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.

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