STORY (Class3): 1. NPC followers allowed for every mission 2. Labor system, labor will be consumed when you build, create items or do trade ops 3. No more melee weapons in materials rucksacks and no more petrol bombs in fuel rucksacks 4. No extra ammo when you get back to the Ranger Station at the beginning of the game 5. New Items!: a) MRE's (now your community can eat Snacks and MRE's) b) Painkillers (lootable without my mod you could only find painkillers in Mt. Tanner) c) Junk (There is a small chance of finding Junk in lootable objects, it's garbage, but it can be used to break windows) d) Carrier 1911 and Pistol Bz75 ST (compact version of Bz75) e) Crossbow and Bolts f) Buzzball Bat and Firefighter Axe g) 3 Assault rifles with a Grenade Launcher attached h) Low Large Backpack i) Hero melee weapons (Heavy Kanabo, Splitting Maul, Dwarf Axe, Royal Axe Igotot and Tactical Tomahawk) j) Burning Diplomat 6. "Friends" in your community can die from FateCardEvents 7. Black Fever enabled 8. Reduced Enclaves inventory to give a feeling that they actually need your help 9. Ranger Station inventory modified (Hatchet instead of 2x4 Bracket, Painkillers instead of Aspirin - it is better for your inventory space) 10. Specializations Redone: a) Choose one meele and one ranged specialization b) Choose one energy technique (Marathon, Rage or Combat endurance) and one tactical technique (Ninja or Focus Aim) 11. Fatecard Events: a) Reduced time of occurence (you will see them more often) b) Added some bandits and more fatecard events (community members can get hurt or killed, but they can also eliminate some of them feeling heroic or lucky) c) Enable serious events like suicide and murders in the community d) Fatecards will have major impact to morale e) Survivors with black fever turn into zombies and attack 12. Fuel is consumed while driving - morale will decrease a lot once you run out of fuel 13. In-game resource consumption (materials, food, medicine and ammo) according to homebase consumption 14. Morale will drop, now is more important to do missions and bring supplies to your homebase constantly NOTE: Consumptions as soon as you reach the Church 15. No daily reset (characters inventory and supply locker from your community won't reset) 16. No special zombies (special zombies will still spawn in missions and zed hunts) 17. Reduced resources (rucksacks) and loot (items in general) a) To get more supplies you will actually have to explore the map, do tradings, CLEO missions, help other survivors for resources and more 18. Only slow zombies 19. Big Hordes (25 zombies per horde) 20. Damage Redone: a) Zombie Damage x2.75 b) Distance fall damage redone to be more realistic c) Characters can die from injuries or illness 21. Medics, Foremen, Chefs, Farmers and others will stay at home 22. Changes in facilities items: a) Firebombs and flares at workshop, munition shop, and machine shop b) MREs at the kitchen c) Less time for suppressors 15m instead of 30m d) Multiple rewards for Trade oportunities Ammo-Watchtower/Fuel-Library/Medicine-Dojo 23. Less time for options: a) Reduced time for Library Research options to 2h instead of 4h b) Reduced time for training other survivors and some other options like food preservation 1 hour instead of 90m 24. Followers will cost 50 influence instead of 100 25. New facilities features: Build a Generator a) Some facilities require electricity to create items or upgrade Munitions Shop a) Easier ammo crafting Outposts a) Each outpost will give your community +2 beds Command Center new features a) Fight hostile survivors for resources. WARNING it's risky but rewarding (works like trade op. wait until it pops up) b) Choose a leader for your community to increase morale and fame (requires a survivor with the leadership trait) 26. New survivors, unique names and several changes a) A preacher that survived with God on his side b) A european doctor that came to assist with the sickness c) A hunter with a hunting rifle d) An athletic girl with useful skills e) The pilot of the plane crash f) The Captain g) Changes in portraits, character models, names and stories to give cultural diversity to Trumbull 27. Less effective meds and more effective suppressors 28. Small changes and fixes BREAKDOWN (Class3.1): 1. NPC followers allowed for every mission 2. Labor system, labor will be consumed when you build, create items or do trade ops 3. No more melee weapons in materials rucksacks and no more petrol bombs in fuel rucksacks 4. New Items!: a) MRE's (now your community can eat Snacks and MRE's) b) Painkillers (lootable without my mod you could only find painkillers in Mt. Tanner) c) Junk (There is a small chance of finding Junk in lootable objects, it's garbage, but it can be used to break windows) d) Carrier 1911 and Pistol Bz75 ST (compact version of Bz75) e) Crossbow and Bolts f) Buzzball Bat and Firefighter Axe g) 3 Assault rifles with a Grenade Launcher attached h) Low Large Backpack i) Hero melee weapons (Heavy Kanabo, Splitting Maul, Dwarf Axe, Royal Axe Igotot and Tactical Tomahawk) j) Burning Diplomat 5. "Friends" in your community can die from FateCardEvents 6. Black Fever enabled 7. Reduced Enclaves inventory to give a feeling that they actually need your help 8. Specializations Redone: a) Choose one meele and one ranged specialization b) Choose one energy technique (Marathon, Rage or Combat endurance) and one tactical technique (Ninja or Focus Aim) 9. Fatecard Events: a) Reduced time of occurence (you will see them more often) b) Added some bandits and more fatecard events (community members can get hurt or killed, but they can also eliminate some of them feeling heroic or lucky) c) Enable serious events like suicide and murders in the community