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Jatta Pake

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  1. Like
    Jatta Pake reacted to RobertJohnson in RELEASED: Build 31   
    And a way to remove sledgehammer from spawing in MP
     
    Should help with that, a good carpenter with a good walls and barricade and it'll take several axe swing to get in there, it'll lower the condition of your axe and make tons of noise.
    And also the locked container, need again to destroy the crate
  2. Like
    Jatta Pake got a reaction from JaviLander in Hydrocraft Mod   
    I just saw that you've used some of my sprites! Awesome!!!
    I have a bunch I never bothered to release and all in png format. I'll gather them up and put up a drop box link for them so you can use them as you wish. This looks like a great mod.
  3. Like
    Jatta Pake reacted to Strang in Sunburn and Frostbite   
    Being outside too long in extreme temparures and be very harmful, and being too hot or too cold should result in some health problems. Being outside for too long should result in a sunburn that gets worse the longer you are exposed, same with frostbite in the cold. Also a possibility of adding sunscreen and very warm clothing to fight these maladies
  4. Like
    Jatta Pake reacted to RobertJohnson in RELEASED: Build 31   
    [NEW STUFF]
    Keys:You'll now spawn with a key ring and key of your house. You can find additional keys inside containers and zombies who spawned in this house. If you destroy a door corresponding to a a key you have, take the door knob and rebuild a door with it, you have the key! Perfect for your safe house! You can mouse over a key to highlight surrounding doors that correspond to this key Padlocks, 2 types:"Mechanical", need a key, can be put on hand made wooden crates Combinaison, you setup a 3 numbers code for your padlock. [MP] Added a /noclip command for admins, if you set it to true, the players won't collide on anything [MP]Added a NoFireSpread server option, if true, fire won't spread (but still trigger) [MP]Added a AnnounceDeath server option, if true it'll show a message of who killed who, or who's dead (like [PVP] RJ killed Lemmy. or [PVP] Meabe is dead.) [MP] Admin now able to add xp and teleport to a player. [MP] Added a DropOffWhiteListAfterDeath server options, if true when a player die, he's removed from the whitelist. [MP] Added ConstructionPreventsLootRespawn server option. Player will now revive as a zombie after being infected and dead. Follow your character becoming part of a new horde and slaughter other poor players! (or being killed... Again.. Urg.) You're now able to clean blood, you'll need bleach and a dish towel or a bath towel You now have an option to craft all the stacks of something (having 7 logs? Right click, "Saw Logs" -> "All" ) Splatter blood in a radial pattern when stomping a zombie.  Might change it back to directional, blood tended to fly for 100 feet though. Added a key binding (default F8) to hide/show the ping (top left corner) Hunger/Thirst reduction from base item now applied to evolved recipe (so if you used 25 hunger reduction to make your pie/cake, you'll have have this as a base when making your cake) Added Melee command (Spacebar or left trigger) to shove/stomp. [MP] Server "-adminpassword XYZ" command-line option bypasses the enter-a-password prompt when creating a server. (Issue #001481) Added translation support for challenges.  Made it easier to add challenges via mods. (Issue #001483) Added "Rack Firearm" keybind, X by default.  Only for Hardcore reloading.  It used to be spacebar, but Melee uses spacebar now. (Issue #001494) [MP] Added MinutesPerPage server option.  This is the number of gameworld minutes it takes to read one page.  The default is 1.0. The user can choose starting clothing and colors when creating a new character. You now have an option to craft all the stacks of something (having 7 logs? Righht click, "Saw Logs" -> "All" ) Added a key binding (default F8) to hide/show the ping (top left corner) Hunger/Thirst reduction from base item now applied to evolved recipe (so if you used 25 hunger reduction to make your pie/cake, you'll have have this as a base when making your cake.. Make sense? I'm not even sure what I'm saying, duh.) Recipes can use "OnGiveXP:MyLuaFunction" to award XP when a recipe is used.  MyLuaFunction should take 4 arguments.  See the top of media/lua/server/recipecode.lua for an example. Mods can add their own media/lua/shared/Translate/ files. Fixed shoving zombies through closed windows. (Issue #001403) Add some translations.  The translationProblems.txt file (which is created when using the -debugtranslation option) now lists all missing translations in a form you can copy/paste into your translation files.  It also reports different numbers of % substitutions. Added new 16 foods item Added Frog in foraging Added tainted water:You can now gather water from the river but it'll be tainted. Same for rain collector barrel water. Tainted water can still be drink but cause some food poisonning. Boil it (only in pot or bowl) to remove the tainted New Traits/Professions/Last Stand/Level system: Explained by the one and true Lemmy: You have now 10 levels instead of 5, the level 10 correspond to the level 5. Professions
    Professions now often give skill points, and these tie in directly to the learning speed in those skills as well as the starting skill level. This is to further diversity character creation and make the professions feel like an actual previous experience exists instead of starting characters as blank slate.

