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Experimental Update 1.24 (Change Log)

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They still desperately need to add a base building update with some new storages like lockers and guns racks ASAP

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Working with hammer no sound.

Add new features: Base build platforms without ladder. Cars should have options to cover with camo and trucks with two camos.

Edited by aare-ed1061e284861b62
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On 1/25/2024 at 11:41 AM, Sileed said:

you're forgetting: bows are essentially free to make and so are the arrows, and those arrows do a pile of dmg...  that bk18 you find isn't half as useful as an improvised bow.

This can be easily mitigated.  Though i still dont see the issue as you still need to collect the items to make the rope or find the rope.  That being said just make improvised bows have a low durability. Or you could make feathers and bone neccesary for arrows forcing players to find stones for a knife, chickens for feathers and bone only to end up with like 4 arrows.  Suddenly the bow doesnt seem so "overpowered" in comparison to the rifle or pistol you found with a half loaded magazine already in it...

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Good to know modding possibilities are still growing up.

Edited by MoonnyMoo

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6 hours ago, arlingtine said:

This can be easily mitigated.  Though i still dont see the issue as you still need to collect the items to make the rope or find the rope.  That being said just make improvised bows have a low durability. Or you could make feathers and bone neccesary for arrows forcing players to find stones for a knife, chickens for feathers and bone only to end up with like 4 arrows.  Suddenly the bow doesnt seem so "overpowered" in comparison to the rifle or pistol you found with a half loaded magazine already in it...

That would still be not enough IMO. For improvised bows to be balanced, they would effectively need to be a sidegrade to melee weapons. Give them low damage, low accuracy, low velocity, high draw time, stamina consumption while holding the draw (can easily be implemented using current "hold breath" mechanic), etc.

And to satisfy all the Robing Hood cosplayers out there, also add a professional hunting bow that is actually decent.

Edited by kopytq99

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Hello. Who made types for new items...may i have it pls?

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2 hours ago, Krabio said:

Hello. Who made types for new items...may i have it pls?

Here for you:

<!-- exported from original types.xml -->
	<type name="Ammo_CupidsBolt">
		<min>0</min>
		<nominal>0</nominal>
		<lifetime>7200</lifetime>
		<restock>0</restock>
		<quantmin>-1</quantmin>
		<quantmax>-1</quantmax>
		<cost>100</cost>
		<flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="1" deloot="0" />
		<category name="weapons" />
	</type>
	<type name="BallisticHelmet_BDU">
		<min>2</min>
		<nominal>4</nominal>
		<lifetime>14400</lifetime>
		<restock>0</restock>
		<quantmin>-1</quantmin>
		<quantmax>-1</quantmax>
		<cost>100</cost>
		<flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0" />
		<category name="clothes" />
		<usage name="Military" />
	</type>
	<type name="BallisticHelmet_Desert">
		<min>2</min>
		<nominal>4</nominal>
		<lifetime>14400</lifetime>
		<restock>0</restock>
		<quantmin>-1</quantmin>
		<quantmax>-1</quantmax>
		<cost>100</cost>
		<flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0" />
		<category name="clothes" />
		<usage name="Military" />
	</type>
	<type name="BallisticHelmet_Woodland">
		<min>2</min>
		<nominal>4</nominal>
		<lifetime>14400</lifetime>
		<restock>0</restock>
		<quantmin>-1</quantmin>
		<quantmax>-1</quantmax>
		<cost>100</cost>
		<flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0" />
		<category name="clothes" />
		<usage name="Military" />
	</type>
	<type name="Mag_Vikhr_30Rnd">
		<min>2</min>
		<nominal>4</nominal>
		<lifetime>14400</lifetime>
		<restock>0</restock>
		<quantmin>10</quantmin>
		<quantmax>80</quantmax>
		<cost>100</cost>
		<flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0" />
		<category name="weapons" />
		<value name="Tier4" />
		<usage name="Military" />
	</type>
	<type name="Vikhr">
		<min>4</min>
		<nominal>7</nominal>
		<lifetime>28800</lifetime>
		<restock>0</restock>
		<quantmin>30</quantmin>
		<quantmax>80</quantmax>
		<cost>100</cost>
		<flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0" />
		<category name="weapons" />
		<value name="Tier3" />
		<usage name="Military" />
	</type>

 

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2 hours ago, Sid Debian said:

Here for you:


<!-- exported from original types.xml -->
	<type name="Ammo_CupidsBolt">
		<min>0</min>
		<nominal>0</nominal>
		<lifetime>7200</lifetime>
		<restock>0</restock>
		<quantmin>-1</quantmin>
		<quantmax>-1</quantmax>
		<cost>100</cost>
		<flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="1" deloot="0" />
		<category name="weapons" />
	</type>
	<type name="BallisticHelmet_BDU">
		<min>2</min>
		<nominal>4</nominal>
		<lifetime>14400</lifetime>
		<restock>0</restock>
		<quantmin>-1</quantmin>
		<quantmax>-1</quantmax>
		<cost>100</cost>
		<flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0" />
		<category name="clothes" />
		<usage name="Military" />
	</type>
	<type name="BallisticHelmet_Desert">
		<min>2</min>
		<nominal>4</nominal>
		<lifetime>14400</lifetime>
		<restock>0</restock>
		<quantmin>-1</quantmin>
		<quantmax>-1</quantmax>
		<cost>100</cost>
		<flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0" />
		<category name="clothes" />
		<usage name="Military" />
	</type>
	<type name="BallisticHelmet_Woodland">
		<min>2</min>
		<nominal>4</nominal>
		<lifetime>14400</lifetime>
		<restock>0</restock>
		<quantmin>-1</quantmin>
		<quantmax>-1</quantmax>
		<cost>100</cost>
		<flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0" />
		<category name="clothes" />
		<usage name="Military" />
	</type>
	<type name="Mag_Vikhr_30Rnd">
		<min>2</min>
		<nominal>4</nominal>
		<lifetime>14400</lifetime>
		<restock>0</restock>
		<quantmin>10</quantmin>
		<quantmax>80</quantmax>
		<cost>100</cost>
		<flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0" />
		<category name="weapons" />
		<value name="Tier4" />
		<usage name="Military" />
	</type>
	<type name="Vikhr">
		<min>4</min>
		<nominal>7</nominal>
		<lifetime>28800</lifetime>
		<restock>0</restock>
		<quantmin>30</quantmin>
		<quantmax>80</quantmax>
		<cost>100</cost>
		<flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0" />
		<category name="weapons" />
		<value name="Tier3" />
		<usage name="Military" />
	</type>

 

god bless u ^-^

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9 hours ago, Krabio said:

god bless u ^-^

As suggestion - try out the WinMerge app for windows that will help you to find the differences and merge 'em to a file.

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On 2/19/2024 at 2:19 PM, kopytq99 said:

That would still be not enough IMO. For improvised bows to be balanced, they would effectively need to be a sidegrade to melee weapons. Give them low damage, low accuracy, low velocity, high draw time, stamina consumption while holding the draw (can easily be implemented using current "hold breath" mechanic), etc.

And to satisfy all the Robing Hood cosplayers out there, also add a professional hunting bow that is actually decent.

This still lacks logic to me.  I can play for like an hour and have a gun and a scope with ammunition.  If arrows were slightly more difficult to make it would be balanced

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