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About this mod
TARIFF EDITION 7.0. The best mod of all time. Not just a harder difficulty -- All the bad things are useful! The OP things are also useful but not OP! A must-play mod! Wow!
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
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Basically, do whatever you want as long as you don't take credit.
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- Changelogs
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Version 7.0
- Follower AI tweaks
- Increased the zombie spawn cap by 15 (60 -> 75, maximum number of zombies that can spawn, also increased the number of zombies on screen that your CPU can control)
- Slightly decreased yell radius for zombies
- Most weapons that were removed from the plague heart loot table are now in the tier-3 infestation plague juggernaut loot table
- Outpost mines take 15 seconds to setup and last 15 seconds longer
- Outpost mines cost reduction from skills rescaled
- Reduced most percentage-based influence gain passives by roughly 3.5%
- Reduced trauma & injury recovery speed by about roughly ~12%
- Reduced influence from selling items to any enclave (-11% average)
- Reduced influence cost of Water Outposts by 100 (1000 -> 900)
- Slightly reduced the allied enclave purchase discount (-2%)
- Slightly reduced ammo from Bullet Benefactor
- Nerfed Sand Storm again (or whatever it's called) even harder (I hate this POS)
- Re-nerfed Well Oiled Machine (maximum of -1 resource cost reduction, average of -2 part cost reduction)
- Slightly reduced parts from salvaging
- -
- A bunch of revolvers are slightly buffed (increased penetration, knockdown, dismemberment)
- Average shotgun cone-penetration (indirect fire) chance reduced by 10% (45% -> 35%)
- Civilian Vector Carbine now uses 9mm ammo instead of .45
- Increased influence cost of Civilian Vector Carbine by 300 (90 -> 390)
- Increased influence cost of Model R870 by 55 (170 -> 225)
- Increased influence cost of R870 Heirloom by 220 (80 -> 300)
- Increased influence cost of Reliable R870 by 180 (80 -> 260)
- Increased influence cost of Sawed-Off Model R870 by 55 (170 -> 225)
- Decreased influence cost of 5.56 ammo by 1 (6 -> 5)
- Decreased influence cost of 7.62 ammo by 1 (7 -> 6))
- Decreased the average amount of looted crossbow bolts by 2 (~7 -> ~5)
- Decreased influence cost of Sighted Mk3 by 225 (575 -> 350)
- Added 2 Handmade-tier weapon mods per map (0 -> 2)
- Removed Pro Brake from P220-45 Elite
- Removed Pro Brake from SP5K Custom
- Slightly increased Microdot PPK base accuracy
- Slightly increased Microdot PPK durability
- -
- Slightly increased the drop chance of the Beetle Mallet
- Slightly reduced Salvage Furnace bonus by 4% (25% -> 21%)
- Water coolers provide +1 morale for 20 minutes when active (community)
- Re-added Willie Pete Grenades as rare loot for plague hearts
- Only 1 Willie Pete Grenade can drop from Plague Hearts (2 -> 1)
- Willie Pete DPS reduced by 5 (25 -> 20)
- Willie Pete duration reduced by 2s (10.5s -> 8.5s)
- Willie Pete min. and max. radius increased by 20
- -
- All zombie bite and attack damage reduced by 1
- Added random ammo press drops from tier 2 infestation kills (25% chance)
- Removed military weapon mods from tier 2 infestation kills (now only tier 3)
- Increased chance of consumables dropping from tier 1 infestation ferals (33% -> 66%)
- Decreased chance of dynamic ammo dropping from tier 1 infestation ferals (66% -> 33%)
- Decreased influence from killing hordes by 1 (3 -> 2)
- Decreased influence from wiping an enemy enclave by 10 (35 -> 25, individual kills are unchanged)
- Increased influence from killing ferals by 1 (5 -> 6)
- Greatly reduced and randomized the Feral's dodge cooldown
- Reverted Feral vehicle chase AI back to default
- Speed requirement to kill a feral is slightly lower
- -
- # Removed bonus XP to cardio and fighting from Sports Trivia
- # Removed bonus influence from Ikebana
- # Removed passive infection heal bonus from Gardening
- Acting morale bonus is for the community, but is reduced (6 -> 4)
- Bartending gives -2 morale (6 -> 4)
- Bartending gives the Fatigue Recovery radio call
- Business gives +1 labor
- Business gives +2% influence gain (24% -> 26%)
- Business removes 38 influence per day
- Coffee gives +1 labor
- Coffee reduces traversal (climbing, vaulting) stamina cost by 50%
- Comedy gives +5 morale (2 -> 7, community)
- Comedy gives -25 morale (self) ;(
- Comedy gives double standing gain
- Comedy reduces traversal cost stamina cost by 50%
- Comedy reduces fatigue severity by 6% (community)
- Comedy reduces labor by 1
- Craftsmanship reduces most parts costs by 7%
- Driving fuel use reduction lowered -25% (50% -> 25%)
- Driving noise reduction lowered by-15% ( 50% -> 35%)
- Driving now reduces zombie & terrain collision damage by 25% (community)
- Electrical gives +6 morale
- Gardening now provides 12% infection resistance when near plague hearts (community)
- Geeks gain -2% influence (34% -> 32%)
- Hairdressers gain +25% standing
- Hygiene gives +15 max health
