Darkness Falls V3 is now available for download and play on A19 STABLE. Changes as follows.
- Traders have an invisible "faction" stat, and will teach you skills as you level it.
- Farmer now unlocks the SMG with mastery and gains craft bonus with it. No longer has craft bonus with shotguns.
- Mechanic now unlocks the auto shotgun with mastery and gains craft bonus with all shotguns.
- Hunter now unlocks the Sniper Rifle recipe.
- Tweaked loot a little so Pistol/Double Barreled Shotgun/Hunting Rifle should now be easier to find.
- Added random supply crates mod.
- Added Sirillion's "No Crosshairs" mod (this mod is DISABLED by default, but can be turned on)
- Patched DF with "Hardcore Mode". This can be enabled by uncommenting code in Mods/1-DarknessFalls/Config/Buffs and Mods/1-DarknessFalls/Config/Entityclasses.
- Removed some unnecessary unity3d bundles.
- Added attack speed increase, stamina reduction and degradation reduction to bladed weapons (Knife Guy).
- Added AOE knockdown to sledgehammers (Pummel Pete).
- Added "Open Trade Route" quests to all traders (sends player to another trader)
- Added Coilshotgun + ammo. (localization needed)
- Reduced Coilguns perk from 3 levels to 2. (localization needs updating)
- Pulse Grenade finally returns from A16!
- Watch is now a glove-slot mod item, and gives a buff to the player that displays the time.
- Lowered headshot damage bonus on Better Lead Than Dead.
- Lowered head dismemberment chance on Better Lead Than Dead.
- Lowered damage bonus on automatic weapons action skill.
- Halved the degradation max of automatic weapons so they need repairing more often.
- Since TFP think the SMG is a pistol, it is now tagged as both pistol AND automatic (does benefit from pistol perks, does NOT benefit from Better Lead Than Dead).
- Removed ALL UMA zombies since they no longer worn in A19.
- Reworked all food values (vanilla and DF).
- Reworked farmer unlocks (Sous Chef and Master Farmer).
- Removed the A19 candy.
- Casino coin material changed from brass to iron.
- Reduced repair kit amount from 32000 durability (yes, that's vanilla) to 1000.
- Adjusted the Repair Time property of multiple other items so repairs should take at least 3 seconds (even for the wooden club)
- Increased repair time for repair kits from 3 seconds to 15 seconds.
- Changed repair kit recipe to make it more complex.
- Changed the medical bandage to use 1 normal bandage + 1 aloe cream instead of just cloth.
- Changed molotovs back to how they worked in A17 so they don't suck as much.
- Adjusted titanium armor so it's not better than military (since it's heavy armor).
- Changed Compound bow and Compound crossbow to scrap into polymers.
- Added a slow effect to the liquid nitrogen mod (works like sprained leg).
- Slightly lowered XP gain from harvesting (mining inclued) and upgrading.
- Added mobility and jump strength penalty to the M60 while held.
- Adjusted probability of schematics so there should be less duplicates.
- Hazmat clothing can now be crafted (unlocked by master scientist).
- Armor now has mods that work like hazmat clothes (unlocked with Science Crafting 5)
- Lowered rounds per minute of the M4A1 so it's better than AK/AR, but slightly less than the M60.
- Slightly lowered the damage of the coilrifle since it's a full auto weapon.
- Added a flamethrower.
- Lowered Armor Shredder buff to max 50%
- Lowered Armor Shredder buff duration to 10 seconds.
- Lowered Armor Shredder amounts to 5% per hit (was 10%).
- Changed Armor Shredder to require Science Crafting 5.
- Adjusted time deduction from the lockpicking skill to make it more useful.
- Removed some "on screen" settings for icons to reduce clutter.
- Added damage increase for stun baton weapons to Science Crafting.
- Animal snares and chicken coops now need to be "reset" with 1 animal feed.
- Chairs can no longer be picked up.
- Honey no longer works if your infection is stage 2 or higher (I believe it's currently 1, 2, 3, dead)
- All bullet tips now need a tool and die set.
- Brass bullet casings require a tool and die set (steel still needs crucible).
- Trader guards now do less damage on bloodmoons.
- Used TFP's new workaround to add additional explosive damage to all grenades, pipe bombs, dynamite, molotov and explosive arrows/bolts.
- Antivenom item added.
- Antivenom recipe added to Physician 3.
- Added Animal Poison Extract to snakes and spiders.
- Removed bones from Snakes and Spiders.
