QMJS Extended Functions Mod-V2.01 YOSE Download File
QMJS Extended Functions Mod-V2.01 YOSE; QMJS Extended Functions Mod-V2.01 YOSE. QMJS Extended Functions Mod-V1.6 NON-YOSE BASE SOD and BREAKDOWN. Date uploaded. 28 Apr 2015, 2:12PM. THIS FILE IS NOT NEEDED TO PLAY THE MOD. It is extremely important that you read the README file included in. Oops, corrupt save - posted in General. The basic rule of back up your game files before moding. To use QMJS Extended Functions Mod-V2.01 YOSE.
Qmjs Extended Functions Mod-v2.01 Yose
- Modname: QMJS's Extended Functions 4/28/15 Version 1.6
- © 2013 Undead Labs LLC. All Rights Reserved.™
- This mod greatly expands the variety of characters, facilities, and actions available to the player. It is equally applicable to the player who chooses to keep a small group and rush through levels quickly, as to the player who lingers on a level as long as possible, building up the largest group of survivors they can. It touches upon many aspects of the game. Some parts are now easier; some parts are now much harder. There is no central theme- it was not designed to be a 'difficulty' mod, or a 'base' mod, or a 'character' mod. It touches upon many aspects of the game, including characters, facilities, skills, and items. The changes are ones that I personally found to be useful or interesting.
- Compatability:
- This version is useable (and requires) both State of Decay and Breakdown. However, when it is installed, there will be some minor effects on Lifeline as well. It is not compatable with other mods that change the same files. (See the changelog below for details. Most of the Breakdown functions work in basic State of Decay, but there are some limitations.
- Installation:
- Place the zip file in the State of DecayGame directory (By Default, C:Program Files (x86)SteamSteamAppscommonState of DecayGame). Right click and select Unzip here.
- If you unpack the directory elsewhere, the directories get placed into the State of DecayGame directory to use.
- If you have a folder in the directory with the zip file name (ie. C:/Program Files (x86)/Steam/SteamApps/common/State of Decay/Game/QMJSExtendedFunctionsMod-V1.6-Game, that is incorrect. Move everything from inside that directory and put it into the Game directory, and then remove the empty QMJSExtendedFunctionsMod-V1.6-Game folder.)
- YOU MAY NOT UPLOAD ANY PART OF THIS FILE TO ANY SITE, MODIFY THESE FILES AND UPLOAD TO ANY SITE, OR USE ANY ASSETS OR CODE FROM THIS WORK IN ANY PROJECT.
- REMOVE OTHER MODS FIRST and then VERIFY THE GAME CACHE. The mod is not compatible with other mods that use the same files, and it is possible that while removing other mods you can accidentally delete a file that is required by the game.
- Current 1.6 known issues:
- If you start getting large numbers of language localization errors (LOC_ENG_MISSING), you need to shutdown and restart Steam. This is not an issue with the mod, but rather, Steam stops sending the proper localization data to the game when starting it.
- Due to load order of the modified files, starting a new game in Breakdown without loading into an existing game first may cause the game to exit to the desktop. If this occurs, restart the game, select an existing profile, enter that game, exit, switch profiles and then start a new game. If that does not work or if you do not already have a valid saved game, rename Game/libs/class3.1/rts/enclaves.win.bmd temporarily, start your game, then restore the name.
- Vitality is based on pain levels. The first few attacks will do less damage, increasing as you are take more and more damage, with a small resistance spike as the survivor fights for their life when seriously injured.
- Falling range has been increased somewhat, and damage reduced.
- vitality gain per level of melee combat skill is now 10.
- Stamina costs for sprinting have been slightly reduced, and stamina recovery slightly increased.
- Assault weapons skill now also improves machineguns and submachineguns.
- Melee combat will generate a small amount of Cardio experience.
- Many additional Hobbies and Jobs have been added. Some of the redundant or less useful traits were removed.
- Most heroes have had thier weapon specialization removed, allowing the player to decide what weapon to use.
- Added many new survivors with a variety of traits and skills. Their appearance is only slightly different from the others for most of them. In some cases, due to limited portrait availability, the portraits do not exactly match the actual character... consider them like a driver's licence picture.
- Talents are no longer exclusive, and many survivors have more than one.
- Base stack size for consumables and the standard weight limit have been increased. This allows a character to carry a great deal more equipment than in the standard game. Powerhouse/Strong and Nimble characters now get additional weight but not stack size increases.
- Gun skills have been adjusted, making firearms more viable at lower skill levels.
- Survivors learn skills faster, and they can now select one melee and one ranged specialization. At maximum Cardio, they automatically can select the running improvement skill, and the other skill options have been adjusted to allow more capable survivors while still encouraging unique skill selections.
- Survivors will gain small amounts of Wits experience from stealth kills.
- There are five additional unlockable heroes. These become available at higher Breakdown levels, and include some extremely powerful characters.
- Characters with base skills (medical, gardening, cooking, etc.) will not leave the base unless you take them out specifically.
- Characters not at home will not be assigned to jobs (including the active character.)
- Many tasks at the home base now make characters tired.
- The negative effects of player-controlled character death have been greatly increased.
- The morale system was reworked. It is more important to pay attention to your survivors' needs and mood.
- Facilities and Bases:
- Population requirements have been increased for most bases.
- The Machine Shop and Munitions Shops can be upgraded to a Complete Workshop that combines the effects of each.
- New Generator facility added, which provides power to other facilities. Some facilities require the generator facility before they can be built, and some actions require the generator to be running and providing power. It uses a small amount of fuel, and heavier drains due to use by facilities are reflected in fuel costs for those tasks. Built-in facilities are exempt from the generator requirement, but their activities will still require power.