- Hygiene gives +5 max health (community)
- Ikebana gives +4 morale (2 -> 6, community)
- Law increases morale by 3 (community)
- Law increases standing gain rate by 10% (community)
- Medicine boosts healing from items by 10% (community)
- Movie Trivia reduces damage taken by 4% (community)
- Music reduces the stamina cost of dodging by 11% (community)
- Plumbing increases infection resistance by 15 (community)
- Scrum increases the duration of stamina consumables by 30% (community)
- Self Promotion characters take 10% less damage from all sources
- Soundproofing gives -2 noise (-4 -> -6)
- Soundproofing reduces vehicle sound (community)
- Sports Trivia reduces the stamina cost of dodging by 11% (community)
- TV Trivia XP bonus is now for the community, but is reduced (25% -> 10%)
- TV Trivia morale bonus is for the community, but is reduced (3 -> 2)
- Tattoo stealth reduced by 4% (15% -> 11%)
- Tattoo infection resistance penalty increased by 5 (15 -> 20)
- -
- Reduced pain killer crafting yields by 2 (base yield: 4/3/2)
- Reduced crafting yield of Remote Box Mines and Whistling Box Mines by 1 (6 -> 5)
- Reduced crafting yield of C4 by 2 (5 -> 3)
- Reduced scraps of circuitry cost for C4 by 3 (6 -> 3)
- Reduced chemicals cost for C4 by 4 (12 -> 8)
- 40mm Gas Grenades cost +4 plague samples and +10 chems and yield 2 less
- Bloater Gas Grenades (thrown) cost +4 plague samples and +7 chems and yield 2 less
- Scentblock cost +5 chems +1 Meds -5 plague samples and yield 1 less
- Zombait cost +5 chems and yield 1 less
- -1 Food cost to make espressos from espresso stands
- +1 yield to espressos from espresso stands
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- +.5 food from each tier of gardens, farms and hydroponics
- +.25 meds from each tier of gardens, farms and hydroponics
- +.5 to all enclave resource bonuses (1 -> 1.5)
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- +1 Screamer maximum spawns during plague heart assaults (2 -> 3)
- -30 second cooldown reduction for Screamer spawns during plague heart assaults (120s -> 90s)
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- Bulk Advanced Toolkits cost +10 parts (550 -> 560)
- Toolkits & Advanced Toolkits heal 10% less vehicle health
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- +1 minimum molotovs from plague hearts (if there are any)
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- +10% XP to fighting and upgraded fighting skills when using heavy weapons
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- Fixed Latrines not giving the correct morale bonus
- Fixed lowest morale tier not lowering XP gain
- Fixed survivors with the "Resiliant" trait not grieving for a shorter period (60 min -> 45 min, requires new game or map switch)
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Version 6.0.3
- Increased Fishing food bonus by 1.5 to compensate for previous food/stamina changes (1 -> 2.5)
- Fishing gives +5 stamina for the community
- Increased Lichenology meds bonus by .5 (1 -> 1.5)
- Increased Recycling mats bonus by .5 (1 -> 1.5)
- Recycling adds +15 parts per day
- Increased daily influence for all 3 resource skills by 10 (75 -> 85)
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Version 6.0.2
- fixed influence cost of generic ammo rucksacks
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Version 6.0.1
- fixed friendly & allied sell prices
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Version 6.0
- When someone dies, the community mourns and grieves for 30 minutes longer (30min -> 60min) (new map required to take effect)
- When someone dies, the community gains 10% less influence for 30 minutes (new map required to take effect)
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- Reduced base food output of outposts by .5 (2 -> 1.5)
- Increased food consumption per member by .5 (2 -> 2.5)
- Rationing food use reduction decreased by 15% (-40% -> -25%)
- Increased Rationing stamina penalty by 30 (-35 -> -65)
- Increased Rationing stamina penalty with Nutrition by 20 (-15 -> -35)
- Dodge stamina cost multiplier decreased by 10% (1.35 -> 1.25)
- Energy drink duration reduced by 12s (30s -> 18s)
- Stimulant duration reduced by 28s (60s -> 32s)
- Energy drink stamina regen reduced by 8 (15/s -> 7/s)
- Stimulant stamina regen reduced by 6 (20/s -> 14/s)
- **They will have the same "infinite stamina" effect even with reduced regen, but you have to be careful of your stamina when you run out
- Standard painkillers heal 4 less HP (40 -> 36)
- Strong painkillers heal 6 less HP (75 -> 69)
- Bandages take longer to heal (5s -> 10s)
- Reduced the heal from nutritious snacks by 10 (45 -> 35)
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- All +2 resource enclave bonuses now only give +1.
- Bonus morale from enclaves reduced (16 -> 9 and 8 -> 3)
- Enclave noise reduction increased by 3 (-3 -> -6)
- The Navy Seals enclave bonus also increases your passive scouting range and gun durability.
- Extra beds enclave bonus reduces fatigue severity by 20%.
- Offsite food storage gives knowledge of cooking.
- Offsite meds storage gives knowledge of medicine.
