A new lethal difficulty combined with various balance changes while keeping the game the same. Intended to be the way lethal should be played. Temporarily increases standing gain until the standing bug (not caused by this mod) is fixed.
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Changelogs
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
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)
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
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.
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
Version 1.4.1
nerfed well oiled machine
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
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
Version 1.2.1
Fixed plague heart damage resistance being too high
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
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
Donations
No 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 I don't remember all the numeric changes. Most of the changes involve basically making the bad things not bad and the OP things not OP. If you used my other mods you will already know some of them, but here's a basic list:
Difficulty
A lot of common crutches are nerfed, like .22 guns, outpost mines, radio disruption, etc.
Salvaging gives fewer parts.
Ferals have somewhat different behavior. Their skulls also got a little bit harder.
Juggernauts can't be cheesed with a car.
Try to not get bit.
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.
Plague hearts have more health and the gas has a bigger AOE.
You won't find certain items anymore in plague hearts and other places. Experimental military guns, for example, only can be found by killing infestation juggernauts.
Radio calls are more expensive.
Recycling, lichenology, and fishing only give 1 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.
And some other stuff that you will find on your own.
Changes/Balance
Infestations should be a real threat instead of just annoying. Be careful.
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.
A lot of trash skills/traits are buffed. Metalworking and all forge weapons are buffed, for example.
Try to play different in general, there are tons of unlisted changes.
You will see the color blue more.
Beds!
Revolvers. It's high noon.
Soda!
Grenade launchers!
Crossbow plague sample drop bonus might actually be noticeable now.
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.