- New Lounge facility allows survivors to spend their recreation time together, improving morale and reducing some serious mood effects. (Fear)
- The Dining Room facility allows survivors to share a meal (cooked at the Kitchen), and provides a place where counselors may talk with survivors, improving morale and reducing some serious mood effects. (Discord)
- New Sanitation facility helps keep the survivors and the base clean, improving morale and reducing some serious mood effects.(Despair)
- The Lounge, Dining Room, and Sanitation facilities grant additional bonuses when you have two of the three, and a greater bonus when you have all three built. (In Breakdown only, and maximum with all three is +14 daily morale.)
- Snipiong zombies at the watchtower now reduces serious mod effects. (Fear)
- Parking spaces have been adjusted to allow additional facilities to be built. These are outside the walls, so the survivors may be more vulnerable using them. This adds 1-5 facility spaces to various home bases. Once destroyed, they are only restored upon moving to another base, and if all parking spots are used, car repairs will stop. These new facilities occasionally cause pathing issues, where a survivor will try to move through them to the entrance points. These self-correct after a few seconds, but cause some odd animations and teleporting issues.
- New Small Watchtower facility adds a second defensive structure, and will be manned separately from the main watchtower. It cannot initiate sniping, but the staff will fire at zombies in range. The staff member may stand under the tower and shoot in some cases, depending upon the threat level when they take over the job. However, eventually they will climb up top.
- Outposts produce small additional amounts of resources, even if out of materials. Their traps take ten minutes to recharge.
- Storage facilities allow greater total storage space, and improve the food supply. Refrigerated storage also improves the medicine supply slightly.
- Bedroom facilities provide 12 sleeping spaces (generally three shifts), while a fully upgraded Bunkroom provides 18 sleeping spaces.
- Labor costs have been added to most tasks. A low population base will have to decide what to prioritise, because they may not have enough people to use each facility at once. If you have many people assigned to labor tasks when you change housing sites or while logging out (so that actions complete while offline), the total labor available numbers may elevate after the move or when logging back in, showing more labor available than you have people. This will reset itself after a few minutes.
- The Want system was modified. There are new objects that may be needed, as well as some that represent items that have been lost, worn out, or used up. Facilities that always needed additional items now have a chance of building without the extra needs, but facilities that never needed additional items may need them now. This has the effect of making construction generally faster, but with moderate delays. As the wants will time out eventually, they can be ignored if desired and the average construction times will still be slightly less than the original game.
- The want system has also been applied to facility actions, but at a relatively low chance per action. This means that actions will sometimes be delayed, but will time out and complete eventually even if you do not find the requested extra items.
- A wide variety of additional actions has been made available at the facilities.
- Weapons may be made at the workshops. This is expensive, and higher levels of the workshops are more capable.
- The workshops may also prepare bullets for the locker, or unpack ammunition resources to supply the locker.
- Melee weapons and guns may be produced at the workshops. Better workshops can produce better weapons.
- The infirmary will allow unpacking of medicine resources to provide weaker painkillers to the supply cabinet.
- The infirmary may use medical supplies to prepare first aid kits for distribution to the base and survivors, providing a small vitality increase.
- The kitchen may also produce a light meal. The bonus does not last as long, but some leftovers are added to the supply locker.
- The kitchen may also directly produce food to place in the supply locker.
- The Storage facility may convert resources of one type to another (expensive).
- The Training/Trade options at the library and Dojo allow you to choose Food, Ammo, or Medicine as payment. The option at the Watchtower allows you to choose Ammo or Materials as payment.
- There are additional options now available at the kitchen and the infirmary to assist other survivor groups. You may get some notifications that you can not yet complete due to missing facilities. They are requests from other survivors... but you can't always help.
- Most built-in facilities are now upgradable, or start as fully upgraded. The Kirkman workshop is the only exception, being a work area but with the ability to repair cars.
- Research options which require a specific version of the workshop can now be completed with the complete workshop, but the built-in workshops are not eligible.
- Several research options are available which improve specific facilities. This research does not carry over from level to level in Breakdown. (These are more like specific minor upgrades to those facilities.)
- Base defense radius depends upon the weapon in use by the person in the watchtower, and is increased by the snipe zombies action, increased by the presence of small wathtowers, and decreased by running the generator.
- In Breakdown only, Chemistry skill now required for making homemade painkillers, potent stims, and chemical incendiaries.
- Items and Weapons:
- Guns do more damage based on the ammunition caliber, with larger calibers doing considerably more damage. They have improved performance at longer distances.
- Assault rifles have their fire rate set to single shot by default. Several models have had burst fire added. SMGS and Machineguns are still automatic as the default fire rate.
- Medicines and stimulants have a greater random range of effect, up to 50% greater than previously.
- Cars take much less damage from collisions, but still take normal damage from zombie melee attacks.
- Melee weapons have been adjusted into four categories, Improvised weapons (same damage and durability), Tools (slightly improved damage and durability), Tools with a significant weapon potential (significantly improved damage and durability), and actual weapons (much greater damage and durability). Their influence costs have been adjusted to reflect the new statistics.
- Clock/Timer/Talking Doll/Whistling Box Mines duration increased.
- Hammer added as useable weapon. Several guns were added that had not been available to find in the game.
- When finding ammo, shotgun shells stacks are set to 10 and .50 caliber rounds at 5. Ammunition in inventory stacks to 150 in most cases.
- SilentRezident's crossbows added by permissions.
- Adjusted items available from daily reset based on facilities built.
- General gameplay:
- Enclaves will not start with trust as high and will not gain trust as quickly, and so will take more missions before they are willing to join you.
- Reenabled daily events allow survivors to go scavenging on thier own and they may bring home small amounts of resources.
- The daily items produced by your facilities will be added to the locker and should now stack with what was already present.
- Reduced the number of headshot streaks and vehicle door kills to unlock those two heroes.
- Corrected the requirement to be home for the effects of a Big Meal to be effective.
