This Mod greatly expands endgame and prevents you from being an overpowered supersoldier past level 100, it maked the game challenging all the way to level 300.
Guns have been reworked to mainly use recoil instead of aiming circle.
- General gunstats have been changed, for example rate of fire, reload rate, much better pipe weapons, sniper damage and much more
- Item modifiers have been reworked to not influence only damage but to influence recoil, accuracy and other stats
- Your exact accuracy (aimed and hip) is not displayed in the item stats
- Guns, Tools and Weapons use their respective parts to repair now instead of the general repair kit
- The parts you need to repair are being shown in the item’s description, it is highlighted in yellow
- Two new Item-Modifiers: Flammable Oil and Liquid Nitrogen, very helpful lategame
Weapons, Tools and Turret Changes
- Melee weapons and tool damage has been greatly increased (~+50%)
- Melee weapons and tools now have a bit of armor penetration depending on how heavy they are to immitate blunt force on armored Zombies
- Chainsaw deals massively more damage, but is ineffective against armored zombies
- Auger is much quicker and feels like an Auger now
- Bows and Corssbows deal significantly more damage, reload faster and are more accurate
- Explosive damage has been greatly increased
- Junk Turret damage, range and rate of fire has been increased greatly. Magazine Size is not random anymore and tiered (quality 1 has 50 rounds, quality 6, 100). To ballance things out, junk ammo now uses gunpowder.
Ammo has been reworked, to function more like their classes suggest
- Ball Ammo does low damage against armored zombies, but does 20% more damage than AP, also can penetrate 1 enemy and a block up to 750 hit points
- AP (Armor Piercing Ammo) does most damage against armored zombies, penetrates 3 enemies, penetrates a block up to 1500 hit points but puts a little more stress on your gun
- HP (Hollow Point Ammo) does 75% more damage than ball but does almost no damage at all against armored zombies, very effective against quickly regenerating zombies
- Shotgun Shells and Slugs have 2-3 times more range than before
- Shotgun Shells do significantly less damage against armored zombies
Zombies now have more Zombie-Classes, which get along with ammo changes perfectly
- Armored Zombies
- Soldier and Biker now have 80% armor
- Demolition now has 90% armor
- Demolition deals massive explosion damage and puts you on fire
- Feral and Radiated Wight
- Are now extremely dangerous they run very fast and deal massive damage
- Feral heals 20hp/s and radiated 100hp/s
- Radiated Zombies
- Unarmored Radiated Zombies heal 40hp/s
- Armored Radiated Zombies heal 10hp/s
- Radiated Demolitioner
- ‘*$&”-/&%$§
- As you Level up the zombies will also get stronger (+3.33% damage-/, health-/ and blockdamage-bonus every 10 levels)
Attributes, Skills, Perk Books and Magazines have been heavily reworked. Everything has been reworked to feel a little bit less arcade and not to be extremely reliant on perks, also to be more challenging
- New Perks
- Night Stalker (lootquantity/speed bonus at night)
- Every Gun-Perk now has it’s own Weapon Handling Perk (reduces recoil, increases accuracy, …)
- Adrenaline Rush (use less stamina, reload faster and run quicker when you are low health)
- Athlete Perk (Run Faster)
- Plague Doctor (big dismemberment bonus)
- Removed Perks
- Treasure Hunter
- Parkour
- Penetrator
- Huntsman
- Charismatic Nature
- These perks didn’t fit very well with the mod, you are not supposed to be jumping 3 blocks high like Parkour does, or find lategame look very early on how Charismatic Nature can cause, Penetrator doesn’t fit well with the ammo changes and Huntsman doesn’t fit with the way harvesting has been changed (1 raw meat for 1 cooked meat for example)
- Reballanced Perks
- Lucky Looter
- Lootquantity bonus, instead of lootstage
- Packmule
- Engineer, Physician and Master Chef
- Greatly increased crafting speeds (general craft: Engineer, chem station craft: Physician, food/water craft: Master Chef)
- Physician healing bonus removed
- Pain Tolerance weakened greatly
- All Melee and Ranged perks weakened (mostly instead of +50% damage at max lvl now +10%)
- Lucky Looter
- Previously perks made you be the unkillable supersoldier, after you went past level 100, perks were way too overpowered, now perks do give you nice little boosts to get along on your way to level 300
- Attribute and Perk Books
- Reballanced all perk books that conflict with new recoil mechanic, or other new mechanic and which increased you damage too much, generally perk damage for example has been decreased from +50% to +10% at max level, Perk Books now follow the same principle, instead of +10% damage, now do +2%
- Attributes generally give less headshot-bonus and dismember-change at max level (+150%, 10%)
- Magazines
- Magazine requirements for everything harvesting, bulding and crafting related has been halved
Player
- Maximum hp is not capped at 200, but now 400 at level 300, but trust me, you will need it
- You generally gain more xp from killing zombies and looting and a bit less from upgrading
- Your jumping height has been reduced from 1.5 to 1 meter
- Possibility of breaking your leg has been greatly increased, so no more jumping of off buildings from 15 meter without consequences; safe fall height: 6-8 meters
- Increased backpack size to 54 (+9) to get along with ammo and repair part changes
Looting/Harvesting/Recipe
- Tiered Loot Changes
- You now find lategame loot much later, everything has been well ballanced out to make looting worthy until lategame
- General Loot changes
- You generally find a bit less food, water, medics
