sounds amazing :)
I recently downloaded Age of Oblivion (last week) through the Mod Launcher and this was not available directly. The Mod Launcher list was very much a selection of overhauls rather than Vanilla + Mods.

 
I’ve started a new singleplayer game with this mod, and I’m loving it. It makes the early game a lot less grindy. I’m looking forward to adding this our multiplayer game next time we start a new world.

A couple of things I’ve noticed that might need some attention, though;

Callinicus’ Greek Fire book can be looted and read multiple times for a TON of cheaty XP. I kept finding the book and reading it straight away, without realizing that I was reading the same book repeatedly. 

The other thing is the Wendigo quest. I’m not familiar with Snufkin’s creations, but the Wendigo seemed extremely OP to me. Using my (successful) day 14 horde base design made with cobblestone, I sank a stack of shotgun shells, 17 flaming steel bolts, and 40-50 9mm rounds into the Wendigo, and the thing never showed a sign of taking damage. Even if I had missed half the time (I’m no pro, but I’m not THAT bad), I feel like that should still have been enough. It tore through my defenses and chased me around until I ran out of stamina and it ate me. I don’t really mind if it’s designed to be that tough, but a hint would have been nice, lol. The quest implied that a bunch of upgraded wood frames would be enough.

Now that I’ve died to the thing, I can’t figure out how to complete or reset the quest. If anyone can help me out with that, I’d appreciate it.

 
I’ve started a new singleplayer game with this mod, and I’m loving it. It makes the early game a lot less grindy. I’m looking forward to adding this our multiplayer game next time we start a new world.

A couple of things I’ve noticed that might need some attention, though;

Callinicus’ Greek Fire book can be looted and read multiple times for a TON of cheaty XP. I kept finding the book and reading it straight away, without realizing that I was reading the same book repeatedly. 

The other thing is the Wendigo quest. I’m not familiar with Snufkin’s creations, but the Wendigo seemed extremely OP to me. Using my (successful) day 14 horde base design made with cobblestone, I sank a stack of shotgun shells, 17 flaming steel bolts, and 40-50 9mm rounds into the Wendigo, and the thing never showed a sign of taking damage. Even if I had missed half the time (I’m no pro, but I’m not THAT bad), I feel like that should still have been enough. It tore through my defenses and chased me around until I ran out of stamina and it ate me. I don’t really mind if it’s designed to be that tough, but a hint would have been nice, lol. The quest implied that a bunch of upgraded wood frames would be enough.

Now that I’ve died to the thing, I can’t figure out how to complete or reset the quest. If anyone can help me out with that, I’d appreciate it.


Thanks for your feedback. I really do appreciate it. The quest text does try to imply it'll be a tough battle and a defensive structure would be advised. But I do see what you mean that due to it requiring wood frames to be placed and then upgraded, it kind of implies that a wooden structure would be enough. Snufkin designed the zombie itself, but I tuned its "toughness" for this quest pack. It is meant to be a really tough (as are all the custom zombies in the quest pack)... think boss mob. My wife and I would use the concrete blocks that you get as reward from the other quests and use them to make a small 5x5x3 structure. Even then it takes us both hammering away at it for awhile to kill it. I would strongly recommend substantially preparing anytime you know you are going to head into a battle with a custom zombie/mob from the quest pack. If you can, bring a friend. It's more fun that way anyway. :) One of the zombies in the quest pack does insane block damage, so it easily destroys structures. ;)

As far as Callinicus's Greek Fire book, I've got the code now to only allow a book to be read once. I'll add that to this quest and appreciate you mentioning this. I've also found in the current version this greek fire book is dropping to commonly. It should be fairly rare.. and right now it isn't. The greek fire arrows a real treat to use during blood moon. ;)

As far as resetting the quest, I'm afraid the only option is to drop the quest and start it over. I'm not aware of the quest XML code that would allow a quest to be attempted a second time. The issue is the quest the player has requires a custom zombie to be killed... but once the player dies that custom zombie gets despawned by the server and doesn't exist in the game anymore. If you go into your quest menu, the option to drop the quest should be there.

 
When you update this for a20, would it be possible to also make an all-in-one version.  I can understand having the separate modlets, but when you're already running a number of mods adding an additional 20 is enough to push it over the edge and tank server performance.