- The new facilities do count toward the number of facilities built, but don't count (and are not needed) for the achievement to build one of each type.
- Survivor priorities have been adjusted to make them give a higher priority to defending the base when zombies are nearby.
- The Sniper radio option costs less influence, has an improved range, and lasts for several additional shots.
- The Backup SWAT radio option costs slightly more influence.
- The Artillery strike radio option costs less influence.
- The Construction Advice radio option has been added into Breakdown, but is very expensive.
- Radio options have been adjusted to allow some options to be used by more hero characters.
- The amount of resources taken along at each breakdown level has been slightly increased.
- Changed the units for resources to boxes of ammunition, units of medicine and materials, and gallons of fuel. (How is a character to carry multiple pallets or barrels at once?)
- Enemy blips remain on the radar map until level 21.
- Increased sandbox levels defined to 51. Some levels regress to easier settings, allowing more heroes, cars, and survivors, although zombie density always increases.
- Allies are more likely to use ranged weapons when possible.
- Enclaves may occaisionally have more items in their storage lockers.
- Mission timers have been adjusted to slow down the frequency missions are assigned. Total possible missions per day remains the same.
- Search process was modified, with a general increase in items found per map.
- Enclaves have several additional trade options for resource trading.
- Increased time before Rv location mission is given and Rv appears as waypoint on the map. This gives a long period of time when you can search for it yourself.
- Additional fatecard events have been added which provide a larger variety of random events.
- Using emotes (press 1,2,3, or 4 key) will disable the UI for a second, allowing uncluttered screenshots.
- The zombie density on a level will slowly decrease as you kill zombies, until the number of zombies reaches 50% of what the level starts with.
- Killing zombies now generates small amounts of influence.
- SWAT zombies have been added back into the Breakdown enemies.
- At night, many more zombies and hordes appear than in the daytime.
- Some Breakdown levels have added increases in specific types of freak zombies.
- Zombies have a slightly increased field of view and aggro range.
- SWAT, Army, Feral, and Juggernaught zombies have slightly more health.
- Zombie field of view and base aggro range improved slightly.
- Hordes respawn rate modified. Killing hordes reduces respawn rate, but overall rate is higher.
- Adjusted ferals and juggernaut spwans to allow the possibility of more than one at a time. Adjusted thier percentage settings so that this will be rare before level 20. (Breakdown only)
- Zombies may be killed by non-head hits, but take little damage from those attacks. (Can be killed; not efficient) EXCEPT Juggernaughts, which still require a total amount of damage followed by a head hit.
- Credits and acknowledgements:
- First, the game itself is © 2013 Undead Labs LLC. All Rights Reserved.™
- These ideas were originally suggested or developed by other people (I am not using the actual code that any of these worked out, but I did adopt some of their ideas. In cases where an idea was used by several people, I am just noting where I first saw it.):
- SWAT Zombie Fix for Breakdown by biz - bsnooch.com - Added manually, did not even realise they were missing until I saw this.
- 30 Levels of Breakdown + Zombies Ate My Neighbors Mod by SwissArmyKnife - Idea of extra levels above 10 and levels with themed variations with more of specific zombie types.
- Don't Pis ON my RIf Mod v0.04 For State of Decay Breakdown By: Afetogbo - method of changing specialization categories, wits for stealth kills
- Even Better Facilities v01 by SwissArmyKnife - The combination Machine shop and Munition shop upgrade suggestion
- default-firemode_Semi-auto_for_Assaults-SMGs-LMGs_(version2) by AIDIL - method to rearrange firemodes to affect default mode
- SwissArmyKnife's Custom Mission Timers v01- similar but different implementation
- Mystik's Skilled Survivors Stay Home- similar but different implementation
- Mystik and SwissArmyKnife both had relevant ideas about the RV timing/discovery period.
- Based on an observation and discussion by MattyDienhoff, YouJimBeau, and Ilovethisgame from the Undead Labs forum, search item lists were revised again to give a much larger range of actual results.
- Realistic 'Rucks In Trucks' Mod by SilentResident - similar but different implementation
- Based on discussions with Enzo_Guy from the Undead Labs forum, some shotgun characteristics were recalculated.
- Based on discussions with Zephrelial from the Undead Labs forum, additional dialogue chatter options were restored.
- Based on discussions with Najdorf from the Undead Labs forum, adjustments were made to the maximum applied bonuses code.
- Mt. Tanner Bridge REPAIRED by WillieSea (Granted in MOd 'You may use this mod any way you see fit. You may use this mod in your own mods. Credit would be nice but not necessary, I will not police mods using these changes.')
- SilentResident's Real Crossbows Mod (http://www.nexusmods.com/stateofdecay/mods/73/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fstateofdecay%2Fajax%2Fmodfiles%2F%3Fid%3D73&pUp=1 and https://forums.undeadlabs.com/threads/mod-real-crossbows-mod-with-download-links-and-pictures-for-story-mode-breakdown-lifeline.41151/) used with permisson.
- Some character appearances used by permission from HaydnScarlett's Community mod (https://forums.undeadlabs.com/threads/mod-community-mod-for-breakdown-beta.45980/ and http://www.nexusmods.com/stateofdecay/mods/186/?) (Many renamed for this mod)
- Several character appearances from yk999's Character Alternatives v0.7 (https://forums.undeadlabs.com/threads/mod-character-alternatives-v0-7.39235/) used with permission (Granted in Mod 'You are allowed to include this mod or parts of it in your own mods.') (renamed for this mod)
- Tools used:
- state of decay extraction tools by thexshadow
- I also use Notepad, Programmer's Notepad 2, 7-zip, Agent Ransack, TEXTools32, OpenOffice, WinMerge, and WinDiff.
- Additional information regarding the generator:
- You need a generator to upgrade the Workshop to a Machine Shop, and also to upgrade either the Machine Shop or Munitions Shop to the Complete Workshop.
