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Diesel Fucker
Aug 14, 2003

I spent my rent money on tentacle porn.
Levels 1 - 6 in Breakdown and haven't found a single assault rifle. I've got shitloads of grenade launchers and fancy LMG's and SMG's but not a single assault rifle. Ah well, maybe next round.

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goatsestretchgoals
Jun 4, 2011

Lasher posted:

Levels 1 - 6 in Breakdown and haven't found a single assault rifle. I've got shitloads of grenade launchers and fancy LMG's and SMG's but not a single assault rifle. Ah well, maybe next round.

I found an M4 in the first 15 minutes of Breakdown 8 along with an M27 IAR. :v:

Now that we have vehicle storage, I can clear out the helicopter up north and both bridge stashes before I settle my first base.

a7m2
Jul 9, 2012


Lasher posted:

Levels 1 - 6 in Breakdown and haven't found a single assault rifle. I've got shitloads of grenade launchers and fancy LMG's and SMG's but not a single assault rifle. Ah well, maybe next round.

I found one in the very first building at level 1. It's not an amazing one but still.

Vasudus
May 30, 2003
In Lifeline I like to run around the start and completely ignore the main objective, like before you even get to the base the first time. There aren't a lot of zombies yet, no infestations, hardly any special zombies out there and you have two companions that can't die. Load up a truck with stuff like building materials or whatever, that way you're a bit more prepared out the gate.

I still quit and restart when I lose a HVT or a soldier I've invested a lot into though :smithicide:

Dongattack
Dec 20, 2006

by Cyrano4747

FrickenMoron posted:

Can you actually relocate to another base in lifeline?

No.

Diesel Fucker
Aug 14, 2003

I spent my rent money on tentacle porn.

Eruonen posted:

I found one in the very first building at level 1. It's not an amazing one but still.

bitcoin bastard posted:

I found an M4 in the first 15 minutes of Breakdown 8 along with an M27 IAR. :v:

Now that we have vehicle storage, I can clear out the helicopter up north and both bridge stashes before I settle my first base.

This is Payday 2 and the card system all over again. :negative:

Also Grenade Launchers don't count towards the grenadier unlock. That's a pain in the dick.

Bondematt
Jan 26, 2007

Not too stupid
These fuckers just at 40 snacks in 10 hours. What the hell.

Storage replenished my rear end

Mister Bates
Aug 4, 2010

Mental Midget posted:

For the Lifeline DLC - If you get Sasquatch killed somehow, do you still get the tactical nuke quest? I'm trying to figure out a way to kill off Plot-specific NPC's to keep the main campaign going indefinitely.

Nope, I made the mistake of assuming Sasquatch to be immortal due to being a plot important NPC, he got ripped to pieces by a feral during a siege, and I never got anything like that. My campaign ending was honestly rather anticlimactic - headquarters declared our mission complete, we called for extraction, a helicopter came in, and then we all just flew on out. None of these badass ending missions other people seem to have had.

Mental Midget
Apr 18, 2005

We're glad you could play SQIV. As usual, you've been a real pantload.

Mister Bates posted:

Nope, I made the mistake of assuming Sasquatch to be immortal due to being a plot important NPC, he got ripped to pieces by a feral during a siege, and I never got anything like that. My campaign ending was honestly rather anticlimactic - headquarters declared our mission complete, we called for extraction, a helicopter came in, and then we all just flew on out. None of these badass ending missions other people seem to have had.

Man, now I'm really fiending for Breakdown but in the Lifeline map :/

Mister Bates
Aug 4, 2010

Mental Midget posted:

Man, now I'm really fiending for Breakdown but in the Lifeline map :/

If you're just itching for the campaign to continue indefinitely, you could always just kill Sasquatch and then never radio for extraction. Your boss gives you discretion to declare your mission complete whenever you feel like your position has become untenable, they'll just send medevac and resupply indefinitely until you decide to leave.

