State of Decay
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grunt3

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grunt3

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Just another Breakdown Overhaul

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Here are the files and a description of what that file changes.

If you don't like the change, you don't need to copy over that file.

activities.win.bmd - The active character receives "gratitude" for survey.  I noticed that after playing a long time without simulation that some players will not improve moods.  This is probably because they are only doing "pride" activities.  Mood has something to do with both.  A npc can get gratitude by scavenging, but sometimes it's hard to get a specific npc to do the scavenging, hence this change. So if you seem to have a character than won't improve moods, make him complete a survey.

missions.win.bmd - CLEO missions don't stop at the normal 6.  Instead, they go on forever.  Secondly,people that return after being rescued go from "ran away" to "uncertain".  Previously, they would stay at"ran away" until events like being sick, injured, or a random next day event took place.

rtsevents.win.bmd - Stamina cap increased to 40.  I don't know if it was a bug or intended, but the normal game only went up to +30 max even though there are 4 ways to increase stamina by 10: bed and sleep, feast, dojo and fitness guru.  Secondly, a CLEO repeat timer is set to 1 hour after you receive the first signal during a level. If you don't include this file, it'll repeat after 25 mins.

enclaves.win.bmd - If you play long stretches of time, you'll notice that some of your characters stay sick for a long time.  This is because only 1 player is checked every 30 minutes.  (If you have next day events by not playing and running the simulation it is easier to recover.)  I made it 3 times more likely to recover from sickness and injury while playing. (Thanks to QMJS for the suggestion.)

expertise.win.bmd - (1) Stacksizes are 5.  (2) I made it easier to level cardio and wits.  (3) Search time is much shorter. (4) Cardio xp for melee kills--it made more sense that any time you use cardio, it should also level it. (5) Influence given for screamer (5), bloater (10), feral (20), jugg (50).  I wanted to add motivation for killing freaks.

search.win.bmd - Added three hero weapons as potential drops. The good thing about the hero weapons is that all melee weapons do 80 damage except the three hero weapons: Royal Igorot Axe(85), Splitting Maul(90), and Heavy Kanabo(90). (I'm not sure these numbers actually do anything in game though. From my experience they don't seem to matter.) Secondly, I removed all the melee weapons from material resources.  I got annoyed of having to clean out my supply locker.  Instead, material resources give suppressors.

sandbox.win.bmd - Breakdown levels go up to 25.  Levels 1-11 are untouched.  The Freak percentage goes up 1% each level after level 11.  The density multiplier goes up 1% each level; and the max hordes/infestations go up 2 each level.   I noticed that sometimes the game bugs out like in the screenshot when you have too many zombies.  For me, the zombies became buggy at level 15.  I think this is a known bug in game that zombies bug out when it gets too crowded.  You just have to go to a different area and return later.