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7 Days to Die – Undead Legacy

Undead Legacy is a complete overhaul mod for 7 Days to Die (7DTD) that got a massive update after about four years of radio silence. Much like with Darkness Falls or Rebirth, the goal of overhaul mods is to take the very solid (zombie) bones from the base game and actually do something worthwhile with them. In the case of Undead Legacy though… well, I’m not exactly certain what is worthwhile here.

If you have never heard of it, Undead Legacy’s schtick is greatly slowing down the rate of progression within the game. That’s… basically it. This is achieved in a number of ways, including the introduction of a lot of intermediate crafting steps and additional item pieces and so on. For example, it took me six in-game days before I was able to craft a wooden cube. This does add a layer of immersion, as you can’t immediately go from punching trees to scaling the sides of buildings with wood frames you hand-crafted out of raw wood in your backpack like in vanilla. Doors also needing hinges to craft, etc.

The problem is that this feeds into the overcorrection The Fun Pimps have been taking for years.

Most of the steps needed to make a Blacksmith Forge. Still missing a few.

Once upon a time, 7 Days to Die is/was a survival crafting game. At some point though, the devs decided they wanted the game to be more of a looter shooter. This is why almost 100% of the Points of Interest (POIs) are no longer just buildings or houses, but micro-dungeons with defined paths and invisible triggers that spawn in zombies. In the past, you could be almost entirely self-sufficient in the forest somewhere, digging for Iron ore and building a castle out of cobblestones. Today, you have to find enough magazines from active looting to unlock any technology at all. It is technically possible to find a balance in the craft vs loot debate, but it is a fine line to walk.

Unfortunately, Undead Legacy’s principle design of “slowing progression” specifically pushes it even more into looter shooter territory. Making crafting the most basic wooden house a painful grind simply means you are encouraged to take over an existing POI instead. Is crafting anything beyond a Primitive Bow too difficult? Don’t worry, just randomly loot an AK-47 in any of the several dozen POIs you are raiding. Being able to repair these weapons may be a challenge, but you almost don’t care, because by spending 100% of your time looting, the crafting progression will almost passively take care of itself.

Looks great… but so does the base game nowadays.

Was this the intention? Did the overhaul’s author really just have it out for players being able to turn cars into machetes instead of praying for RNG loot gods to smile upon them instead? There is indeed less cheese in the game, such as nerd-poling and throwing hatches in doorways to confuse the zombie AI. On the other hand, there is still plenty of cheese, like being able to pick up most every object, including cardboard boxes… that you can nerd-pole with instead.

Anyway, there are other changes Undead Legacy brings, but they are largely irrelevant. Level-ups let you select nodes in a Path of Exile-esque skill bush, but almost all of them are extremely boring +5% to whatever. “Learn by Doing is back!” If by “learn” you mean eventually unlocking +5% to whatever by using Polearms a bunch. Research looks like a tech tree now, but it just hides the fact that instead of reading magazines, you scrap them for Research Points that you spend – along with a bunch of other resources! – to individually unlock recipes.

There are about five-ish skills that aren’t just +X% damage with Y weapon. Good luck finding them.

Undead Legacy just feels like a giant drag. Which, I guess is what the author was going for?

Give it a whirl if you want, but this overhaul is a 0/10 for me. Play Darkness Falls or Rebirth instead.

7 Days to Die – Rebirth

I’ve recently taken the plunge in playing Rebirth (v1.1 b14), a total overhaul mod for 7 Days to Die. There are a number of such overhaul mods out there, including Darkness Falls, Afterlife, Undead Legacy, and more. I’ve only played Darkness Falls before this, aside of course vanilla for a few hundred hours.

Verdict: it’s got some great concepts, but… there’s some foundational concerns.

One of the biggest draws to Rebirth is the companion system. You start out with a dog companion that both warns about and fights enemies. You can eventually expand your fighting group with more dogs (or other beasts), NPCs, and temporary help. This does a lot to make the game feel less lonely in single player, and the companions are actually very handy in a fight. And don’t worry: if the dog dies, it just respawns back at your bed.

Get’em, Blaze!

Another of the “draws” is a return of Learn By Doing and overall reimagining (and slowing) of progression in general. While there is character XP in the game, it does nothing by itself. Instead, to progress your character – including in one of 10 classes! – you need to use specific weapons, gaining extra progress for headshots. By itself, the system is OK for what it is, and you certainly have more opportunity for progression as zombie density has skyrocketed.

The problem is that the mod’s difficulty progression is also tied to zombie kills. Once you hit certain thresholds, zombies have a chance to spawn with random buffs, including a RNG roll to revive in a stronger state. This “works” on a conceptual level, but it feels bad in practice. The name of the game is still scavenging, so while killing a huge wandering horde might give you +2.5% weapon speed or whatever your class does, it makes getting food, crafting components, and everything else actually meaningful harder.

I want to really reemphasize how badly you are punished for killing zombies here. You slowly level your primary Attributes by performing certain tasks, and there are specific Perks that you can then put points in once you hit certain thresholds. For example, you need Dexterity 1 in order to put a point into Cardio. How do you get points for Cardio? You buy them from a vendor for cash. How do you get cash? Scavenging, primarily. You can get some from Questing, but keep in mind Questing gives a lot of XP which then levels you and makes the game harder. If that is the mod author’s intention – to discourage the chain-questing that is (still) meta in vanilla – it should be more explicit, IMO.

