As you may have guessed, this mod adds a RogueLike element to 7 Days to Die in a way that runs entirely on the server's end and does not require players to manually download or install anything.
๐ This mod only runs on a dedicated server which you can technically run locally and will need to connect to. If you're only looking for a client-side/single-player experience, consider Mostly Dead by Khzmusik.
๐ช If you would like support for this mod, please feel free to reach out to me via Discord (my username is kanaverum
).
The Primary Goal of this mod is to improve long-term engagement by introducing a far heavier risk/reward play style that should mix well with a post-apocalyptic survival experience.
The Secondary Goal is to take a meaningful step toward 'evergreen' servers by reducing how often map wipes need to occur due to total exhaustion of all challenge to the players (i.e. when most players have reached max level and no longer feel they have anything exciting to work towards). So even though it is the case that other reasons for wiping a map may be unavoidable, Amnesia is meant to help with player engagement/boredom/challenge/etc.
After reaching an admin-configurable level (which defaults to 1), a player will receive the debuff Fragile Memory
upon death, along with Near Death Trauma
and an XP Debt to work off.
Dying with the Fragile Memory
debuff will cause a player to Lose Memory, resulting in no XP Debt or the Near Death Trauma
debuff, but will trigger a series of admin-configurable changes to the player: levels being reset, forgetting books/schematics/crafting, even forgetting kill stats for pvp/death/zombies. More details on settings and defaults are listed in the Admin Configuration section.
Players can recover from Fragile Memory
with the help of the new Treatment
service offered by any Trader.
flowchart LR
alive[[Alive]]-->incap[[Incapacitated]]
incap-->|not fragile|fragile[[Fragile Memory]]
incap-->|fragile|amnesia[Lose Memory, Reduce Levels by LevelPenalty or Reset to LongTermMemoryLevel]
amnesia-->fragile
fragile-->incap
fragile-->|receive Treatment|alive
Treatment
.Grandpa's Fergit'n Elixir
has been removed from the game so its cost can be based on player level. Just like Treatement
, players will find Therapy
services offered by any trader.
Every single one of these settings can be adjusted from the admin console live and should take all considerations into account for you automatically. If you see any issue with these at all, please reach out by creating a new GitHub Issue and I'll take a look!
Option Name | Default | Description |
---|---|---|
LongTermMemoryLevel | 1 | The number of levels a player must exceed before Memory Loss on death begins. This will also represent the level a player is reset to on death (if Memory Loss is not prevented in some way: PVP, Blood Moon, or Memory Boosters). |
LevelPenalty | 0 | The number of levels to lose on memory loss; if this is set to 0, memory loss will cause player to reset to LongTermMemoryLevel. |
PositiveOutlookMaxTime | 3600 | The maximum number of seconds that can be acquired for the Positive Outlook buff (2x XP boost). |
PositiveOutlookTimeOnFirstJoin | 3600 | How many seconds of Positive Outlook buff to grant a brand new player to the server. |
PositiveOutlookTimeOnMemoryLoss | 3600 | How many seconds of Positive Outlook buff to grant a player who just experienced Memory Loss. |
PositiveOutlookTimeOnKillName | Empty | Names and Values to reward the entire server when any player defeats the given entity. This is best applied to boss zombies such as Vanilla's zombieDemolition and modded zombies. Note that this value is adjusted with the list command rather than the set command; see admin console for more details. |
ProtectMemoryDuringBloodmoon | true | Whether deaths during Blood Moon will be PREVENTED from causing Memory Loss. |
ProtectMemoryDuringPvp | true | Whether deaths due to PVP will be PREVENTED from causing Memory Loss. |
TreatmentCostBase | 0 | Base cost of Treatment (used to recover from FragileMemory ailment). |
TreatmentCostMultiplier | 1200 | Level Multiplier cost added to Treatment. |
TherapyCostBase | 0 | Base cost of Therapy (used to reset skill points). |
TherapyCostMultiplier | 600 | Level Multiplier cost added to Therapy. |
ForgetLevelsAndSkills | true | Whether to forget levels, skills, and skill points on Memory Loss. |
ForgetBooks | false | Whether books should be forgotten on memory loss. It's recommended to keep this as false because A21 is expected to have hundreds of books to collect for crafting purposes. |
ForgetCrafting | false | Whether crafting magazines should be forgotten on memory loss. |
ForgetSchematics | false | Whether schematics should be forgotten on memory loss. |
ForgetKdr | false | Whether players/zombies killed and times died should be forgotten on memory loss. |
โ ๏ธ While it is possible to remove completed quests from a remote player, the trader relationship dictionary is managed on the client's end and does not currently reflect those removals... this results in the player reward system getting real jacked up; tier unlock milestone rewards end up getting offered again and then no quests can be accepted. ๐ค I'm hoping to support this in the future if I can figure out a way to update Trader Relationships without requiring the player to be disconnected.