    Also professions are not all necessarily free, so there is the potential for some more powerful start professions to require negative traits to balance. Unemployed gives 8 points to start. This is very important for reasons that will be clear when we talk about the new traits.

    So you may pick the Carpenter profession, and right out of the bat this gives you 3 points in carpentry. This not only means starting on level 3, but the carpenter will gain a 50% boost to XP in that skill.

    The scaling goes as follows, based on the starting skill level:

    0) 0.25x speed (eek)
    1) 1x speed
    2) 1.25x speed
    3) 1.5x speed
    4) 1.5x speed
    5) -

    This multiplier is permanent for the entire game. Even when you get to level 1 in a 0 level skill, you retain the x4 time to learn it.

    The idea being that now, a carpenter with skills ONLY in carpentry may advance in carpentry at a fast speed. Their hopes of becoming an expert farmer any time soon are remote. So this further diversifies characters to provide much more varied runs in single player, and provides more potential for teamwork and specific roles in MP and ultimately NPCs. However a carpenter being doomed to ONLY ever be able to learn carpentry quickly is going to be in trouble, so enter: Trait Revamp
    A few big changes to traits

    1) Currently non relevant traits have been removed until NPCs go in. Light Drinker and all the other cheesable traits.
    2) We've added a ton more. Some need better names and others may be OP/UP and may need nerfing or point values changing.
    3) To counter the fact that a profession may only allow leveling up a single skill. Specifically, a range of traits now act as hobbies. Say you pick 'Gardener' trait that says the character enjoyed gardening in their pre-apocalypse life. This will give a single point in farming, for example, and while this doesn't seem like a huge deal in itself, since its a character creation skill point, it DOES mean that they are now learning farming at a 1x speed rate instead of just 1/4th speed. This makes farming a viable skill to train up during a run. Think Morrowind minor / major skills. So now the player is encouraged to pick a few hobbies or other traits that round out their character with skills they intend to use, and now with little in the way of exploits with negative traits they will have to build some bigger disadvantages into their character to compensate. This is why unemployed gets extra points to start. They have the time to invest in hobbies, and need them to have any skills they can train at a decent speed at all.

    I haven't done the descriptions for the professions / traits yet (want to run them through Will) or any UI elements to convey the starting skills or training speeds etc, but here is a list of professions and traits: New professions list
    Unemployed
    Fire Officer (3 blade, axeman)
    Police Officer (3 aim, 2 reload, 1 nimble)
    Park Ranger (2 trap, 2 forage, 1 carpentry)
    Construction Worker (3 blunt, 1 carpentry)
    Security Guard (night owl, 2 sprinting, 1 lightfoot)
    Carpenter (3 carpentry)
    Burglar (2 nimble, 2 sneak, 2 lightfoot)
    Chef (3 cooking, 1 blade maint, 1 blade)
    Repairman (1 carpentry, 2 blade maint, 2 blunt maint)
    Farmer (3 farming)
    Fisherman (3 fish, 1 forage)
    Doctor (3 doctor)
    Veteran (desensitized, 2 aiming, 2 reload) Traits
    Not going to list them all, just the ones that may not be completely obvious.