Dr. Quarex
Apr 18, 2003

I'M A BIG DORK WHO POSTS TOO MUCH ABOUT CONVENTIONS LOOK AT THIS

TOVA TOVA TOVA

Vasudus posted:

In Lifeline I like to run around the start and completely ignore the main objective, like before you even get to the base the first time. There aren't a lot of zombies yet, no infestations, hardly any special zombies out there and you have two companions that can't die. Load up a truck with stuff like building materials or whatever, that way you're a bit more prepared out the gate.
Yeah my "CRPG Nerd" instincts kicked in as soon as I suspected Lifeline's opening was like State of Decay's opening, and I had an amazingly fun time setting up outposts and looting. Then later in the game I had just as good a time starting a mission and then just hanging out in the base building the entire thing up to max while the zombies patiently waited for me to finish my mission before trying anything. Good times.

El Seven posted:

Also, has anyone unlocked the Maverick achievement yet?
I did only partially while cheesing it--I kept driving one of the armored military trucks into the least-populated danger zone I could find until going forward and back next to a railing on the right while swinging my door on the left resulted in me not dying for 2 minutes. Of course I just shut the game down if I was going to fail. And did it during a mission so it would not save anything. I throw caution to the wind man

OoohU
Oct 26, 2013

Bitches ain't shit but genejacks & synths
So is there a definite favorite base for breakdown? Finally booting it up on the PC after last weeks sale and I'm curious if I should beeline for the Trucking Warehouse still or if The Farm/Fairgrounds/Savinihouse/Alamo might have some hidden strengths on Breakdown.

goatsestretchgoals
Jun 4, 2011

8bitlawd posted:

So is there a definite favorite base for breakdown? Finally booting it up on the PC after last weeks sale and I'm curious if I should beeline for the Trucking Warehouse still or if The Farm/Fairgrounds/Savinihouse/Alamo might have some hidden strengths on Breakdown.

I'm a big fan of Savini house, you can get pretty good defense at the start with 2 outposts and fuel and you can cover most of west Marshall with 6 outposts. Its location near the center of Marshall also means supply runs are quicker in general.

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc

8bitlawd posted:

So is there a definite favorite base for breakdown? Finally booting it up on the PC after last weeks sale and I'm curious if I should beeline for the Trucking Warehouse still or if The Farm/Fairgrounds/Savinihouse/Alamo might have some hidden strengths on Breakdown.

I like starting at the Kirkman residence, since you won't have a ton of people and from there it's really easy to completely clear out everything good in Spencer's Mill. By the time that's done, you can have a dozen or so people and move into the Trucking Warehouse.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



8bitlawd posted:

So is there a definite favorite base for breakdown? Finally booting it up on the PC after last weeks sale and I'm curious if I should beeline for the Trucking Warehouse still or if The Farm/Fairgrounds/Savinihouse/Alamo might have some hidden strengths on Breakdown.

The Alamo :kheldragar:

FrickenMoron
May 6, 2009

Good game!
Alamo is just loving terrible. Synders is too bugged to even bother imo.

Bumper Stickup
Jan 7, 2012

Mmm... Offshore Toast!


Grimey Drawer
Don't be talkin poo poo about the alamo. I had a base there at one point and, apart from mass sleep deprivation, was able to house and feed 23 people. We did just fine there.

El Diablo Bob O
Sep 3, 2011

Hay nada mas,
Oh si' my way!
The Alamo also has a building to the immediate north of it that you can turn into an outpost. This outpost's trap radius encompasses the area around the Alamo just enough to kill single hordes if they manage to get too close.

I was doubtful of the Alamo at first, but after figuring this out (and putting the remaining outposts in a triangular pattern around it) I've found that it's one of the better places to camp*.


*At least at Breakdown 1. YMMV.

El Diablo Bob O fucked around with this message at 08:02 on Jun 4, 2014

OoohU
Oct 26, 2013

Bitches ain't shit but genejacks & synths
Started off at the Alamo in Breakdown 1, and yeah I had the entire East side under outposts for the most part very early on... apart from like the very start (first 20 mins: pre outposts) nothing was hairy about that spot at all and after the 1st horde fight everything was fine. I left as soon as I hit 10 people for the da big dawg truck yard.

The Alamo isn't too bad tho w/ a highly defensive position & close loot under 10 people... then again I really dunno how well that strategy would hold up past level 1.