Learn by… paying, more like it.

The overall increased difficulty is another “draw” but similarly falls flat. The mod is hard, but difficulty in practically all 7 Days to Die iterations is predicated on HP sponges and/or ridiculous mob counts. Rebirth has both. Once you hit a certain level threshold, periodically a boss zombie will spawn in your immediate location along with ~30 of their best friends. For the most part, especially early, you will just die and drop all your stuff. But, hey, don’t worry, the boss and mobs will still be there waiting for you! If you somehow whittle down the horde with your non-existent bullets and take down the 6000+ HP boss, you get a loot chest that will give you maybe 15% progression towards one Attribute point. Yay! Also, get used to this shit, as to unlock certain crafting tables you have to purchase quests from a vendor that spawns these types of hordes. I’m not sure if the intention is to build a nearby cheese base or just kite them around for hours or what.

By the way, you still have to contend with the 7 day hordes on default settings.

I suppose that is worth mentioning as a positive to Rebirth: the large amount of settings you can tweak. Turning off Horde Night is one first things I did, once I realized that I was still struggling to stay hydrated on Day 6, let alone figuring out how I would ever survive the night. There may be other knobs that can be turned to address a few of the other complaints I already voiced, including turning them off. On the other hand, most people are likely to roll into Rebirth under default settings and get run over, so… yeah.

Oh, and default nights are literally pitch black.

If you have squeezed all the fun out of vanilla 7 Days to Die and are looking for more, I recommend… Darkness Falls. Although I haven’t played it lately, it had a completely new look and feel with increased difficulty that, at the same time, did not feel punishing. Sure, you could encounter a few high-level zeds outside normal progression, but that is the spice of life. Combined with the extra tiers, it felt like 7D2D++ rather than a whole new game. Rebirth has some neat concepts I would like expanded on (companion system, bandits), but it feels more like a punishment simulator than anything else. As a player, I should never feel like I have to metagame killing less zombies in a zombie-killing game.

[Fake Edit] Since my primary character is already screwed, I started a second character and revamped a lot of the settings. For example, I turned Character XP down to 75% considering levels only serve to punish you. Conversely, I turned Class XP levels to 150% to improve the speed of getting abilities and such. Between those settings and a better understanding of the mod’s flow, I have had a somewhat better experience.

However. It’s still not that good, honestly. I’m going to give it a bit more time to cook to see if things improve once I progress a bit further, but it kind of feels like a slog still. And not in a “sense of pride and accomplishment” way, but more in a “nothing feels rewarding and I’m punished for playing the game.”

Cyberpunk Expansion

Cyberpunk 2077 is receiving an expansion called Phantom Liberty in September 2023. And even though I never finished the base game a single time… I’m excited. In fact, it’s hard for me to remember how excited I have ever been for any DLC for a game.

Why? Because the designers are actually addressing my deepest disappointments in the main game: the Skill/Perk tree and cybermods more generally.

The devil, as always, will be in the details. But we have some clues that they realize that hundreds of nodes of +3% Headshot damage is goddamn stupid. This screenshot shows how the current “Skill bush” will resemble a proper Skill Tree, with more consolidated abilities.

Then there is this hands-on Kotaku post:

CD Projekt Red has completely overhauled growth progression in a way that feels in-line with what the game always promised. If there was an alternate version of Cyberpunk 2077 where you can actually craft playstyles that don’t inevitably end with a shootout, this is it. The expansion brings new character builds and revamps old ones, and is geared toward build-defining abilities and augmentations, rather than the base game’s tedious numbers-go-up grind of incremental but meaningless stat boosts.

[…] For the hour I spent in Phantom Liberty, I played a build centered around agility, doing things I couldn’t have pulled off in the main game. I was able to dash on the ground and in the air, deflect bullets with my sword, and execute devastating finishers when I got in close. I was practically Genji from Overwatch, slashing my way through the militant forces of Dogtown. This was only one of the builds the demo offered, but a cursory glance at Phantom Liberty’s updated skill trees was enough to send my mind racing to the new possibilities.

Thank. Christ.

I’m a systems kind of guy. I enjoy thinking about possibilities, synergies, optimizations. And while it is very easy to reduce things too far and otherwise be overly prescriptive… the true danger is building your system to be boring. And Cyberpunk’s current system is extremely boring. It is full of “perks” like “Reduce draw time for pistols by 50%” and “Reduce time to aim down sights with Rifles and Sub-machine guns by 10%.” Even if the design argument is that there needs to be speed-bump perks to soak up excess points, would it kill them to make it more interesting? Why not make those perks affect all guns? Or have pistols get a 5% chance to cause bleeding, and then allow that to synergize with a different perk in another tree that increases critical strike chance by 10% on bleeding targets, and combine with a third perk that increases bleeding duration?

I wasn’t a fan of The Secret World generally – having to tab out to a Wiki to get through “basic” quests was not much fun – but its synergies between talents and such were top-shelf.

Now, is “Genji from Overwatch” potentially a bit too far? Maybe. That said, right around when I abandoned my playthrough I stopped using sniper rifles because I could already instantly kill people from similar ranges with Quickhacks without having to worry about bullet drop. So perhaps having a little Genji up in here is precisely what Cyberpunk needs more of.

In any case, the new system sure as shit can’t possibly be worse than what Cyberpunk already has. And yeah, I dare the Monkey Paw to try and jinx that one.