- Offsite ammo storage gives knowledge of chemistry.
- Offsite materials storage gives knowledge of construction.
- Offsite fuel storage gives knowledge of utilities.
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- Morale EXP bonus and morale action bonus speeds are reduced.
- +4 morale required to become Cheerful (10 -> 14)
- +4 morale required to become Empowered (30 -> 34)
- +4 morale required to become Enthusiastic (60 -> 64)
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- All rucksacks cost 235 influence
- Increased influence cost of repair kits by 15 (125 -> 140)
- Increased influence cost of gas cans by 20 (75 -> 95)
- Increased influence cost of Pill Press by 200 (250 -> 450)
- Increased influence cost of Sanitizing Station by 100 (350 -> 450)
- Increased cost of G17 by 225 (50 -> 275)
- Increased cost of Sighted G17 by 300 (75 -> 375)
- Increased cost of Energy Drinks by 20 (45 -> 65)
- Increased cost of Stimulants by 5 (125 -> 130)
- Watchtower upgrade material cost reduced by 5
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- Field Hospital special actions time cost reduced by 10min (30min -> 20min)
- Field Hospital passively gives +10 stamina,
- Field Hospital passively gives -6% injury severity
- Field Hospital passively gives -6% fatigue severity
- Field Hospital passively gives +2 morale (community)
- Field Hospital passively doubles Medicine experience
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- The two newest curveballs (smokestorm and bangernomics) are heavily nerfed. They were both bad curveball designs.
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- Reduced Prepper's .22 max ammo by 8 (39 -> 31)
- Reduced fatigue severity reduction from having water access by 20% (35% -> 15%)
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- Juggernauts drop an average of 2 more plague samples (2.5 -> 4.5)
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- Reduced material cost of bolt crafting by 2 (5 -> 3)
- Increased chem cost for fuel bombs by 2 (4 -> 6)
- Increased chem cost for whistling box mines by 2 (4 -> 6)
- Increased chem cost for thermite by 3 (4 -> 7)
- Reduced ammo cost of remote box mines by 1 (5 -> 4)
- Reduced ammo cost of whistling box mines by 1 (5 -> 4)
- Reduced part cost of thermite by 30 (100 -> 70)
- Reduced part cost of molotovs by 10 (50 -> 40)
- Reduced part cost of fuel bombs by 10 (60 -> 50)
- Reduced part cost of repair kits for Automechanics by 10 (170 -> 160)
- Reduced part cost of bulk repair kits for Automechanics by 20 (480 -> 460)
- Reduced part cost of advanced repair kits for Automechanics by 5 (210 -> 205)
- Reduced part cost of bulk advanced repair kits for Automechanics by 10 (560 -> 550)
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- Increased .357 ammo maximum from sorting by 5 (20 -> 25)
- Increased 5.56 ammo maximum from sorting by 5 (18 -> 23)
- Reduced .50 ammo maximum from sorting by 4 (5 -> 1)
- Removed 40mm grenades from sorting
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- Generator facility mod makes +1 noise (1 -> 2)
- Espresso Stand outpost morale bonus increased (3, 8 -> 5, 10)
- Increased the prestige reward for sieges (100,200,300 -> 275,425,575)
- Increased the minimum time for random community scavenges (30 min -> 45 min)
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- Slightly reduced a wide variety of loot spawns. (not rucksacks)
- Facility mods salvage for fewer parts (30 -> 25)
- All backpacks salvage for 1 less part
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- Hordes have a higher ratio of fast zombies.
- Reduced the bonus damage dealt against broken hearts (the curveball) (~45% -> ~20%)
- Minor sell value tweaks for some close combat weapons
- Fixed possible sell value issue with neutral enclaves
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Version 5.5.1
- Fixed the plague sample costs of a few infirmary actions
- Reduced the influence value of plague cures and plague cure bulk packs
- Increased FAL magazine size by 2
- Increased SCAR magazine size by 2
- Changed the container flash color
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Version 5.5.0
- Re-removed ammo from Mysterious Broadcast (RIP Christmas)
- Fixed tier 2 infestation Juggernauts not dropping anything
- Siege chances tweaked
- Base morale set back to default (-33 -> -30)
- When survivors become Hopeless (-50 morale), your fatigue rate increases by 25%, base noise increases by 4, and it's harder to handle recoil.
- When survivors become Miserable (-40 morale), experience gain is reduced by 15%.
