Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by Weazelsun

  1. I don't know. The current encumbrance is pretty basic and barebones, that's a mixed bag. On one hand it's easy to understand and solve. Much like others that have posted above, well after playing a mod. I am more biased towards a Fallout 4/ Skyrim weight system than instead of what we have right now in vanilla. I don't like being limited to only a specific amount of backpack space. IF the pocket mods added more slots then I'd be ecstatic! In general I just want more inventory slots.
  2. @Maharin @pregnable Yup, that seems to be how it works. Rather than it be a stacking debuff like how I interpret it. It basically works like how you two said.
  3. I've decided to start testing this perk because to me it doesn't really seem to work or it maybe it does and I'm just interpreting the way the perk description in another way. So the Deep Cuts perk states: Level 1: "Blades deal 5% and can inflict up to 3 Bleeding Wounds on enemy, power attack inflicts 2. Every attack refreshes bleeding duration. Bleeding enemies run 10% slower." Level 2: " "Blades deal 10% and can inflict up to 4 Bleeding Wounds on enemy, power attack inflicts 3." Level 3: " "Blades deal 15% and can inflict up to 5 Bleeding Wounds on enemy, power attack i
  4. New map, new time! Come on and join us, map wiped 03/06/2021.
  5. You kid, but oh geeze. Their movement is just atrocious in my opinion. But, I guess it's more because I play on a multiplayer-server. I'm sure in single-player their movement is at least better.
  6. @madmole @faatal Will the animals particularly the bear and mountain lion animation become more smoother? Right now they're a bit janky when attacking and jumping.
  7. @madmole Question about a specific POI, the Settlement_01 and PiggyBank. What are the chances of us seeing more types of these in the future? Is there any plan of turning the Settlement_01 POI into a central trading hub or as the home-base for "The Duke"/ bandits?
  8. I wanted to go with maximum for both, but reality is that my horde base usually ends up being a general design that I usually don't then work anymore. Only adding some extra electrical traps once I have the resources. Meanwhile, with my home it always ends in later days becoming more organized to the point where I have specific rooms set-up. Like an actual kitchen area, bedroom, work/ forge area, etc.
  9. All Night Gamers - Undead Legacy I PvE Come on down and have some all night fun! General Server IP: Game Port: 17470 Game Version: A 19.3 (b6) Undead Legacy Version: 2.2.84 Difficulty: Survivalist Basic 24 Hour Cycle: 60 Minutes / Daylight Length: 18 - Default daytime: 4:00 Max Zombies: 100 Max Animals: 50 Advanced Player/ AI Block Damage: 100% Loot Abundance: 100% / Re-spawn Time: 30 Days Drop on Death: Everything/ Drop on Quit: Nothing Blood Moon Count: 8 Multipl
  10. Considering that not much info has been put out yet. Quite some time.
  11. @madmole Artistically will the wasteland biome and burnt forest biome get a remodel to make them look more unique? Currently the only difference in terms of model separating them is the ground textures and debris.
  12. Are you a night owl? Play games at night? Then come on over and check out our server All Night Gamers – Jericho! A PvE, vanilla-ish server. Come on over and have chill, friendly day. Note: You don’t even have to be a night owl to play either! Just play and have fun! We also have modded zombies too via Snufkin's Custom Server Side Zombies – PLUS. All Night Gamers - Jericho | PvE : 12571 Direct Connect: steam://connect/ Map: Difficulty: Survivalist – 60 Minute Days – Daylight Length: 18
  13. Are there any Christmas surprises in that build? Take your time guys, make it a surprise.
  14. I always die sometime during the first week, doesn't matter of the amount of playtime I have. I always die either due to me being overconfident or just plain stubborn when engaging the zombies. To be fair I've a very cautions player but I die.
  15. @madmole Regarding the armor/ clothing sets, what will become of the the special items like the firefighter's helmet, SWAT helmet, football helmet, and military stealth boots? Will they go away or stay and become part of special set?
  16. Interesting idea, although the Fun Pimps already have some ideas on vehicle mods already.
  17. Seems a pretty good list. With the names of them I can just imagine what loot would be in them.
  18. Yeah, I think that's what I was thinking of the poi and biome modifiers. I want to see that in action. Would be nice to actually feel rewarded on completing a hard poi in a hard biome.
  19. I do hope that the loot becomes less dependent on gamestage sooner rather than later.
  20. Heck, the pawnshop poi, the loot room is basically right at the starting point. Just break the door next to the dumpster. lol
  21. Well, they did boost melee damage in earlier alphas. It seems now they moved (melee damage buff) that to the candy called "skull crushers". On the other hand though steroids still negate heavy armor penalty or in general armor movement penalties and gives you a speed buff.
  22. I'm still mixed feeling about the current way loot is tied to game-stage in this alpha. I like it in that it now makes me feel more less-fast paced about looting everything, but once I hit the higher game-stages, sometimes RNG just doesn't like to have good loot.
  23. Hm... is the second stage of the iron frame blocks upgraded meant to be the same hp as the first stage? Stage one upgraded: 1000 HP, stage two upgraded:1000 HP.
  • Create New...