Happy Holidays, Plans And New Dev Build! (Patreon)
Content
Heya folks. Hope you're all starting to wind down with the holidays. :) I know this time of year can be either absolutely amazing, or absolutely shit depdending on your circumstances, so all I'm going to say is I hope you can at least enjoy having some time off doing whatever you need to do to put yourself in your happy place.
Modding plans, I'm probably doing nothing after this until new year to be honest. Youtube vids will be going up as normal (hopefully) cos they're pretty easy to record and edit, so if you enjoy that brand of nonsense, you have it.
On that note, if you're a patreon that I've missed in the end cards, let me know. If you're a patreon who is here for DF and you WANT to be on the end cards (I have separate tiers so people can pick if they want to support the mod or videos), also let me know and we can sort that out.
And finally... new dev build! Yes, this is very likely going to need a new save.
V4.1.2-DEV-B1
- Added Pulse Mine. (currently does not use a new model, have icon or localization)
- Added Overcharged Energy Cell.
- Added Overcharged Power Source melee mod.
- Added Molecular Reconstructor Repair Kit's (2 different types that repair different things, see item descriptions)
- Fixed Zombie Janitor Radiated using the wrong mesh.
- Fixed Flaming/Exploding arrows and bolts giving the wrong arrowheads when opened.
- Fixed junk turret ammo bundles not using ammo to be made like everything else.
- Fixed underground cannabis and rice not being placeable/not growing properly.
- Fixed the JaWoodle Purple bundle not having an icon.
- Fixed PEP_Hotel_Construction_Site_01_Zyncosa being 2 blocks too low on all maps (POI was already fixed).
- Fixed Anna and Bunker on all maps.
- Fixed Fail-not not being able to take pulse arrows.
- Removed the restriction on honey that meant it only worked on level 1 infection. It should now work on any infection (assuming the 70% roll passes).
- Adjusted stats of Fail-not so it should be at least equal to a Titanium Crossbow.
- Frame shapes for cobblestone+ now have new textures so it's easier to see what isn't upgraded from distance.
- Lowered the degradation per use of both augers so they'll last longer.
- Lowered the harvest penalty of using the auger, and REMOVED the harvest penalty on the titanium auger (however it does not get a bonus like other tools, so a titanium pick will still give more).
- Tweaked bee hive and chicken coop loot lists.
- Tweaked when turrets unlock in advanced engineering, so the auto turret unlocks at level 4 now (not 5) with the shotgun turret, and the mk2 versions unlock at level 5.
- Repulsor Mod no longer ragdolls zombies 100% of the time with the plasma baton.
- Padded armor now works like it did in 4.04 (no mobility/stamina penalty) but has HALF the mod slots of all other armor.
- All other armor has been rebalanced on physical resistance and mobility penalties. So leather and military should now be the same on penalties, while scrap/iron/steel should be the same on penalties.
- Titanium is now steel armor with military armor penalties.
- Power armor now has slightly lower protection (12 instead of 13) but NO mobility or stamina penalties.
- More localization fixes.
Link: https://drive.google.com/file/d/1m5MW8_5bo8OR7bEqOI1zcIUGGz7dCfAM/view?usp=share_link