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Halmod Expansion v21.2.1  

Upload: 22 Sep 2022, 15:58
Last updated: 19-08-2023, 23:15
Created by: halcSan [X]
Uploaded by: Aqxaro
Halmod Expansion v21.2.1

Halmod Expansion is a 7 Days to Die modlet* inspired by Valmar's Valmod Expansion. The goal of Halmod Expansion is to expand the base game only through XML edits to promote co-op play with friends and strangers. As such, the mod will always stay as a server-side mod, and only the host or host server will need to download/install the mod.

Have you ever wanted to start the game off with a complete set of skill books? Now you can!

-Available in English, Chinese (汉语), and Japanese (日本語)!
More language support to come in the future!

Mod Compatibility
Halmod Expansion is NOT compatible with mods that:

  • change the items that the player start the game off with (i.e. starting items)
  • change the quest reward for visiting the first trader after the completion of the tutorial quest
  • change how wandering hordes spawn into the game
  • change the zombie scout (from player generated heat)
  • add and/or change how zombies spawn in each biome, commercial/industrial district, and downtown area
  • add and/or change how animals spawn in each biome
  • modify animals' head dismember chance
  • modify animals' health value
  • modify animals' dead body health points

Features
Halmod Expansion adds a class system that is organic and true to the game. This system was developed with an emphasis on vanilla assets, mainly skill books and a carefully curated list of items that is befitting of its respective class. Classes that were on the low end of the power spectrum were buffed with custom equipment and mod that I felt were much needed to bring all the classes to the same level. Each playthrough of the game will never feel the same way again!

Because the players are equipped with weapons right from the start, I've made the game more challenging through encounters. I've accomplished this through changing how zombies and animals will spawn into the game and where they will spawn. As a result, I've split and divided all encounters based on biome, town, commercial/industrial, or downtown. Different zombies and/or animals will spawn in each of these encounter zones. The number of naturally spawning zombies have been increased related to its encounter zone. For example, there will be more zombies in the downtown area compared to the town area, and there will be even more zombies in downtown Wasteland than downtown Forest. Biomes from lowest to highest difficulty: Forest < Desert < Snow < Wasteland.

The Screamer scout zombie has been replaced with the Demolisher.
The player can now randomly encounter the Screamer zombie during the night in any biome.

A new type of zombies have been added into the game. These are 'Ravenous' zombies. Ravenous zombies are essentially weaker feral zombies. They inhabit cities and can be found wandering the world in very large numbers. Be careful while you're out gathering or looting. You may never know when a horde of ravenous zombies may show up.

The above deadly encounters make blood moon horde trivial. I recommend playing Halmod Expansion with Blood Moon Horde turned off. I also recommend setting zombie movement speed during the night to walk to make the game experience more consistent. And lastly, feral speed should be set to sprint or nightmare for the best experience.

Stamina has been drastically changed to favor a play style that is more in line with what I've envisioned. Your character will no longer burst to the brim with stamina regeneration. Instead, stamina will need to be managed more carefully. Due to the change, stamina regen has been reduced but max stamina has been increased to compensate for the reduced stamina regen. It is now more vital than ever to decide if you want to commit to an action before exerting your stamina. You may never know what's behind the next corner!

Survivor Notes can be used in a lengthy process to craft any skill book of your choice. The players can obtain Survivor Notes by scrapping skill books and killing zombies. These notes can be used as a currency of sort at one of the two new crafting stations, Survivor's Writing Desk and Survivor's Workstation Desk.

For realism, certain foods and drinks now have a chance to give the player dysentery. With all that looting and
killing, it's difficult to keep your hands clean!


Changes have been made to animals and butchering. Animal carcasses now take longer to harvest. Timid animals have also seen a big boost to their health. And when it comes to harvesting, the bone knife and axes have been nerfed, except for Taza's Stoneaxe which has been buffed in terms of harvesting (the Tribal Warrior class starts out with 
Taza's Stoneaxe).