    Adrenaline Junkie - Can run faster when in top level of panic
    Inconspicuous - Just naturally better at not standing out.
    Packmule - Raises amount that can be fit into bags.
    Disorganized - Lowers amount that can be fit into bags.
    Self Defense Class - 1 blade guard, 1 blunt guard
    First Aid (1 doctor - should be unselectable with doctor prof really. same with a few others)
    Fishing (hobbie - 1 fishing, should be excluded for fisherman)
    Gardener (1 farming, should be excluded for farmer)
    Jogger (1 sprinting, better endurance)
    Illiterate (can't read skill books at all)
    Dexterous (Faster loot speed. should impact other things too in future)
    All Thumbs (opposite of Dexterous)
    Pacifist (slower at learning combat skills)
    Brawler (1 blade, 1 blunt. Don't like this name, but basically someone who gets in fights regularly)
    Plays Baseball (faster swing with baseball bat)
    Hiker (1 forage, 1 trapping)
    Hunter (1 aiming, 1 trapping, 1 sneak)
    Gymnast (1 lightfooted, 1 nimble)
    Insomnia (fatigue recharge when asleep very very low. Will likely wake up tired) Challenges
    Also in this version is a modified version of Last Stand menu that allows for challenges using the last stand challenge system but playing in survival game mode. I discussed this in an earlier thread that it's important to make this feel a more complete game, a way of unlocking additional challenges, a feeling of progression, and also providing some goals for players that may have none. Now the framework is there, so if RJ , EasyP, Turbo want to add any challenges, or for that matter everyone on here with some lua skillz chance to contribute. Want a fun challenge to be in the game? Make something and put it on this forum, and get it past the community and us and its in there.

    Also there may be another challenge in there called 'A Really CD DA' which may be fun! More stuff will be added as we confirm/finish test [bALANCE]
    Reduced a lot the dmg of fire on zombies Zombies should less group when they follow you. Reduce the damage done by panic in melee Reduce the knockdown chance with panic [bUG FIX]
    Fixed infinite loop when building a second Lamp-on-pillar. (Issue #000417) Fixed infinite loop when building a second Lamp-on-pillar. (Issue #000417) Show Unhappiness change in Literature tooltip. (Issue #001342) Transfer weapon upgrades from Shotgun when creating ShotgunSawnoff. Allow adding/removing weapon upgrades on broken weapons. Prevent zombies spawning behind stairs or in pillars. Right Shift works same as left Shift to select multiple items in the inventory view. Fixed ServerLOS thread not waking up after rejoining a server. (Issue #001326) Stop all sound effects before exiting to the main menu. (Issue #001322) Fixed OnCharacterCreateStats Lua event getting called when loading player corpses. Do the "smooth scrolling" listbox-thing with the controller. Replace existing parts of zones when adding new zones (to support custom maps better). Fixed some controller issues in the main menu. Forbid certain types of items being used as campfire fuel by setting tcampingFuelType to -1. Remove reanimated-player zombies when doing a server soft reset. Fixed LosUtil.lineClearCached() oscillating between visible/not-visible. Skillbook now train 2 levels of skills (so still 5 books). Can't play with curtains from the outside. Display name of food items that have no hunger reduction (canned food, cigarettes, etc). Draw progress bar in Health window when bandaging a deep wound. Added a background under moodle tooltips to make the text readable on snow days. (Issue #001451) Fixed the Pause key (F2 by default) unpausing the game in the main menu. (Issue #001447) Wrap long server descriptions in the server browser. Fixed long text being drawn outside text entry controls. Fixed player-death related NullPointerException when joining a server. (Issue #001463) Fixed a multiplayer multithreading bug. (Issue #001465) Fixed some wounds bleeding when the health panel reported they weren't. Fixed losing XP when the trait multiplier was < 1.0 for a partially-read book. Fixed thump sounds playing when zombies were on fire in multiplayer. (Issue #001467) Fixed other players displaying the wrong equipped weapon in multiplayer sometimes. (Issue #001471) Fixed all items in a stack being unequipped when only the first was equipped. (Issue #001474) Fixed table lamps turning back on after loading. (Issue #001473) Fixed "You survived for" time being 0 minutes 0 seconds when player survived less than 1 hour. Sleep dialog appears after walking to a bed/seat, goes away if player moves. (Issue #001420) Drink Milk, don't Eat it. (Issue #001476) Fixed being given Aiming XP for all potential targets instead of only the few that a weapon could hit. Fixed zombie gibs causing tree-rustling sounds. Fixed typo with has-a-cold moodle. (Issue #001482) Fixed map-corruption bug (base overwritten by another part of the map). (Issue #001318) Fixed fire-sprite syncing on burning characters in multiplayer. (Issue #001429) Move items to main inventory before drinking or transferring water from them. (Issue #001427) Fixed endurance loss from shooting guns. (Issue #001415) Fixed toggle-safety action being interrupted by attacking. (Issue #001433) Fixed reanimated player inventory syncing in multiplayer. (Issue #001418) Fixed /addxp server command. (Issue #001416) Fixed "panic" sound playing for reanimated players. Fixed reanimated player walk animation being broken 1 time in 40 (caused gliding zombies). Fixed map objects.lua files being loaded in reverse order. Fixed graphical glitch in "Major skills" list (bars overlapped the text). Fixed Strength/Fitness not decreasing due to laziness. Fixed crazy-high XP Multiplier sandbox option causing infinite loop and sound spamming. Fixed Disorganized trait breaking inventory management. (Issue #001374) Fixed uncooked/rotten/alcoholic foods having no effect sometimes. (Issue #001408) [Translation]
    Updated the translations! (FR, DE, NL, RU, ES.... Everyone who posted in the official translation thread, thanks again guys, you're all a piece of heaven in awesome land)
  5. Like
    Jatta Pake reacted to blindcoder in Dirty Water and Saltwater - get sick by drinking from the toilet / rain barrel, collect water from rivers   
    I'm currently busy separatig the dirty Water parts from the salt Water parts so they can become independant mods that still work as expected when you run them together.
    That way you'll be able to use the dirtyWater only for most maps and use the saltWater additions for maps like Vacation Island.
     