Zigmidge
May 12, 2002

Exsqueeze me, why the sour face? I'm here to lemon aid you. Let's juice it.
The Alamo is an amazing first spot if you're just trying to get to Snyder's. Sometimes on Breakdown 1-3 I'll never leave it. The outposts around it are way too good and Snyder's has too many holes in its outpost grid.

LeJackal
Apr 5, 2011
The Alamo is absolutely amazing and was the centerpiece of my Zombienam campaign for the reasons of ridiculous fun and good times. I went so far as to break past its inherent limitations and really work the facility to its fullest. That was a fun campaign, even though getting everyone and M-16 or M-14 was kind of a bitch. Ha! Not really, I modified the game to spawn poo poo-tons of 1960's era guns that could plausibly be in 'Nam for semi-realism.

Normally I don't believe you can upgrade the Watchtower in the Alamo.



Normally you're not fighting a violent communist zombie uprising, though. Sometimes you have to break a few eggs!



Judging by the fact that upgrading it breaks the model completely with all the ladder clipping and junk, I imagine that its Watchtower was not normally upgradable. I fixed that!

Fun Fact: Its now the tallest Shooting Platform in the land! :pseudo:

LeJackal fucked around with this message at 15:47 on Jun 4, 2014

Rookersh
Aug 19, 2010
Lifeline questions.

- Does Black Friday ever get bigger? You get a bedroom/kitchen/supply area for free, but only four spots. You NEED a workshop and medical area, leaving you with just two. So now I'm sitting here staring at those extra two spots and trying to figure out if I want to build a workout area for extra stamina, more beds so everyone won't be dead tired all the time, or a generator to power certain things.

- How do beds actually work? I never needed to know in base campaign/breakdown so I never bothered learning. Is it 1 bed per person, or 1 bed per multiple people as they use it when they get tired. IE can 8 beds stave up sleep deprivation in 8 people, or 16. I imagine I don't need to worry about the civilians I'm rescuing, as they get shipped off almost as soon as I save them. But I want a decently sized base so I can have some extra hands on deck during sieges.

- I keep seeing talk of multiple endings. Does this also apply to the starting 5 guys? I lost Kilo to two loving hunters, and if keeping him alive gives a little epilogue slide of him shipping off the Hawaii, I might just restart. :ohdear:

As for the Breakdown bases, the best places are all in Marshall. Both the Alamo and Savini place can be locked up tight through proper Outpost placement, leaving you safe to dick around gathering supplies. Snyder is great if you want all the facilities for the unlock, but it can't lock down west/central Marshall nearly as efficiently as the other two can.

e: Wait, doesn't the resources/rucks in Breakdown respawn per level? I always though they did, but now I'm going back to the construction sites and they are all empty. Did they change it recently, or am I just crazy?

Rookersh fucked around with this message at 17:06 on Jun 4, 2014

Tehan
Jan 19, 2011
Pretty sure it's one bed per person because in the grim darkness of the zombie apocalypse these goddamn babies refuse to hot bunk :argh:

Dr. Quarex
Apr 18, 2003

I'M A BIG DORK WHO POSTS TOO MUCH ABOUT CONVENTIONS LOOK AT THIS

TOVA TOVA TOVA

Rookersh posted:

- Does Black Friday ever get bigger? You get a bedroom/kitchen/supply area for free, but only four spots. You NEED a workshop and medical area, leaving you with just two. So now I'm sitting here staring at those extra two spots and trying to figure out if I want to build a workout area for extra stamina, more beds so everyone won't be dead tired all the time, or a generator to power certain things.
No. I built a solar generator which in hindsight basically seemed completely useless but maybe I forgot what you actually needed a generator to do and it was a good idea anyway. My other spot was ... oh whatever I do not remember already even though I just finished last night. But I did not build an exercise area or barracks certainly. Even though I always had more people than beds for some reason it never seemed to matter; either a bug or I misunderstood the numbers.

Rookersh posted:

- I keep seeing talk of multiple endings. Does this also apply to the starting 5 guys? I lost Kilo to two loving hunters, and if keeping him alive gives a little epilogue slide of him shipping off the Hawaii, I might just restart. :ohdear:
It does not seem like the starting characters are pivotal to the different endings--the characters who change the ending (or at least change to one of the three endings I know about) are encountered during the game and are fairly obviously important.

