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old TheSurvivalist:Christmas Update 12-24-19

JasJack67
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The Survivalist
A mod of Stranded II - Massive Mod - A fun, free and challenging survival game!
IMG:https://www.mediafire.com/convkey/094a/717q2420zpj9ex16g.jpg

Much credit goes to Builder2-0 for bringing us massive mod...i have enjoyed it truly...With his blessings via message, he has sent his regards and best wishes upon this mod The Survivalist.

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In this mod HARD mode and Larger maps are the main focus... they are geared to yield challenging game play, even for a seasoned survivalist. However, for a new comer or unseasoned player, EASY and NORMAL mode offer a learning curve where a player can advance to HARD or EXPERT mode, and be prepared to face the harsh conditions.

Return to this very post often for updates to further your adventure as The Survivalist. This mod will be added to the forum's files archive for downloading, upon it's completion. Currently available at the below link thru Mediafire.

Good Luck! and have fun!


LATEST FULL GAME DOWNLOAD 12-24-19 • 109.84MB
• • • • us THE SURVIVALIST DOWNLOAD us • • • • < Download Here
________________________________________________

∗ ∗ The Survivalist is now 100% complete. With this update posted I will only be fixing bugs. I will upload the mod in the S2 archive very soon after verifying no major bugs.
• In the Graphics Options keep the Water Detail turned all the way down, it is a killer on performance!

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Mod Features:
More >


Future Releases & To-Do List:
More >


Latest Images:

Change Log:
More >
edited 250×, last 27.07.20 09:51:29 am

old Re: TheSurvivalist:Christmas Update 12-24-19

murlocdummy
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I will use this post to post links to updates get completed as a redundancy in case either of us don't update the first post. Don't forget to check the associated dates on both JasJack67's post above and this post to ensure you're downloading the most recent Survivalist updates!

In order to play the latest Survivalist, you need to first download one of the full games below, then apply the newest patch fix to it. Instructions on how to apply the patch are included with the patch.

Note that full game downloads usually will have everything updated and ready to play right out of the .rar file.

More >
edited 17×, last 11.02.13 05:28:05 pm

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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I would like to make sure everyone gets the same download so this thread is dedicated to S2MM-THE SURVIVALIST

murlocdummy...I said ty in that other thread...and i have downloaded your version from there, and after I get to check it out, I ll see what I can do about merging the 2 with the added codes.

I have already re-coded it and am familiar with it...it would be easier for me.

All who help will be added to the CREDITS page when i redo it also. Lets stay organized on this or i wont get very far. I will be sure to credit you and others on their work as we combine mods.
edited 3×, last 27.10.12 03:17:06 am

old Re: TheSurvivalist:Christmas Update 12-24-19

murlocdummy
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user JasJack67 has written
I would like to make sure everyone gets the same download so this thread is dedicated to S2MM-THE SURVIVALIST

murlocdummy...I said ty in that other thread...and i have downloaded your version from there, and after I get to check it out, I ll see what I can do about merging the 2 with the added codes.

I would ask that anyone here download the link updates at the top of this thread, as I would be merging others with that one.

I have already re-coded it and am familiar with it...it would be easier for me.

All who help will be added to the CREDITS page when i redo it also. Lets stay organized on this or i wont get very far. I will be sure to credit you and others on their work as we combine mods.


Sorry about derailing your thread. So far in playing through your mod, there are still a few minor issues that I'm working through, but for the most part, it's looking great. The day/night cycle doesn't cause sudden darkness anymore, and resources are more balanced, and don't require as much boring grindwork to acquire and maintain. Most everything is improved, and I'm liking the map compass that's not available in my version of the game. My only gripe is the high amount of health of enemies, but that can be remedied by adding weapons into the game.
I might consider messing around with the crystal deposits sometime. I think that it might be possible to work it into the game and make it feel realistic, as well.

The link I gave above is my more recent version 2 Mod Mod.
I suppose I should work on it a little more, then PM you the link to the integrated modifications I'm working on once they're a little more polished. It'll probably take a while to playtest the game and work out any bugs I find.
edited 1×, last 17.10.12 08:56:12 am

old Re: TheSurvivalist:Christmas Update 12-24-19

Aenima
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First of all, thanks for your work on the mod! I didn't have time to really play it yet, just hanged aroung and read the diary note. Speaking of it - it was a BRILLLIANT idea to make such a quick guide, game really missed it and people were forced to search the net instead of actually playing.
I'd even like to have all the game knowledge stored in the diary, or some kind of tutorial (the one who wants to discover everything by himself can just ignore it).