d) Fatecards will have major impact to morale e) Survivors with black fever turn into zombies and attack 10. Fuel is consumed while driving - morale will decrease a lot once you run out of fuel 11. In-game resource consumption (materials, food, medicine and ammo) according to homebase consumption 12. Morale will drop, now is more important to do missions and bring supplies to your homebase constantly NOTE: Consumptions as soon as you claim your base 13. No daily reset (characters inventory and supply locker from your community won't reset) 14. Sandbox Tweaks: a) No special zombies (special zombies will still spawn in missions and zed hunts) b) Less survivors (take care of your people) c) Less cars (be careful cars are very valuable resources now) d) Big Hordes (25 zombies per horde) e) More infestations and more hordes (BIG HORDES) 15. Reduced resources (rucksacks) and loot (items in general) a) To get more supplies you will actually have to explore the map, do tradings, CLEO missions, help other survivors for resources and more 16. Only slow zombies 17. Damage Redone: a) Zombie Damage x2.75 b) Distance fall damage redone to be more realistic c) Characters can die from injuries or illness 18. Medics, Foremen, Chefs, Farmers and others will stay at home 19. New survivors and several changes a) A preacher that survived with God on his side b) A european doctor that came to assist with the sickness c) A hunter with a crossbow d) An athletic girl with useful skills e) A new tattoo artist f) Better non-hero cops g) The pilot of the plane crash h) The Captain i) Changes in portraits, character models, names and stories to give cultural diversity to Trumbull 20. Changes in facilities items: a) Firebombs and flares at workshop, munition shop, and machine shop b) MREs at the kitchen c) Less time for suppressors 15m instead of 30m d) Multiple rewards for Trade oportunities Ammo-Watchtower/Fuel-Library/Medicine-Dojo e) Ammo research required to unlock "The Scholar" challenge f) Firebombs don't count towards "The Biker" challenge g) Generator required to unlock "The Father" challenge 21. Less time for options: a) Reduced time for Library Research options to 2h instead of 4h b) Reduced time for training other survivors and some other options like food preservation 1 hour instead of 90m 22. Followers will cost 50 influence instead of 100 23. New facilities features: Build a Generator a) Some facilities require electricity to create items or upgrade Munitions Shop a) Easier ammo crafting Outposts a) Each outpost will give your community +2 beds Command Center new features a) Fight hostile survivors for resources. WARNING it's risky but rewarding (works like trade op. wait until it pops up) b) Choose a leader for your community to increase morale and fame (requires a survivor with the leadership trait) 24. Takes more time to get the RV mission 25. Less effective meds and more effective suppressors 26. Big homesite limit changed to 7, keep your core survivors and build your base wherever you want 27. Small changes and fixes LIFELINE (Class3.2): 1. NPC followers allowed for every mission 2. Labor system, labor will be consumed when you build, create items or other activities 3. No more melee weapons in materials rucksacks and no more petrol bombs in fuel rucksacks 4. New Items!: a) MRE's (now your community can eat Snacks and MRE's) b) Painkillers (lootable without my mod you could only find painkillers in Mt. Tanner) c) Junk (There is a small chance of finding Junk in lootable objects, it's garbage, but it can be used to break windows) d) Carrier 1911 and Pistol Bz75 ST (compact version of Bz75) e) Buzzball Bat and Firefighter Axe f) 3 Assault rifles with a Grenade Launcher attached g) Low Large Backpack h) Hero melee weapons (Heavy Kanabo, Splitting Maul, Dwarf Axe, Royal Axe Igotot and Tactical Tomahawk) i) Burning Diplomat 5. Reduced Enclaves inventory to give a feeling that they actually need your help 6. Black Fever enabled 7. Specializations Redone: a) Choose one meele and one ranged specialization b) Choose one energy technique (Marathon, Rage or Combat endurance) and one tactical technique (Ninja or Focus Aim) 8. Fatecard Events: a) Reduced time of occurence (you will see them more often) b) Fatecards will have major impact to morale 9. Fuel is consumed while driving - morale will decrease a lot once you run out of fuel 10. In-game resource consumption (materials, food, medicine and ammo) according to homebase consumption 11. Morale will drop, now is more important to do missions and bring supplies to your homebase constantly NOTE: Consumptions as soon as you reach the Army base 12. Reduced resources (rucksacks) and loot (items in general) a) To get more supplies you will actually have to explore the map, use radio supply drops and CLEO missions 13. Only slow zombies 14. Big Hordes (25 zombies per horde) 15. Damage Redone: a) Zombie Damage x2.75 b) Distance fall damage redone to be more realistic c) Characters can die from injuries or illness 16. Medics, Chefs and others will stay at home 17. Changes in facilities items: a) Firebombs and flares at workshop, munition shop, and machine shop b) MREs at the kitchen c) Less time for suppressors 15m instead of 30m 18. New facilities features: Ammunition Shop a) Easier ammo crafting Outposts a) Each outpost will give your community +2 beds (except for the Lifeline special outposts) 19. Followers will cost 50 influence instead of 20 20. A new survivor (civilian), unique names and several changes in characters 21. Less effective meds and more effective suppressors 22. Small changes and fixes FIX (Objects): 1. Fixed missing texture of Revolver Viper p357 - Colt Python 2. No more shiny community chest in Story, Breakdown and Lifeline