    Just FYI
  6. Like
    Jatta Pake got a reaction from CaptKaspar in No reading when you are tired.   
    Yes it would be cool if the "Read" command checked the light level of the tile you were on. If too dark, PZ could give you a message like "It's too dark to read here."
  7. Like
    Jatta Pake reacted to lemmy101 in Skills and Professions in build 31   
    It's my personal belief that now we have professions / traits modifying the XP gain speeds, XP multiplying books should be a thing of the past and books should be exclusively recipe acquisition based. I know others in the team disagree and think they still have a place, but that's what I'd like to see. I think it'd make the books feel more special and unique, and have quite a significantly unique effect on the game, instead of just an XP boost. Also would get rid of the issue on MP of people having to stand still reading for 20 minutes.
  8. Like
    Jatta Pake reacted to lemmy101 in Skills and Professions in build 31   
    In short, as discussed in the carpentry debate, we have numerous ways to balance the system. It'll likely stay in IWBUMS for a good while as we see how character builds tend to go and balance to make them as diverse as possible.
    Re cooking / crafting etc, we have plans for a major crafting / books / skills overhaul post 31 that ties into the direction we're going with traits / professions. We have a plan and it very much includes a great deal of new recipes and survival techniques tied into new skills and more focus on profession/trait/book recipe acquisition.
    And if a few professions get picked rarely outside MultiPlayer / prior to NPCs, as long as SP still have a ton of choice, I don't see this as a problem personally. There is still a significant gain in character customization in 31 over 30.
  9. Like
    Jatta Pake reacted to Tooks in Skills and Professions in build 31   
    Depends what you intend to do on your playthrough though tbh. The burglar profession could probably be stacked with some interesting traits to make a rather survivable Nomad style character that doesn't really rely on Farming, Cooking, Carpentry as he just moves from one spot to the next.
     
    I often wonder how long one could survive on non-perishable foods if one were able to gather every piece of it from the entire map.
  10. Like
    Jatta Pake reacted to Footmuffin in Play My Legacy Save!   
    My power and internet at home are going to be out until maybe next Wednesday, so I won't be able to post the save until then! Sorry! Good news! I'm a fat liar and the power and internet at my house is on now!
     
