DF-V5.1.0-DEV-B1 to B7 patch notes

  • DF 5.1 is now in experimental! Notes and shit! DF-V5.1.0-DEV-B1 to B7 patch notes

    • Updated Quartz.
    • (IDC) Updated IDCCore.
    • (IDC) Updated Trader Overhaul.
    • (IDC) Added V.O.I.D.
    • (IDC) Added patch to allow icon tint to show in ammo selection wheel.
    • (Myth) Updated PEP.
    • The Lord of Hell now has a unique ability.
    • Removed unintended extra damage on Incubi/Succubi.
    • Removed some unnecessary code and patches from the main DF DLL file as it wasn't being used.
    • Removed all references to the nightvision "eye" item in loot so it cannot drop anymore as that was not intended.
    • Removed the gamestage bonus to Hell on Earth and made it the same as Insane as it has plenty of other changes as-is.
    • Fixed missing tag on Porkins Shotgun which meant it couldn't take a magazine extender.
    • Fixed Liquid Nitrogen not scaling with Demolition Expert when it's supposed to.
    • Fixed missing unlockedby on the two reconstructor repair kits.
    • Fixed incorrect spelling of craft_tool on the 4x4 parts.
    • Fixed incorrect spelling of always_unlocked on one of the steel crossbow bolt recipes.
    • Fixed overcharged energy cell MOD being installable in ranged weapons.
    • Fixed Fusion Forge being outside of the "placement" box.
    • Fixed Master Hunter Localization.
    • Fixed upgrading to Titanium Log Spike needing Forged Steel instead of Forged Titanium.
    • Fixed Titanium Log Spike being repaired with Forged Steel instead of Forged Titanium.
    • Fixed numerous bundle localization issues.
    • Fixed Incubus regen getting "stuck" occasionally so they became immune to damage.
    • Fixed some localization issues.
    • Fixed customized fittings mods not being installable in power armor (which was only the case due to an old, vanilla bug which is now fixed).
    • Fixed incorrect noise values on sounds used by the Thermal Cooling mod.
    • Fixed "young" coconut tree's (the stage between seedling and grown) having incorrect model.
    • Fixed missing Scrap Sledgehammer recipe.
    • Fixed missing coffee recipe from loot lists.
    • Fixed buckets of water created from sources other than collecting water, not being able to place water.
    • Fixed the stamina regen issue when the player has less than 75 water.
    • Fixed coilammo bundle amounts.
    • Added extra difficulty beyond Insane - Hell on Earth.
    • Added extra animal feed recipes using plant fibre and tree seeds.
    • Added ability for sap to be gathered from player planted trees that have started to grow (NOT the seedlings).
    • Added back MOST of grumpybeard's expanded lockable storage (some models don't exist anymore, so those blocks were removed).
    • Added ability for larger zombies to crouch so they can fit through doors.
    • Added more knives and machetes so they scale fully from bone up to laser.
    • Added IDC's ammo disassembly.
    • Added IDC's Trader Overhaul.
    • Added IDC's patch that returns fuel from vehicles if you modify them (like when you add/remove mods to guns and it returns the ammo).
    • Added IDC's hydroponics.
    • Added new Legendary Icons by Tobi so they stand out more.
    • Added Crucible unlock to Forge Ahead 3.
    • Added biome limitations to vanilla traders so they won't spawn in the wasteland in RWG.
    • Added a gore block for demons that will drop demonic essence on harvest.
    • Added Titanium Log Spike recipe so they can just be crafted.
    • Added lower degradation use for light melee weapons to Flurry of Blows.
    • Added a new perk to Security: Mobile Gunner. Increases ammo capacity and reduces kick and spread of auto weapons.
    • Added 10% run speed bonus while holding automatics to Security mastery.
    • Added class book to give the player a random class, rather than picking one, for people who want more of a challenge.
    • Added some benefits to using sledges as weapons to Breaking and Entering.
    • Added some extra T6 quests to Caitlin just so the quest list can fill out and hopefully not bug her out.
    • Added "Good To Be Home" Buff that grants extra benefits to the player when nearby their campfire while indoors and in a land claimed area.
    • Added Scrap Iron Sledgehammer (shut up Tobi).
    • Added armor scaling on zombies based on difficulty and the tier of the zombie.
    • Added bonus XP to action skills on hit/kill headshots.
    • Added magazine increase for bows to the Robin Hood perk.
    • Added screamers specifically for the scout quests that now actually spawn zombies. Have fun!
    • Added new Food Poisoning buff that works more like Dysentery so it's less severe and curable.
    • Added new buff for the flamethrower at Demo Expert 1 or higher so it's useful against demons (but ONLY with Demo Expert).
    • Added new armor events when taking critical hits (sprain/break/concussion/laceration/fall damage)
    • (Dobbers) Adjusted armor protection values for better scaling.
    • Adjusted the degradation use bonus from Well Maintained so it won't hit -100% when stacked with mods and Flurry of Blows. This only applies to weapons, not tools.
    • Adjusted XP amounts for levels. 1-50 will be a little slower, while 51-150 will be a bit faster. This is a first pass and may need further adjustment (I have concerns 100-150 is too fast atm)
    • Adjusted junk turret so iron and titanium darts do less damage when used as ammo.
