Rebuild 3: Gangs of Deadsville

Rebuild 3: Gangs of Deadsville

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Fokkuso's Remnant Overhaul
   
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3 May, 2021 @ 11:55am
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Fokkuso's Remnant Overhaul

Description
The Remnant Overhaul makes the game more challenging and more manageable with much stronger zed and modified survivors.

Mod Folder: C:\Users\YOUR_USERNAME\AppData\Roaming\com.sarahnorthway.rebuild3\Local Store\mods\

If you do not see a mod folder here, just make a new folder and put it in. This is where the "config.ini" file will go, which holds the changes you want.

Concerned about viruses and want to personally confirm the process?
Follow this link: http://rebuildgame.com/mods.php


Changes:
Items between parentheses are the values for each scaling difficulty, (Easy, Normal, Challenging, Hard, Impossible) respectively.

NOTABLE GAMEPLAY CHANGE: The number of Zombies on a tile is now displayed directly on the tile, if you do not like this particular change, go to the mod folder as directed above, open the config file as a text file, and change the very last option, "SHOW_SQUARE_ZED = True" to "SHOW_SQUARE_ZED = False"

Resource Changes:
-Bullets are now used instantly instead of being usable 3x each.
-Bath Salts are now used instantly instead of being usable 2x each.
-Fertilizer Tech boosts food by 2.5 instead of 0.5
-For realism, Eating Human Remains now Provides 120 food instead of 10. Dogs provide 60 food instead of 5.

Boosted Starting Resources:

-Materials: (100, 100,100, 50, 50) up from original 20.
-Ammo: (100, 100, 100, 50, 25) up from original 10.
-Medicine: (50, 50, 50, 25, 25) up from original 5.

-Higher Starting Food: (100, 100, 100, 75, 50)
-Base Food Increased to 100 up from original 50.
-All Upgrades to maximum food now grant 100 storage space instead of 50.

Zombie Changes:
-Quintupled the Maximum # of zombies on the map.
-Zombie Hordes may now have (100, 150, 200, 250, 300) zombies, this number growing as the game progresses.
-Minimum Zombie Mom Size (10, 20, 30, 40, 50) up from 5.

Building Changes:
-Base Housing: 4 up from original 2. (To fit all 4 starting survivors)
-Suburbs and Apartments now hold room for (10,10, 5, 5, 5) survivors up from the original 2.
-Farms now provide (10, 8, 6, 5, 5) Food Daily up from original 2. Larger farms will produce an additional 2.5 food per extra tile on Impossible difficulty

Defensive Changes:
-Police Stations and banks now provide (50) defense to 4 neighboring buildings rather than original (10)
-Tower Upgrade gives (10) defense instead of original (5).
-Bunker Upgrade gives (20) defense instead of original (10).
-Turret Upgrade gives (50) defense instead of original (15).
-Maximum Fort Defense increased to (250) from original (50).
-Traps now kill (25) enemies per turn instead of original (5)
-Upgraded Traps now kill (50) enemies per turn instead of original (10).
-Bait attracts (25) enemies per turn instead of original (5).

Survivor Changes:
-Removed Same-Turn Death Prevention on all difficulties. You may now lose all survivors in a single turn
-Survivor Backstory Traits now earned 3 levels lower: at survivor levels 3, 5, and 7.
-Doubled the Survivor Experience gain on all difficulties.
-Survivors are more likely to be recruited with higher levels.
-Time to become "Devout" decreased to 30 days from original 60.
-Time to become "Cultist" increased to 7 days from original 4.

Happiness Changes:
-All Survivors lose (10) Happiness when a building is lost.
-Happiness Loss from death raised to (20, 25, 25, 25, 50). Double for Family. This results in immediate dread on Impossible difficulty.



This mod is meant to be played on Impossible Difficulty. Achievements are NOT disabled. Happiness was made to be much harder to manage without the use of anarchic means. Weapons and resources are made more realistic, homes were given a reasonable amount of space, and the zombies have become far more powerful with swarming numbers. A minor change is that you may now reclaim buildings if there is only a single zombie left on the tile. Kill the straggler and get to work.
3 Comments
Nomad  [author] 3 Sep, 2022 @ 12:31pm 
I'll look into removing the colonist limit if I find it when I'm feeling either bored or motivated enough, and as for why I reduced children, honestly, they piss me off. Kids in general, I dunno. Nothing against them, don't like em. On a gameplay prospective, I thought it more reasonable that people would try not to have children during the zombie apocalypse, and they're a whole inventory slot ya know?
Samir Al-Hayjid 7 Feb, 2022 @ 12:11am 
Would be excellent if the cap of 250 colonists was removed. Also, why'd you reduce the amount of children?
Phoenix 3 Feb, 2022 @ 10:18pm 
Really changes the game for the better, thank you for the mod