The Dishong Tower Challenge, updated for Alpha 21
WELCOME TO THE DISHONG TOWER CHALLENGE!
Have you got what it takes to survive the tower challenge?
This challenge places you, a lone survivor, in the eponymous Dishong Tower, a towering edifice of death incarnate. Your only means of escape is to gather everything you need to be able to craft a gyrocopter and make your escape from the rooftop to the nearby settlement. You have one life. Make it count.
A mini overhaul mod, re-imagined for version 1.0. One tower, one trader, one means of escape.
Five custom worlds, each a different biome, so you can choose your starting "difficulty" - Forest, Burnt Forest, Desert, Snow, or the ultimate challenge, Wasteland.
Custom-edited Dishong Tower POI, giving you everything you need to be able to complete your quest.
Custom questline, guiding you on your way, and a Custom HUD.
Challenge Rules:
1: You must enter the Dishong Tower immediately (being on the front porch counts as being in) and cannot leave thereafter.
2: The rubble on the ground around the tower is NOT part of the tower, and as such may NOT be used to support any structures, or to grow any crops, unless you can do this WITHOUT touching it.
3: You may build bridges off the side of the building to reach things, but those bridges must support themselves and cannot touch the ground.
4: You may NOT mine or dig under the building.
5: All default game settings, unless you want to turn up the size of the hordes. It's recommended to have loot respawn set to 7 days and turn airdrops OFF.
6: If you die, the game is over.
7: You must survive until you are able to build a gyrocopter and fly off the roof.
Changes from the vanilla game, to aid you in your quest:
Wasteland Treasures volume 5 now has a 50% chance to give acid from an "open" wooden pill case.
Cement mixers can be harvested for an engine and gas cans.
Cement mixer loot contains Stone, clay soil, sand, and oil shale. (you must decide if you wish to destroy the cement mixer for the engine, or leave it intact and wait for a loot respawn)
Tablesaws can be harvested for a battery.
Added a guaranteed battery ... somewhere ...
Worklights and projectors can be harvested for headlights, work lights have a 10% chance of dropping a car battery.
Trees give plant fibres; potted plants can be harvested for plant fibres, clay soil, and a 10% chance of an oak seed.
Destroyed stone terrain blocks when mined give 8 clay in addition to stone and can be used to plant trees.
Big Momma, Tourist, and Moe zombies can be looted for bones and rotting flesh, and a 10% chance of fat.
Hazmat zombies can be looted for nitrate and bones.
Nurse zombies can be looted for bones, nitrate, and a 10% chance of antibiotics & 10% chance of medical skill magazines.
Lab Worker zombies can looted for bones, nitrate, a 10% chance of a medical skill magazine, and a 10% chance of a beaker.
Lumberjack zombies can be looted for snowballs.
Biker zombies can be looted for oil & vehicle skill magazines.
Utility Worker zombies can be looted for a 10% chance of workstation skill magazines.
Fat Cop zombie can be looted for a 10% chance of handgun and club magazines, and a 10% chance of acid.
NEW: Mutated zombie can be looted for a 10% chance of acid.
Janitor zombies can be looted for a 10% chance of Harvesting, Repair, Salvage, Electrician & Sledgehammer skill magazines.
Thug zombies can be looted for a 10% chance of Knuckles, Blades & Shotgun skill magazines.
Soldier zombies can be looted for a 10% chance of Rifles, Machine guns, Armour & Explosives skill magazines.
Arlene, Darlene, and Marlene looted can be harvested for a 10% chance of Food skill magazines.
Boe, Joe & Yo zombies can be looted for a 10% chance of Spears & Bows skill magazines.
Tom Clark & Steve can be looted for a 10% chance of Robotics & Traps skill magazines.
NEW: All the zombies listed above that can be looted for magazines start with a base percentage of 10%, with no perk points assigned. It now increases by 5% per perk point assigned, up to a maximum of a 35% chance for a maxed-out perk level, relevant to the magazine and the perk.
Example: Cooking skill starts at 10% of a zombie dropping a cooking skill magazine, with zero points in the Master Chef perk. With Master Chef maxed out, there would then be a 35% chance of dropping a magazine.
The ONLY exception to this rule is with Greasemonkey. Biker zombies ALWAYS drop a minimum of ONE magazine, and the number of magazines they can drop increases with each point in Greasemonkey, up to a maximum of SIX.
EDIT:
Master Chef is now 10% base, 18% at level 1, 25% at level 2, and 35% at level 3.
Lockpicking (levels 1, 2, and 3 are now 15%, 25%, and 35% respectively)
Party Girl can be looted for a 10% chance of old cash.
Businessman zombies can be looted for a 10% chance of Dukes.
Wight zombies can be looted for a 10% chance of a Forgettin' Elixir and/or a magazine bundle.
Pumpkin bread food and health values have been increased.
Coal can be crafted from wood in a campfire.
Seed magazines no longer appear in loot, nor are they needed for seed crafting.
*Most* containers do not downgrade on looting.
Loot containers no longer have to be "reseeded" (or manually restocked) to force loot to respawn. (Credit WookieNookie)
Paper has been removed from bookcase loot.
Increased probability for vehicle books and workstation books IF perk points are used in their respective skills.
Reduced the number of books required for the gyrocopter, chem station, and crucible.
Old cash can be converted into Dukes.
ALL arrows & bolts can be turned back into feathers.
Acid can be crafted from car batteries or crafted from resources. A chem station is required for both of these.
Reduced requirements for some scarce resources like glue, farm plots, and oil.
Lowered requirements for some food to be crafted into seeds, only two items per seed, reduced from five.
Honey and eggs added to vending machines, vending machine types have been randomised, but one of each type is guaranteed.
Included JUST ONE guaranteed water filter spawn.
Included lockable slots for the backpack. (press 'X' to lock individual slots) (Credit WookieNookie)
Sleeper respawns are configurable from a main menu option. You can now set zombies to respawn in the Tower every one, three, five, seven, nine, eleven, thirteen, or fifteen days. (Credit WookieNookie)
NEW "difficulty" setting - mod now comes with 5 maps, one for each biome. Forest is the easiest, followed by Burnt Forest, Desert, Snow, and lastly Wasteland, the hardest.
Download from here: HellsJanitor/Dishong-Tower-Challenge-for-v1.0: This is the updated version of the mod, for version 1.0 of the base game (github.com)
Thanks to w00kien00kie for the custom code, Khelldon for the custom menu, Frantic_Dan for ideas & xpath help, Zilox, Midnight Designer, SphereII, and Pitchsilent for the original base mod and concept.
Notes:
You WILL need to DISABLE EAC for this mod to run.
NOT tested in a multiplayer environment, but assuming your server provider allows for .dll files to be uploaded to your server, you should be fine. (as a side note, multiplayer is not necessarily advised. Clearing the Tower will be easier, but keeping everyone alive will not)
For a hosted game, ALL parties involved should have the mod installed. For servers, it NEEDS to be installed BOTH client AND server-side.
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