- Decreased the amount of food consumption you can reduce (75% -> 50%)
- Increased Infection Therapy sample cost (11 -> 14)
- Shopping now gives a -10% car impact damage reduction (self only)
- Sewing now gives an additional inventory slot (community)
- Reduced APC9 RT cost (750 -> 600)
- Reduced Microdot PPK cost (500 -> 425)
- Increased cost of RTX Cyclone (555 -> 825)
- Reduced cost of Target Mk3 (525 -> 375)
- Removed Pro. Brake from SP5K
- Increased 12-gauge ammo cost (4 -> 5)
- Increased .45 ammo cost (3 -> 4)
- Reduced 7.62 ammo cost (7 -> 6)
- Reduced .44 ammo cost (6 -> 5)
- Increased the cost of the filling machine (125 -> 450)
- Reduced Box Mine ammo resource cost (5 -> 4)
- Reduced Soda Bomb ammo resource cost (3 -> 2)
- Slightly increased Pipe Bomb impact
- Reduced molotov and fuel bomb yield (-1)
- Morale bonus from Solar Array reduced by 7 (25 -> 18)
- Influence bonus from Geeks reduced by 4% (38% -> 34%)
- Morale penalty from Geeks increased by 2 (-10 -> -12)
- Stakeout duration reduced by 2 minutes (6 -> 4)
- Stakeout radius reduced by 25%
- Recon drone duration reduced by 2 minutes (5 -> 3)
- Recon drone radius reduced by 35%
- Community member recon duration reduced by 1 minute (4 -> 3)
- Community member recon radius reduced by 15%
- Radio recon radius reduced by 50%
- Radio recon scan interval increased by 1 second (4 -> 5)
- Espresso buff time reduced (30m -> 10m)
- Espresso restores less fatigue (200 -> 20)
- Bane zombies are no longer festive (different eye color)
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Version 5.2.0
- Fixed incorrect suppression values for Pro and Adv suppressors
- Electronics now slightly increases facilty action speed
- Electronics now increases fuel efficiency by 20% for the whole community
- Driving impact damage reduction to vehicles increased (50% -> 65%, still self only)
- Backpacking now also increases light capacity
- Reduced capacity of some .22 rifles
- Un-archived the optional engine changes because the dev's caused the weird lighting bug with the recent hotfix, not me
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Version 5.1.0
- Archived optional engine changes because it occasionally caused random ultra intense disco ball lighting
- Slightly reduced yield and bonus yield of all painkiller crafting
- Increased cost of salvage furnace (900 -> 1350)
- Increased cost of RTX Piranha (350 -> 750)
- Increased cost of Eternal Guard's Infinite Rage (1000 -> 1500, lol if you can find one)
- Reduced safe zone radius of home bases and outposts (this includes minefield radius) by about 15%
- Removed any previous frustration changes
- Frustration starts at -50 morale instead of -60 for default characters
- Frustration requires you to raise morale more to get characters to chill out
- Made screamers slightly easier to see
- fixed soundproofing not giving community noise reduction
- fixed one of the bed types not having the same upgrade cost as the others
- fixed the sell values of a few CC weapons
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Version 5.0.0
- Added experimental engine tweaks in the optional files. These are changes made to hopefully improve performance. If they don't, it's worse, or it crashes, just don't use it.
- You get a little bit of ammo in the Mysterious Broadcast drop boxes, but only for a little while.
- Changed flashlight to be more atmospheric instead of being a portable sun. Changed headlights to be more soft and realistic. These settings work fine on Standard lighting, but are tweaked for Darkness lighting.
- Infirmary does not passively stop blood plague progression, but reduces it by 80%.
- Reduced inhalation injury chance from plague hearts (Stage 1: 100% -> 50% | Stage 2: 70% -> 50%) (this is what it was supposed to be tbh)
- Reduced stage 2 radius to be the same as stage one (450 -> 400, visuals didn't match the radius)
- Increased plague damage from plague heart gas (2 -> 3.5)
- slightly increased bullet damage multiplier against plague hearts (3x -> 3.2x)
- slightly increased fire damage multiplier against plague hearts (.5x -> .55x)
- slightly decreased explosive damage multiplier against plague hearts (50x -> 46x)
- raised the first plague heart gas trigger threshhold (66% -> 69%) (nice)
- slightly reduced the capacity of many high capacity weapons
- reduced overall gun perception noise (the noise circle) (1.5 -> 1.3)
- increased gun perception noise when using brakes (+15%)
- brakes no longer increase weapon durabilty
- the quality of the suppressor now also effects the suppression level. (Imp. -> 25% (nerf), Hand. -> 35% (nerf), Pro. -> 55% (same), Adv. -> 60% (same), the item description shows this in case you forget)
- decreased suppressor penalty to dismember, penetration and knockdown (-50% -> -40%)
- Reduced cone penetration chance of shotguns (75% -> 45%)
- Slightly buffed a lot of trash melee weapons in very, very minor ways. (cheap wakazashi, escrima stick, deck destroyer, etc.) mostly in regards to swing speed. durability, knockdown and weight.
- increased Beetle Mallet and Kanabo loot chance
- Fixed Beetle Mallet durability bug
- Buffed latrine morale time if you have the Utilities skill (+1 hour IRL, increased Utilities XP bonus to compensate)
- Reduced XP bonus from Politicians (13% -> 10%)
- Increased daily influence bonus from Lich/Rec/Fish skills (35 -> 75)
- Acting no longer gives influence per day, but gives a % increase to influence gain
- Computer nerd's sample bonus applies to the community now, instead of just himself
- slightly buffed Acting morale (+2)
- Musicians make more noise (+1)
- Cooking teaches how to keep your weapons intact - (10% melee durability loss)
- Movie Trivia slightly increases car durabilty for the community ;)
- Movie Trivia no longer does anything with frustration (frustration is too buggy)
- Construction gives more parts when scrapping materials (20 -> 25)
- Soundproofing gives a tiny stealth bonus (3%)
- Scrum gives knowledge of coffee and reduces morale penalty time. No longer increases global build speed.