The mod seems to be what I love in Stranded 2 - the art of survival. I come back to S2 third time in my life, just finished adventure mode (on new laptop) and I was going to create an island when I accidentally bumped on ths mod..

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RPG-style level-ups and upgrade shop systems

This

My ideas:
- I'd love to have traders on island, with stock of interesting or unique items which I can't do by myself (or it's hard) and which I need to gather supplies for (u always had a trader in the original game, like Professor selling rockets or Weed grandpa selling various fruits)

Possible bugs in skill description:
- numbers are partially missing/hidden (or is it bc of my screen resolution?)
- it is incorrectly showing at which level you are (I'm not sure how to describe it)

old Re: TheSurvivalist:Christmas Update 12-24-19

murlocdummy
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user Aenima has written
My ideas:
- I'd love to have traders on island, with stock of interesting or unique items which I can't do by myself (or it's hard) and which I need to gather supplies for (u always had a trader in the original game, like Professor selling rockets or Weed grandpa selling various fruits)

Possible bugs in skill description:
- numbers are partially missing/hidden (or is it bc of my screen resolution?)
- it is incorrectly showing at which level you are (I'm not sure how to describe it)


Unfortunately, I have no idea why it's not showing the correct skill description data. I'm sure that JasJack67 realizes it, too. The data file for skill descriptions in Survivalist isn't different from Mod Mod, so I don't know what's wrong or how to fix it.

I'm currently working on going through the mod files one by one, looking for errors and polishing them up. I'm barely 15% done with that. After that, I'll then go through and add in my own additions, then hand everything over to JasJack67 so that he can work out what he wants to keep or remove to help make this the best mod possible.

As for messing with the NPC shops, I'm not anywhere near working on that, but it's certainly a good idea to work on in the future, if any of the other modders decide to work on it.

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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the bug is cuz i changed the skill levels to level faster for right now while we play.

I said that above but didnt specify about the WRONG SKILL LEVEL being shown...sorry. I will fix it's self when i change the level ups back where they were in the update.

for the moment i have found new interest in the graphics. I have a update coming with a new sky and some better looking forestry...what ever else i can find to improve upon.

I will finish these graphics...hit up on incorporating the gold items that murlocdummy has worked up in his mod...and finally finish my clay items i was working on before.
---------------
With that said, thank you all for your input.There is a couple thing im finding out too as we play this new version. Like i didnt remove Pahrana fish from the EASY level even tho it say there is no dangerous animals.

Aenima...there IS still the traders on the islands, only they pop up at random when an Island is created. Always did at random. That is still there. Even tho i dont like that part cuz it offers help to the survival aspect of the game. Im fixing little stuff as i test play and work on it...all coming in the next update.

old Re: TheSurvivalist:Christmas Update 12-24-19

Aenima
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I mean, can see which level I'm on. But before I see the specific descriotion Well, smth like that. I see you are aware of it.

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Aenima...there IS still the traders on the islands, only they pop up at random when an Island is created. Always did at random. That is still there. Even tho i dont like that part cuz it offers help to the survival aspect of the game.

No, no, no. Traders aren't there for fresh survivors. On hard level you can't really meet them. You got dagerous animals running around the whole island, you need to build shelter and struggle with shortage of food. Until you are established it is quite a long time. I've spent 2 weeks on my island yesterday, and I still didn't kill raptor nor lion. And I'm far from having supplies to trade with pirate. Gosh, I didn't even use the forge yet, so I don't have any iron tools.
Btw, at one moment I thought I won't make it, there was so little food.. But I explored next part of the island and made it This is really more enjoyable than original game, now you really know what hunger is. (I can't forget my happiness when I found out clams could be eaten, lol).

Back to the topic, traders are there to add purpose to the late game, so player have the aim what to gather supplies for. I can't really see freshman trading, he needs food and DOESN'T have much supplies anyway. I was talking about items, which are interesting and unique, that kind of equals with "expensive".

old Update

murlocdummy
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Rudimentary Survivalist-Mod Mod completed, and awaiting review.

That took alot more time and effort than I thought it would.

old Re: TheSurvivalist:Christmas Update 12-24-19

Aenima
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Still thank you for your work (and ideas), murloc!

I'm having tons of fun with MM thanks to people like you guys (unfortunately, I don't have any game-making knowledge :<). For me it's better than many commercial titles. If MM is still worked on and improved it would be truly awesome.

old Re: TheSurvivalist:Christmas Update 12-24-19

Aedolaws
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I am truly glad about the recent momentum. Thank you JasJack67 and Murlocdummy.

