![]() ![]() On top of adapting all the new features to our mod we will ensure as always everything remains based in realism and we will always ensure that no matter what our fans get a true challenge to their gameplay. I can promise that RH 17 will be the biggest version ever. We do not want to drag and drop RH into 17, rather we want to reinvent things. Number one priority for us is to make sure we provide a properly balanced challenge so research is necessary. It may be a few months though, learning the new systems and playing it to fully understand and grasp what we have to work with. ![]() We have our work cut out for us because from what I have seen the Pimps did a nice job in increasing difficulty but Ravenhearst will definitely live on in 17. Seems entityclasses.xml is what controls this, so I can just overwrite the one in my base install with the one from the casual version.Īny plans on making this amazing (my #1 mod) to A17 ?ġ00 percent yes. Animals will respawn every 5 days instead of 7Īhh cool, all I am really intersted in though is the reduced zombie health. Break removed from the Quest reward tools and weapons so you will not lose them anymore 300 Level axe, pickaxe and bow along with 150 arrows awarded as you quest in Basic Survival Skill Points Awarded when Levelling Raised to 7 Second Support class selection awarded at the end of the Opening questline Slight reduction in amount of XP needed to level (17,000 down to 14,000) Animal Traps, Chicken Coops, Composter, Bee Hives and Rain Collectors take 2 in game hours Cars do not respawn any more (Removed for Realism in Casual Mode) so it really might be what you're looking for. Largely the main things affected ARE zombie health and spawning, second class (support, so take an offensive class to start) awarded at the end of the survival quests, and a small nerf to knowledge points needed to progress through classes. i'm going to post the notes from our discord on casual mode, some of it is out of date, for instance encumbrance was removed from all modes later on for the time being. Seems the casual version would fix my zombie hp issue, but I got a question, what If I wanted the base experence except for the zombie health? which file from the casual version do I need to overwrite the base version with, as I just want the less tankier zombies. So bascally, looking for advice? should I swallow my pride as a gamer and lower the diffculty so the zombies don't take forever to kill? or can you suggest a better starter class to go with? I really wanna experence what this mod has, but my first few days are always slow and boring. I suppose thats just a starting issue, once you got more stamina and some sex rex perks its probally not bad. Right clicking for power attacks doesn't seem to do enough bonus damage for how much stam they eat. In no way should a pistol be weaker than a bow or a crossbow, the round flies much faster and has that much more force behind it, but thats a vanilla issue. Don't even wanna see how many pistol shots it'll take if the pistol is as useless in this mod as it is in vanilla. Melee kills to slow starting out, and I picked archer, and those arrows don't last when it takes 4+ to down a non-hive zombie. The spawn rate would be fine, if the zombies weren't so tanky. Thats not including the 5 or so I killed on the first floor. ![]() Also could use some advice, how does nomad diffculty in Ravenhearst compare to diffculties in the base game? I been having issues starting out, mostly zombies just feel a bit too tanky, the spawn rate I also feel is way to high both in the open and defently in the poi's, I was in some random house with 5 zombies, 5 of them in a tiny room, never mind the 3 in the hallway and who knows how many more behind that door I can't see. ![]()
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