- You need a generator to upgrade an Infirmary to a Medical Lab.
- You need a generator to upgrade Food Storage to Refrigerated Storage.
- The pre-built facilities don't require the generator before use.
- The machine shop and complete workshop don't repair cars unless you have electricity (generator built and running).
- Electricity is required to make the stronger melee weapons and the guns at the workshops.
- Without electricity, the chance of successful healing or sickness recovery from a Medical Lab is reduced.
- With electricity, the storage capacity for Refrigerated Storage is higher for both food and medicine, and reduces your daily use of those resources by preventing spoilage.
- The effects that require electricity that occur during the daily reset require that you have the generator powered before logging out of the game.
- Additional information regarding surgery:
- One character with medical skill, not tired, at home and not otherwise busy. (Ie. NOT staffing the medical facilities)
- One character who is not tired or busy (to assist, does not need medicial skill)
- Injured character (Trait.Status.Wound, ie. Trait.MoodType.Hurt with a maximum vitality penalty)
- The active character (player) can not be the patient, doctor, or assistant.
- Additional information regarding counseling:
- Counseling requires that the unhappy survivor (discord or despair only, does not affect fear or shame status) must be at home.
- The counselor must be at home, not tired, and not busy.
- The 'not busy' means that they are not staffing another facility, sleeping, eating, on a mission, or serving as labor for construction, upgrade, cleaning, gardening, or item production tasks.
- The active player character can't be the counselor or the patient.
- Changelogs:
- Updated to work with Tu5 (5/29/14)
- Set all consumable stack sizes to 5 to address issue with item loss upon logout.
- Corrected and adjusted medical healing and recovery chances to match facility descriptions. (Minimum is 0% if you have no medicine resource. Maximum is 70% with medicine, Medical Lab, skilled caregiver, and electricity.)
- Modifed vehicle collision resistance. They should still be much stronger than base game, but not as indestructable as in version 1.
- For the moment, removing the zombietypes file, as some people have difficulty with it.
- Remove research requirement before ammunition resource can be broken down into bullets for the supply locker.
- PRELIMINARY Ported to basic state of Decay. Characters with base skills do not have the NeverAway trait. The job and hobby changes were NOT migrated to basic State of Decay.
- Changes in version 1.2
- Fixed rodeo parking spaces starting as already destroyed.
- Adjusted medical recovery chance and corrected repetative sickness issue.
- Adjusted experience required per skill level- still faster than base but not as fast as previous version.
- Adjusted improved versions of basic attacks to be available at level 5 instead of level 7.
- Corrected g22 pistol damage typo.
- Removed the Lifeline traits Refugee, VIP, SpawnHelicopter, and SpawnNuke from Breakdown and basic SoD (This caused the healing problem).
- With sickness recovery actually working, adjusted chance of becoming sick initially slightly.
- Reenabled trade opportunity to assist other survivors at the kitchen.
- Changed one icon in kitchen actions to break up a series of confusing identical icons.
- Enabled research requiring a munitions shop to also be completed with the complete workshop. (Both built-in workshops still do not qualify)
- Adjusted research description to indicate which tech is required to produce guns and ammunition (pipe bombs).
- Adjusted some fate events that involved ammunition to actually require NPCs be armed with guns first.
- Adjusted some additional fate events rates, and removed a few non-functional events.
- State of Decay buildings adjusted to be fully in line with Breakdown buildings.
- The length and complexity of the facilities file is limiting additional changes to built-in facilities in several ways. However, these changes have been made:
- Fairgrounds, Savini, and Alamo watchtowers are now upgradeable.
- Kirkman workshop now repairs cars completely when powered, but does not have enough space to upgrade further.
- Farmhouse bunkhouse has 8 sleeping spaces, with three shifts, adjusted to 24 beds (and with the bedroom, that is 36 total)
- Snyder's Truck Warehouse locker room adjusted to 18 beds. (Visual changes later, will be adding a bunk bed to the upper room.)
- The storage areas of the Farmhouse, Fairgrounds, and Warehouse are now equivalent to the Alamo, i.e Refrigerated Storage.
- Changes in version 1.3:
- Reduced mission timeouts for zombie hunts and infestation clearing from home enclave members. (Other enclave requests remain the same.)
- Reverted machinegun ammunition limits to base (Unless less than 40, minimum 40 rounds.)
- Increased cardio experience gain slightly for melee combat.
- Increased ammunition stack size to 150, reduced grenade launcher ammunition stack size to 30.
- Corrected TradeOps requirements. You may get some notifications that you can not yet complete due to missing facilities. They are requests from other survivors... but you can't always help.
- Added SilentResident's Real Crossbows Mod with permission.
- Added extra cardio experience from Dojo fitness training.
- Words of Encouragement/Inspiration have modifed conditions, and are now useable at any time (even if not seriously tired... use carefully.)
- Search item lists were revised again to give a much larger range of actual results, primarily affecting weapon distribution.
- Adjusted protection duration of sniping zombies at the watchtower, reduced to 2 hours from 4 hours.
- Reduced maximum world population back to 53... to avoid some reported game load issues from other mods when population is excessive.
- Adjusted 'thin the herd' behavior... 500 zombies killed now reduceS zombie density by 0.1 in Breakdown.
- Adjusted Dining Room, Lounge, Sanitation morale effects to more effectively target the people experiencing morale issues.
- Adjusted messaging for relative value of medical facilities.
- Reduced illness/sick recovery chances slightly (after adding in the medical personnel bonus, the chances were too high.)
- Adjusted effects of refrigeration/food preservation in preventing illness.
- Adjusted the highest durability weapons to somewhat lower values. They were too resistant, and never needed any attention. (Maximum change was 16%)
- Corrected a few incorrect icons in the rewards for tradeops and material conversions.
