I just start a new game, go to trader, proceed to leave and suddenly got jumped by the wight (Of course I instantly died). How to deal with it if I may ask?
Great mod btw. Maybe a little too hard for me since I'm still a few hours into the game but I don't really mind.
My Comment: Thats really unfortunate and I've had it happen to me too, in the next mod update, though, the Wight will spawn much less frequently and more likely in Wasteland or at higher gamestage, I've already changed the spawnrates like two weeks ago, but wanted to upload less frequent or not at all until A22 (1.0) strikes.
My previous thoughts: The only way really to survive the Wight early game is to be stealthy but I understood, that this isn't always possible and that the early game Wight is too much especially if they spawn randomly in POIS, thats why when the next update comes they will spawn less/later.
Actual Guide (for now): For now I advise you to craft pipe weapons early and magdump Wights, as even level 1 pipe weapons are much more powerful than before. For example, previously the qualtiy level 1 (QL1) Pipe Machine Gun (PMG) did only ~30 damage per shot and the QL6 M60 did ~90 dmg, Thats 3 times more damage on average, even though they shoot the same ammo. Thats why I decreased the span greatly, so now QL1 PMG does ~65 and the QL6 M60 does ~95 damage. If you find hollow point ammo, you even do ~115 damage which will deal quickly with any Wights (I quickly tested it and killed one in 3 headshots without any Perks or Modificators. And with ball ammo, I bodyshot killed one in 12 shots, using QL1 PMG). But using Melle or anything other than the PMG will mean death.
Reason: The reason I didnt fix it way earlier was, because in my first 5 runs, I was lucky enough to not even have one Wight spawn at me early game, so it never crossed my thought.
The early Feral Wight spawns were the only thing that would get me upset about this mod as well. I went through about 5 servers and 200ish hours through every iteration of this mod and they were the only things that would consistently ruin my day on harder difficulties. Other than that, this is one of the best vanilla overhauls out there for sure.
Appreciate the work you've put into building this tight XML only overhaul, and the frequent updates. Voted and endorsed. Machen Sie weiter so, BryanDVS!
Already one of the best vanilla overhauls for A21. Balances the game rather well, and the no zombie wake sounds leaves brown stains in my pants occasionally....
Looks exciting and challenging. My main question is if you've tested this with any other of the more popular mods. Looks like your mod touches alot of things that other popular mods do as well. Any thoughts on conflicts?
I havent tried that much but I use all of Izayos gunmods and Guppys zombies (pack 1 & 3) (edited all xmls to fit my playstyle though)
I also use Bdubs Vehicles, Alter Autominers, no-screamer mod, some custom quest mods, path smoothing and lastly KHA21 Wandering Horde Freqency and was facing no issues in singleplayer and multiplayer. But I think my mod surely could conflict with bigger overhauls in some way.
Thank you for the response! Any preference on load order or using Vortex vs. manual install? I know Vortex can put mods in the wrong folder but I believe I have that aspect sorted
13 comments
Great mod btw. Maybe a little too hard for me since I'm still a few hours into the game but I don't really mind.
Thats really unfortunate and I've had it happen to me too, in the next mod update, though, the Wight will spawn much less frequently and more likely in Wasteland or at higher gamestage, I've already changed the spawnrates like two weeks ago, but wanted to upload less frequent or not at all until A22 (1.0) strikes.
My previous thoughts:
The only way really to survive the Wight early game is to be stealthy but I understood, that this isn't always possible and that the early game Wight is too much especially if they spawn randomly in POIS, thats why when the next update comes they will spawn less/later.
Actual Guide (for now):
For now I advise you to craft pipe weapons early and magdump Wights, as even level 1 pipe weapons are much more powerful than before.
For example, previously the qualtiy level 1 (QL1) Pipe Machine Gun (PMG) did only ~30 damage per shot and the QL6 M60 did ~90 dmg, Thats 3 times more damage on average, even though they shoot the same ammo. Thats why I decreased the span greatly, so now QL1 PMG does ~65 and the QL6 M60 does ~95 damage. If you find hollow point ammo, you even do ~115 damage which will deal quickly with any Wights (I quickly tested it and killed one in 3 headshots without any Perks or Modificators. And with ball ammo, I bodyshot killed one in 12 shots, using QL1 PMG).
But using Melle or anything other than the PMG will mean death.
Reason:
The reason I didnt fix it way earlier was, because in my first 5 runs, I was lucky enough to not even have one Wight spawn at me early game, so it never crossed my thought.
I also use Bdubs Vehicles, Alter Autominers, no-screamer mod, some custom quest mods, path smoothing and lastly KHA21 Wandering Horde Freqency and was facing no issues in singleplayer and multiplayer.
But I think my mod surely could conflict with bigger overhauls in some way.