5 items

File information

Last updated

Original upload

Created by

0V3RK1LL

Uploaded by

deleted69385458

Virus scan

Safe to use

Tags for this mod

About this mod

A large collection of small changes that bring out the best in the vanilla game, see description for full list. Server friendly

Share
Permissions and credits
Changelogs
OVERVIEW:
This mod is a collection of many small changes to the game that enhance the vanilla experience while staying true to the game the developers crafted. Tweaks have been made to nearly every aspect of the game - crafting, progression, damages, spawns, looting and more. Entire systems have been adjusted such as the repair and farming mechanics. No tweaks have been made that throw off the game balance, only to mitigate "meta" playthroughs and breathe new life into often overlooked items.
More emphasis is put on crafting over looting your gear, as there are no more quality 4+ items out in the world. Repair kits are no longer the one-size-fits-all solution to upkeeping your gear either. The parts used to craft the items are used to repair them, with lower tier items just using duct tape. Similarly, blocks are now upgraded using the next block item rather than the repair resource for the next block. While this does add a step, it prevents accidental use of steel while repairing concrete blocks and makes better use of blocks found in loot.
Weapons, tools, and armor have had their damages and progression requirements tweaked to prioritize quality over tier. A picture has been attached that uses Rifles as an example of how this works and is typical for most items in game. Armor tweaks are also shown in pictures. Changes to weapon function are also made, including: the SMG-5 is properly a machinegun instead of a handgun, the lever action uses .44Mag ammo, and the pipe SMG uses 9mm. Buffs were made to many pieces of equipment to make them more useful, such as: timed charges wreck nearly any single block, breaching slugs can get through anything locked quickly, and the HE rocket...is a Mini Nuke.
Traders are even more specialized. They carry every book and schematic, not all at once, and only carry items related to the crafting magazines they sell (except for basic resources, ammo, and aid items). The included picture shows their categories based on crafting magazine. Also, items are no longer removed from the trade inventory pool as your game stage increases.
This is my first mod, so there may be some issues or things I missed based on the change list. Please, post if you find anything that seems inconsistent so I can update as needed. If you have any ideas that fit the theme, let me know those too!

FULL CHANGE LIST:
> Pipe pistol now uses .44 Magnum ammo.
> Pipe machinegun now uses 9mm ammo.
> Pipe shotgun reloads faster.
> Lever action rifle now uses .44 Magnum ammo.
> SMG5 is now considered a machinegun not a handgun.
> Auto shotgun has a 15rd magazine and a tolerable fire rate.
> Buffed Pistol fire rate.
> Suppressed 9mm guns no longer generate heat.
> Buffed Junk and Sledge Turets to be comparable to MGs and Sledgehammers.
> Junk ammo crafting cost is more like regular ammo, but still cheaper.
> Batons have the same stun debuff as shotguns.
> Semi-, Burst-, and Auto-trigger mods deal +10% more damage, +20% fire rate, and +15% fire rate respectively.
> Nailgun doesn't suck as a weapon.
> Buckshot is crafted with polymers instead of paper to be consistent with other shells.
> Slugs and buckshot have more realistic range and comparable damage.
> Replaced slugs with dragon's breath rounds (Slugs cannot scale properly with buckshot).
> Breaching slugs are actually useful.
> Added steel cased ammo, and made crafting ammo cases benefit more from Advanced Engineering.
> AP and HP ammo recipes make more sense.
> Leather knuckles are actually made of leather.
> Axes are comparable to sledgehammers in DPM, but with a higher chance to remove limbs and less likely to knock down.
> Shovels are comparable to spears in DPM, but without the penetration capability or range.
> Chainsaws and augers do more damage to zombies, and augers have some armor penetration. 
> Tools, weapons, and armor unlock in a staggered form to make higher quality items of one tier better than the lower quality of the next tier up.
(Unlock order example: T2-Q3, T1-Q6, T2-Q4, T3-Q1, T2-Q5, T3-Q2)
> Damage and fire rate for machineguns adjusted to follow an even Damage Per Minute curve based on unlock order.
> Damage for other weapons adjusted in same manor, but by Damage Per Shot.
(i.e. A Q6 pipe shotgun will only deal slightly less damage than a Q1 pump and more than a Q3 double barrel)
> Items use their respective parts for repairs.
(i.e. Pipe/iron weapons and tools are repaired with duct tape, steel class tools/weapons use handgun parts, steel spear parts, etc.)
> Rebalances to armor buffs, see Armor Buffs picture.
> Weapon/Tool parts are craftable if you max level the respective crafting skill.
> Repair kits are more expensive since they are primarily used to upkeep vehicles.
> HE ammo for the rocket launcher now functions like a Mini Nuke, but is the final unlock in the explosive crafting skill.
> Timed explosives are great for destroying specific blocks or enemies with low collateral damage.
> Buffed explosive arrows to be comparable to pipe bombs.
> Upgrade block tiers with the next block itself rather than the repair items, makes better use of looted blocks.
> Jars. Are. BACK. You don't eat them though...
> More animals spawn in the pine forest.
> Reduced precipitation frequency, except for wasteland storms.
> Reworked traders to be more specialized. Aside from basic supplies and resources, they only carry items related to the books they sell (see chart).
> Only 1 of each trader per world generation.
> Lootbags now take 1 hour IRL to despawn, no worries about losing out on those early horde red bags.
> Removed the +/- 2% random damage attribute from ranged weapons.
> No more quality 4+ items out in the world. Better get used to crafting, or make friends with the traders.
> Farming is not only viable in the early game, but is highly profitable in the late game with the right skills.
> Added "OverKill's Boomstick." May the red bag RNG be in your favor...