All comments below are based on "Survivalist Mode" as described below. I do not mean to be a pain in your balls or vagina; I am trying to be as unequivocal and concise as possible.

I played a few games in “Survivalist Mode”, but did not get past the second week (because lack of time, and because I noted some nuisances in the game). The first week felt a lot easier than previous versions, which I guess might be a good idea, just to encourage new players. Not sure if so after a few months because there were a lot of resources, which I do not like. But who knows. There were a lot of hostile animals too, which I do like.

Part I: The Good

a) The hostile savages are GREAT!
b) All fixes and tweaks. Dudes, thank you!
c) The instructions on the diary. You rock!

Part II: The Bad

a) Fire camp is corrupted. It does not consume resources. It did after sleeping, but not while awake. Unless, it is working, but it is consuming not enough, and must be set to consume a lot more.

b) You should significantly reduce the weight the player can carry. Right now it is on steroids. Load capacity should be contingent on survival skill and backpack available. “Backpacks” should be its own independent line of tool. For example: Day 1: no backpack = player can carry up to 10 Kg. Second week: basket (i.e. 1 vine+10 leaves OR 1 vine+1 skin) = can carry up to 20 Kg. Third Week = basic backpack = can carry 30 Kg (i.e. 2 branches, 2 vines, 20 leaves OR 3 vines + 3 skins). And, 40 Kg, 50, etc… adding different components for these later ones (cotton, cords, etc). NEVERTHELESS, I know that at the very least we can set up initial load much lower, and we should.

c) Star Fish and Clam should be eaten by pressing R, not E.

d) The “U” key must be set to pick up.

Part III: The Ugly

1. I would like at least one of EVERY unit possible in “Survivalist Mode.” And yes, that requires the use of the special characters and trade, all of course up to tweaking!!

2. I am not sure why you increased the ability to hold your breath under water. I would have reduced it for the sake of realism.

3. DESCRIPTIONS: As always, more descriptions are needed. I fnd especially useful if we knew damage points for each weapon/tool (agaiost plant, trees, animals, minerals, etc). To edit the descriptions would be a bit tedious I am sure, but it is just a matter of doing it, and it would help enormously, n00bs and vets alike.

****EDITED a month later: YOU HAVE DONE AN AMAZING JOB WITH DESCRIPTIONS & TIPS****
edited 15×, last 28.11.12 04:14:07 am

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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Thank you all for your input. I am considering all that is posted here as I work on new updates. You all have good ideas and I will heed them fully. If i do not respond to your post keep your eyes on this thread and you will likely see something in regards to your post...or it is because i want to post something specific instead of replying to quotes atm.
edited 8×, last 27.10.12 01:43:01 pm

old Re: TheSurvivalist:Christmas Update 12-24-19

Aedolaws
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In my humble opinion, you should release a new version with updates around once a month and every single release should be in full mode. Single download AND just press play. AND YOU SHOULD KEEP THE LINK & UPDATES IN THE VERY FIRST POST!! You should keep the first post up to date, deleting all old info, no point in keeping old shit up there. Just keep it simple to keep us updated!!!

I have been playing this for a while now and honestly I would probably screw it up downloading/installing patches, etc. Please make it easy for us, especially for those who will be coming in for the first time! I am sure n00bs will love you for it!
edited 7×, last 23.02.13 09:41:24 am

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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yes, good thinking Aedolaws! I think i will take that advise, because it will be weeks inbetween updates for sure.

this update was quick to come because as stated, the new version "The Survivalist" was posted earlier then i intended to.

thank you for your insight above...good to hear. yes the campfires burn fuel slower then before,,,that is because you can build more then one campfire now, as before, it was broken when you take it apart the distiller and clay pot disappeared from the map. So now you can build more then 1 of each if you choose too...so if you built 2-3 campfires, you wont have to work so hard to go get fuel for them all. I will time it again and maybe increase it in the next update if needed.

another issue i was seeking to resolve from the old was...when you burn something in the campfire I seemed to always have a huge amount of charcoal accumulating, so I increased the Forge to burn quicker then a campfire...maybe i over did it for the campfire though. I will re-time it.

I am trying to keep real things in mind when i make updates...like when i changed the length of time you can swim under water, i actually held my breath and waved my arms while jumping up n down a.d timed how long. So the time was set accordingly. etc.

