![]() ![]() ![]() Perk into shotguns and you will notice more shotgun magazines and shotgun parts appearing in the world. Perks slightly affect the probability of finding like-themed magazines and parts for those recipes. The topic of the magazine matches the location you would expect to find it in the world. Skill magazines can be found, bought, and/or received as quest rewards. Some skills have 100 levels but others have less depending on how many unlocks there are for recipes and quality tiers.Ī new skill page showing your progress has been added to the player interface (photo in gallery below) Skill increases unlock recipes at certain points as well as increase quality of crafting for items with qualityĮach tech level has a separate range in the skill spectrum so that you have to work up through primitive tech and then iron tech and then steel tech and being able to craft a blue stone axe no long means you automatically can also craft a blue iron axe. The only schematics that still unlock recipes are mod attachments.Ĭrafting skill is increased by finding and reading magazines Perks no longer unlock recipes or govern crafting at all Option to hide map during advanced generationĢ3 new skills to govern crafting (photo in gallery below) Additional Advanced World Generation Optionsīiome Percent Sliders (included in Alpha 20.6).Lots of small pipe variations for decorative purposes Lots of flavor art revealing backstories for the traders New workbench model shows visible indicator that crafting is happening New forge model showing upgrades as they are slotted in This means that even though a developer might talk about their wishes for A21 in the body of the thread, those features will not be listed as official A21 features here until they are confirmed as already implemented.Īdditional environmental storytelling in POIsġ00s of classic POIs updated to current standardsĪll trader compounds updated and enhancedĬars, Minivans, Police Cars, trucks, tractors, Fire Engines, Semis, Heavy Machinery, ForkliftsĪ large variety of Posters and Pictures on walls No longer will planned and hoped-for features be posted until they are actually a reality. In addition, only Alpha 21 features that have been confirmed will show up in the list below. This is a focused thread meaning that any off-topic chatter or side conversations not involving a TFP staff member will be moved to an overflow thread in general discussions. I found it after a quick search for gathering rates.Welcome to the Alpha 21 Developer Diary where members of The Fun Pimp staff will occasionally answer questions, post updates of what they are working on, and give us sneak peaks into the future of 7 Days to Die. keep in mind the game balance (as others point to)ĮDIT: Just to clarify.the perk above wasn't written by me, but an old forum Moderator. Just in case you want rid of it at some point :)ĮDIT: Typo.still on 1st coffee of the dayĮDIT: And. With this type of thing it's usually best to put the new stuff you're adding in a place you'll remember you put it, though. I think I am understanding it correctly, I just want to double check. Am I to understand that pasting that into progression.xml among the other perks will add this the in game perk list for purchase as normal? Thank you for all your great info, and I am sorry to pester you with this question. It costs 10 skill points to buy into the perk with rank increasing in cost. just did a quick search and one of the old forum Mods posted a new Perk for a harvest boost a while back. Just to point out that if you increase the "value" too much, there would come a point where there would be no point upgrading to an iron firexe, 'cos Stone Axe would be OP.ĮDIT: 3 "points" in that last sentence.where's my Thesaurus?! A few levels later and a q50 axe and you may see an extra wood from each strike. ![]() * So, for instance, a spanking new totally unskilled Survivor may see no change on Day 1 from a q25 Axe if the "value" is raised to 0.8. (I'm unsure if "block damage" has any affect on "harvest count") I'd hazard that changing the "value" should change the amount received but bear in mind that this is also affected by quality, skills & traits* (as mentioned in other replies) and would change everything harvested by the tool (so rock, iron, meat etc), so balance issues may be worth considering.Ģ) You could also check out the Progression.xml to change the harvest multiplier for the different levels of the appropriate skills/traits. You're looking for the line towards the end of the entry (EDIT: for the axe!): 1) To change the "base" harvest rate of the Trusty Stone Axe, I'd be inclined to take a gander in the items.xml. ![]()
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