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7 days to die ravenhearst banana head zombie11/15/2023 The scaling zombie rage system also fits perfecly in that vision. The additions sound amazing, i feel the Fun Pimps really got the beginning part right (every skill point really matters / meaningful progression / choosing your fights) and a good extension of beeing afraid of the easiest zombies is great. The idea that POIs were once alive and are now too dangerous on day one would also work nicely but you are forced into them because the wildernis spawn rate is also high and you need the bent nails for your first skill points. This sounds like a good fix i noticed how even the first Action skill levels give a huge boost and the spawning rates are ok on day 2. Thanks for the thoughtful reply and the development insight. But im seeing the case made for this being a good idea. I balked at this initially because Im a jerk lol. We are toying with the idea of half spawns on day 1, then day 2 it trickles in until we get normal spawning. Thats still a work in progress obviously. We do plan to add much more choice of weapon and expand beyond 3 tiers of tool and weapon all with more varied ranges of stats so that you will feel rewarded on each level up. Unlike vanilla our progression will come from the use obviously so it shouldnt be too hard to gain that next tier. We wont be removing those effects.įor day 1 - 2 id make a few clubs as with any weapon class (i know classes arent in yet) our intention is to have people stay in tier 1 weapons longer. they are just merged into the action skill now and need better documentation so no worries there. The effects from the trees are still there. We are tinkering with the zombie settings I have the city Zombie Multiplier on 1x, other than that insane difficulty and vanilla zombie speed if thats important. You may look into it if its intended this way. The long fights also make the club the only viable weapon since you break them on repair and need the personal workbench for all other weapons in the beginning. This is very tiresome and you are fighting well into the night. Since the weapon specific perks are also gone you are even missing bleeding or extra stun damage from the perk tree. This also happens at 13:00 instead of 22:00 contrary to your description. I usually play vanilla on permadeath/insane/nightmare and enjoy the challenge of Ravenhearst but you cant do anything other than fighting 30-50 Zombies all the time once the spawn protection wears off. I just noticed the Zombie spawning in the beginning may be a bit excessive. Full patch notes will be posted here over the weekend.Įdited Augby JaxTeller718 (see edit history) We have an amazing community of fellow RH veterans and new players alike that are always willing to help out and offer tips and advice, as well as myself and my team checking in daily. If you would like your questions answered quickly please join our Discord. My time on these forums is very limited and the majority of my development team has moved to Discord only. To everyone else we look to forward to hearing what you think, and to helping us to shape the best experience possible for you. I want to stress that no one is forcing you to install or play. If you do not wish to risk wipes or corruptions or do not wish to play an unfinished mod I urge you to wait for Stable. We can not guarantee it will be for 19.0 but that is the goal. RH 7 will be releasing sometime in Stable. This release is not to be considered stable enough for a long term play through We wanted to give our community something to tide them over while we finish our development. DO NOT DOWNLOAD OR PLAY THESE VERSIONS UNLESS YOU FULLY UNDERSTAND THIS I am releasing these to give players a taste of what to expect, as well as help us in finding bugs in prep for our stable release. These releases are to be considered unfinished and incomplete. We will NOT be updating these mods to any new experimentals. Please make sure you backup a full copy of this experimental. This edition of the mod will be available for a19b173 Experimental ONLY. Ravenhearst 7 Experimental will be releasing soon.
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