Classes (Start the game with a complete set of skill books)

  1. Brawler (Fortitude-Melee-Fighter-Runner) ~ Starting Weapon: Iron Knuckle
  2. Enforcer (Agility-Range-Shooter-Trader) ~ Starting Weapon: Magnum
  3. Firefighter (Strength-Melee-Fighter/Gatherer) ~ Starting Weapon: Firefighter's Chainsaw
  4. Gunner (Fortitude-Range-Shooter) ~ Starting Weapon: Tactical Assault Rifle
  5. Gunslinger (Agility-Range-Shooter-Runner) ~ Starting Weapon: Pistol
  6. Hunter (Perception-Range-Shooter-Gatherer-Runner) ~ Starting Weapon: Hunting Rifle
  7. Infiltrator (Agility-Range-Shooter-Stealth) ~ Starting Weapon: Pistol
  8. Liberator (Strength-Range-Shooter-Bruiser) ~ Starting Weapon: Pump Shotgun
  9. Looter (Any-Gatherer) ~ Starting Weapon: No Weapon
  10. Miner (Strength-Melee-Gatherer) ~ Starting Weapon: Iron Sledgehammer
  11. Night Stalker (Agility-Melee/Range-Stealth) ~ Starting Weapon: Hunting Knife & Crossbow
  12. Ranger (Agility-Range-Stealth) ~ Starting Weapon: Wooden Bow
  13. Scavenger (Any-Range-Shooter-Gatherer) ~ Starting Weapon: Pipe Weapons
  14. Sniper (Perception-Range-Stealth) ~ Starting Weapon: Lever Action Rifle
  15. Tech Junkie (Intelligence-Melee/Range) ~ Starting Weapon: Robotic Turret & Stun Baton
  16. Thief (Agility-Melee/Range-Stealth) ~ Starting Weapon: Crossbow & Hunting Knife
  17. Tribal Warrior (Perception-Melee/Range-Fighter-Runner) ~ Starting Weapon: Iron Spear
  18. ZU Batter (Strength-Melee-Fighter-Bruiser-Runner) ~ Starting Weapon: Baseball Bat

Each class has their own strengths and weaknesses.

  • Melee - specializes in melee combat.
  • Range - specializes in range combat.
  • Fighter - uses stamina to fight.
  • Runner - uses less stamina while running and/or run faster.
  • Shooter - attacks primarily consume bullets instead of stamina.
  • Stealth - specializes in stealth play.
  • Gatherer - specializes in resource gathering.
  • Bruiser - specializes in close-combat and can take a beating.

Deadly Encounters

Cities are now infested with ravenous zombies that will surely claw our your brain and guts. Be vigilant and don't venture out into the city too soon. When you're fully prepared, bring a trusted friend along with you to watch your back. If you're alone, I suggest clearing out small towns first before stepping foot into the city.

Forest cities

  • Home to ravenous zombies

Desert cities

  • Vulture hordes have made their nest in these cities

Snow cities

  • White walkers (wights), spider zombies, and crawlers have made their way into the outskirts of these cities.

Wasteland cities

  • You'll only find radiated zombies here and the occasional mutated and burnt zombies

Rare Animal Bosses

  • Forest - Grace (Mutated Boar)
  • Desert - Radiated Matriarch (Mother of zombie vultures)
  • Snow - Zombie Bear (Zombified bear)
  • Wasteland - Grace, Radiated Matriarch, Zombie Bear

Hunger

Animal carcasses take longer to butcher. Canned food and boiled water now has a chance to give the player dysentery. Players not skilled into harvesting animals will find it more difficult to get meats for their recipes.

Work in Progress

  • Making hot/cold and heat stress/freezing more severe.
  • Add Thread & Needle class into the game.
  • Overhaul heat/cold value of each clothing.

Future Addition

  • Utilizes the new crafting books in Alpha 21 to make custom classes (e.g. Builder, Doctor, Mechanic, Farmer, etc)
  • The Player starts the game with a new version of the Infection. This new version of the Infection cannot be cured through normal means, but the virus itself is a slower killer. The new virus will take 4x longer to reach 100%. Taking antibiotics and jars of honey will only bring down the infection to 0% at most, and then it will tick up to 0.1% again. The only way to truly cure the new Infection is to find "The Cure" inside a Tier 7 POI in the Wasteland. Injecting "The Cure" into the player's body will make him or her immune to all future infection by the Virus.

Installing Halmod Expansion

Simply download the modlet, extract it, and put the whole extracted folder into the Mods folder in your 7 Days to Die directory. NOTE that this location will be changed in the future, according to the developers.

    • "[In the future], Mods [will be] loaded from <UserDataFolder>/Mods (i.e. the folder that also stores saves, e.g. on Windows

%APPDATA%/7DaysToDie/Mods) in addition to <game folder>/Mods. In a future build this will change to only load from that new location so no data is written/changed in the program folder at any time."
Please check this video for more information on installing a modlet:

Localization

At the moment, only Japanese and Chinese are supported by Halmod Expansion. This means that all the text have already been translated for the Chinese and Japanese audience. More languages will come in the future, but only after I've saved enough money to hire a translator for the other languages. If you'd like to volunteer and help translate, please get in touch!

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