Option Name | Default | Description |
---|---|---|
NameForgetNonIntroQuests | false | [DISABLED FOR NOW] whether to forget non-intro quests (and trader tier levels) on memory loss |
Here's an example of what I'm trying out on my server. All of these options can be set individually via the admin console / telnet, or you could simply create an amnesia.xml
file within your map's instance directory (the same folder you'll find your server's players.xml
file in).
<config>
<LongTermMemoryLevel>50</LongTermMemoryLevel>
<LevelPenalty>0</LevelPenalty>
<PositiveOutlookMaxTime>3600</PositiveOutlookMaxTime>
<PositiveOutlookTimeOnFirstJoin>0</PositiveOutlookTimeOnFirstJoin>
<PositiveOutlookTimeOnMemoryLoss>0</PositiveOutlookTimeOnMemoryLoss>
<PositiveOutlookTimeOnKill>
<entry name="zombieScorcherPLUS" caption="[FF007F]Scorcher[-]" value="900" />
<entry name="zombieWightRadiationShowerPLUS" caption="[FAE500]Radiation Shower Wight[-]" value="300" />
<entry name="zombieDemolition" caption="[8000FF]Demolition Zombie[-]" value="60" />
</PositiveOutlookTimeOnKill>
<ProtectMemoryDuringBloodmoon>true</ProtectMemoryDuringBloodmoon>
<ProtectMemoryDuringPvp>true</ProtectMemoryDuringPvp>
<TreatmentCostBase>0</TreatmentCostBase>
<TreatmentCostMultiplier>1200</TreatmentCostMultiplier>
<TherapyCostBase>0</TherapyCostBase>
<TherapyCostMultiplier>600</TherapyCostMultiplier>
<ForgetLevelsAndSkills>true</ForgetLevelsAndSkills>
<ForgetBooks>false</ForgetBooks>
<ForgetCrafting>false</ForgetCrafting>
<ForgetSchematics>false</ForgetSchematics>
<ForgetKdr>false</ForgetKdr>
<ForgetNonIntroQuests>false</ForgetNonIntroQuests>
</config>
๐ a few of the zombies I'm referencing come from Server Side Zombies PLUS.
Without proper installation, this mod will not work as expected. Using this guide should help to complete the installation properly.
If you have trouble getting things working, you can reach out to me for support via Support.
Environment | Compatible | Does EAC Need to be Disabled? | Who needs to install? |
---|---|---|---|
Dedicated Server | Yes | no | only server |
Peer-to-Peer Hosting | Not Yet | only on the host | only the host |
Single Player Game | Not Yet | Yes | self (of course) |
๐ค If you aren't sure what some of this means, details steps are provided below to walk you through the setup process.
amnesia.zip
amnesia
by right-clicking it and choosing the Extract All...