TheAnomaly
Feb 20, 2003

Tehan posted:

Pretty sure it's one bed per person because in the grim darkness of the zombie apocalypse these goddamn babies refuse to hot bunk :argh:

2 per bed to avoid sleep dep, 1 per bed to activate well rested to increase stamina.

Mister Bates
Aug 4, 2010
Yeah, people can hot-bunk, they just won't get the well-rested bonus. The optimum is one bed per person, because that extra +10 Stamina helps a lot, but you can definitely function fine with one bed for every 2 people. Any more than that and you start getting sleep deprivation problems and people fighting over bed space and morale penalties and poo poo, though.

ephex
Nov 4, 2007





PHWOAR CRIMINAL
Having to start a new game in a different profile to then switch back to the original profile to then finally continue my original game is a workaround alright so my UULauncher.exe or whatever does not crash but for the love of god somebody fix this mess.

SineRider
Oct 10, 2012

Come on die young

ephex posted:

Having to start a new game in a different profile to then switch back to the original profile to then finally continue my original game is a workaround alright so my UULauncher.exe or whatever does not crash but for the love of god somebody fix this mess.

I thought I was the only one with this problem. At least it doesn't take too long to load for me.

ephex
Nov 4, 2007





PHWOAR CRIMINAL

SineRider posted:

I thought I was the only one with this problem. At least it doesn't take too long to load for me.

Yeah and with the no-intro mod its almost bearable. But still.

Nick Esasky
Nov 10, 2009
Wasn't someone working on a big mod for this game to fix a pile of broken AI things/maybe random events? That ever come out?

Rookersh
Aug 19, 2010
Ah, did they bug out Snyder with Breakdown? Why is this just a workshop now.

Also I have a survivor that's a cook/trainer/mechanic, yet she has "Smokes a Pack a Day.". I know it doesn't matter because she'll never leave the base, but I'm constantly wanting to kill her to free up potential space on the RV.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

ZachRyker posted:

Wasn't someone working on a big mod for this game to fix a pile of broken AI things/maybe random events? That ever come out?

I was for a bit. Still working on it off and on. I put it on hold for awhile though. A mixture of real life taking precedence, some very annoying mod community members being cliquey primadonnas, and me having flashbacks to the Nexus community made me stop. Lifeline reinvigorated my interest in it though.

That being said i've got a mod compilation that handles a lot of the issues. It's a mixture of the best parts of Romero's mod, QMJS Extended Functions, a mod that enables shooting with survivors while out and about (Though Lifeline finally fixed this I think.), an extended "take a survivor with you" time mod, and another mod that increases the number of survivors you can take with you. Also probably some other mods as well that i'm forgetting.

Aside from that I have my original fixes in as well. Like being able to send out unlimited scavenger teams without a cooldown so long as you have community members available to do the job.

Since Lifeline came out I also added in a mod that re-integrates the Breakdown guns into Lifeline, and the Lifeline military guns into Breakdown as random drops from looting. That removes the 2x chance for Breakdown guns to show up in Breakdown too. So if you ever wanted a tiny little lady to lug around an anti-tank rifle that could punch a hole in a building, there you go. It also re-adds a few very rare guns that were in the game but weren't obtainable at all.

I also did some quick modding to remove ammo costs for the military campaign in Lifeline since that makes no sense. I can see it being a thing in Breakdown since you're basically part of a community, but that's a military operation. You shouldn't have to get someone's approval to grab more ammo when there's literally 10 stacks of the type you want, your clip is dry, and there's fifty zombies banging down the front gates.

Also brainstormed a way to try and add in Lifeline's characters to Breakdown. But if I get around to that it'll take longer. It's certainly doable though. The main problem is the work involved in tracking all of the necessary data down, since I need to copy over all the sound and graphical files, along with the character and trait data since I think Lifeline added in a bunch of new traits. It would mean more VA's in Breakdown though, I think. Which is something it sorely needs.