- Animal Facts reduces food consumption cost for that character only.
- Excuses gives more morale.
- Reduced Caravan enclave bonus (50% fuel eff. -> 35% fuel eff.)
- Reduced materials cost of watch towers again
- Reduced materials cost of upgrading beds
- Reduced the morale penalty from using the bike generator (-5 -> -1)
- The generic shelving mod prevents you from losing some parts per day. (+5)
- increased facility mod salvage yield (15 -> 30)
- increased the influence sale value of generic facility mods (i.e. storage mods and some others)
- Increased health bonus from Enriched Seeds (10 -> 20)
- Increased radio broadcast noise (1 -> 2)
- Increased level 1 generator noise (3 -> 4)
- Added ammo (resource) crafting noise (0 -> 1)
- Increased firearms training noise (3 ->4)
- Increased firearms training XP (400 -> 435)
- Reduced garden construction noise (3 -> 2)
- Reduced food-to-meds garden switch noise (3 -> 2)
- Lost Platoon loot drops are more weighted toward ammo than before
- Lost Platoon AoE no longer only has military zombies (100% -> 75%)
- tweaked siege spawns
- slightly increased travel speed of siege hordes
- fixed 1 star wits speed (can you believe the final patch added that again?!)
- encouraged some of the zombies to get into the upcoming holiday spirit
- changed the color of loot containers
- Put in more easter egg notes
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Version 4.3
- reduced injury chance from inhaling plague heart gas (90% -> 71%, you shouldn't "melt" so fast anymore)
- plague cure sample cost increased (11 -> 18)
- plague cure luxury pack sample cost increased (36 -> 75)
- plague cure luxury pack meds cost increased (12 -> 15)
- increased influence value of plague cures (300 -> 450)
- increased lnfluence value of plague cure luxury packs (1450 -> 2000)
- heavily reduced sale bonus from Finer Things In Life curveball (-50% for both versions)
- slightly increased sale value of all items to friendly and allied enclaves. (~5% additively). these sale changes are to further avoid the unbeatable strategy of hoarding items to dump them all during a single curveball, but incentivize selling throughout a playthrough instead.
- fixed +2 mats/meds/food skills back to being +1
- increased Politician morale penalty (-5 -> -7, lol ;) )
- Poker Face gives +50% search speed (self only)
- Ikebana gives more daily influence
- People Skills gives a slight morale bonus
- Musician gives slightly more morale
- Self Promotion gives high injury severity reduction (self only)
- Bartending gives basic chemistry knowledge
- slightly reduced the material cost of watchtowers (13? -> 10)
- Literature increases the wits exp rate for the community
- fixed Law not giving wits exp to the character
- fixed Tattoos not giving stealth to the whole community
- rebalanced the cost of various .22 guns
- slightly buffed the base accuracy of the standard .22 rifle
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Version 4.1.0
- increased damage and infection resistance of followers
- increased injury severity, chance of trauma and chance of injuries of followers
- the above allows a softer punishment for the AI being braindead, while still having a more long term effect on their health.
- fixed flashlight changes
- slightly increased zombie explosion ignition time (1 -> 2.5, I didn't know this applied to plague hearts, this was probably making Fueling The Plague really hard, my bad)
- slightly reduced burning damage for the player (68% -> 62%, vanilla is 50%)
- decreased damage multiplier from zombies slapping the hood of your car (3 -> 2.3)
- increased damage multiplier for hitting zombies with you car (3 -> 3.3)
- increased additional impact damage multiplier (2 -> 2.25, applies to uncommon environmental damage only)
- close combat weapons have varied influence values. rare ones sell for more.
- Added a few petty notes >:)
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Version 4.0
- doubled chance of sieges when conditions are met, nerfed difficulty of waves
- maximum number of spreading hordes increased from 1 -> 3
- increased minimum infestation horde range
- increased maximum infestations by 10 (14 -> 24, default is 30)
- reverted infestation seeding change (3 -> 5)
- slightly increased the minimum time it takes for plague hearts to be able to spawn infesting hordes (+3 IRL minutes)
- juggernauts should only drop good stuff now
- no morale or standing bonus from recruiting someone
- morale bonus time from killing plague hearts reduced to 30 minutes (from 60)
- morale bonus time from killing ferals reduced to 5 minutes (from 25)
- morale bonus time from killing hordes reduced to 5 minutes (from 10)
- slightly reduced morale bonus from chemistry
- slightly increased the toolkit part discount for automechanics
- reduced flashlight intensity
- replaced some slow zombie spawns with fast zombies
- buffed the impact of a couple .44 magnums
- increased the cost of several cheap guns
- increased the chemical cost of whistling box mines (2 -> 4)
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Version 3.5
- Painting: buffed morale bonus, increased health, and increased shooting XP
- Hairdresser: slightly increases infection immunity
- Tattoos: slightly increases stealth (hard to test because there is no tooltip, lmk if it's not working right)
- Sleep psychology: grants basic medical knowledge, no longer grants morale
- Acting: slight buff to morale
- Political science: increases XP gain for the community at the cost of morale
- Sewing: health increase from 5 -> 20
- Utilities: increases parts from salvaged weapons
- Gardening: Slight increase to infection recovery speed
- Cooking: grants a small passive morale bonus
- Chemistry: grants a large morale bonus for the entire community, at the cost of moderate fatigue severity. self-healing increased.