- Adjusted the position of parking slots in several home locations to make more room to enter/exit the tents and prevent overlapping facilities.
- Increased vehicle inventory slots in trucks to 8 and 12 in the cargo van. (There is a 10 rucksack limit- use the extra spaces to store medicine or ammo, but don't try to fill up every spot with resources.)
- Changes in version 1.4:
- Parking spots adjusted to provide enough materials to offset their maintenance cost. (How much maintenance does a parking spot need?) May revert- this is a balance for larger homesites.
- Cleanup of facilities file to remove unneeded sections to increase space for additions.
- Removed many mood adjustment effects facilities (making items no longer affects moods).
- Added fear reduction effect to snipe zombies action.
- Generator reduces home defence radius when active. (This may reduce home no-spawn range to very small... use only when necessary.)
- Small watchtowers add to home defence radius.
- Actions at dining area, lounge, and sanitation adjusted to reduce frequency they can be used, and added minor additional resource costs.
- Adjusted the type of suppressors made by various workshops. Higher upgrade levels produce better suppressors.
- Increased base time to make some items and complete some facility actions and adjusted labor availability when making items.
- Reduced chances of an additional item being needed for most actions (WantOdds).
- Changed the method used by facilities and actions so that the people who are supposed to become tired actually do so.
- Building facilities, upgrading facilities, and creating items that take 30 minutes or more (6 hours game time) make people tired and reduce labor available.
- Tired characters are now more limited in the types of actions they are able to do.
- Gardens now require labor, but add 1 additional materials to offset cost (lower maintenance.)
- Corrected missing requirements for library wits experience bonus.
- Removed labor requirement for library trade opportunities (providing access to library.)
- Removed labor requirement for watchtower trade opportunities.
- Added supply lines research which improves outpost resource generation (Intentionally not carried from level to level- must research each Breakdown level)
- Added recycling research which reduces daily materials cost slightly (Intentionally not carried from level to level- must research each Breakdown level)
- Adjusted staff bonuses at greenhouse and garden.(these are resources added periodically, and are not reflected in the daily use numbers.)
- Added battery banks research which increases duration of available power at the generator (Intentionally not carried from level to level- must research each Breakdown level)
- Added hydroponics research which increases yield of food at the greenhouse (Intentionally not carried from level to level- must research each Breakdown level)
- Set all vehicle delivery weights to 1, so the vehicles appearing should be more randomized, and the police cars are available. May readjust depending on performance.
- Medical advice may now be used at any time, even if not seriously injured. (Use carefully).
- Added surgery preparation at Medical Lab. This upgrades the facility to allow you to attempt to heal a serious injury.(Research option but carried out at medical lab. Intentionally not carried from level to level- must research each Breakdown level)
- Surgery action at medical lab after research can be used when someone has a wound and attempts to heal it. (Expensive in terms of medical supplies).
- Removed enclaves that started immediately ready to join the player's group.
- Adjusted relative percentage chances of enclave missions.
- Corrected description of one weapon to remove scope when not actually available.
- Adjusted items available from daily reset based on facilities built.
- Added strong suppressor tech unlock to the pipe bomb research. This only affects the items available during the daily reset, and is not needed for the creation of suppressors in the workshop.
- Adjusted several icons to more accurately reflect their purpose.
- Increased time before Rv location mission is given and Rv appears as waypoint on the map. This gives a long period of time when you can search for it yourself.
- Changes in version 1.5:
- Corrected some fatecards messaging. (Tradeops do not always initially present as ammo)
- Adjusted rtsevents for food issues. Refrigeration bonus requires electricity active, and food preservation is more effective.
- Daily scavengers and outpost collectors will be tired for a short while at the start of a new day.
- Corrected Sleep Deprivation to correctly act as sleep trait issue instead of hunger.
- Adjusted outpost recovery so that having more than 5 outposts gives the same benefit as having 5 (previously 6,7, or 8 outposts was treated as if there were only 1)
- Slightly reduced average number of extra resources gathered by scavengers during the daily reset and foraging.
- Added additional random events (Chemistry skill and having properly trained personnel in facilities is now much more important.)
- Corrected an issue where the Snipe Zombies command could be reissued before the effect had worn off, resulting in a stacking effect of the range bonuses.
- Moved labor cost for watchtower to snipe action and removed labor from small watchtower (correct rare issue with home defense range.)
- Adjusted base defence range application method. (Preventes base radius from increasing continually when no one is eligible to man the watchtower.)
- Not mod, just info- Rucksack limit (There is a limit of ten, either in vehicles, on the ground, or carried. Picking up more without unloading them at base will lead to a loss of the oldest rucksack. This is the base game function, not adjusted in the mod.)
- Adjusted events in enclaves that were calling heal/sick recovery too often.
- Adjusted 'call for runners' radio call to be available slightly faster.
- Corrected daily supply issue where one item was not being given properly.
- Sandbox levels increased to 51. All levels 51+ now use the level 51 settings.
- Slight fatecards adjustment to suicide/manslaughter events.
- Changed bonus wits experience at Library to be a training action, not always active.
- Reverted materials change at garden- it had become too easy to get to permanant positive materials status.
- Corrected icons for suppressor types made during daily reset and at workshops.
- Many fate events were set to occour every 10 hours maximum... reduced to one hour. Morale issues are more important to address.
- Minor adjustments to whistling box mine. They are still mainly distractions, but they do explode at the end. (The explosion itself acts as an additional distraction. )
- Adjusted sick/injury recovery process... grave wounds now have a 25% chance to result in death if they have not recovered.
- Corrected Soup Kitchen TradeOp. It was possible to carry out even if you did not have the required food.
- Adjusted shotgun ranges- previously limited by the coneheight parameter below calculated range. Effective range increased slightly.
- Adjusted some limiting factors in fatecards that prevented certain actions from occuring.