So all in all, new facilities, working generator mechanics in Breakdown, new unlockable heroes (One requires you to get to Breakdown level 17 :stonk:), new AI, new zombie features (You can actually depopulate areas now.), new guns, and pretty much new everything. Pretty much too much to list. Hell, thanks to me rolling QMJS into the game you can even deconstruct parking spaces in bases now for extra facility slots.

Still testing it to make sure the integration didn't annihilate any features though. I'm pretty sure a few of the RTS-side features of Romero's mod got wiped out when I integrated QMJS. So I need to go back through the Romero mod and manually code/copy the necessary stuff I want in. And Lifeline introducing a bunch of new bugs makes it hard to tell where i've hosed up somewhere when I see the occasional bug in game. Like that time a sergeant decided to ride shotgun on the ground outside the car for a good half mile.



Edit: I've also been toying with the idea of adding some new features to make Breakdown more interesting once you're set up and fortified. Like getting downed and mauled by zombies being able to possibly infect you with the black fever. Which would be an incentive to travel in a group and not try to bumrush that group of four ferals hanging out by the local eatery. Or just to be a pro zombie killer and know when to time your counters and dodges. It would certainly make the late game in Breakdown a lot more interesting. :v:

Was also thinking about integrating this too.



It's a revamp of the shadows, which makes them transparent instead of pitch black. I want to playtest it a bit first to make sure it doesn't remove the dimness of interior areas though.

Archonex fucked around with this message at 19:03 on Jun 5, 2014

Azran
Sep 3, 2012

And what should one do to be remembered?
I would love, love, love you if you were to release even a bunch of them. :allears:

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
Holy crap all that stuff sounds amazing.

Generic American
Mar 15, 2012

I love my Peng


Oh. My God.

Just rescued someone in Lifeline. His name is Snake. And he's a ~weekend ninja~. :swoon:

Carnalfex
Jul 18, 2007
Archonex your mod sounds amazing. I've just been messing around with QMJS and it really adds a lot to the experience. The only things with it I found weird were skills level insanely fast, but I guess that is to offset skills only improving when you personally control a character? Also stealth is unfortunately basically a non-feature in QMJS between the increased amount of zombies and increased zombie vision/aggro.

Your super deluxe modpack supreme sounds like it is going to be the go-to full experience though. I am excited!

Carnalfex fucked around with this message at 19:16 on Jun 5, 2014

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Rookersh posted:

Ah, did they bug out Snyder with Breakdown? Why is this just a workshop now.

Also I have a survivor that's a cook/trainer/mechanic, yet she has "Smokes a Pack a Day.". I know it doesn't matter because she'll never leave the base, but I'm constantly wanting to kill her to free up potential space on the RV.

I think a patch a while back made the built-in Snyder shop a lower class unupgradeable workshop. That's what I read on the wiki, anyway. But when I was working on the unlocking all the research, I made two shops and upgraded them fully up both tracks, and when I tore them down to make more stuff I noticed that the built-in Snyder workshop had all the options of the upgraded one. Not sure if that's a repeatable bug or what, but it happened to me!

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Azran posted:

I would love, love, love you if you were to release even a bunch of them. :allears:

If you want I can release a preliminary version of it.


Just a heads up that it's somewhat incomplete. Turns out I need to re-add the ability to have multiple survivors in a group and re-add some of the functionality from Romero. Namely disease transition.

This is complicated by the fact that i'm running into an issue with the characters.win.bmd file. I want to merge the respective data in that file from the Romero and QMJS mods. However when I try to open that file with my editor it crashes. If anyone has a fix for that i'd be appreciative. That would let me mess about with wounded states to add in a chance to contract the black fever on bites at the very least. Never mind add in new characters and behaviors/traits.

Other than that I think it's all there. But I just finished getting the mod pack compiled a day or so ago. So i've probably accidentally removed some stuff via careless overwrites. At the very least I can confirm that QMJS is currently merged with the new Lifeline military weaponry, my scavenger fix is in, ammo doesn't cost influence in Lifeline, and that survivors love using guns to shoot the poo poo out of zombies. Which makes dealing with hordes a lot easier until you hit the later levels.


