KySoto

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Sep 13th, 2022
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  1. TIER 01 PREFABS
  2. Total Spawns x 1-15: Standard zombies, chickens, and rabbits. Max combo x 2: dogs, vultures, boars, coyotes, or snakes.
  3. No: Feral, radiated, or demolition zombies. No Gracie, bear or wolf of any type.
  4.  
  5. General Loot
  6. Lootable containers are things like cupboards and appliances. When possible, always use the random helpers variant so there is chance no loot will be available.
  7.  
  8. Premium Loot
  9. These blocks always have good loot in them. Premium loot can be centralized into a Loot Room or spread throughout the prefab.
  10.  
  11. 1-5 Zombies:
  12. • Use the Part Name: part_loot_t1 Part Spawn Chance at max 0.2
  13. 6-15 Zombies:
  14. • 1 x T1 Wood Crate
  15. • 1 x (Small) Weapons Bag or 1 x Gun Safe
  16. • 1 x Small Food Pile Random Helper
  17. • 1 x Ammo Pile, Small
  18. • 1 x (Small) Medical Supplies or Small Chemistry Set
  19. • 1 x Random Crate (unless a themed prefab.)
  20.  
  21. Misc.
  22. • All initial entry doors unlocked or open.
  23. • Wood/commercial doors, mostly unlocked. All other doors unlocked or rigged to electrical system.
  24. • Key rack added near final loot room for players to exit if there's not an easy way out.
  25. • Restore power quests: 1 x small generator.
  26. • Quest Clear Count <property name="ShowQuestClearCount" value="1" />
  27. • Nothing too complex; T1 should be quick and easy.
  28.  
  29. TIER 02 PREFABS
  30. Total Spawns x 16-30: Standard zombies, chickens, and rabbits. Max combo x 5: dogs, vultures, boars, coyotes, or snakes.
  31. No: Feral, radiated, or demolition zombies. No Gracie, bear, or wolf of any type.
  32.  
  33. General Loot
  34. Lootable containers are things like cupboards and appliances. When possible, always use the random helpers variant so there is chance no loot will be available.
  35.  
  36. Premium Loot
  37. These blocks always have good loot in them. Premium loot can be centralized into a Loot Room or spread throughout the prefab.
  38.  
  39. • Use the Part Name: part_loot_t2 Part Spawn Chance at 1.0
  40. OR
  41. • 1 x T2 Leather Trunk
  42. • 1 x Desk/Wall Safe
  43. • 1 x (Small) Weapons Bag
  44. • 1 x Food Pile, Medium
  45. • 1 x Ammo Pile, Medium
  46. • 2 x (Small) Medical Supplies or Small Chemistry Sets
  47. • 2 x Store/Random Crate
  48.  
  49. Misc.
  50. • All initial entry doors unlocked or open.
  51. • Wood/commercial doors, mostly unlocked. All other doors unlocked or rigged to electrical system.
  52. • Key rack added near final loot room for players to exit if there's not an easy way out.
  53. • Restore power quests: 1 x small generator.
  54. • Quest Clear Count <property name="ShowQuestClearCount" value="1" />
  55.  
  56. TIER 03 PREFABS
  57. Total Spawns x 31-45: Standard and feral zombies, chickens, and rabbits. Max x 5 of: dogs, vultures, boars, coyotes, wolves (including dire wolves), and snakes.
  58. No: Radiated or demolition zombies. No Gracie or bear of any type.
  59.  
  60. General Loot
  61. Lootable containers are things like cupboards and appliances. When possible, always use the random helpers variant so there is chance no loot will be available.
  62.  
  63. Premium Loot
  64. These blocks always have good loot in them. Premium loot can be centralized into a Loot Room or spread throughout the prefab. Medium loot can be substituted for 2 small of the same type. Large loot can be substituted for 2 medium or 3 small of the same type.
  65.  