    About the game though: I have however got a neat little guy up in a cute tiny house and a sweet little journal like I saw someone else have. I'll post when I die as should be expected but I won't be free to play it yet. *casually invites offshoots for any silent, impatient randos.*
  11. Like
    Jatta Pake reacted to MashPotato in No reading when you are tired.   
    Makes sense to me
  12. Like
    Jatta Pake got a reaction from Sieben in No reading when you are tired.   
    Yes it would be cool if the "Read" command checked the light level of the tile you were on. If too dark, PZ could give you a message like "It's too dark to read here."
  13. Like
    Jatta Pake reacted to lemmy101 in RELEASED: Build 31   
    Undecided. Probably somewhere between the two.
  14. Like
    Jatta Pake got a reaction from Gammlernoob in RELEASED: Build 31   
    One thing I'm confused about "10 levels instead of 5" and the new profession changes:
    Does this mean, for example, that a Farmer starts at level 3 in farming but can go up 7 more levels to level 10? Or does the three mean starting with level 6 in Farming?
    Will there now be ten different Skill Books for each designated skill? Or will bonuses apply to two levels each?
  15. Like
    Jatta Pake reacted to blindcoder in Dirty Water and Saltwater - get sick by drinking from the toilet / rain barrel, collect water from rivers   
    Alright, there it is on the first post, functioning stills and coolers, working distillation of river water (you can't drink it otherwise).
    There's some things that need working out, like what waterAmount actually means, but the mod works fine so far.
     
    Enjoy
  16. Like
    Jatta Pake reacted to WolfeClaw in Improvised Containers   
    Hey everyone! To keep this nice and concise, I figured the world of Project Zomboid needed a bit of a touch up in terms of improvisation and crafting, so I decided to make a rather random mod: Improvised Containers!

    Downloads:
     
    Improvised Containers 1.1.1 (Latest Version)
     
     
    Features:
     
    Planned Features:
    That's why I'm here. I'd love to get some feedback and criticism (Especially since this is my first time properly modding something, not including Insurgency skins), but most important of all, I want more ideas for improvised bags and such. I'm open to any ideas! (Provided it's within my extremely limited coding knowledge.)
     
    Permissions:
    Feel free to use my work in your own mods, but please credit me!
     
     
     
    Other Work:
    Feel free to contact me if you're looking for a sprite artist for your own mods. Don't feel limited to downsizing images anymore!
     
    Credits:
    Icons & Coding - WolfeClaw
    Download Page Art - Yukiin
  17. Like
    Jatta Pake reacted to lyravega in [Mod] Priority Sort   
    I am uploading another version, with yet another very small change. Inventory will be double-sorted now; first by the item category, then by the item name - while pushing the prioritized category to the top. Again, not a major change, so no need to redownload unless you want the double-sort. Anyway, happy new year to everyone!
  18. Like
    Jatta Pake got a reaction from Footmuffin in Zombie Variants   
    I know the idea of "special" zombies is verboten, but I wouldn't mind seeing a bit more variation among the glorious hordes we face. And I like touching third rails of forum topics so here goes.
     