- Added 2x 8k maps (DFalls-Small), 2x 10k maps (DFalls-Medium), 2x 12k maps (DFalls-Large) and 1 16k map (DFalls-XLarge)
- Added sneak damage to all rifle weapons.
- Changed the starting "Go to trader" quest to pick ANY trader other than only ones in the forest (excluding wasteland).
- Since fortitude doesn't exist, sham chowder gives 10% damage reduction.
- Steroids give +10% damage to melee weapons in addition to increased carry capacity.
- Diazepam added. Gives +10% damage to rifle weapons.
- Removed increased zombie damage based on difficulty (except insane).
- Changed gamestage bonus based on difficulty to start from Nomad (Adventurer is the default)
- Food and water now decrease faster based on difficulty, starting from Nomad.
- Buff resistance to critical injuries is now reduced based on difficulty, starting from Nomad.
- Tweaked the soldier loot lists so players don't get military grade guns too soon (pistol more likely).
- The Survivor now reduce the base drain rate of food and water by 10% per level.
- From The Shadows moved out of the hunter class and is now tied to athletics.
- Demolitions Expert now increases the duration of burning buffs by 20%/lvl (Molotov, flaming arrow, flamethrower)
- Replaced stone tools in loot with scrap tools (because finding stone tools sucks).
- Special 'bloodmoon only' zombies added with less AI to help with performance (demons and custom entities are NOT done).
- Taza's items set to similar durability to steel.
- Added pipe pistol and pipe rifle to T0 weapon loot.
- Titanium tools rebalanced vs steel.
- Halved the amount of wood gained from harvesting fruit trees.
- Removed working vending machines from the world (still exist at traders).
- Added a loot list to broken vending machines.
- Scaled Food/Drink added (you will find less as your gamestage increases).
- Lowered brass amounts in loot by approx 50%.
- Added a backpack craftable version of the Mortar and Pestle to make it easier for the scientist to complete their class quest (takes more resources and time).
- Slightly lowered behemoth hand range to see if it helps with them derping out on blocks.
- Stone tools no longer gain bonuses from the Mining Tools skill, but DO level it.
- T0 items can no longer have mods installed (all stone, blunderbuss, primitive bow, bone knife, pipe weapons)
- Starting at T1 (iron+), items now gain a bonus from being higher quality.
-- Guns/Bows have more damage and max range.
-- Tools have faster attack speed and less stamina usage.
-- Melee weapons have faster attack speed and more damage.
- Increased base XP required to level from 11,000XP to 15,000XP.
- Reduced XP multiplier from 1.3 to 1.275.
- Hunter Quest 1 and Quest 2 changed (Quest 1 - make bow and arrows. Quest 2 - Kill 5 zombies with the bow).
- Mechanic Quest 5 changed to gathering parts.
- Mechanic Quest 6 changed to 'craft blunderbuss'.
- Blunt and Bladed weapons now have 5% stamina usage reduction per 20 levels of the appropriate action skill (first one gained at level 1, next at 21, then 41, etc).
- MIGHT have fixed the floating rifle nonsense.
- Made the loot quality templates smaller for performance reasons. May also give a better variety of items.
- Lowered the duration of average food and drink to 15 minutes.
- Any food that doesn't need a recipe to craft no longer gives a stamina bonus.
- Max Stamina Bonus is now granted based on average food/good food buff, with different durations depending on type of food.
- Most food should now display the max stamina bonus in their stats.
- Slightly lowered the stamina cost on scrap/iron/steel tools (only slightly).
- Slightly increased the stamina cost on all titanium tools and melee weapons so it scales better (still better than steel).
- Enabled SphereII's dynamic cave system.
- Changed molotov recipe to make them easier to craft so they're more viable for horde night defense.
- Added Bar Brawling as it's own 5-level perk. Localization not done atm, name may change.
- Traders should no longer give you their faction books as they shouldn't be needed.
- Added Scrap Iron Arrowhead.
- Added Scrap Iron Arrow.
- Added Scrap Iron Spear.
- Added Scrap Iron Knuckles.
- Added Scrap Iron Club.
- Added ability for the primitive bow to use Scrap Iron Arrows.
- Adjusted Stone and Iron arrow damage so it scales better with the new Scrap Iron Arrows.
- Added Advanced Insulated Liner and Advanced Cooling Mesh mods (should stack with the normal ones).
- Added new spider sounds from Xyth's creature pack.
- Added Power Hammer. (Future Tech Level 2 Unlock)
- Added Plasma Axe. (Future Tech 2)
- Added Titanium Blade Trap. (Master Laborer)
- Added custom model for the Plasma Baton.