- Ammo amounts are generally minimally less but more random, you can find double the amount of vanilla but also nothing
- You can now find HP, AP, Slugs and more explosives in loot (30% you get them instead of ball)
- Previously it was almost impossible to find Rocket Launchers, now it is much more frequent in T3 loot
- Hardened Chests contain much more modificators and guaranteed weapons
- You can’t find arrows, meat and fat in loot anymore
- You generally find more gun powder, cobblestone, iron and steel ingots, gas, … which greatly helps early game
- Much more smaller changes
- New lootcontainers
- Brown Pallets (Contain mostly trash but can contain a ton of other stuff even rarely weapons)
- Military Pallets (Contain ammo only)
- Blue Water Barrels (Rarely gives murky water and very rarely gives up to 9 boiled water)
- Harvest-Amounts
- Animal harvests have been overworked, most noteable: 1 Grilled Meat now requires only 1 raw meat, to get along with this, animals also give less meat
- Its more rewarding now to disassemble big trucks and busses, they contain more resources and Gas
- Recipes
- Bullet casings require more brass
- Repair Kit (Renamed to Vehicle Repair Kit) now uses more resources
- Junk Ammo now uses gun powder
- All ammo recipes have been slightly adjusted to fit the ammo changes
- Food Recipes have been adjusted to fit harvesting changes
- ADDED CRAFTABLES:
- All tool-/weapon-/armor-parts
- Springs, scrap polymer, mechanical-/electrical-parts
- Extra glue recipe
- Vitamins and Painkiler
- Explosive barrel, propane tank and barbed wire
- Engine
Quality of Life/Gameplay Changes
- Zombie Bear and Vulture random spawns have been removed/drastically reduced
- Demolition and Wight deal blunt force damage, meaning they can partially ignore your armor, making them threatful even lategame
- Lot of stacksizes have been increased
- Removed POI lootstage bonus
- The Wasteland is the only biome now having a good loot-/gamestagebonus (+20%), every other biome has (+10%) bonus anymore, mostly to compensate other lootstage changes
- Spike traps have been buffed greatly
- You can now disassemble your ammo
- Auto Shotgun now uses Pumpgun sound
- Removed Auger-/Chainsaw-idle and placed turret sounds
User Interface
- Removed poi-/biome-difficulty displays
- Added Food/Water bars and visually changed the HP-/Stamina-/Stealth-bars (you can download a version without this)
Compatibility
This mod features patchfiles for Izayo’s guns.
Everything that has been changed has colorful descriptions which hightlight important values. DVS: this mod is sometimes really hard, if you don’t pay attention, death waits arround every corner.
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Credits: DVS
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.
Please update for 1.0 . Thanks. (Glitches out with Vehicles and some Loot Containers)
the only issue i have is the backpack size
I played this mod now aeound 12 Hours and this Mod is pretty nice. I would say its for advanced Gamer who played 7dtd alot and know about the game. I play it with other mods togher, like dangerous citys and so on and it functions. One thing I want to say, its a little bit unbalenced with the zombie spawns. Right at the first day, 20 min in, I had an coincide with a Ferral White and a Demolisher, which I killed but it was close. Without a fireweapon I would be dead.
The rest of this Mod ist pretty nice and challenged to the end. 🙂
Yeah, the Feral White seems to be a constant encounter in the early game. demolisher was a new one for me though and after trying again i did end up finding one in a crack a book on day 1
hi i love your mod, im just having issues with dbubs vehicle mod since i cant craft the vehicles, if there is a fix pls inform me!
I disagree on the “junk turret requires gunpowder” part. if you look at the model its a compressed air cannon which fits with the fire rate it has at base stats
further issues ive found with balancing is that every world i have on day two, theres always a feral white either roaming the world or its spawned into a POI. i have failed 3 missions on 3 different saves because of him.
Having played 7DTD for years and many mods, I would love to see a version of this compatible with Darkness Falls. The mods would compliment each other very well if balanced correctly. I’m bad at playing with the code for mods (especially between different authors), but I wonder if this could be done simply by adjusting numbers in this mod, especially in terms of the zombie types/spawns/balance, as that is the major issue with using both DVS and DF at the same time. The zombies become PAINFUL so fast, even after modifying the files as best I can (before bricking them roflmao) to get the guns to recognize the DF perk system sort-of.
On it’s own, DVS is a great mod for those looking for a more vanilla feel without going full balls deep overhaul, especially now that this legend made compatibility patches with Izayo’s guns too. Vanilla pushes the playstyle of this mod eventually, DVS just takes that with the horns instead of beating around the bush like vanilla does.
I have played your mod but still another DayZ style of run and shoot.
Increasing Zombies XP and strenght is already there it called Difficulty Setting.
You say this help for longer game play, how, you added more weapons with high damage and made ammo cost more.
Why give weapons, have them all be crafted and repaired with the parts.
Remove ammo, brass and parts in all loot, remove traders and make them quest brokers instead.
But you didn’t remove the weapon and ammo caches in every POI.
Sorry for my bluntness
I wish I could create the mod I want like your’s.