- Unplanned change, but the result of teaching someone how to do it... the story characters' unique dialog has been restored.
- Modified the warehouse identification method (Hopefully, making it possible to repair the intial facilities without requiring walking into the center of the building.)
- Added some new traits and changed some descriptions... (most army references are now military)
- Using emotes (press 1,2 ,3, or 4 key) will disable the UI for a second, allowing uncluttered screenshots.
- Zombie adjustments... infestation spread chance increased, field of view and base aggro range improved slightly.
- Hordes respawn rate modified. Killing hordes reduces respawn rate, but overall rate is higher.
- Added additional TradeOp at Infirmary to assist sick survivors.
- Adjusted healing chances at infirmary. The chance to heal was checking certain conditions more than once, resulting in a healing chance that was way too high with advanced facilities.
- Adjusted ferals and juggernaut spwans to allow the possibility of more than one at a time. Adjusted thier percentage settings so that this will be extremely rare before level 20. (Breakdown only)
- Adjusted some events with the requirement !Trait.Status.Family to be able to affect friend characters, not only those not yet friends.
- Adjusted mood changes after recovery from sickness, wounds, hunger, and lack of sleep. (Sometimes results in 'no mood/hatchet status', but should remove instances of sick/tired overlay remaining after recovery.)
- Modified daily ammunition grant (during daily reset) to balance ammunition rarity.
- Corrected several vehicles that had stopped spawning correctly using Vehicle Delivery after a separate change.
- In basic SoD only, reduced inventory items at some enclaves
- In basic SoD only, removed bonuses for multiple sanitation/lounge/dining... still get bonus for having them individually, but not bonus for having more than one.
- Reduced daily extra ammo/food/meds given directly to characters in basic Sod (8 instead of 13 eligible now)
- In basic SoD only, daily outpost runners won't be tired at the start of the day.
- In Breakdown only, Chemistry skill now required for making homemade painkillers, potent stims, and chemical incendiaries. Other explosives may be created (but as noted above, there is a chance of accident without a chemistry expert.)
- Gave names to the soldiers accomanying Sg. Tan in basic SoD.
- Added more new characters, and altered the appearance of some. Using some of my own cdf files, some of yk999's, and some of HaydenScarlett's, with permission. In some cases, due to limited portrait availability, the portrais do not exactly match the actual character... consider them like a driver's licence picture.
- Adjusted banter scene from Besieged missions in Breakdown.
- Reduced the number of variant names per character to reclaim additional characters space, and added many new possible names.
- Added several missing items back into the search process for available loot.
- Adjusted several heroes (too many traits)
- Adjusted zombie combat characteristics... zombies may be killed by non-head hits, but take little damage from those attacks. (Can be killed; not efficient) EXCEPT Juggernaughts, which still require a total amount of damage followed by a head hit.
- Adjusted MoodType.Fled to respond more like a morale issue than an injury type. Most methods of improving morale will now affect the 'Ran Away' mood. (Breakdown only)
- Adjusted neutral moodtype to allow hope event affects to apply. (Pride and Hope are still not further affected by pride or hope evolve events.) (Breakdown only)
- Increased fuel cost for running the generator slightly.
- Added an additional secondary action to the dining room. Requires a counselor, faster but only affects one survivor. (Breakdown only, can affect despair or discord)
- Added an additional secondary action to the sanitation facility. Slightly different costs. (Breakdown only, still affects despair)
- No additional effect added at lounge (fear) as the snipe action at the watchtower affects fear.
- Corrected an issue where the number of hordes set in the sandbox values was being overwritten.
- Adjusted death penalty (effects after character death on morale and fame)
- Adjusted wound type chance when random injuries occur.
- Changes in 1.6
- Reduced percentage that Mercy shot is applied when gravely ill. Gives potential for healing from grave illness.
- Streamlined lounge/sanitation/dining area effects.
- Streamlined some recovery options from sick/wounded.
- Adjusted to allow up to 6 member enclaves to join (Breakdown only, none generated at this time.)
- Expelled members more likely to join another enclave. (Breakdown only)
- Added a small chance each day for additional random survivors to appear. (Breakdown only)
- Extended breakup timer for enclaves to 3 days. (Breakdown only)
- Allowed a chance of one additional survivor per enclave to appear. (Breakdown only)
- Adjusted several missions and radio call for survivors to allow more character variation in results. (Breakdown only, Overall chance of success is approximately the same.)
- Additional adjustments to base chatter rates and content (survivors will be more vocal about the state of the base when you are at home). (Breakdown only)
- Adjusted Besieged missions for four-person enclaves. (Breakdown only)
- Reduced passive bonus to morale for outpost horde destruction, and increased the morale drop from hordes attacking the homesite and new infestations.
- Adjusted morale and influence rewards for completing some activities.
- Corrected one weapon that was doing extreme damage.
- Added some occasional events making certain hobbies useful by increasing scavenging results. (Breakdown only)
- Added some occasional events making certain traits more problematic by using up extra supplies. (Breakdown only)
- Revisited the workshop facilites and corrected some small issues. (Breakdown only. For the complete workshops, either tools or chemistry experts can show as the advisor picture... however, one of each is actually assigned if available.)
- At the workshop, many actions can be carried out even if not skilled and no advisor is present. More complex actions DO require the skilled character to be available. (Breakdown only. Making melee weapons, guns, ammunition, grenades, chemical incendiaries, and machined suppressors. Without a skilled character, firecrackers, simple suppressors, and mines, as well as unpacking ammunition, are the only options available. Weapon repair, basic vehicle repair, and advanced vehicle repair (with electricity) also proceed whether or not there is a skilled advisor.At workshops which make machined suppressors, you won't be able to make any suppressors without a skilled survivor.)
- Some abilities at the workshop and medical facilities that probably should require the specialists do not... this is to prevent the loss of a skilled character from entirely shutting down the facility.