If I can get a way to convert win.bmd files back into a XML format I can pretty much do whatever I want at a very fast pace. As it is i'm restricted to using the old win.bmd editor that hasn't been updated since around when Breakdown came out if I want to edit existing converted win.BMD files. Which is probably why I can't open the characters file with it.

The plus side to this is that if a mod doesn't use a win.bmd file to edit something then I can just unpack it from the pak file into a XML format and make my own alterations. So at least there's that. If I had some sort of win.bmd to XML converter that'd be great though.


Edit: Looks good so far. Running around with a scoped pistol from Lifeline in Breakdown with the new character settings and zombie features enabled. Facilities are working fine too. As is pretty much everything else I merged in that I can visually see. Just need some people to help test it to see what is missing and get opinions on what should be added and changed. Mostly the latter since I can add a ton of stuff from Romero and other mods if need be. I just didn't want to go overboard before I got opinions on changes that should be made.

Also, to get access to the characters.win.bmd file. But that can wait since it's not essential to progressing with the mod pack yet. I'll put up a preliminary version of the mod pack for download once I get an early dinner.

Archonex fucked around with this message at 22:06 on Jun 5, 2014

Carnalfex
Jul 18, 2007
I'm down for testing. Finding interesting new ways to get horribly murdered by the undead never seems to get old.

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Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS
Here it is. Let me post a quick list of the bigger mods included while it's uploading. I probably forgot a to list ton of stuff, but I set up a basic readme in like five minutes. So you get what you get.

Keep in mind that you will need Lifeline and Breakdown to run this mod compilation.

http://www.sendspace.com/file/36jgfs

Inclusions from large mods posted:

QMJS Extended Functions:

Characters:
Vitality is based on pain levels. The first few attacks will do less damage, increasing as you are take more and more damage, with a small resistance spike as the survivor fights for their life when seriously injured.
Falling range has been increased somewhat, and damage reduced.
Stamina gain per level of cardio skill is now 10.
vitality gain per level of melee combat skill is now 10.
Stamina costs for sprinting have been slightly reduced, and satimina recovery slightly increased.
Assault weapons skill now also improves machineguns and submachineguns.
Melee combat will generate a small amount of Cardio experience.
Many additional Hobbies and Jobs have been added. Some of the redundant or less useful traits were removed.
Most heroes have had thier weapon specialization removed, allowing the player to decide what weapon to use.
Added many new survivors with a variety of traits and skills. Their appearance is currently only slightly different from the others.
Talents are no longer exclusive, and many survivors have more than one.
Base stack size for consumables and the standard weight limit have been increased. This allows a character to carry a great deal more equipment than in the standard game. Powerhouse/Strong and Nimble characters now get additional weight but not stack size increases.
Gun skills have been adjusted, making firearms more viable without requiring headshots.
Survivors learn skills faster, and they can now select one melee and one ranged specialization. At maximum Cardio, they automatically can select the running improvement skill, and the other skill options have been adjusted to allow more capable survivors while still encouraging unique skill selections.
Survivors will gain small amounts of Wits experience from stealth kills.
There are five additional unlockable heroes. These become available at higher Breakdown levels, and include some extremely powerful characters.
Characters with base skills (medical, gardening, cooking, etc.) will not leave the base unless you take them out specifically.
Characters not at home will not be assigned to jobs (including the active character.)