- major human AI changes
- adjusted a couple RTX gun prices
- updated ground zombie attack animations to the most recent patch
- updated plague heart file to newest patch (3 stages don't seem to work, so back to 2 stages, gas duration from 18s -> 22s *may require a new map for changes to appear)
- increased scrap value of higher quality weapons and facility mods (trying to make the scrap value similar to the sell value)
- Added EZ mode in the optional files:
- (these are in relation to the main mod, not the base game)
- Plague Hearts: greatly reduced health, slightly increased zombie wave time
- Injuries: Chance of injuries are unchanged from base game.
- Ferals: Unchanged AI and no extra dodge.
- Juggernauts: No increase to movement speed.
- Infestations: No increase to the number of ferals at infestations.
- Sieges: Harder than the base game, but easier than the base mod.
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Version 3.0.0
- Updated for the final developer patch (38)
- fixed a few typos
- slighty increased standing requirement for hero
- fixed 870 shotguns not having spread penetration
- reduced cost of enclave sniper support
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Version 2.6.6
- fixed a bunch of bugs (particularly with curveballs and standing issues)
- fixed outdated map file
- fixed standing requirements for character advancement
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Version 2.6.5
- ferals take 3 headshots to break their skulls again (4 -> 3)
- increased feral skull iFrame time (2s -> 2.8s)
- ferals no longer glow (very sneaky, especially at night)
- soda can bombs: decreased impact, decreased knockdown, increased radius, increased dismemberment,
- APC9 cost reduced
- shotguns: increased impact. main and spread fire has a high chance to penetrate. will adjust until they are situationally on par with other weapons.
- sharpshooter has a limit of 3 penetrations (99 -> 3)
- sharpshooter almost eliminates aim sway (26% -> 6%)
- maxed sharpshooter increases weapon range by 15% (0% -> 15%)
- updated random notes
- reduced ignition time caused by exploding zombies (4s -> 1s)
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Version 2.6.1
- very slightly reduced the difficulty of sieges
- deleted unused files that could have been causing conflict issues
- reduced survey time (half as much time on a ? to reveal it)
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Version 2.6
- slightly reduced injury recovery rate
- slightly reduced fatigue recovery rate
- sound radius of exploding cars greatly increased
- it should take significantly less time for sieges to occur when conditions are met.
- community members will threaten to leave faster, though the values are sorta confusing in the files and frustration is not well implemented in the game anyway, will adjust until it works right
- increased influence gain for most types of kills/kill events (the last update reduced luxury item spawns, this rewards actual gameplay instead of just hoarding luxury items)
- outpost meds cost for bait reduced by 1 (3 -> 2)
- increased outpost defense mine base duration by 4 minutes (22 -> 26)
- feral iFrames between headshots reduced by .2s (still requires 4 headshots)
- increased drop rates for top tier items from infestation juggernauts
- hearts will temporarily stop spawning new infestations once there are already 3 (5 -> 3, this only applies to heart spawns, not current infestations sending new hordes)
- improved follower AI
- increased loot spread (requires new map)
- changed bane zombie eye color (very spooky, be careful)
- ferals should be less glitchy to run over
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Version 2.5.5
- deleted a bunch of unused files
- very slightly reduced parts from salvaging
- slight increase to influence prices
- moderately reduced luxury item spawns
- moderately reduced healing item spawns
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Version 2.5.3
- Reverted the change that doubled standing gains to compensate for the standing bug, which the devs have now fixed
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Version 2.5.2
- updated for patch 37
- killcam added back in (it's in the menu options now)
- removed a lot of curveball stuff since you can just adjust it on your own now
- added an optional file that doesn't change plague or black hearts.
