How do I subscribe to the Unstable beta branch?
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NEW
- Finalized first draft of a system for reverse engineering recipes from items.- If a player can learn any recipes from an item with this system, right-clicking on the item will provide a right-click option with a light bulb option to "Research Craft".
- Additionally, in debug mode, right-clicking will reveal all of the information regarding researchable recipes.
- Researching an item's craftRecipe will also grant the same amount of xp as performing that craftRecipe would provide.
- If an item has researchable recipe(s) for a player, the item's tooltip will include, in prominent good-color text, that information.
- Includes Tech-tree-progression via item recipe research for tongs (from pliers and vise grips); shears and scissors; and lower tier knife progression; many baseball bat, spiked club, and mace type weapon recipes; tree branch, wooden stick, large branch/cudgel, medium handle, baseball bat and short bat type weapons, axes, and fleshing tools.
- Added up and down aiming angles for weapons
- Added missing event back into HandgunDefault.xml to properly transition zombies to correct hit reaction
- The Blacksmith Van has smithing-related supplies and literature as well as most of the equipment found in the Metalworking van.
- The Butcher Van has tools required to hang/process meat as well as handle some of the mess.
- The Leather Van has tanned hides ready for use, as well as plenty of Awls.
- MobileLibrary has a high chance for Skill Books across the board; note, these should not spawn normally in Louisville or its airport, as these are generally used for rural areas/smaller communities.
- This adds a few functions to modify a survivor's appearance, skills, traits, profession, as well as completely change the inventory and worn gear based on data defined in a Lua table. These can be called mid-game.
- Definitions added to the SurvivorSwap.Survivors and SurvivorSwap.Loadouts tables will be automatically added to world context RMC > [Debug] > Survivor Swap (no definitions are currently added so this submenu will not appear)
BALANCE
- The Livestock Farmer profession will start the game knowing the MakeBarbedWire recipes. - New characters that start the game with the carpenter or repairman profession, or the handy trait, will know appropriate improvised melee weapon recipes. - New characters that start the game with the brawler trait will know the BoltBat recipe in addition to the other melee weapon recipes that they previously knew. - The Skeleton Psycho randomized story will drop a Fleshing Tool in the same room as the skeletons. - Molotovs can be crafted using Alcohol, Tequila, Vodka or Whiskey, and Denim Strips in place of rags. - Fishing rods can also be crafted or repaired using a bone or forged fishing hook. - Rain will slowly replace water with tainted water for items on the floor that can be filled. - Adjusted the Wooden Spade item weapon values and removed/changed some inappropriate item tags and script fields. - Rebalanced the craftRecipes for Bone, Bulletvest, Spiking Soft Armor, Tire, and Wood armor: - Bulletvest armor and Spiking Soft Armor craftRecipes only had their xp awards increased, as did the other recipes. - Generally, these armor craftRecipes will use autoLearnAll and not autoLearnAny if they have multiple autoLearn skills; i.e. they are harder to autoLearn than most recipes in general. - The skill level requirements, and autoLearn level requirements, were adjusted to provide more of a sense of progression, generally following a, from low to high, forearms/shins -> shoulders/thighs -> body armor progression. Generally speaking, instead of being able to make most of an entire set of an armor type upon hitting a certain skill level(s) breakpoint, it will be paced out in a slower fashion. - Adjusted the autoLearn requirements for several craftRecipes, mostly related to improvised type weapons and carving.- This was done to provide a more gradual progression with the autoLearned recipe with these skills, some skills have lower requirements, some have higher, but the net effect should provide the players with more options in general as they progress in skill levels.
- In addition to a more gradual progression, it means less spammy learned recipe messages when gaining skill levels.