Facilities and Bases:
Population requirements have been increased for most bases.
Basic construction time have been reduced.
The Machine Shop and Munitions Shops can be upgraded to a Complete Workshop that combines the effects of each. (complete Munitions shop research before upgrading... Complete does not allow the reasearch)
New Generator facility added, which provides power to other facilities. Some facilities require the generator facility before they can be built, and some actions require the generator to be running and providing power. It uses a small amount of fuel, and heavier drains due to use by facilities are reflected in fuel costs for those tasks. Built-in facilities are exempt from the generator requirement, but their activities will still require power.
New Lounge facility allows survivors to spend their recreation time together, improving morale and reducing some serious mood effects. (Fear)
The Dining Room facility allows survivors to share a meal (cooked at the Kitchen), improving morale and reducing some serious mood effects. (Discord)
New Sanitation facility helps keep the survivors and the base clean, improving morale and reducing some serious mood effects.(Despair) (But making the people doing the cleaning somewhat less happy.)
The Lounge, Dining Room, and Sanitation facilities grant additional bonuses when you have two of the three, and a greater bonus when you have all three built. (Maximum with all three is +14 daily morale.)
Parking spaces have been adjusted to allow additional facilities to be built. These are outside the walls, so the survivors may be more vulnerable using them. This adds 1-5 facility spaces to various home bases. Once destroyed, they are only restored upon moving to another base, and if all parking spots are used, car repairs will stop. These new facilities occasionally cause pathing issues, where a survivor will try to move through them to the entrance points. These self-correct after a few seconds, but cause some odd animations and teleporting issues.
New Small Watchtower facility adds a second defensive structure, and will be manned separately from the main watchtower. It cannot initiate sniping, but the staff will fire at zombies in range. The staff member may stand under the tower and shoot in some cases, depending upon the threat level when they take over the job. However, eventually they will climb up top.
Outposts produce small additional amounts of resources, even if out of materials. Their traps take ten minutes to recharge.
Storage facilities allow greater total storage space, and improve the food supply. Refrigerated storage also improves the medicine supply slightly.
Garden facilities produce more food.
Bedroom facilities provide 12 sleeping spaces (generally three shifts), while a fully upgraded Bunkroom provides 18 sleeping spaces.
Storage capacity of the locker greatly increased.
Labor costs have been added to most tasks. A low population base will have to decide what to prioritise, because they may not have enough people to use each facility at once.
The Want system was modified. There are new objects that may be needed, as well as some that represent items that have been lost, worn out, or used up. Facilities that always needed additional items now have a chance of building without the extra needs, but facilities that never needed additional items may need them now. This has the effect of making construction generally faster, but with moderate delays. As the wants will time out eventually, they can be ignored if desired and the average construction times will still be slightly less than the original game.
The want system has also been applied to facility actions, but at a relatively low chance per action. This means that actions will sometimes be delayed, but will time out and complete eventually even if you do not find the requested extra items.
A wide variety of additional actions has been made available at the facilities.
Weapons may be made at the workshops. This is expensive, and higher levels of the workshops are more capable.
The workshops may also prepare bullets for the locker, or unpack ammunition resources to supply the locker.
Melee weapons and guns may be produced at the workshops. Better workshops can produce better weapons.
The infirmary will allow unpacking of medicine resources to provide weaker painkillers to the supply cabinet.
The infirmary may use medical supplies to prepare first aid kits for distribution to the base and survivors, providing a small vitality increase.
The kitchen may also produce a light meal. The bonus does not last as long, but some leftovers are added to the supply locker.
The kitchen may also directly produce food to place in the supply locker.
The Storage facility may convert resources of one type to another (expensive).
The Training/Trade options at the library and Dojo allow you to choose Food, Ammo, or Medicine as payment. The option at the Watchtower allows you to choose Ammo or Materials as payment.

Items and Weapons:
Guns do more damage based on the ammunition caliber, with larger calibers doing considerably more damage. They have improved performance at longer distances.
Assault rifles have their fire rate set to single shot by default. Several models have had burst fire added. SMGS and Machineguns are still automatic as the default fire rate.
Medicines and stimulants have a greater random range of effect, up to 50% greater than previously.
Cars take much less damage from collisions, but still take normal damage from zombie melee attacks.
Melee weapons have been adjusted into four categories, Improvised weapons (same damage and durability), Tools (slightly improved damage and durability), Tools with a significant weapon potential (significantly improved damage and durability), and actual weapons (much greater damage and durability). Their influence costs have been adjusted to reflect the new statistics.
Flashlight visibility slightly improved.
Clock/Timer/Talking Doll/Whistling Box Mines duration increased.
Some less useful items had costs reduced.
Hammer added as useable weapon. Several guns were added that had not been available to find in the game.
When finding ammo, shotgun shells stacks are set to 10 and .50 caliber rounds at 5.
Machinegun ammo capacity greatly increased (unrealistically to 200 rounds)
Suppressors are far more durable.