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Version 2.5.1
- -1 influence cost per 7.62 bullet
- -1 influence gain from cesspit zombie kills
- -1 standing from cesspit zombie kills
- increased stormbringer price
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Version 2.5
- increased plague heart gas warning time
- increased plague heart health and zombie spawns
- increased plague heart AOE, duration and damage of gas
- slightly increased plague heart explosive resistance
- slightly decreased plague heart gun resistance
- -1 ammo per day from max munitions (now +1 total)
- +2 plague samples per cure
- -1 meds per cure
- disabled killcam
- removed randomly spawning handmade weapon mods
- slightly reduced alerted enemy detection range on minimap
- removed reload speed bonus from gunslinger
- moderately reduced powerhouse attack bonus damage, increased lethality
- nerfed some plague/injury resistance traits
- reverted most well oiled machine nerfs (not really needed with increased base costs)
- solar array is a small slot facility
- reduced parts cost for outpost mines
- slightly lowered toolkit part costs
- toolkit repair takes 1 extra second
- adv. toolkit repair takes .5 extra seconds
- luxury and apoc vehicles cannot randomly spawn for free anymore
- increased self-burn damage
- heavily increased salvage parts from guns
- slightly decreased salvage parts from most other items
- computers skill grants an increased sample drop rate (self)
- slightly increased overall sell value of all items
- slightly buffed business skill influence %
- slightly nerfed geek skill influence %
- increased minimum accuracy of a few pistols
- slightly reduced part cost for pipebombs
- slightly buffed .22 rifles durability
- increased the sample cost of sickness removal
- fatigue builds slightly faster (same recovery rate)
- slightly modified min and max amount of ammo that can be found per stack
- slightly modified the RNG weight of a few boon-drop items
- slightly nerfed cooking active skills
- slightly nerfed medkits
- slightly increased gas can price
- slightly increased sickness recovery time
- slightly increased trauma recovery time
- slightly increased dodge stamina cost
- moderately reduced random crossbow spawns
- moderately reduced random bolt spawns
- moderately increased crossbow sample drop %
- moderately reduced bolt recovery from body shots
- follower AI tweaks
- tweaked the prices of a few misc. items
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Version 2.0.2
- reduced flashing speed of containers
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Version 2.0.1
- reduced ammo press ammo cost to be more inline with throwable costs
- fixed medicine skill discount for injury insta heal
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Version 2.0
- +1 base threat level
- +2 samples for cure (+8 for pack)
- juggernauts are slightly faster
- fixed simulated travel of siege hordes
- minimum siege wave strength increased
- trivia skills reworked
- coffee making reworked
- shopping reworked
- painting reworked
- acting slightly buffed
- computers buffed
- comedy buffed
- sports trivia buffed
- craftsmanship buffed
- soundproofing buffed
- sleep psych buffed
- surgery buffed
- munitions buffed
- engineering buffed
- solar array morale buffed
- groundbreaker shovel slightly nerfed
- average of -2 cars per map
- large reduction of random gas cans
- slight reduction of random repair kits
- slightly increased screamer puke max range
- injury healing is slightly slower
- injury/trauma chance heavily increased
- fatigue recovery very slightly slower
- increased some radio call costs
- slightly decreased base sample drop rate with crossbow
- primary care bonus health slightly nerfed
- increased loot spread
- very slightly decreased parts from salvage
- salvage furnace is more expensive
- added a little bit of influence per day to the +1 resource skills
- removed the ! on radio commands when starting a new map
- bane zombie eye color changed again (will probably periodically do this)
- added more easter eggs :) (read the ingame notes)
- various number tweaks
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Version 1.9
- Forge is now a small slot facility instead of a large slot facility
- fixed RNG distribution for infestation drops
- bed maintenance cost removed and upgrade cost slightly lowered
- -500 freak scouting distance (humans only, base is the same)
- endurance bonus health reduced
- reduced influence cost of some radio calls
- cesspit zombies +2 base influence
- (finally) fixed kit costs
- reduced parts cost for some throwables
- -1 fuel to scout infestations
- added label to difficulty select screen when starting a new map
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Version 1.8
- Ferals can't instantly destroy trucks almost ever anymore (vanilla bug, not caused by this mod), especially the Viking (still happens rarely). however, the feral will still freeze mid air as if the glitch did happen. they are fortunately still vulnerable to physics. (i genuinely spent *HOURS* trying almost everything i could to fix this eternal bug that the devs can't/won't fix. this is a janky fix until they do something, this is better than nothing) if a dev reads this, i think one of your functions is disabling root motion. i could be wrong though.
- T3 infestations now actually do something. early T1 infestations are less spammy and more based on awakened hearts instead of RNG.
- Buffed storage of less commonly used apoc vehicles and nerfed the storage of the more commonly used ones.
- sports cars are now all push to start (vroom vroom)
- +4 max infestations (6 less than vanilla)
- slight increase to fatigue recovery time
- sharpshooter no longer reduces sway
- engineers scrap for +10% more parts
- surgery buff
- fire throwables have slightly lower yields
- chemistry bonus duration for mines nerf
- container blue flash replaced with high vis yellow. if you have problems with flashing lights or can't see certain colors just tell me and i can make a file with a separate color or flash frequency/duration.
- increased VUK cost
- nutritious snacks buff
- +2% sample drop base chance. delta is the same.
- -10 parts for normal toolkit
- *very* slight base scrap adjustments
- scent block does more plague damage
- fixed small fuel usage issue
- various minor infestation tweaks
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Version 1.7.1
- reduced plague infection from plague zombie bites, still higher than vanilla infection (fixes occasional bug that caused you to sometimes not get infected)
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Version 1.7
- vehicle idle noise slightly reduced, same loudness when driving.
