Development test build of Deadwood Plus with optional Gameplay Update 1. Use it instead of the release mod for controlled server testing.
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Busiest servers running it 1 in total
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daily, last 30 days
Details
- Author
- StormyStorm-00
- Version
- 0.1.8
- Size
- 46 KB
- Licence
- APL
- Game version
- 1.8.0.13
- Likes
- 0 / 0 dislikes
- Published
- 20 Oct 2026
- Updated
- 1 day ago
- Workshop ID
- 9EA38448D14F409A
Recent adoption
30 days: +0 −0 ↑8
- ↑ Bogos Binted Zombies 0.1.9 0.1.10 7h ago
- ↑ Bogos Binted Zombies 0.1.8 0.1.9 9h ago
- ↑ Bogos Binted Zombies 0.1.7 0.1.8 1d ago
- ↑ Bogos Binted Zombies 0.1.6 0.1.7 1d ago
- ↑ Bogos Binted Zombies 0.1.5 0.1.6 1d ago
- ↑ Bogos Binted Zombies 0.1.4 0.1.5 1d ago
- ↑ Bogos Binted Zombies 0.1.3 0.1.4 1d ago
- ↑ Bogos Binted Zombies 0.1.2 0.1.3 1d ago
Requires
34Often used with
8Version history
9-
v0.1.8 46 KB 20 Oct 2026
DEV 0.1.8: record tracked grave destruction from hive lifecycle and destroyed-state cleanup; preserve campaign data and completion gates. Adds destruction evidence logging. Compiles with 122 model checks passing; live explosive-destruction acceptance pending.
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v0.1.7 45 KB 20 Oct 2026
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v0.1.6 45 KB 20 Oct 2026
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v0.1.5 44 KB 20 Oct 2026
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v0.1.4 42 KB 20 Oct 2026
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v0.1.3 42 KB 20 Oct 2026
Description from the Workshop
Separate development build for Gameplay Update 1 testing. Install instead of release Deadwood Plus; never load both. Remove Silence PVE for enabled GU1: DP now manages the active objective, guards, capture counterattacks and final defence. Deko is separate and optional. GU1 is opt-in and disabled by default. In the server profile DPEncounterSettings.json set enabled to true and campaignSlot to an unused valid slot for a genuinely new test campaign. Format-5 journals reject older formats; preserve existing saves and journals instead of relabelling or resetting them. Keep the same slot when continuing that test. Living US players within 450 m at activation determine finite direct waves: 16 guards, 16 at each of 25% and 60% capture, and 16 final defence per counted player. The count locks at activation. Capture gives 180 seconds of preparation. Surviving graves alternate 16-zombie runs until destroyed, four per batch with the existing alive cap. After a run stops and tracked encounter attackers clear, graves share a 120-second break. Finite direct waves and unrelated roaming enemies can still occur. Destroy all assigned graves and clear remaining attackers to secure the point and unlock the next objective. Preserves 28 objectives, 90/100 thresholds and the Glenwood persistence header. 122 state/journal checks pass with zero script errors; existing resource errors remain. Native save/load, multiplayer, balance and full server-modlist startup remain unverified. The earlier DEV 0.1.1 startup crash is not proven fixed. Back up the campaign/profile and retain release DP for rollback before testing.