General gameplay:
Enclaves will not start with trust as high and will not gain trust as quickly, and so will take more missions before they are willing to join you.
Reenabled daily events allow survivors to go scavenging on thier own and they may bring home small amounts of resources.
The daily items produced by your facilities will be added to the locker and should now stack with what was already present.
Reduced the number of headshot streaks and vehicle door kills to unlock those two heroes.
Corrected the requirement to be home for the effects of a Big Meal to be effective.
Maximum concurrent world population increased to 60 people.
The new facilities do count toward the number of facilities built, but don't count (and are not needed) for the achievement to build one of each type.
Survivor priorities have been adjusted to make them give a higher priority to defending the base when zombies are nearby.
The Sniper radio option costs less influence, has an improved range, and lasts for several additional shots.
The Backup SWAT radio option costs slightly more influence.
The Artillery strike radio option costs less influence.
The Construction Advice radio option has been added into Breakdown, but is very expensive.
Radio options have been adjusted to allow some options to be used by more hero characters.
Daily fame to influence ratio increased.
The amount of resources taken along at each breakdown level has been slightly increased.
Fixed Radio_Medicine limit due to survivors, moved to proper location in Radio_Survivors
Fixed Want messages for Garden facility.
Changed the units for resources to boxes of ammunition, units of medicine and materials, and gallons of fuel. (How is a character to carry multiple pallets or barrels at once?)
Enemy blips remain on the radar map until level 21.
Increased sandbox levels defined to 31. Some levels regress to easier settings, allowing more heroes, cars, and survivors, although zombie density always increases.
Allies are more likely to use ranged weapons when possible.
Enclaves may occaisionally have more items in their storage lockers.
Mission timers have been adjusted to slow down the frequency missions are assigned. Total possible missions per day remains the same.
Search process was modified, with a general increase in items found per map.

Enemies:
The zombie density on a level will slowly decrease as you kill zombies, until the number of zombies reaches 50% of what the level starts with.
Killing zombies now generates small amounts of influence.
SWAT zombies have been added back into the Breakdown enemies.
Many more hordes appear.
At night, many more zombies and hordes appear than in the daytime.
Some Breakdown levels have added increases in specific types of freak zombies.
Juggernaught and Ferals do slightly more damage.
Zombies have a slightly increased field of view and aggro range.
SWAT, Army, Feral, and Juggernaught zombies have slightly more health.


Brant's Military Surplus:

Adds all of the weapons in all three DLC's to each game mode. This means Breakdown now has Lifeline's weapons, Lifeline has Breakdown's weapons, and the basic campaign has the two DLC's weapons.

Breakdown's weapons no longer have twice the spawn chance of other weapons while playing the Breakdown game mode. This will let you find weapons from the other game modes more commonly.


Romero Mod T17 (In Progress)

Dead Lights - Attract zombies with your flashlight by turning it on and off rapidly as a distraction or means to kill other survivors! Good for stealth or being a horrible prick. Note that it is possible to screw up the stealth portion of dodging the incoming horde of zombies. If you do hilarity will most likely ensue.

Other stuff I remembered to add to this post that I did myself posted:


Survivors are more likely to shoot guns when a zombie is at range. If you want to be stealthy just slap a silencer on the gun the AI survivor is using.

There is no longer a cooldown on ordering a scavenging run. If you have available community members you can order as many runs as quickly as you want. Note that for balance purposes there currently can only be one scavenger active at a time per building.

Ammunition no longer costs influence in Lifeline. You're part of a military operation, not some hippy post-apocalyptic collective! Why should you have to bargain for basic supplies to operate in the field?

Added in some rare guns that I didn't see had a drop rate.

Survivors can contract the black fever from bites in Breakdown. Think carefully before you take that valuable survivor alone into an infested area, otherwise you might end up having to put them down a few days down the line! (In Progress)

AI survivors will no longer abandon you when on missions in Breakdown. However if they get too tired or sick they will still try to retreat back home for treatment. (In Progress)

I'm forgetting a ton of stuff. But :effort:. It's just a V.01 version of the mod compilation. I'll worry about a more detailed list later on once I get a chance to get some opinions on what I should do, change, and add next from what people currently experience.

Archonex fucked around with this message at 23:00 on Jun 5, 2014

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