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Marak

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Marak830

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About this mod

More Zombies, more dangerous cities, new skill system, new book chain focused on bladed weapons(unlocking a new mod and new weapon).

This mod was created to drive us out of our base, use new skills and create a more dangerous environment. Along the way many more changes have been added.

Permissions and credits
Mirrors
Changelogs
EAC must be disabled for this package to work correctly

1.03
  • Way of the Blade: all perks now apply correctly apply to all bladed weapons, only when books unlocked correctly.
  • Way of the Blade Books now display what it unlocks correctly.
  • Katana: Removed god mode dismember to be a flat 40% base increase: Sorry no more dismember all non-ferals on every hit.

1.02
  • Disabled SpawnInWave as it was causing a huge FPS issue compared to just spawning in all zombies in zones.

Before I get into the details I would like to thank the following

Guppy's Unofficial 7DtD Modding Server on Discord:  Without this channel to help me track down bugs, give me ideas and help me keep
my sanity over the last 6+ months, this would never have been finished.
Yatch: Co-creator of this mod, a little mentally unhinged, and as much of a sucker for punishment as myself.
Khaine20: Provided some amazing mods for the community, which helped shape this overhaul greatly.
JaxTeller718: His zombieReach modlet is a great quality of life for servers with high ping for some players.
OCB: His stop fuel waste was probably *the* most requested feature I had from a certain subsect of players.


What, how and why
I created this mod (and selected other premade modlets) with the idea that 7 days was becoming too easy, and I was becoming too stuck in my comfortable paths.  The core game loop is awesome, until you get your base setup/basic skills.  Then it can become boring rather easy.

This is why I changed how the skills work, to become more luck based, and you have to adapt your play style to what you find.  To that end, the following changes have been made:

  • Aside from 4 perk points for free at the start (no more freebie points), all perks must be equipped as armor mods.  To this end most armor's have had their mod slots increased to a maximum of 6.  (non-combat armors such as mining helmet and stealth military boots do not have this.  May be changed later).
  • As a part of the above system, for end game content when you discover the recipe for an Advanced Mods Workbench, you can combine a full set of perk mods, the same amount of diamonds and create a master mod that only takes up one slot and gives full bonus.  This is quite expensive as you can imagine.
  • Increased number of zombies in cities and wilderness.  This is done using a wave system to keep the *massive* overhead of zombie pathing down.
  • Ever increasing random horde will find you every 2-3 days.  You have been warned.
  • As a qualified chef, the lack of replacement's in cooking always bugged me.  Once you unlock master chef you can build an Advanced Cooking Station.  This allows ingredients to be cooked in and converted to their base form, and allow's ingredient substitution in recipes.  I have tried to keep this balanced by massively increasing the time it takes to cook meals using this station.
  • I felt like bladed weapons were missing some love, so I wrote a new book series, a new mod and a new bladed T3 weapon. 
  • Log spikes are back.  They aren't leg breakers like before, just more solid versions of spikes.
  • The perk Charismatic nature, now effects all team members within range, including the user. 
  • Forge now has 3 input slots for convenience.
  • Crafting Queue has been extended to 12 slots, again, convenience.
  • 15 Slot toolbelt, I feel like this isnt too unbalancing.
  • 60 Slot Backpack.  See up one.
  • Lockable Inventory Slots. Oh so useful.
  • Zombie reach slightly reduced.  This helps a *ton* with players who have moderate latency.
  • Arrow's can be crafted with cloth as well as feathers.
  • Glue can be crafted with fresh water.
  • The heatmap has been made much higher.  Expect more screamers now.
  • Lootbag drops have been slightly increased, you will be burning through more materials. 
  • Fuel using workbench's will auto-shutdown when they have finished their input and output queue.

Currently being tested before being added
  • Lootbag balance is still being worked on
  • Perk mod drop rate is being tested on 50% current.
  • Backpack having more of an effect for amount currently filled(eg slowing you down more).
  • Cost of Master mods, diamonds are really rare.
  • Storyline missions, access to item's(certain perk's will be restricted as part of the story), dangerous weather, new vehicle and new infection system.

Possible future additions
  • More base decorations.
  • New hunting system for the above decorations.
  • End game workbench for combining multiple L6 Tier 3 items for upgrades.  Concerns about this becoming OP are being tested before even considering adding to this mod.

Known Issues
  • Snow Biome zombie hordes are fucking huge fps killers.  This is a high priority fix.
  • Current game loop is more extended compared to base, but if you get a comfortable path, you can still kill the loop easily, making for a boring game.
  • This god damn description, I suck at writing these.  Seeking help from friends lol.

T.I.C Details
Noclass:  Written by myself, this modlet changes all perks to be modifier based.  As you loot and explore the world you will find
armor mod's that give a 1 point bonus to a particular perk(and 2 points
into the corresponding statistic so that you can use the perk).  This is
the only way to unlock perks(Aside from 4 points given after the
initial quest, to help you get started).  Every perk has a corresponding
mod, and to account for the high number of mods required per player,
all armor has had its slot count increased.

 

Armor with 3 skill mods on it

 

The corresponding skills tab with enabled perks and statistic buff

 

 

Expanded Cooking:  Written by myself, this modlet allows master chefs (5th rank perk in master chef) to create a new workbench
called an Advanced Cooking Station.  This station allows substitution of
ingredients, simplifying farming and food cooking.  Similar to a forge,
raw ingredients must been processed in, and the recipe must be known to
be able to cook it out.

 

Way of the Blade: Written by myself, this modlet adds a new book series for bladed weapons, including a new bladed weapon mod.  Also
unlocks a Katana(crafted using machete parts and some other
ingredients).  A high swing speed weapon with moderate damage(Tier 3).

 

Log Spikes:  They're back due to high request, 3 levels - perfect for that echidna style base.
Quality of life changes:  Glue with fresh water, cloth crafted
arrows(in addition to feathers), Lootbag slight increase drop rate,
Heatmap changes(higher - much higher).

New workbenches:  Advanced Cooking Station(see expanded cooking) and
Advanced Mod Workbench (combine diamonds and full stack of perk mods to
create a master mod).


Khaine20's mods included:  3 Slot forge, 12 Craft Queue, 15 slot toolbelt, 60 slot backpack, Dangerous Cities(heavily modified),
Wandering Horde Patch(heavily modified) and Lockable Inventory Slots.
Note
Dangerous Cities: I have modified this so that the (greatly increased) number of zombies
come in waves, to reduce the massive amount of overhead we were getting
with full spawns.
Wandering Horde:  Slower buildup than Khaine initially designed.
JaxTeller718's mod included: Zombie reach (helps a lot with players connecting with a moderate to high ping)
OCB's mod included: Stop Fuel Waste, all fuel using workbench's automatically shut off when finished processing queues(input AND output).
 

This mod has been written with a storyline in mind, which is currently
being worked on.  Popular opinion from the testers has convinced me to
release early, and get feedback on core systems while continuing the
work on the storyline.
The most frequent comment I have received from testers is the new
skills they are being forced to use, as they do not have a choice of
perks to equip until they find them.

Recommended settings:  Any map, 300% exp(this is an additional
difficulty slider, as you wont be gaining perks), 90 minute day.  As
always, the choice is yours, this is what the primary testing was done
on.

Feedback is best on the 7 days to die forum thread, or if you are a
modder, I hope to get a sub-channel on Guppy's unofficial 7DtD server to
talk to people on.

Thank you all, happy hunting and good luck.

 - Marak