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![]() ![]() ![]() Changed how probabilities work for books Schematic 4 Page loot chance added to Supply Drops and Hive Treasure Removed no longer used loot lists (Rejoice Dan) Removed useless and unneeded loot from rad zone Lowered amount of logs you get from trees but also reduced the tress health to match This was done to increase Tension.(edited) Now Wall Safes Take One Drill Bit and 20 hits, Gun Safes Take 2 Drill Bits and 30 hits and Rad Zone Safes take 3 Drill Bits and 40 hits. Shelves now give back 1 guaranteed piece of loot instead of 2 Increased Probability of guns in all safes and Messiah Also added gun parts to places that previously had NO gun loot. Military Guns can yield Military Parts, Rad Zone Guns can yield Rad Zone Parts. Added gun parts back in as findable loot in all places you can find guns. Stone Hammer can now be used along with Crowbars and Hammers to pry boards and boxes open Removed Stone Bolts from Archery Exclusive. ![]() Stone Knife removed from Survivalist and unlocked for all to make.(edited) Archery now gets Iron Bow perk Unlocked on Start and the Compound Bow Schem Fixed Medic Quest Requirements being inaccurate Cream is made with 2 aloe plants, Bandages are first aid bandages made with Cream that offer more healing than a normal bandage. Medics now receive access to Medicinal Cream and Medicinal Bandages. the difference is in the time it takes to cure it. You should only need one of each type of infection cure to cure infection. Encumbrance removed until it can be properly balanced Random Gen streets in cities are now slightly smaller and narrower to increase tension Makabriel's New RWGMixer with more towns and cities and better chances at traders. 14 Days is now the recommended version to play for Ravenhearst. Added 14 Day Versions alongside the 7 and 21 Day versions. It features reduced timers on all growing blocks, reduced zombie spawns, less XP required to level, stone starting tools given during opening quest, stone axe and stone pickaxe no longer break when degrading, a second support class selection at the end of Advanced Survival questline, mixer with more cities and other balances to help players who have difficulty with the normal Ravenhearst experience. Casual Version Added to Extra Files Folder. ![]() Low level and undergeared players should not dare try to infiltrate this city that was Ground Zero for the Apocalypse Original versions of high loot POIs, Hive houses, and exclusive NEW Massive POIs line this city which is marked by the now abandoned skyscraper HQ of the Makasin Cartel. Rare spawning city designed for skilled and higher levelled players. However, my, gut, suspects there to be a hardcoded aspect to our current zombie respawns and all that time consuming work would be all for naught.Preview of the Patch 4.3 Notes! Sometime this week! Below these are the Casual Version Notes I've wondered if re-installing ver 15.xx and selecting a re-spawn option, so, that it creates a modified registry key, then copying the key, re-install ver 16.xx, then putting that key entry back into the registry will give us back our older respawn rates. In ver16.xx, I read that if you don't kill all the residents, quickly, enough within the time frame you engaged them, then, the inhabitants (all of them) will respawn untill you vanquish them all at the same engagement period. also, if you didn't kill all the originals then they would keep respawning (just the ones you missed, not everybody all over again) daily till you wiped them out. Once you cleaned out the chunk inhabitants that chunk would be zombie free (inhabitants only not transient groups) for 4 days, on the 5th day is where your re-spawn settings would take place 0 for no respawns, 50 for half the original inhabitants to re-spawn etc.etc. Your starting chunk had a set amount of z's per chunk somewhere around 5-8 z's per chunk. If I remember correctly from version 15.xx the optional setting you could change was the zombie re-spawn rate, something like, 0 (no respawns), 50%, 75%?, 100%, 150%. ![]()
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