- Added several basic zombie behavior type variants. (Breakdown only.)
- Added a small amount of experience to two random survivors when the skill bonus options are used at the Exercise Area/Dojo, Library, and Watchtower.
- Slightly reduced the protective effect from fear for the watchtower.
- Reduced the count of items possessed by enclaves. (Breakdown only)
- Decreased the idle period between when an enclave that has had missions but not changed trust state will start requesting mission assistance again. (Breakdown only)
- Enclaves that reach Join status, but are not invited to join, will loose trust and drop to Friendly status again. (Breakdown only)
- Added a small daily fuel cost per outpost (Breakdown only, 4- Outposts = 1 fuel, 5+ outposts= 2 fuel, in preparation for a new research upgrade)
- Added a new upgrade at the Library which improves trap recharge but increases daily fuel use (Breakdown only)
- Slight adjustment to frequency that some weapons may be found.
- Corrected an issue where no character could actually get Black Fever (Breakdown only).
- Morale missions will now time out if not addressed. (Breakdown only).
- Adjusted the frequency of some rescue/search mission variants. (Breakdown only.)
- Altered the workshop detection method in order to reduce the duplicate research items at the Library. This also allows the workshop at the Truck Warehouse to count for research purposes. (Breakdown only.)
- Driving cars will use up fuel. (1 fuel every 2 hours of game time car use, or 10 minutes of driving real time) (Breakdown only).
- When out of fuel (consider the new outpost costs, the upgraded traps, and driving carefully), outpost defense radius will be reduced (Breakdown only). vehicles are not disabled at this point.
- Slightly adjusted weapons that can be added to locker when rucksacks returned to base.
- Added more additional characters (286 unique now).
- Combat training missions give the trainee a small amount of experience. (Breakdown only)
- Clarification (no change) The generator only reduces the home defense radius when running on fuel. After the battery backups are researched, when running on battery power the defense range is returned to normal.
- Adjusted aptitude ratings for base skills. More stars equates to more useful knowledge in this specific situation as used in the game. This is descriptive only, with no game effect. (Breakdown only).
- Added a second upgrade to recycling research that improves the daily yield, and allows recovery of some materials when destroying a facility. (Breakdown only.)
- Adjusted two heroes again to prevent situational traits from pushing them over the functional trait limit, preventing skill selection. (Breakdown only.)
- Some miscellaneous stuff- the way I view the situation and why I choose certain changes over others (potential spoilers if just starting out):
- 1. Freak zombies, zombie numbers, and zombie re-spawns
- If you pay attention to the storyline (assuming you have played the basic story and Lifeline... Breakdown doesn't really add much to the story) the 'boss-type' zombies are not unusual. They are what every standard zombie will become after the 'disease' affects them for some time. So, after a few months, there won't be any regular zombies, just the special types. The special zombies ARE the story.
- The barrier on the highway between Danforth and Fairfield is only there for about two days, maybe a bit longer if you ignore Sgt. Tan's missions a while. It is put in place when the army evacuates the area. Before that, zombies were free to migrate into the area from Danforth, and that is actually mentioned on the website in one of the background pieces (http://undeadlabs.com/2013/01/news/the-survival-handbook-day-by-day/). Looking at the number of skyscraper buildings depicted in the distant views of Danforth, it seems to be a city of about the size of Philadelphia, which has 1.5 million people in the city, and about 4 million people in the area directly around the city. With many of these leaving to wander around in search of food, quite a few will enter the Trumbull area, resulting in a fairly large increase in zombie population not directly from the area's original inhabitants.
- There is a small town near where I live that reminds me very much of the Trumbull Valley area... it has an area of 5.6 square miles, and a population of over 9500 people, with a central town surrounded by farms. No malls, no hospital, a few three story buildings, mostly in the 'downtown' area. So, if only half as many people lived in Trumbull Valley, and only half turned into zombies while the rest just died... there should be somewhere around 2300 zombies around.
- Because the zombies are slowly changing, I suspect that to an extent they are also able to regenerate. Not quickly, but over a period of days they can recover from many injuries. So, theoretically, many of the zombies you 'kill' may actually crawl off and hide, and come back later. As you kill more and more, gradually the number will decrease, but not on a straight 1:1 count.
- 2. Vitality and zombie strength
- Vitality represents pain and the difficulties in carrying out actions when in pain. Therefore, painkillers and rest are the most common ways to 'heal'. Actual wounds only occur when you are attacked by strong freak zombies or you get overwhelmed and mauled by numbers of regular zombies. These require time and actual medical facilities to recover.
- Regular zombies are not very dangerous by themselves. They are regular humans, recently severely ill, and possibly already relatively wounded. They are somewhat uncoordinated and weak. This is perhaps best demonstrated by the amount of time it takes them to break open a door... it takes much longer than it does for a human (player). So, regular zombies are a threat only to someone already tired or injured unless they have the advantage of numbers. The amount of damage a zombie does when attacking is not going to be particularly severe... no more than a punch or bite from a regular human. Painful, but not generally incapacitating. (The fact that zombies can tear off a car door is somewhat of an anomaly. They should not really be able to do that.
- 3. Morale
- I interpret morale as the level of confidence that your group has that they can survive until the next day. 100% morale does not mean that anyone is happy about the situation... just that they are fairly sure that for the moment, they are likely to make it until tomorrow. This means adequate supplies, facilities, and weapons. Actually loosing someone has a very severe effect on morale... it is a direct example that not everyone is going to make it despite supplies and fortifications.
- 4. Build time
- These were shortened mainly to speed up the game session... although realistically a four hour wait period to get one of them built is not unreasonable, when you are playing for an hour or two at a time, it is nice to be able to see some progress, not just have everything show up as done when you start up again the next day. It always felt a bit 'behind the scenes' to me... not really like your people were doing anything, but more like you were just waiting for the new facility to show up in the mail.