option (you will find Windows suggests extracting to a new folder named amnesia
- this is the option you want to use)%APPDATA%\7DaysToDie
, then enter your Mods
folder by double-clicking it. If no Mods
folder is present, you will first need to create it, then enter your Mods
folder after thatMods
folder (if no Mods
folder is present, you will need to create it in the appropriate location), then enter your Mods
folder. If you are confused about where your mods folder should go, reach out to your host.amnesia
folder into your Mods
folder by dragging & dropping or cutting/copying & pasting, whichever you preferAmnesia
; the name of this mod will appear with that phrase and all log lines it produces will be presented with this prefix for quick referenceMods
folder on your server
~/serverfiles/Mods
(which you may have to create)amnesia.zip
release from this link with whatever tool you prefer
wget https://github.com/jonathan-robertson/amnesia/releases/latest/download/amnesia.zip
unzip amnesia.zip -d amnesia
unzip
if it isn't already installed: sudo apt-get update && sudo apt-get install unzip
rm amnesia.zip
Amnesia
; the name of this mod will appear with that phrase and all log lines it produces will be presented with this prefix for quick referencelog/console/sdtdserver-console.log
less
to open this file for a variety of reasons: it's safe to view active files with, easy to search, and can be automatically tailed/followed by pressing a keyboard shortcut so you can monitor logs in realtime
SHIFT+F
(use CTRL+C
to exit follow mode)q
to exit less when not in follow mode/Amnesia
[enter] to enter search mode for the lines that will be produced by this mod; while in search mode, use n
to navigate to the next match or SHIFT+n
to navigate to the previous matchI want for there to be a way to keep maps/players in a 'healthy' state of play for 6 months or beyond - perhaps even getting to the point where maps can be evergreen: keeping a map active until the following 7 Days to Die Alpha Release (barring patches that The Fun Pimps determine will require map wipes).
As an 7DTD admin and modder for a few years now, I've noticed some problematic patterns and this mod was created to take a stab at addressing some of them.
๐ Progression is a core piece of any RPG. Once the opportunity to progress has faded or become convoluted, player engagement/enjoyment evaporates with time.
Observation | Problem | How Amnesia attempts to address it |
---|---|---|
Many admins wipe maps within 1-2 months - often for reasons related to map corruption (not addressed in this mod) or player balance. | New players are often discouraged the steep level difference between them and others who started earlier while more casual players are discouraged from the raging progress of highly engaged players. | Dynamic rebalancing of the risk/reward structure that directly impacts player progress offers a new challenge for engaged players and rewards the more cautious play style of casuals. It also provides hope for the new players that if they play carefully, they can grow in level and meet other more aggressive players where they are. More details about each of these player types in subsequent rows. |
Wasteland GameStage changes are... game breaking: Level 50 players in Wasteland will be looting end-game, max level gear. | Wasteland is really cool and I love the changes TFP made, but dying does not currently provide a significant deterrent to acquiring all the end-game gear. | There is NO REASON to avoid Wasteland since it's a treasure-trove. Rather than nerfing Wasteland, I find it much more fulfilling to provide a meaningful but not debilitating drawback to death: dynamic, configurable player state reset. Additional suggestions are to gate the Wasteland behind instant-death radiation without a full rad suit similar to Darkness Falls (see standalone mod Radiation Wasteland โ Server Side) or add an environmental effect to limit time spent in the Wasteland (see Immersive Radiation for the Wasteland). |
Highly Engaged Players log in regularly and level up quickly. | These same players burn out of maps quickly and become disengaged. | Amnesia rewards the risky behavior and thrill-seeking growth that Highly Engaged Players pursue and meets them with a greater challenge to avoid dying. Dying enough will reset their levels (and more, if configured), but will also encourage them with a one-time hour-long XP boost to encourage further engagement. |
New/Casual/Cautious Players have a hard time feeling like they can't catch up to others. | This discourages new players from sticking with a server community for long since they don't have time time to invest in keeping up with highly engaged players and encourages. So they leave for another server that's more "fresh" or they leave 7DTD entirely. | Amnesia supports variable progression that can be tuned by the admin. Level and KDR stat resets help to keep these players feeling like they have the opportunity to advance in meaningful ways. Cautious players will simply die less often since they're more risk adverse. While their growth will be slower, they will maintain their growth more often. |
:warning: I will admit Amnesia is not the kind of thing I expect all players will prefer. Keep this in mind and discuss with your community if this is something they're comfortable trying out. I'd encourage an open dialog about options/settings so there are no unpleasant surprises or unnecessary drama when player characters eventually suffer memory loss.