    I offer for your consideration several additional zombie variants. These zombies are not "special" in that they conform to standard lore, but like the Crawler have some specific differences that add to the challenge. No tool using or exploding zombies, just regular old walking dead with some clever twists...
     Climber - A zombie like the Crawler but missing its entire lower torso. The lower mass allows the zombie to climb things like sheet ropes and rough surfaces like player built walls. Slow like a turtle but determined as fuck.Game-play issue addressed: Safety players feel from hiding up on a second story. "Jim, did you remember to pull up the sheet rope and barricade the window when you came in? You didn't? Ahhh! Kill me now!" Howler - A regular zombie that hasn't lost its full vocal functions yet and howls more loudly when prey is spotted, attracting additional zombies to an area. An upgrade from the current aggro sound that rarely pulls the entire horde along when a player is spotted. The loudest recorded human voice is around 117-119 decibels. A zombie who doesn't give two shits about blowing out its vocal cords should be able to match this volume at least once.Game-play issue addressed: Counters player tactic of approaching a horde just enough to peel off a couple of zombies at a time to dispatch (Rope-a-dope). These could be rare. But the psychological torture inflicted upon the player encountering a lone zombie would be delicious. "Not only do some houses have alarms, but now some zombies do to? Ahhh! Kill me now!" Floater - A regular zombie that spawns out of lakes and rivers.Game-play issue addressed: The safety players feel around bodies of water. Adds suspense to fishing. Island safety? I don't think so. Imagine a graphic that plays of the water rippling and a zombie slowly emerging from the water when a player gets close. "What do you mean it's not safe to fish at night anymore? They can come crawling up out of the water? Ahhh! Kill me now!" Hider - A regular zombie that lays down like a corpse in tall grass or under beds, but stands up when a player is detected close by.Game-play issue addressed: Lack of urine in player's shorts after gameplay and looting becomes routine. "They can hide under beds now! Ahhh! My pants!" Dragon - A dragon.Game-play issue addressed: Lack of dragons. "Ahhh! Huh?!?!" Thoughts? Disagree? 
  19. Like
    Jatta Pake reacted to Hydromancerx in Hydrocraft Mod   
    Hydrocraft v1.0 has finally been released! Its very much a work in progress and has lots of unfinished stuff, but I have been holding on to the mod for too long. I would like the public to test it and give feedback. I know there is a lot more to do but I thought you guys would like to try it out.
     
    ----------

    Change Logs
     
  20. Like
    Jatta Pake got a reaction from colorfastnewt7 in Zombie Variants   
    I know the idea of "special" zombies is verboten, but I wouldn't mind seeing a bit more variation among the glorious hordes we face. And I like touching third rails of forum topics so here goes.
     
    I offer for your consideration several additional zombie variants. These zombies are not "special" in that they conform to standard lore, but like the Crawler have some specific differences that add to the challenge. No tool using or exploding zombies, just regular old walking dead with some clever twists...
     Climber - A zombie like the Crawler but missing its entire lower torso. The lower mass allows the zombie to climb things like sheet ropes and rough surfaces like player built walls. Slow like a turtle but determined as fuck.Game-play issue addressed: Safety players feel from hiding up on a second story. "Jim, did you remember to pull up the sheet rope and barricade the window when you came in? You didn't? Ahhh! Kill me now!" Howler - A regular zombie that hasn't lost its full vocal functions yet and howls more loudly when prey is spotted, attracting additional zombies to an area. An upgrade from the current aggro sound that rarely pulls the entire horde along when a player is spotted. The loudest recorded human voice is around 117-119 decibels. A zombie who doesn't give two shits about blowing out its vocal cords should be able to match this volume at least once.Game-play issue addressed: Counters player tactic of approaching a horde just enough to peel off a couple of zombies at a time to dispatch (Rope-a-dope). These could be rare. But the psychological torture inflicted upon the player encountering a lone zombie would be delicious. "Not only do some houses have alarms, but now some zombies do to? Ahhh! Kill me now!" Floater - A regular zombie that spawns out of lakes and rivers.Game-play issue addressed: The safety players feel around bodies of water. Adds suspense to fishing. Island safety? I don't think so. Imagine a graphic that plays of the water rippling and a zombie slowly emerging from the water when a player gets close. "What do you mean it's not safe to fish at night anymore? They can come crawling up out of the water? Ahhh! Kill me now!" Hider - A regular zombie that lays down like a corpse in tall grass or under beds, but stands up when a player is detected close by.Game-play issue addressed: Lack of urine in player's shorts after gameplay and looting becomes routine. "They can hide under beds now! Ahhh! My pants!" Dragon - A dragon.Game-play issue addressed: Lack of dragons. "Ahhh! Huh?!?!" Thoughts? Disagree? 
  21. Like
    Jatta Pake got a reaction from Gustav in Zombie Variants   
    I really like this variant idea.
     