- Changed how Gotta Go Fast works so it now adds a flat 5% movement speed per level of the perk.
- Added increased stamina regen to Gotta Go Fast while running.
- Removed Oxygen Optimization. Benefits added to Physical Conditioning.
- Removed Enhanced Immune System. Benefits added to Physical Conditioning.
- Accelerated Healing moved from Tech Boots to Bio Boosts.
- Removed Bullet Sponge. Created a new perk called Transhuman and benefits added to that.
- Transhuman gives bonuses to Entity Damage and dismemberment (for melee only), block damage and harvest count for tools.
- Added "A Human Turd"
- Changed shotguns from 10 range to 8, and 10 pellets to 8.
- Changed blunderbuss from 10 range to 6, and 10 pellets to 6.
- Armor Shredder mod can no longer be installed on shotguns.
- Slightly increased the damage of the coilrifle and coilsniper so it's very clearly more than the M4A1/M60.
- Slightly reduced the XP required to level the rifles action skill.
- Elemental Protection now provides immunity against most negative effects while active.
- Removed Eve from the burnt biome spawn.
- Eve now has her own prefab (DF_Quest_Prefab_03) which should spawn in the snow biome, assuming RWG doesn't screw up.
- Eve now respawns in her prefab like a trader.
- You now must return to Eve and talk to her to get her Quest 2 and Quest 3.
- Eve's quests can no longer be repeated by the same player.
- Added some houses from A16.
- Added the A18 stores.
- Added a new "explosives" group for Trader Joel so he's more likely to carry pipe bombs/molotovs/nail bombs/grenades (both types).
- Removed the "No Laborer Class" requirement from scrap crafting since that now unlocks the weapons.
- Added Blade Master perk.
- Lowered the level requirements of the Forge Ahead perk.
- Increased the block damage of both augers, but NOT harvest amounts to specialise it as more of a "mass clearance" tool. (20 to 40 for normal auger, 50 to 80 for titanium)
- All "drink" items now have an "open" option to empty them and get an empty jar back for players who wanted that feature.
- Traders now teach mastery perks (30 quests completed, 100k dukes)
- Changed the torch back to how it used to be (left click to attack, right click to place) since no-one seemed to be using the thrown version.
- Rebalanced wellness gains of food and drink to the level of perk they're locked behind. If they aren't locked, they give no wellness.
- Average/Good buffs for Food/Drink rebalanced. Anything with wellness 1-3 gives Average Food/Drink, and 4-5 gives Good Food/Drink.
- Reworked XP required to level weapon skills.
- Blessed metal gives a small damage bonus vs zombies as well as demons.
- Increased fuel capacity of the generator bank.
- Feel the Heat can now be installed in the SMG since it's TECHNICALLY a pistol.
- Slightly increased Lathe drop rates.
- Supply crates have a higher chance of high quality items vs looting in the world.
- Rebuilt assets for the large bunker, enabling "GPU Instancing" which helps with performance a little.
- Replaced wooden club in loot with scrap club.
- Replaced stone spear in loot with scrap spear.
- Replaced leather knuckles in loot with scrap knuckles.
- Replaced bone knife in loot with scrap machete.
- Replaced stone arrow in loot with scrap iron arrow.
- Edited some vanilla localization for Loading Tips so it makes more sense for the mod (like removing the statement of the stone axe repairing/upgrading things)
- Adjusted Car Battery and Small Engine drop chances.
- Added a drop chance for Car Battery and Small Engine to the last stage of cars (the un-lootable wreck).
- Fixed the wrench being unable to get engines/car batteries.
- Fixed the impact driver being unaffected by the Wasteland Treasures perk.
- Added Wellness and Trader Faction displays to Player Stats.
- Added some DF-specific loading screen tips.
- Quest tiers offered by traders are now based off the players faction with that specific trader.
- All quest tiers will be available when the player has unlocked them, so if you have unlocked T4, you can go back and do a T2.
- Added Journal note for Trader Faction system. This is added shortly after player spawn.
- Removed the "Weapon Test Loot" crate from the top of DFp_Firestation (by_Slick50).
- Slightly lowered the chance of finding a Laser Pistol/Laser Sword in the Sci Fi lockers to discourage bunker rushing.
- Removed green keycards from non-feral/non-radiated soldiers and hazmat zombies to discourage bunker rushing.
- Banana Bread can now be made by everyone.
- SLIGHTLY lowered gunpowder cost of the 44 magnum rounds.
- The Future Is Now can now be used from anywhere.
- Slightly increased damage of the 3 stun batons.

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