Scavenging Scone
A character and framework about opening crates.
CHANGELOG
0.2.1
- Corrected Lootations assembly version
- Fixed formatting error in readme
0.2.0
Some actual stuff this time around! Compatibilities with some mods, and another early game rebalance
Balance still isn't quite where I want it to be, but I don't want to let these features sit in the dev builds for too long
- Changed profiles to better fit the new interior prop generation system in MapGenerator v1.0.8
- Loot spawns for some profiles are disconnected from Interior Props, allowing you to spam buildings with interior props without ruining the gameplay if desired
- Loot spawns per round can be decided with the hidden "srLootSpawns" variable present in map generator profiles. This cannot be configured on the generator menu and must be edited manually for your custom profiles. If lootspawns is not set, old system of using interior prop% is used.
- There is still a minimum amount of interior props needed to reach the amount of loot spawns per round desired, a warning is displayed in the console if you did not reach the limit.
- Now H3MP compatible! Loot is synced between clients and loot behaves properly. This is new and might still have bugs. Bugs will happen if host leaves the game early and clients try to keep playing.
- Now has modded tables! Tables can dynamically add entries depending on the availability of mods. These modded tables must be defined manually, and are balanced according to power for Scone
- Compatibility exists for Arpys Backpacks, Lunaires Modern AKS74U, JerryARs airstrike grenades.
- Added an extra level to the beginning of the game, meaning level zero is not fought against riflemen.
- Loot still scales the same, so hopefully you have tools a bit more appropriate for dealing with the supplies.
- Tier 4 weapons no longer drop from normal boxes. Instead, you must open a card-reading box after you take supply number five.
- This means levels three to five will have the same weapon pool, my hope is that this pool is diverse enough to be fun. Tier 4 weapons are strong but end up trivializing the game a bit and therefore needs to be chase
- These levels still aim to make loot better inbetween, with space purposefully left for the experimental branch attachments
- Nerfed the rate good ammo appears early, going back to old values as you progress further into the game. Ammo drop rate has not changed.
- Tons of weapon table adjustments
- Added credits to people that have helped the development of this mod
- Added H3MP as a hard dependency until I can figure out how to make it a soft dependency
- Updated readme
0.1.3
Still playing around with balancing, there should be more loot and less guard enemies (to the point of maybe being too easy) Feel free to let me know your thoughts in the H3VR-Homebrew discord
- Locked crates (the ones you have to shoot open) now roll and drop two items to give them more of an identity
- Wandering squads now have a respawn timer, starting at 3 minutes and going down 20 seconds per supply
- Fixed way too many squads spawning
- Player now starts with backpack and wallet (Might not be forever, but storage is an issue right now!) Current bug: spawns two wallets, cannot figure out why
- Player now spawns with a tactical knife instead of brass knuckles at the start.
- Following items have been removed from the basic tools table: Backpack, Wallet, Melee Weapons, Rangefinder
- Basic tools table stops being rolled after two supplies.
- Loot Objects now have Nav Mesh Obstacles
- Reduced the weighting of LootObjects as an interior prop, you should be seeing more snowfields interior props spawn.
- Reduced chance of guards spawning from LootObjects
- Very slightly increased the squad and guard group size
- Increased suggested interior prop percentage for City
- Following low level attachments have been removed from the loot table: Bayonets, Shrouds, Barrel Extenders, Bipods, Handstops
- Muzzle brakes have been moved from medium level to low level attachments
- Reduced the chance of a locked crate spawning outside
- Halved enemy money droprate due to building loot buffs
0.1.2
Thanks to Packer for feedback and updating MapGenerator to fix the edge bug
- Removed glowsticks from ground spawns due to performance issues (might add back later as a configurable option)
- Added glowsticks into the loot table as a basic tool
- Ground spawns remain, but are limited to weak meds.
- Slightly increased the weight of ammo in loot crates
- Removed cabinet as loot object due to being janky.
- Added a small amount of randomly wandering, respawning squads to test gameplay with them
- Changed sosig spawning so that it adheres to the navmesh, reducing invalid sosig spawns (Thanks Packer!)
- Changed default settings for profiles to include edge extraction
- Bumped up dependency versions
- Updated readme
0.1.1
- Fixed readme formatting error
0.1.0
- Uploaded to thunderstore