- It is also the reason that the want system was redone... you still get them faster, but have to take a more active role if you want them to be really quick. They still show up faster than default if you don't go looking for the extra stuff, but if you do, it makes it seem more of an active process. some of these needs represent things that you already had, but which have been sued up, worn out, broken, or misplaced. If you don't find it yourself, then eventually someone else in the group will find it, or repair the old one, or perhaps find something useable as a replacement.
- Because you can't start building until you have the materials needed, you have already collected what you need and everything is already present in your base. You just have to set it up. You might find something that you actually did not have ready (want system delays), but in general, by the time you start building a facility you have everything you will need for it. Building the actual facility then becomes a matter of putting things in the right place, more like rearranging the furniture in a room than building an addition to your house. The only facility that actually requires construction are the watchtowers... everything else is just putting the right stuff in the right place in the tent.
- Because the types of things you need to make a medical facility are entirely different from what you need to make a workshop or a kitchen, the materials resource is a rather nebulous concept. Your characters probably have a lot of extra 'materials' piled up around the base, but at any given time, only some of them will be useful for what you are trying to build.
- 5. Scavenging and 'extra' items
- I assume that when your characters are out scavenging, they don't only look for resources and the specific items that you can interact with. As they search around, if they find a screwdriver, extension cord, roll of toilet paper, or anything particularly useful, it goes in the bag and they bring it home. Only large amounts of resources are noticeable enough to be mentioned... but they bring home lots of little things. Occasionally the want system is going to put out something specific... nobody has happened to find any of that thing recently, so you need to go look for it.
- 6. Expertise and skills
- A starting character (no developed skills) is a regular person... no previous experience fighting for their life, and even if fit, not particularly used to they types of activities you carry out here, running for your life, climbing fences, quickly sorting out what to take from what to leave in a survival situation, and all that. The skills you gain while playing represent basic experience in these things, but none of the characters develop any sort of mastery... in the seven levels (stars), I expect that an experienced survivor after a year or so might be around level 20... in the couple of weeks since this event started, even your most developed characters are still amateurs, just with a bit of experience. None of them are experts at zombie survival.
- 7. Zombies and disease
- The zombies are the result of an infection/infestation process affecting the 'higher' brain functions. Zombies still need to eat, breathe, excrete, and so on. They bleed and will get infections, and those which were diseased before infection will remain diseased afterwards. They probably have a slow regeneration caused by the mutation effects which are changing them into the later-stage forms. Many zombies will die from disease, starvation, and weather exposure, so the total number of zombies will decrease over time after the infection. It is unclear if later stages will be able to survive by hunting (becoming fast or agile enough to run down rabbits or deer), or if they will turn to cannibalism, or even if they can survive on plants.
- 8. Fame and influence
- Fame is somewhat poorly named. It should be closer to reputation (a reputation stat is already present in the game as well.) Higher fame means that your group is clearly getting things done... you have food, medicine, ammunition, and weapons, you have built facilities, and you help other people where you can. You have the largest group around, and can probably help other groups out when they need it or even take them in if they can't make it on their own. Influence represents goodwill, the more stuff that your group has, the more likely that the group as a whole will be willing to let one member take some equipment, as long as they are not treating is as thier own private stash. Other groups will let you have some stuff they are not actually using, in return for your help, or in the hopes that you will return the favor eventually. (Which is why the cost drops the more you help them out.) However, if people who join your group die mysteriously within a day or two of joining you, or even if people at your base die regularly, it is going to drop that reputation quickly... perhaps they see your methods as too dangerous (high gain but high risk), or perhaps they may start to wonder if you are just letting people in so that you can 'remove' them from the area, and keep the resources yourself. Loosing a survivor occasionally causes problems, but is fairly easy to recover from the penalties. Killing survivors off regularly is going to cause massive discord, deapair, and fear issues, loss of trust (influence and goodwill), and quickly declining reputation.
- 9. Long term survival
- Assuming about 2000 people lived in this little valley, 'scavenging' as such is not going to be necessary. Looking at just fuel and food...
- Typical gas stations in the US have 10-12 thousand gallons of gas per pump. When the crisis started, if they hadn't had any deliveries recently, they might be at 50% capacity... four gas stations with four pumps each at 50% of 10000 gallons is 80000 gallons of gas. Let's say that 75% of the people had a car, and they were all trucks, and had let thier gas tanks get to almost empty...they each needed 26 gallons, and they were all patient enough to line up at once and get gas. 1500 trucks at 26 gallons each is 39000 gallons. Those four gas stations still have over 40000 gallons of gas left in the tanks. Crowbar, garden hose, and an available container... nobody is going to be without fuel for a long time. (EDIT: There are actually five gas stations, so between them there are over 60000 gallons of gas left around.)
- Maybe there was only a week of food in town... 2000 people, 3 meals per day, 7 days, is 42000 'minimal daily rations', or meals. Sure, some is still in the stores, but let's assume that everyone else lined up and bought out or stole most of the food... then took it home or to whatever place they were sheltering. Whatever wasn't eaten is still going to be there. If the 2000 population dropped to about 50 in two weeks, meaning 76% die per day, 24% remain, leaving 56 people after 14 days... with 17536 meals left. Even assuming that 75% of that spoils or goes bad (lots of meat, milk, fresh fruit, bread, etc.), dropping that down to 4384 meals left, that is still 78 days worth of food for everyone at three meals per day, or 234 days at survival one meal per day levels. That's well over seven months, plenty of time to get a farm up and running. However, it is more likely that there were ten to fifteen days of food, plus this is farm country... how many cellars full of preserved stuff are out there? Also, all those farms have seed grain for next year, feed grain for the various farm animals, and beehives and orchards all over still waiting to be harvested. Nobody is going to starve. (and if there were more people, there would be more food left.)
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