Forgot to post this yesterday because I was just super tired.
Darkness Falls V2.4 Experimental went out to everyone. A few bugs were found that need fixing, but nothing major, so that's good.
The current plan is this.
- Fix up as many bugs as possible so it's in a stable state.
- Once that's done, rele...
2019-11-18 17:28:04 +0000 UTC
View Post
So, we're getting there. I just finished up putting the traders back to how I had them in A17 today, and it works.
Survivors and bandits are in.
All my zombies and animals are in, and I think I fixed all their movement issues (some would only move slowly).
NPC's are currently VERY broken.
Farm anim...
2019-11-02 03:52:01 +0000 UTC
View Post
This is where the mod stands right now for A18...
- Need to fix up some minor bugs with the items file. Nothing game breaking, just annoying (and could cause an occasional NRE).
- Need to fix up some minor bugs with the blocks file (same as above).
- Need to re-do loot.
- Need to re-do per-zombie loot lists.
2019-10-11 19:06:39 +0000 UTC
View Post
Since DF is going to take a while to update, I sorted out my modlets instead. I thought I'd post them here before A18 goes live so you can all enjoy them once experimental is ready for the masses. :)
60 slot backpack - 2019-10-07 05:55:28 +0000 UTC
View Post
So I did manage to get early access to A18 and I've started porting the mod over. Currently don't have even a slight estimate how long it'll take since there's a lot I do want to tweak/change, but... this is what I've done so far.
- UI ported over and working.
- Action skills ported over and working.
- Progressio...
2019-10-06 03:27:35 +0000 UTC
View Post
It's currently looking VERY likely that A18 is around the 4th.
Aside from the experimental build that I put out (with the new backpack buttons), I'm currently NOT updating DF. Instead I'm trying out things in the XML, looking up potential unity assets (mainly particles for buffs and such) and just experimenting in gene...
2019-09-29 13:41:33 +0000 UTC
View Post
So the cvars seem to be working nicely. Obviously more testing is needed, but preliminary results are good. :)
The next thing on the list is zombie hand effects. I found out that game difficulty is a cvar, so I'm adjusting "buff chances" based on the difficulty the player selects. Lower difficulty = less chance of blee...
2019-09-18 02:07:55 +0000 UTC
View Post
Still not sure what's going on with A18...
Because of that, we're basically still working on bug tweaks, potential balance, etc. We're also looking at tweaking a lot of the "under the hood" stuff. LIke changing infection to use cvars that build up over time, putting wellness back in, etc.
So while it seems like ...
2019-09-08 19:34:35 +0000 UTC
View Post
So.... things are quiet right now.
At the moment I'm just collecting another list of bugs and working on potential fixes. Rumour is we're gonna have A18 in about 3 weeks, so I'd like to fix up some of the more serious issues, push a patch for that, and then keep experimenting with things that I want to include in the A...
2019-08-22 06:26:10 +0000 UTC
View Post
That's right! V2.21 is now V2.3. There's a HUGE list of changes, and as Patreons, you all get early access to it. :) Here's the full list for anyone not in the discord.
- Updated DMT to fix Linux issues.
- Survivalist torch now drops the survivalist torch when destroyed.
- Survivalist torch now...
2019-08-10 14:09:15 +0000 UTC
View Post
So it would seem we might be getting A18E either the end of this month or the start of next month. The reason for that is because the streamer/content creator early access sign up thread is now live.
Obviously this has thrown a small wrench in the gears for the development of Darkness Falls. As such, my priorities are ...
2019-08-06 05:10:30 +0000 UTC
View Post
So I know things are a little quiet right now...
V2.21 is in full experimental mode for testing, so basically it's final bug fixing and balance tweaks. I'm also waiting on an update to the GotoPOI mod so it'll work properly on servers. I've also been helping to test out EntityAliveSDX stuff as apparently they don't alw...
2019-07-30 20:51:18 +0000 UTC
View Post
Some extra stuff I did last night. While I was adding the ability to adjust max zombie spawn in single player, I also added the same for animals. Finally added it to the main menu last night.
And while digging through the DLL, I found out that max claim blocks per player can ALSO be an option on the menu, so I added th...
2019-07-23 18:02:56 +0000 UTC
View Post
Nothing major, but a lot of folks complained the backpack was too small.
So I reorganised the layout a bit and put back vanilla icon sizes. This is still WIP but the layout is what you will get. I just need to make it look correct.
2019-07-21 21:17:48 +0000 UTC
View Post
Already put this in the discord, but I completely forgot to share it here.
Thanks to some help from Subquake, specifically knowing where to look in the DLL, I managed to add a menu option so the USER can select the maximum zombies spawned in the world in Single Player. For dedicated servers, this would be configured in...
2019-07-20 02:12:30 +0000 UTC
View Post
Things are a little quiet right now. I am still working on the mod, but it's now "bug fix and tweak" mode rather than adding new content. :)
NPC's are currently getting looked at. Ranged attack works but they seem to struggle switching to melee if a zombie gets too close. Farm animals should no longer despawn as well, ...
2019-07-17 11:45:16 +0000 UTC
View Post
Welp, it's taken a while, but Darkness Falls V2.2 is finally released. :) Big thanks to the patreons who got super early access to the testing builds, my testers... who are completely insane, and everyone who tried out the experimental version.
Going forward, I'd like to try giving patreons access to testing versions a...
2019-07-11 09:34:41 +0000 UTC
View Post
...so why not take someone with you?
This is one of Xyth's bandits, but using the companion system. She's the first attempt at a hireable companion that isn't a wolf for Darkness Falls.
If this goes well, then I will be looking at adding maybe another 2 or 3. :)
2019-06-30 11:40:27 +0000 UTC
View Post
A little bit of C# coding later, and guards no longer respawn.
This is to help with lag issues and folks abusing the trader respawn system. Next on my list is to get bandages working with healing other people/NPC's. I have an idea on that.
2019-06-25 00:28:31 +0000 UTC
View Post
A few new zombies to make the wasteland and horde nights a little more dangerous. Just using the existing models scaled up by 25%, but they have some... interesting... abilities.
2019-06-23 01:34:40 +0000 UTC
View Post
This is being a right bugger to get working properly, but there was a suggestion to give the demons a ranged attack with fireballs.
So this is the particle effect I'm working with to see if I can get that sorted out. :) It'll basically work the same way as the cop vomit attack, once I can actually get it working, of co...
2019-06-13 15:47:30 +0000 UTC
View Post
All ready for testing. The block shown is what I use to force the game to load them all into RAM rather than when spawned.
Basically, it stops the spawn lag.
2019-06-08 14:15:48 +0000 UTC
View Post
First test zombie.
2019-06-08 14:15:04 +0000 UTC
View Post
Been bouncing some ideas around with the testers and thought I'd share what we've come up with.
So I wanted to put some extra item mods in the game, specifically ones that apply a damage-over-time buffs to zombies. You know the Burning Shaft mod in vanilla that applies fire? Basically the same as that.
So far I'...
2019-06-08 14:14:32 +0000 UTC
View Post
So I thought I'd better actually post here and use this.
First, thank you everyone who pledged. It's not necessary, but it's very welcome. I used the funds to buy the RPG Mecanim pack off the unity store so I can look into making some extra entities a little easier.
Second, I added a patreon role to the discord....
2019-06-02 07:04:47 +0000 UTC
View Post