  66. • Use the Part Name: part_loot_t3 Part Spawn Chance at 1.0
  67. OR
  68. • 1 x T3 Reinforced Chest (Locked)
  69. • 3 x Store/Random Crates (Pending size of POI)
  70. • 1 x Gun Safe or Munition Crate
  71. • 1 x (Large) Weapons Bag
  72. • 1 x (Small) Weapons Bag
  73. • 1 x Food Pile, Medium
  74. • 1 x Ammo Pile, Medium
  75. • 1 x (Small) Medical Supplies or Small Chemistry Set
  76.  
  77. Misc.
  78. • All initial entry doors unlocked or open.
  79. • Up to Iron Doors (not reinforced), mostly unlocked. All other doors unlocked or rigged to electrical system.
  80. • Key rack added near final loot room for players to exit if there's not an easy way out.
  81. • Restore power quests: 2 x small generators.
  82. • Quest Clear Count <property name="ShowQuestClearCount" value="2" />
  83.  
  84. TIER 04 PREFABS
  85. Total Spawns x 46-60: All zombies and animals. Bears and Gracie must make sense.
  86.  
  87. General Loot
  88. Lootable containers are things like cupboards and appliances. When possible, always use the random helpers variant so there is chance no loot will be available.
  89.  
  90. Premium Loot
  91. These blocks always have good loot in them. Premium loot can be centralized into a Loot Room or spread throughout the prefab. Medium loot can be substituted for 2 small of the same type. Large loot can be substituted for 2 medium or 3 small of the same type.
  92.  
  93. • Use the Part Name: part_loot_t4 Part Spawn Chance at 1.0
  94. OR
  95. • 1 x T4 Hardened Chest (Single-block, Locked)
  96. • 4 x Store/Random Crates (Pending size of POI)
  97. • 1 x Gun Safe or Munition Crate
  98. • 1 x (Large) Weapons Bag
  99. • 1 x (Small) Weapons Bag
  100. • 1 x Food Pile, Medium
  101. • 1 x Ammo Pile, Medium
  102. • 1 x (Medium) Medical Supplies/Cabinet or Medium Chemistry Set
  103.  
  104. Misc.
  105. • All initial entry doors unlocked or open.
  106. • Up to Iron Doors (reinforced okay), may be locked or unlocked. All other doors unlocked or rigged to electrical system.
  107. • Key rack added near final loot room for players to exit if there's not an easy way out.
  108. • Restore power quests: 1 x small generator, 1 x large generator.
  109. • Quest Clear Count <property name="ShowQuestClearCount" value="2" />
  110.  
  111. TIER 05 PREFABS
  112. Total Spawns x 61+: Go crazy. Kill everyone!
  113.  
  114. General Loot
  115. Lootable containers are things like cupboards and appliances. When possible, always use the random helpers variant so there is chance no loot will be available.
  116.  
  117. Premium Loot
  118. These blocks always have good loot in them. Premium loot can be centralized into a Loot Room or spread throughout the prefab. Large loot can be substituted for 2 medium or 3 small of the same type.
  119.  
  120. • Use the Part Name: part_loot_t5 Part Spawn Chance at 1.0
  121. OR
  122. • 1 x T5 Hardened Chest (Double-block, Locked)
  123. • 3 of the following: Gun Safe, Munition Crate, Hidden Crate (should be hidden), or (Large) Weapons Bag.
  124. • 1 x (Small) Weapons Bag
  125. Variable Loot
  126. • 5 x Store/Random Crates | +3 for every additional 100 zombies after 100
  127. • 1 x Food Pile, Large | +1 for every additional 75 zombies after 75
  128. • 1 x Ammo Pile, Large | +1 for every additional 75 zombies after 75
  129. • 1 x (Large) Medical Supplies/Cabinet or Large Chemistry Set | +1 for every additional 75 zombies after 75
  130.  
  131. Misc.
  132. • All initial entry doors unlocked or open.
  133. • Up to vault doors, but don't go overboard.
  134. • Key rack added near final loot room for players to exit if there's not an easy way out.
  135. • Restore power quests: 2 x large generator.
  136. • Quest Clear Count <property name="ShowQuestClearCount" value="3" />
  137. [7:53 AM]
  138. (Keep in mind that not all POIs follow these rules, although when we find ones that don't, they're getting changed. (For example, the Gift Shop, and also the POI that has the Build-a-Bear.)
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