Full Circle 1.0

7 days to die full circle

Welcome to Full Circle. A story driven overhaul, which removes the continuous difficulty progression built into the game. No longer do players level through combat, and instead levels are restricted to 10, and each level is earned by completing a main story quest.

Go where you want, when you want, and you’ll always face the same level of challenge at those locations. This means, endgame loot is available from day 1, but don’t expect it to be easy to access. Exploration is key to survival in this mod.

Players start in the Forest, having lost their memories, and gradually recover them through clues and memory fragments which are found in loot and quests. Memory fragments allow you to unlock skill points, as you regain your past abilities.

You know more than you realize about the apocalypse and it’s time to piece everything together…

Notable changes:

  • Armor Set Bonuses REMOVED. Gathering bonuses moved into the traits.
  • Armor Bonuses revamped, leaving players with approximately 300 unique combinations.
  • Zombie open world spawning are biome specific. And each biome varies in difficulty & rewards. POI Level is also more important than ever.
  • Biome Weather is now Deadly. Being Cold or Hot will now cause Damage, and temperature and weather mods/perks have been adjusted to add progression to the Weather Mechanic.
  • Armor Temperature Rating varies by appearance. But still provides both Hot & Cold Resistance. Heavier armor provides more overall weather resistance.
  • Newbie coat keeps you safe from weather for level 1. (Allowing you to get to trader)
  • Perks have been rebalanced and Weapons now exist in a NEW Perk Tree.
  • New Perks have been added to flush out the different Trees.
  • Legendary Mods are available by hunting down rare monsters in each biome and combining their unique loot.
  • Legendary Weapons can be acquired by completing T6 Infested Clear Quests.
  • Trader Quests have been restricted to 2 per day. (Not counting Story & Skill Quests)
  • Trader Progression can be completed with Main Story and Memory Fragments alone.
  • 1000 Memory Fragments grants you 2 skill points & 1 trader level, when converted into a Eureka Moment and discussed with the Trader.
  • Trader inventory has higher respawn interval. (28 days for Rekt & 7 days for others)
  • Trader Vending Machines are restocked every 28 days by Rekt. Monthly harvest.
  • Trader Candies now cost more and some have increased effects.
  • Traders can sell Armor & Weapons up to T2.
  • Players can craft Weapons up to T5 & Armor up to T4.
  • T6 items are restricted to loot only.
  • Ammo drop rate reduced by 50%.
  • Enemy damage increased by ~20%
  • Enemy Health decreased by 10-20% (Except wolves)
  • Zombie’s take 15% more damage to the head and 15% less damage to the body.
  • Armor Crafting Magazine ‘drop chance increase’ restricted to Armor perks and Intellect.
  • Skill Magazine chance to drop increased in junk loot.
  • Intro Quest (Buried Supplies) simplified.
  • Starting Legendary Melee Prototype weapon has limited use. (Break after limited use)
  • Quest tiers provide Legendary Prototype weapons. (Break after limited use)
  • Repair kits can no longer be crafted.

This is a work in progress, so please feel free to add comments and feedback.

I suggest playing with death penalty setting set to none. As XP debuff can affect the intended leveling pathway through story quests.

Also, Armor Bonuses Display is bugged, so it’s best to read the description for see the effect. Each armor piece (Helm, Outfit, Gloves & Boots) has 4-5 different possible bonuses, so mix and match to your preference.

I also made this mod with higher difficulty levels in mind. (Warrior, Survivalist or Insane) With feral speeds set to nightmare. But it’s up to you how you customize your experience. I play with a few other mods, so reach out if you’d like some advice on compatibility.

When 1.3 releases, I’ll revisit this to adjust the mod for the weather update being added.

I hope you enjoy this new take on 7 days as much as me. The game was starting to feel like it was on rails, and this mod is meant to open a lot more of the game to players, as well as increase the survival aspects. No more infinite ammo or overpowered traders. Each biome is distinct and requires specific gear to survive in.

DOWNLOAD (248 KB)

Credits: Loboling

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If you have any questions or have any problems/bugs, please use the support link (Discord, Forum Topic, GitHub Issues, etc.) in the post. If there is no support link in the post, please use the comments section.

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Emerald
Emerald
January 30, 2025 4:50 am

do you have discord or something, I’m curious about compatible mods

Byteblazar
Byteblazar
January 29, 2025 2:09 pm

Finally someone who makes an overhaul that doesn’t outright throw compatibility out of the window completely. Kudos, my friend. I’m a mod author who prioritizes compatibility and modularity myself, so I don’t even like overhauls in general, but this is refreshing.

Congratulations on your release, and good luck!