I have one I slapped together for our groups server, but I made a number of other changes to it as well, so it's not really fit for posting.

 
When you update this for a20, would it be possible to also make an all-in-one version.  I can understand having the separate modlets, but when you're already running a number of mods adding an additional 20 is enough to push it over the edge and tank server performance.

I have one I slapped together for our groups server, but I made a number of other changes to it as well, so it's not really fit for posting.


What kind of server are you running?! ;)

Sure, I'll add this to the TODO for A20 release. I'm working my way through all my mods testing them one by one. So far, nothing too ground breaking. Hope to have this one updated soon.

 
Thanks ShoudenKalferas, I'm looking forward to running it on my Linux server again as soon as the first stable Alpha 20 drops.  I second SylenThunders suggestion to do an all-in-one as well.  

 
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ShoudenKalferas said:
What kind of server are you running?! ;)

Sure, I'll add this to the TODO for A20 release. I'm working my way through all my mods testing them one by one. So far, nothing too ground breaking. Hope to have this one updated soon.
Oh we put it on one of our more difficult dedi's, but have a number of QoL mods on it so the only real struggle is fighting the zombies.

A short list of the mods is Allocs, CPM, increased stack sizes, more shape selection, quicker crafting, custom buffs for donors, trees respawn & less seeds, custom materials and blocks, increased bloodmoons, Snufkin's zeds plus and vehicles, starter quests and progression changes, and some custom UI mods for server displays. All told we were looking at 51 mods, and it was at the point where if we had more than 3 or 4 people on the server the server FPS went from a reasonable 40 to an abysmal 4. Had 9 people on for a bloodmoon, and saw the server actually go below 1FPS for the first time in 7 years.

Did some testing, and found that when we got over 45 mods, that's when the performance started to go downhill. So I pulled an all-nighter and started merging. The largest crutch I noticed was the sheer size of the localization files. I honestly think that is where it was killing the server, and it probably has to do with the way the dedi client loads the mods into memory. Once I patched together the all-in-one, things were peachy again. (Though the change ended up resetting progression because the mod loaded differently, even though there was no actual change to the code being modified in progression. Annoying, but it was an early change so the players didn't lose much at all.)

 
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ShoudenKalferas said:
What kind of server are you running?! ;)

Sure, I'll add this to the TODO for A20 release. I'm working my way through all my mods testing them one by one. So far, nothing too ground breaking. Hope to have this one updated soon.
dont know if possible but could you add this to the mod launcher i would love to play it and i hate playing around in critical areas that can mess up 7days for me :)

 
dont know if possible but could you add this to the mod launcher i would love to play it and i hate playing around in critical areas that can mess up 7days for me :)
The mod launcher (to the best of what I understand of it) is for overhaul mods. Whereas this is really just a collection of modlets. Overhauls change a LOT about the game. And typically modlets change smaller things. I do believe this quest pack is part of the Oblivion overhaul, which is on the mod launcher.

For what its worth, its super easy to install this collection of modlets into your game.. and even remove them if you don't like them. If you have any doubt or want help with that you should seek out the Official 7DTD Discord server. Lots of friendly people there willing to walk you through it in a live fashion (myself included).

 
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No update yet other than to say that this is turning into more work that I had anticipated. It appears that A20 no longer allows you to easily offer a random tiered value for a quest reward. What can be done is to offer a tiered item based on a player's gamestage. The bad news is I'm having to rewrite all the quest rewards around this. The good news is that it'll flow more with the vanilla quest experience through the Trader's dialog/UI. I'm also taking the opportunity to do away with the various crates in favor of displaying a few different potential rewards for the player to choose from. Lastly, I've been able to embed the 10z, 100z, and 1000z quests into the tiered Trader quests and have done away with the requirement to need to have completed the 10z quest in order to start the 100z quest. Instead, each quest to obtain the three tiered citizen card is going to be offered up via the Trader's quest system. This means no one will be able to quickly go from 10z->100z->1000z quests, and would have to work through more of the vanilla quests to gain the quest tiers to get to the next level. This does slow down progress through the quest pack, but also brings the entire quest pack more in line with how vanilla quest tiering works.