    • Adjusted iron and titanium darts so they do more damage when used in dart traps.
    • Adjusted loot stage of titanium items so they drop later.
    • Adjusted gun safe loot (ONLY lockpicked version, not smashed open version).
    • Adjusted cash register loot to remove casino coins and increase old cash since vending machines now need it.
    • Adjusted buy value of items in vending machines.
    • Adjusted ingredient requirements of vegetable soup.
    • Adjusted drop rate of some books.
    • Adjusted spear stamina usage so it's more like sledgehammers (attack speed NOT changed).
    • Adjusted knives to do damage similar to knuckles.
    • Adjusted machetes to do damage similar to clubs.
    • Adjusted clubs lower than titanium for better damage scaling.
    • Adjusted machete attack speeds again (especially Jason's that I forgot about).
    • Adjusted armor penetration of spears to be less obscene.
    • Adjusted gunpowder requirements for AP/HP ammo.
    • Adjusted fertilizer to trigger plant growth nearby on left click rather than being used as an upgrade item. (this uses a game event)
    • Adjusted Scrap Iron Arrowhead recipe.
    • Adjusted Behemoth, Titan, Incubus, Succubus, all variants of the previous AND Lord of Hell loot.
    • Adjusted wellness loss for Hell on Earth difficulty when you die (you WILL be set to 50 wellness, no matter the perks).
    • Adjusted HP ammo so it now has a -50% effective range rather than adding armor to whatever you're shooting.
    • Adjusted mod slots of bdubs vehicles to better match DF vanilla vehicle scaling.
    • Adjusted the effect that triggers from Feel The Heat so it should fire more consistently.
    • Adjusted hardened chest loot (end POI for T4/T5) as it was a bit insane.
    • Adjusted rain catcher to work like a dew collector, except it creates buckets of water and needs buckets (iron buckets, not clay) as fuel.
    • Adjusted the Crossbow Autoloader to add a small damage penalty (like silencers) for balance reasons.
    • Adjusted beer drop rate as it was too common.
    • Adjusted all drink drop rates for better scaling regarding wellness.
    • Increased duration of slow down from Liquid Nitrogen mod so it's similar to the shotgun stun.
    • Increased stack size of irrigation pipes to 25.
    • Increased stack size of boiled water/water to 125 like murky water/empty jars.
    • Increased amount of Iron/Steel/Titanium arrowheads made per recipe.
    • Increased Leather and Duct Tape requirements for Hazmat clothing, but did not increase the Hazmat Fiber.
    • Increased all coin rewards of all traders to make them more profitable vs scout quests when considering time investment.
    • Increased durabuility of the junk turret.
    • Increased crafting cost of Improved Heating Element since people kept bitching it was OP.
    • Increase HP of both demonic behemoths so they're a little more threatening.
    • Increased dirtbike storage since it lost a lot of mod slots.
    • Slightly increased XP from injuring things when using archery weapons.
    • Slightly lowered spear attack speed.
    • Slightly lowered wellness increase from vitamins.
    • Slightly lowered the duration of vitamins.
    • Slightly increased dart trap fire rate.
    • Slightly increased the amount of empty jars made from the recipe.
    • Lowered coin rewards of "go here, kill these" quests on the scout, and fixed some T6 coin rewards that were FAR too low.
    • Lowered the damage fall off range of shotgun SHELLS, but increased the damage fall off range of shotgun SLUGS. This is to make shells less OP and give slugs a point.
    • Lowered bonus run speed from Automatics Action skill to 10% from 20%.
    • Moved Improved Heating Element from Hammer and Forge to Master Laborer as level 10 is too early.
    • Vending machines now require old cash to purchase items. Amounts may need adjustment, so looking for feedback on that.
    • Drastically lowered Hazmat Fiber requirements for making Radiation Ready mods.
    • Behemoths can now crouch and will no longer get stuck in the bunker.
    • Dog Days Are Over T5 has been changed to Hellwolves. Have fun.
    • Rewrote all scout item quest rewards for better scaling.
    • Swapped over First Aid Kit and Herbal Antibiotics in the Physician perk.
    • Moved Crossbow Autoloader from Science Crafting 3 to Science Crafting 5.
    • Archery action skill no longer grants a reload speed bonus to crossbows (but still does for bows) for balance reasons.
    • Most recipes (Food and Resources) that use jars/bowls should now return jars/bowls on CRAFT.
    • Changed gore block that can drop on zombie death, and adjusted resource drop amounts when harvested.
    • Re-ordered the Advanced Engineering perk so things unlock slightly earlier so it's better balanced vs the Electric Traps perk.
    • Coilturrets are now unlocked with Advanced Engineering 5.
    • Combined Pain Tolerance and Armor Training into 1 perk, and renamed Armor Training to Martial Training. Also added Sprained arm and concussion resistance in addition to the other pain tolerance effects.
    • Changed Nightvision to Black and White.
    • Reduced military fiber cost of the tactical rigging mods.
    • Rewritten all trader rewards to make them more unique on a per-trader basis and hopefully fix the random NRE we've never been able to track down.

Jetzt mitmachen!

Sie haben noch kein Benutzerkonto auf unserer Seite? Registrieren Sie sich kostenlos und nehmen Sie an unserer Community teil!