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Created by
DonUserNameTaken aka Don LeoUploaded by
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About this mod
Modifies all cardio and wits specialisations to give +1 pocket so every maxed character has 4 pockets regardless of which upgrade they chose or had available.
- Permissions and credits
Specifics
- If you get to 7 points in WITS, you can pick a specialisation like normal. This is unchanged.
- EVERY specialisation in WITS gives +1 pocket straight away. It is no longer specific to resourcefulness.
- If you get 7 points in CARDIO, you can pick a specialisation, like normal. This is unchanged.
- If you get 7 points in BACKPACKING, you get +1 pocket. This is also normal.
- If you get 7 points in ANY OTHER CARDIO SPEC, you also get +1 pocket..
So upgrade wits, get +1 pocket. Upgrade and max cardio, get +1 pocket.
Why
So I bought a cool jacket so I could look like the Fonz in real life but it only had one pocket. My wallet is full of stupid customer loyalty cards so it's really big and I want to keep my phone in my jacket too so I had to do the unthinkable and sew in another pocket. Why can't we do this in the zombie apocalypse?
In fact, why can an acrobatic parkour type character carry less than a backpacking character when both of them are wearing a backpack. It makes no sense.
Take a look at the specialisations for Cardio and Wits. https://state-of-decay-2.fandom.com/wiki/Skill:_Cardio https://state-of-decay-2.fandom.com/wiki/Skill:_Wits
Below I will explain why resourcefulness and backpacking are the best skills in vanilla lethal and all others are essentially crap. Giving all these skills +1 pocket makes them less crap.
Cardio:
- ACROBATICS: The longer dodge is considered bad because it moves you too far away from the enemy, sometimes allowing them to turn around and you're back to where you were. Short dodge lets you get behind them and stab them in the head for a quick finish. Acrobatics is arguably inferior to most other skills.
- BACKPACKING: Arguably the best cardio upgrade unless you really want powerhouse. The +1 pocket in vanilla is very powerful. The huge stamina boost is great in Lethal. Backpacking is ALWAYS useful.
- MARATHON: Sprint forever when you don't carry much. Except we almost always carry a lot. Good to have on a dedicated long distance runner but very situational.
- POWERHOUSE: Standing execution is nice but you can get it from swordplay or just dodge and execute. More of a roleplaying skill.
Backpacking obviously wins.
Wits:
- DISCIPLINE: Very good spec but at the cost of no extra pocket. Powerhouse+Discipline+Endurance is a great heavy weapons guy but in Lethal... if you're not going for heavy weapons guy, you'll want resourcefulness.
- RESOURCEFULNESS: +1 pocket and +3 consumable stacks is a must-have in Lethal where 6 painkillers is much better than 3 painkillers. 6 Painkillers per slot means I can take on a human hostile enclave and live to talk about it. It means I can survive an onslaught of 4 ferals a jugg, 8 bloaters and 6 screamers. Yes, that happened. I was popping pills and drinking redbulls like crazy but I didn't die. You also need to carry a plague cure or have one in your car because in lethal, plague kills you within 5 minutes instead of the vanilla several hours.
- SCOUTING: Made dumb with the update that showed containers in secured buildings. Just secure the building first.
- STEALTH: More of a roleplaying skill.
Resourcefulness in Lethal is the obvious winner, followed by discipline and stealth for roleplaying purposes.
So the vanilla specialisations are all crap compared to the ones that give +1 pocket. By giving ALL specs a pocket, they all become less crap and I can sort of justify having a powerhouse discipline endurance guy on my team and carry that extra slot of painkillers.
But wait, there is more. RED TALON CONTRACTORS
These guys have 4 pockets by default. Their cardio and wits specialisations already have +1 pocket each. Considering how many people actually play with these dudes, it makes them super overpowered compared to regular survivors.
All in all, I believe tying the amount of pockets you get, to your specialisations, is really weird and in a game where inventory management is pretty darn important, especially now that we are in Lethal mode and need to have a cure nearby, have a second gun as a sidearm and need bullets for that, just giving everyone max pockets is the way to go.
Conflicts
Conflicts with anything that changes the specialisation skills themselves.
Things to note
I've played with this mod in my main game for over a week, several hours a day and found no issues. Daybreak is unaffected. I don't play heartland and haven't tested it there but have done the same simple edits in the spec files for those characters.