- that glitch where a corpse gets stuck in a wall and makes a bunch of noise while spazzing out *should* happen less often (WIP)
- fixed toolkit/bulk toolkit costs
- slightly fewer heals, stamina items, seeds, chems, facility mods and guns at the start of a new map
- slightly increased the spread of loot spawns at the start of a new map
- boon duration reduced by 10 minutes (from 60 -> 50), banes are the same duration (60)
- self promotion is not overbuffed anymore
- .22 MK3 base accuracy increased
- +2 sample required for cure
- -5 base morale at start
- +3 samples to insta cure plague sickness
- crossbow plague sample drop rate increased a bunch
- sample drop rate delta reduced slightly (basically pulling the drop rate of running over plague zombies and shooting them with crossbows together somewhat)
- decreased follower dodge cooldown
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Version 1.6
- Ferals are even more likely to drop ammo than mods
- Decreased zombies at infestations for performance/AI problems
- Increased base fatigue recovery (now is roughly 15% below base game)
- Fixed Water Outposts and Rain Collectors not giving fatigue recovery
- FOR THE TIME BEING, standing gains from kills are doubled because the devs still have not fixed the bug that is causing you to not gain standing for most missions.
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Version 1.5
- Slightly increased follower aim
- Infestations should be way more aggressive, but are capped at 10 instead of 20.
- Sieges should be moderately harder
- Slightly reduced community skill XP requirements
- Increased .22 sway
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Version 1.4.1
- nerfed well oiled machine
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Version 1.4
- Infestation system should be more focused on siege sites (I hope)
- Feral drop rate nerf
- screamer AI tweak
- *slightly* reduced gun/zombie noise. increased injury time and decreased healing item spawns (basically, it reduces endless zombie attacks but makes your encounters riskier)
- repair kit cost doubled
- major follower AI changes (they no longer should be suicidal, but shouldn't be offensively OP)
> also changed normal blue to high-vis blue
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Version 1.3
- Quick supply slight buff
- plague heart supply drop heavily nerfed
- recon abilities buffed
- increased vehicle visibility on map when zooming out
- quirk skills heavily changed
- salvaging slight top-end nerf
- .22 rifle accuracy slightly buffed
- easter eggs <3
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Version 1.2.1
- Fixed plague heart damage resistance being too high
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Version 1.2
- Reduced zombies at infestation sites for performance reasons
- Tweaked Screamer AI
- Fixed a bunch of guns that had incorrect values for some reason
- Tweaked other infestation values
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Version 1.1
- Bane zombies have green eyes. Reverted cesspit zombie influence buff because them giving 2 influence instead of 1 crashes the game (???)
- Removed free weapons from Mysterious Broadcast
- Fixed juggernaut influence
- Slightly increased plague sample drop rate with crossbow kills
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- Donations
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Straight donations accepted
^ Make sure you check the changelogs! ^
There are a lot of changes so this will not be a super detailed list, especially since that patch notes have most of the detail over time. Most of the changes involve basically making the game harder, the bad things not bad and the OP things not OP. These changes were made with the idea in mind of keeping the natural feel of the game the same despite the drastic changes.
Intended to be played on Lethal with Night Time Light Boost set to "Darker"
Changes/Balance
- A lot of trash skills/traits are buffed. Forge weapons are objectively the best in the game now. The Electronics skill isn't complete useless.
- You can't literally just ignore food anymore.
- Sieges are a real threat instead of just annoying. Be careful, you can get your entire base wiped out.
- Shotguns have built in penetration, putting them closer to the power of other weapons.
- Suppressor quality effects suppression amount.
- Brakes don't allow you to mag-dump a plague heart to death before anything can even spawn
- Bloaters don't drop loot at infestations anymore (come on bro they literally kill themselves)
- Ferals don't drop guns anymore, if you want good drops, kill juggernauts.
- Try to play different in general. Some things you won't really notice until you do something different.
- You will see different colors every now and then.
- No beds makes people more sad.
- Revolvers have been buffed in every way.
- Soda can bombs are useful.
- Grenade launchers have increased impact, making them more useful against plague hearts and juggernauts.
- Crossbow plague sample drop bonus actually exists now.
- Some of the weak melee weapons are slightly buffed.
- Some of the curves that effect drop rates are different.
- The ancient skill problem of one-star Wits giving way too much search speed is fixed.
- Having low morale actually does something now.
- A lot of common crutches are nerfed, like .22 guns, outpost mines, radio disruption, etc.
- Many high capacity mags carry roughly 15% less ammo.
- Infirmary slows blood plague, but it doesn't stop it.
- Plague cures are more expensive, especially the sample cost.
- Salvaging gives fewer parts.
- Fatigue, and especially injuries, take some time to deal with. Even if you have lots of healing items, you don't want to tank a bunch of unnecessary hits.
- Ferals have somewhat different behavior. They don't glow anymore, so they are harder to spot.
- Juggernauts can't be cheesed with a car. They are also faster.
- Everything hits harder.
- No more portable sun, your lights are not as bright.
- Everything sells for less. Allied discounts aren't as big. All influence-granting actions give either less or no influence. Many guns are way more expensive, along with ammo.
- There is a huge reduction in all loot.
- Various facility actions cost more.
- You can't boost your max HP as high as vanilla.
- Plague hearts have more health and the gas lasts a long time.
- You won't find certain items anymore in plague hearts and other places. Military guns, for example, only can be found by killing infestation juggernauts.
- Radio calls are more expensive.
- Recycling, lichenology, and fishing only give 1.5 of their respective resource per day.
- Increased plague resistance perks are reduced.
- Enclave recruits will have slightly fewer skill points, a more even spread of points across the members and they are less likely to have specializations.
- It will take longer to level everything.