I'm working through the changes as quickly as I can, but A20 brought a lot of changes that has complicated things. I've had to pull out of the quest pack the QwikCrete, as poured Concrete no longer even exists in the game.. and seemingly isn't even possible anymore. I've also had to remove the Remington's Steel ammo quest, as it has a LOT of unknown errors that I'm fighting through. I'll have to re-add it back to the quest pack farther down the line.

As a general rule, I'm scaling down all the rewards. Feedback I've received is the entire quest pack is OP and progresses the player too quickly. These changes are to help provide a more balanced experienced, while still providing the better tools, armor, etc via the custom quests. Skillpoints will only be given out for elite tier quests. And due to the new shortage of food and seeds in A20, I've been incorporating more food, drink, and seeds into lower tier quest rewards.

That's all I've got for now. For those waiting on this A20 compatible release, please know I'm working on it daily and as quickly as I can. So sorry for the delay.

 
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Good to hear.  And yeah, some of the changes I had made to the all-in-one pack were focused at slowing down progression a bit. People were hitting level 300 in days.

 
Good to hear.  And yeah, some of the changes I had made to the all-in-one pack were focused at slowing down progression a bit. People were hitting level 300 in days.
I've got all the code posted on Github in case you (or anyone else) wants to create a pull request with suggested modifications. Or please feel free to DM me here or on Discord if you have any specific changes that you'd like me to make. I'm pretty easy going and as a general rule, I usually accept and implement any recommendation provided. I'm definitely open to any suggestions anyone has to slow progress down further. If you have cod to offere, great.. if not, no big deal. :)

I just got back from family vacation and am back to work on this quest pack. I'm sorry it's taking so long, but there are a few things I'd like to do my best to sort through before releasing A20_1.0:

  • Removal of all Quest Crates (80% complete)
  • Conversion of all Quest rewards to use the Trader Dialog (50% complete)
  • Removal of nearly all skillpoint rewards & re-balancing of the experience provided across all quests and tiers
  • Re-balance all custom weapons, armor, and tools against vanilla. If possible and I can work through it fast enough, I'd like to see if I can condense some of them down using "Extends" option.


* Darkness Falls compatibility mod will have to be handled after the A20_1.0 release, as DF itself has not yet been released for A20 and Khaine doesn't expect it to be released until mid to late January. I can sympathize. It's a LOT of work updating even this quest pack for A20. I can only imagine the amount of work involved in updating DF (which is a substantially larger set of code).

For anyone daring, I am publishing my changes as I go, directly onto the master branch in GitHub. Be aware though, that the version there may have bugs or errors until I complete this next release.

 
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  • Removal of all Quest Crates (100% complete)
  • Conversion of all Quest rewards to use the Trader Dialog (100% complete)
  • Removal of nearly all skillpoint rewards & re-balancing of the experience provided across all quests and tiers (100% complete)
  • Also reconfigured the casinoCoin rewards to be closer to and in-line with the vanilla quests
Only remaining task for this upcoming A20_1.0 release:

  • Re-balance all custom weapons, armor, and tools against vanilla. If possible and I can work through it fast enough, I'd like to see if I can condense some of them down using "Extends" option.
Code is updated on master branch in git.

 
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At long last, I'm pleased to be able to offer to you this RELEASE CANDIDATE. This means that while I do not expect the code to change substantially before the next release, this version should be stable enough to install on a dedicated server. I have done my best to give this a run through of my own. However, there may still be some minor bugs. I need the community's help giving this a run through and reporting any issues they may find. As you'll read below, this was a MAJOR release, and a lot of code was updated. As requested, I've released this version as both a singular modlet that contains all quests, and as a broken-out version in case someone wants to remove a specific quest.

This release is A20 compatible, has been re-balanced, and has been worked into the Trader's quest tiering to ensure player progress through the quest pack is slowed down. In my own play-thru, I feel it strikes a nice balance, ensures players are forced to complete Trader quests to progress to the next level of citizenship, and ensures that players that aren't familiar with these quests would stumble upon them through the completion of the vanilla Trader quests. This also has the added bonus of allowing this quest pack to be added after a game has started and has active players. By only tying the citizenship card quests through the Trader's quest tiering, we allow the equipment quests in this pack to be completed in parallel to the normal Trader quests, but gate the citizenship card quests themselves through the Trader's quest tiering.

