STATE OF DECAY
QMJS Extended Functions Mod-V2.01 YOSE by QMJS
State of Decay » Buildings/Bases/Environment
Added: 13/05/2014 - 08:16PM
Updated: 04/06/2017 - 06:05AM

3,394 Endorsements

2.01 Latest version

49,038 Unique D/Ls

91,039 Total D/Ls

596,870 Total Views

Uploaded by qmjs

Description

Last updated at 6:05, 4 Jun 2017 Uploaded at 20:16, 13 May 2014

2.01:
This mod greatly expands the variety of characters, facilities, and actions available to the player. It is equally applicable to the player who chooses to keep a small group and rush through levels quickly, as to the player who lingers on a level as long as possible, building up the largest group of survivors they can.
It touches upon many aspects of the game. Some parts are now easier; some parts are now much harder. There is no central theme- it was not designed to be a 'difficulty' mod, or a 'base' mod, or a 'character' mod. It touches upon many aspects of the game, including characters, facilities, skills, and items. The changes are ones that I personally found to be useful or interesting.

Compatibility:
This version requires the YOSE edition of State of Decay. It is not compatible with other mods that change the same files.
If this is the first time using the mod, you must start a new game.
If you are upgrading from a previous version, I recommend installing either just after starting a new level, or after moving to a new home base and before building any facilities.

Installation:
Place the zip file in the State of Decay YOSE\Game directory (By Default, C:\Program Files (x86)\Steam\steamapps\common\State of Decay YOSE\ ) Right click and select Unzip here.
If you unpack the directory elsewhere, the directories get placed into the State of Decay YOSE\ directory to use.
If you have a folder in the directory with the zip file name (ie. C:\Program Files (x86)\Steam\steamapps\common\State of Decay YOSE\QMJSExtendedFunctionsMod-YOSE-V2.01-Game, that is incorrect. Move everything from inside that directory and put it into the Game directory, and then remove the empty QMJSExtendedFunctionsMod-YOSE-V2.01-Game folder.)

Here are a few highlights (For full details see the attached readme):
Larger bases with more building slots.
Working journal expansion to allow interaction with the new facility slots.
New survivors appear with new personalities and skills. (352 currently defined.)
Five new unlockable heroes.
New Jobs and Hobbies, with some redundant or less useful skills removed.
Characters are more capable, able to carry more, and have a greater variety of skill choices.
Characters will not be assigned jobs when away from home, and characters with base skills will not leave the base unless you specifically take them out.
Complete workshop upgrade from munition shop and machine shop.
Four new facilities- Generator, Lounge, Sanitation, and Small Watchtower.
Many additional actions are available at base facilities. You can make more items, improve morale, and activate additional bonuses.
Killing zombies reduces the overall spawn density. You can 'thin the herd'.
Morale is more important.
The Training/Trade options at the library, dojo and watchtower allow you to choose several options as payment.
Options are now available at the kitchen and the infirmary to assist other survivor groups.
Most built-in facilities are now upgradable, or start as fully upgraded.
Additional research options are available.
Many added fatecard events.
Some survivors go scavenging on thier own and they may bring home small amounts of resources.
Increased sandbox levels defined to 99.
Allies are more likely to use ranged weapons.
Mission timers have been adjusted to slow down the frequency missions are assigned.
Zombies are much more plentiful on higher Breakdown levels..
Ferals and juggernaut spawns adjusted to allow the possibility of more than one at a time at higher Breakdown levels.
Zombies may be killed by non-head hits, but take little damage from those attacks.
After completing the CLEO missions, there is a moderate chance in Breakdown of them starting up again after moving to a new level.
Experience system now give experience to base skills, with bonuses at levels 4 and 7.
Added a random trait assignment system, so some generic characters won't have exactly the same abilities each time they spawn.

Please see the readme above or read the MODSummary.txt file included for full details.
See the sticky post under Posts for any current known issues.

YOU MAY NOT UPLOAD ANY PART OF THIS FILE TO ANY SITE, MODIFY THESE FILES AND UPLOAD TO ANY SITE, OR USE ANY ASSETS OR CODE FROM THIS WORK IN ANY PROJECT.