    Re-animator - A corpse that "re-animates" after an extended period of time.Game-play issue addressed: Punishes players who do not remove and burn corpses. This would also address spawn issues when an area has been "cleared" of zombies but has been left unattended for some time.
  22. Like
    Jatta Pake got a reaction from Gustav in Zombie Variants   
    Cool, two votes for a Hider.
    I knew Climber would be the most controversial due to its weirdness factor, but I think the concept is solid. Currently in game zombies can crawl and do limited climbing over fences and through windows. So while zombies lack fine motor skills they have some coordination to fast walk and climb. They also exhibit a singleminded purposeness against prey.
    While zombies can climb low fences and in windows, they can't climb taller structures. Why? I think it has to do with overall mass and inability to coordinate leg movement. A Crawler can pull its body along with arms alone. Remove the dead weight of the lower torso and a zombie should have less resistance.
    Using sheet ropes might be taking the concept too far. But a half zombie might have more mobility, like a monkey. I could see one slowly crawling up a wall as it pulled itself along with singleminded determination.
  23. Like
    Jatta Pake got a reaction from ModdedTibby in Zombie Variants   
    I know the idea of "special" zombies is verboten, but I wouldn't mind seeing a bit more variation among the glorious hordes we face. And I like touching third rails of forum topics so here goes.
     
    I offer for your consideration several additional zombie variants. These zombies are not "special" in that they conform to standard lore, but like the Crawler have some specific differences that add to the challenge. No tool using or exploding zombies, just regular old walking dead with some clever twists...
     Climber - A zombie like the Crawler but missing its entire lower torso. The lower mass allows the zombie to climb things like sheet ropes and rough surfaces like player built walls. Slow like a turtle but determined as fuck.Game-play issue addressed: Safety players feel from hiding up on a second story. "Jim, did you remember to pull up the sheet rope and barricade the window when you came in? You didn't? Ahhh! Kill me now!" Howler - A regular zombie that hasn't lost its full vocal functions yet and howls more loudly when prey is spotted, attracting additional zombies to an area. An upgrade from the current aggro sound that rarely pulls the entire horde along when a player is spotted. The loudest recorded human voice is around 117-119 decibels. A zombie who doesn't give two shits about blowing out its vocal cords should be able to match this volume at least once.Game-play issue addressed: Counters player tactic of approaching a horde just enough to peel off a couple of zombies at a time to dispatch (Rope-a-dope). These could be rare. But the psychological torture inflicted upon the player encountering a lone zombie would be delicious. "Not only do some houses have alarms, but now some zombies do to? Ahhh! Kill me now!" Floater - A regular zombie that spawns out of lakes and rivers.Game-play issue addressed: The safety players feel around bodies of water. Adds suspense to fishing. Island safety? I don't think so. Imagine a graphic that plays of the water rippling and a zombie slowly emerging from the water when a player gets close. "What do you mean it's not safe to fish at night anymore? They can come crawling up out of the water? Ahhh! Kill me now!" Hider - A regular zombie that lays down like a corpse in tall grass or under beds, but stands up when a player is detected close by.Game-play issue addressed: Lack of urine in player's shorts after gameplay and looting becomes routine. "They can hide under beds now! Ahhh! My pants!" Dragon - A dragon.Game-play issue addressed: Lack of dragons. "Ahhh! Huh?!?!" Thoughts? Disagree? 
  24. Like
    Jatta Pake reacted to LeoIvanov in [MOD SUPPORT 32.17+] The Walking Dead Prison v3.3 (TV Show)   
    Since nobody seem to report much trouble with the performance within the v2.1, I think It's good enough to release it publicly.
     
    Download link (v2.1)
     
    - Floors are now properly transparent, they are not ovens anymore. Should massively reduce the lag spike when accessing the prison area on vanilla map.
     
    - Added rails nearby all the staircases to avoid accidental falling and breaking legs.
     
    - Added light switches almost near all the doorways to avoid people stumbling helplessly in the dark during the night. (Won't help when electricity goes out though, you're on your own from there)
     
    - Minor fixes that I deem unworthy/embarrassing of mentioning in the fix list.
  25. Like
    Jatta Pake got a reaction from Svarog in Zombie Variants   
    No, they couldn't re-animate while equipped.
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