Fixed/Adjusted:

  • Updated all code to be A20 compliant
  • Completely upended and changed the way the citizen's cards are gained. The declaration of citizenship is offered to the player by the Trader when the player finishes the new player quests. In addition, the 10z citizenship quest is offered now as a Tier 1 trader quest. Due to this, each player would naturally end up with multiple (a few) basic citizenship cards. The 100z citizenship quest can now only be started as a Tier 3 trader quest. No veteran level quest will return any citizenship card. So as a player wants to pursue multiple veteran level quests, they would need to run through the 100z Tier 3 trader quest multiple times. The 1000z citizenship quest can now only be started as a Tier 5 trader quest. It is still possible to turn in four veteran citizenship cards for a random elite quest.
  • Removed all loot crates as rewards.
  • Conversion of all quests to use the trader dialog for quest rewards
  • Updated all quest rewards to better utilize already created loot groups. Due to the new scarcity of food, geared some of the rewards towards offering food and seeds.
  • Converted all item reward tiers to use the loot quality tables defined by TFP that are based on the player's gamestage, instead of pure randomness. This should ensure that beginner or new players don't end up with Tier 6 items. This also should encourage players as they increase in gamestages to go back through some quests a second time in hopes of gaining a higher tiered item.
  • Removal of Snowberries from Kuva's quest and replacement with Blueberries
  • Removal of Marksman rifle from Pavlichenko and replaced with lever action rifle
  • Removed Remington's Steel Ammo quest TEMPORARILY, due to error. Will fix and add back in during a subsequent release.
  • Removed QwikCrete Quest due to wet cement not existing in A20. At the moment, I have no plans to add this quest back.
  • Reduced the number of reward items guaranteed to the player upon completion of each quest. Items that used to be assured to the player now will have to be gained either as a random reward option or the old fashioned way.
  • Reduced the amount of dukes (casinoCoin) offered to player for each quest and re-balanced across all quests, for standardization amongst the quests and in comparison to the vanilla quests.
  • Removed skillpoints as a reward from all but only the most challenging quests.
  • Substantially reduced the amount of experience points given for the completion of each quest. Bringing these quests closer to in-line with vanilla quests.
  • Substantially reduced the chances of the Greek Fire book dropping. May need to reduce this further.
  • Substantially reduced the drop chance for all of the Dark Tower books. May need to reduce this further.
  • Set BlackBart's quest to be repeatable.
Yet to do:

  • Take a fresh stab at recreating all custom armor, weapons, and tools from A20 vanilla, with an eye to using "Extends" as much as possible, to shrink the code overall and make it more efficient and easier to read.
  • Add Trader reward dialog to the popup at the end of each quest.
  • Double-check localization for Kuva and Pavlichenko quests to ensure accuracy to match the item swaps I had to do.
  • Test each elite quest as a full run through to ensure they are all working as expected.
  • Fix Remington's Steel Ammo quest and add back to the pack.


This release is SAFE to add to an already started server. Players would just need to complete the Tier 1 Trader quest to kill 10 zombies to gain their basic citizenship card.

As usual, I would encourage everyone to report any bugs here, and if you have any suggestions or ideas for a future release, please feel free to drop them in this thread, as a private message to me, or find me on the official 7DTD Discord server and send them to me there.

 
Reporting a small typo... :)

ct54t4u.png


 
Reporting a small typo... :)

A nice find. I tend to let these go because localising can be such a tedious chore, but since you've started on this one, here is a possible rewrite including your find:

- Remove gender association to reflect Jen (should she also be party to this quest)
- General grammar/clarity/punctuation (full stop at the end).

The trader mentioned a settlement doctor in need of ingredients to make first aid bandages, but is too busy treating the injured to be able to collect them. The trader is willing to offer you Gupta's first aid bandages in exchange for your assistance in gathering supplies for the doctor. Gather 10 aloe leaves + 10 cloth fragments + 10 bandages.

I really like this quest because it allows a nice stash of healers to face off against Wendigo and some of the more challenging quests as we progress.

 
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