LT's MOD VERSION 1.0

  • Downloadlink: http://server.7gamers.com.au/o…479f27b99d266a1ad4cd5572e


    Features:


    Overhauled recipes - Recipes have been adjusted towards creating value in important game items. For example Weapons require different amounts of Weapon Repair Kits depending on their tier in order to craft. E.g a Pistol takes 7 Weapon Repair Kits, a Sniper Rifle takes 24. Items like Land Claim blocks and TNT are also more difficult to craft.


    Loot adjusted for scarcity - Loot has been overhauled to reduce the chances of finding some items such as the Auger, Nail Gun, and Chainsaw and resources such as brass and oil are also rare as these are key components in Weapon Repair Kits and Ammunition. In practise this encourages PVP, makes Augurs and other power tools very hard to find and valued. It encourages players to properly maintain their weapons as it is cheaper to repair them than to craft new ones. It places value on ammunition as brass is more difficult to obtain.


    Zombies adjusted for difficulty - With some credit to Barinou for some of his zombie types and buffs I have heavily adjusted the zombie population. Along with some of Barinou's creations there are now Boss types, their Sidekicks, and enhanced normal zombies to be found during Hordes and mix in with the normal appearance of zombies. From devastating freeze attacks to flame attacks, zombies that make you soil your self or zombies that run during the day, you will always be on your toes as zombies are no longer background noise to be ignored.


    Custom Weapons and Items - There are many custom weapons and items to be found, looted, or handed out as rewards or made available in your server shop.


    Here is a list of a few of them:
    - Fire Shotgun (Similar to Barinou's) - This finally makes the much maligned sawn-off shotgun useful with it's fire attacks being very effective and fun to use.
    - Suppressed Sniper Rifle, Suppressed Pistol - These variants cannot be crafted but can be obtained from taking down zombie bosses.
    - 1911LT - Expanded magazine and a bit more stopping power than your average pistol.
    - Tungsten Magnum - This bad boy is very fun to use with real stopping power that will drop most zombies except bosses and send them flying backwards with a satisfying impact. This also cannot be crafted.
    - Hunting Crossbow - A scoped variant of the crossbow this will be the go-to for late game once the I've made the next update to the normal crossbow making it less effective.
    - Holy Beer - Brewed by monks this beer grants a wellness boost as well as boosts to other stats. Only available in my server shop on my server if players want to trade some currency to bring their wellness back up after dying many times.
    - Steel Tools / Tungsten Tools - Once you have progressed past the iron age it might be time for an upgrade. A tunsgten pickaxe is truly a joy to use. Steel and Tungsten tools also have better durability.
    - Tungsten Armor - Tougher armor that is only available from the shop on my server.
    - Spec Op Goggles - Goggles have a light like the miners helmet, so you can wear your Tungsten Helmet with the goggles and still have light. Credit to Lord Icon for giving me the idea.


    Ore and Resources - Biomes now have different strengths for different ores. For example the desert is better for iron, the forest is better for coal, etc. Density of ore deposits also changes by depth. Deeper you go the more ore you are likely to find. Copper has been reintroduced to set a foundation for future updates I have planned.


    Advanced Wound System and First Aid changes - There are new zombies and so there are new attack types. You can get the usual bleeding, a zombie bite, or a bloody gash depending on who you are up against. The advanced wound system works like this:


    Zombie causes immediate injury – for example a nasty bite, a gash, a bleeding wound, etc.


    If you do not treat one of these immediate injuries you risk infection, and will also lose health from the bleeding / status effects.


    If you treat the injury with the appropriate level of first aid, the bleeding / damage will stop and the wound while change to “healing” but the wound will remain until you are healed. From a serious injury you go from being wounded to being in “Recovery” which is basically some basic status effects for a few in-game hours. From minor wounds you skip recovery and are fine after the wound has healed.


    Think of it like this:


    Serious Wound: (Nasty Gash)


    Injury > Wound > Recovery > Nothing.


    Minor Wound: (bite, bleeding)


    Injury > Wound > Nothing.


    Advanced Wellness System - High wellness has many benefits beyond vanilla. Many status effects such as Fever, Infection, and responses to injury are impacted by your wellness. With high wellness (above 180) you heal faster, are resistant to infection as well as the normal benefits of higher health and stamina.



    Heat & Cold System - This mod introduces a temperature system that can impact you in different ways. You start off as warm and over time lose body heat. In my mod the game world is based in a “very cold post-apocalyptic setting” think of Russia, Canada, or any place where you can be standing in the sun and still freezing. Certain events can also increase or decrease your heat more dramatically.


    Question – How do I get warm if I am cold? How do I get cold if I am warm?


    Answer – You can warm up by making a campfire and gathering some small rocks. Equip the rocks in your belt and with them select right-click on the campfire. This will create “Hot Rocks” which you can then right-click to use to warm you up. You can also use Wood Planks (not logs) in the same way, right-click them to create kindling and then continue to right click to feed the fire and warm you up.


    To drop your temperature if you are overheating you can jump in the river and it will drop your temperature over time. Don’t spend too long or you can get very cold or freeze and die.


    You can also make cold beverages to cool you down. Take coffee, goldenrod tea, cold water or beer and left-click on a fridge, patch of snow, or ice and it will make the drink cold. You can then drink it to lose some body heat.


    If you get too hot or if you leave a wound untreated you can get an infection the causes fever. Fever is a state of raised temperature that gets worse over time if left untreated. You can take antibiotics to get rid off a fever. If you reach “heat stroke” level you need to act quickly to bring your temperature down and once down to “fever” you can take antibiotics.



    Cannibalism? - Cannibalism is a new system on in it's early stages that I am testing on my server that balances out PVP play verses PVE / exploration. With minimal PVP and focus on exploration you can achieve a high wellness by not dying that often. There are many benefits to high wellness such as better health, resistance to injury or infection and quicker healing.


    With PVP you die more often and it is difficult to retain a high wellness. Cannibalism offsets this by introducing short term “Perks” or “Buffs” for PVP. Instead of wellness the stat for PVP is “Power”, when you kill a player you can use a Hunting Knife on their backpack to harvest the player’s heart. If you equip the heart in your belt and take it to a campfire you can right click to create a “Hearty Meal”. If you eat this you gain +1 power. After many of these meals you will start to get short term buffs and longer term benefits. This is a new system and things will evolve further over time.


    Question – I harvested more than 1 heart but I can’t use it?


    Answer – There is a natural limit on how many hearts you can consume in a certain time. If you have killed several players wait a few in-game hours before devouring the extra hearts.


    Question – I harvested a player’s heart and my Hunting Knife disappeared?


    Answer – Hunting Knives are consumed on use.


    Quelle: https://7daystodie.com/forums/…d-Wounding-First-Aid-More