My immediate interest is to combine gold items from murlocdummy's mod into this one, while working on clay items too...ill keep other stuff posted here, inmind when i go to save edit my files.

old Re: TheSurvivalist:Christmas Update 12-24-19

Aedolaws
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Hopefully you two can fix all errors quickly. That would be my first goal. Second, tweaking stats, which should be much easier. And then, before new items and meteorology as you mentioned, I would consider ways of "ending the game."

As I mentioned before, you might wanna take a look at kk0114's version = cell-phone idea. Although that might not be too realistic, it does present a mission/goal.

I would like fire signals and % of being rescued implemented. But I am sure that is a can of worms by itself.

But hey, you r doing great. Do whatever you want!!!

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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Aedolaws...i was considering and end game too...i was thinking like 1 day at random, every 30 days... you would here a tugboat horn in the distance OR the sound of a plane in the distance.

If you hear that sound you will have a very hard task to perform in getting a signal fire built in a specific location on the island. To make this fire would require something special like gasoline derived from the oil already ingame.

If you succeed in building the signal fire WHILE THE SOUND IS BEING HEARD...then you have some % chance to be rescued and the game ends.

If you fail to get the fire up and the sound goes away...it will be another RANDOM day within a 30 day period that you will again hear the tugboat or plane...and you can try again?

But at the start of the game you would not hear anything for the fist 30 days atleast....something like this?

old Re: TheSurvivalist:Christmas Update 12-24-19

Aedolaws
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Any "end of scenario" would work. We should strive to have 2 or 3 different routes to that end. Otherwise the game becomes boring, just randomly harvesting resources and building structures for no strategical purpose, etc.

1) I prefer the signal fire idea, the more of them a player can build and keep permanently on, the more likely the "rescue event" would be triggered.

Each signal fire could simply be a campfirexzoom200%. They must be kept on to afford any benefit. Each such signal fire should give a small % chance of ending the game, and there should be a cap (i.e. 2 to small island, 3 to medium, 4 to large). It matters little how we couch it, it may be by numbers, distance, sound or sight, or just by message in game (probably easiest way). Anyways, it would be very costly in terms of fuel to keep several fires around the island to ensure a decent chance of trigger event. This option might take some advanced coding, so I am not sure how feasible it is.

2) The cell-phone idea {in game cost = gold, crystals and other luxury items}. This has already been done and it can be assimilated easily. It should take enough luxury items so as to make it very hard to attain.

3) Building the "ultimate raft," which could easily be the current sail raft graphic+modified stats (make it way more expensive) and sailing off the island... roll of a dice 50/50. Ideally the raft by itself would not be enough, but lots of resources would be required to be storaged in it before it is able to sail off. This is the most real path, and the easiest, to get off the island, yet the most risky. And I think this would be easy to implement even from scratch.
edited 13×, last 21.10.12 01:05:28 pm

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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make sure your download ends with version v01b.

I had posted the wrong file for a couple of hours and v01a had a bug in one of my tree files i was unable to resolve, causing lag. 5 people downloaded it. oops!

If your experiencing LAG on the splash screen and ingame be sure you got v01b and you will have NO lag.

the link above is correct now!

(nice ideas Aedolaws!)

old Re: TheSurvivalist:Christmas Update 12-24-19

murlocdummy
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user JasJack67 has written
make sure your download ends with version v01b.

I had posted the wrong file for a couple of hours and v01a had a bug in one of my tree files i was unable to resolve, causing lag. 5 people downloaded it. oops!

If your experiencing LAG on the splash screen and ingame be sure you got v01b and you will have NO lag.

the link above is correct now!

(nice ideas Aedolaws!)


I guess I'm one of those 5 people, lol. Now I have to start over.

Of course, that's not a problem, since I haven't started working on it, yet! New version downloaded.

Now working on it...

Progress 'till next update: 100% Upgrade complete!

v02a

Check it out on JasJack67's opening post!

Added in the polishing and grammar fixes I talked about earlier.
Also memory leak issue is mediated, as well as repair of the keys file.
Major overhaul of the items files. Most of the common items are now capable of multi-crafting.
None of the new items from my old mod are in this one, for the sake of keeping the gameplay the same without having my half-finished item upgrade system muddling up everything.


It's kind of an annoyance to have to upload a 25MB file each time there's an update. Maybe there should be 2 links on the main post - 1 for the base game, and 1 for the new update each time we release it.

As for the other changes that I have planned, I might overhaul the items descriptions again, to make them more useful before I try and tackle a new tool upgrade system. The biggest problem is finding a good graphic artist to do the sprites, and probably coming up with good item models.
edited 4×, last 24.10.12 07:25:08 am
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