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LeoIvanov

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Everything posted by LeoIvanov

  1. So, after play testing a bit my prison on new build 32, I've ran into the problem where huge numbers of zombies don't even care about the pre-built fence, and they "go around it" directly to my built log walls to break through it. They don't really pile up on fences for too long like in the picture 1 mondoid ago. Here is how zombies behave. Note how they are walking directly towards the log walls instead of me. My idea, however, should fix that. (And the relative safety of being behind big fences in the "isolated house). What I propose : Have zombies be capable of, eventually, toppling the pre-built fences and walls given large enough number of them attempts to break through, like in the infamous TWD show The walking dead. How will it work? With the use of newly introduced "stability" percentage! Each pre-existing, tall fence tile will have a "Stability percentage" assigned to it. The "stability" will be determined by the number of other, stable tall fences that are connected to it. For example : A single, tall fence/built wall will have a 0% stability. It means any push force applied to it from either side will make the fence/wall collapse instantly. However, if you have two other tall fences/walls surrounding it, the wall in the middle will receive a 20% stability bonus. Meaning the wall in the middle will have 20% stability, while walls on the sides will have 0% stability. An additional 0% stability wall added to either side of this 3-tiled fence will add another 20% stability bonus to each fence except the latest one. A wall surrounded with fences of the same stability percent automatically makes the middle fence greater percent than them. So a wall surrounded with 40% stable walls will have a 60% stability assigned to it. A fence surrounded with fences that have different stability percentages assigned to them will have a stability greater than the smallest stability fence, but smaller than the greatest stability fence. Fence connected to a fence with greater stability will have a 1 level smaller stability assigned to them. Visual representation, to make it easier on the brain : 80% stability - level 4 60% stabilty - level 3 40% stability - level 2 20% stability - level 1 0% stability - level 0 _____________ The fence built out of 5 tiles will look like this. | | | | | Fence built out of 6 tiles (Built from left to right) will look like this : | | | | | | Stability percentage never reaches 100% unless the fence is connected to an existing, pre-loaded wall (building). Fence connected to an existing wall will have a 100% stability assigned to it. Fence connected to a 100% stability fence will have a 80% stability assigned to it. Fence surrounded with 100% stable fences will also be 100% stable.So, that way, a wall that was built to barricade an open garage door in West Point will never be toppled by big amount of zombies, however, it can still be broken given enough time. Fences that have the L shape (corners) will have an automatically 80% stability assigned to them. Any fence added to 80% fence, as discussed above, will have 60% stability assigned to them. It means that building a fort that consists of walls shaped like ะจ will work as you'd expect (all of them will have 80% stability). The system will calculate itself automatically and assign the calculations to each pre-built fence, which will then be saved to the specific world files that are kept within the game savefiles. How can zombies topple them? This question is a new topic entirely. Right now, for example, zombies ignore the fences and decide to path-find around them to reach their target, unless the fence is transparent and their target (e.g - player), along with the zombie itself, is really close to the fence. What I propose is to make zombies "pathfind" through the fence and be stopped by it, just like already built walls do. Zombies will start thumping their heads/arms etc on the fence continuously, and each zombie in proximity will have an assigned "push force" to it. PUSH FORCE. What does push force do? It determines whether an active horde is capable of collapsing an existing fence or wall. It works quite simple - if the push force percentage is equal or greater than the stability percentage, the fence will start collapsing in an opposite side from where the zombies come. Each zombie has a random X push force assigned to it, which gradually add up to other zombies, if they are present. Meaning 5 zombies that have 0.5 push force will consist of total of 0.5 x 5 = 2.5% of push force. The number of tiles of walls/fences that are affected by the push force are determined by which of them stand in the pathfinding way of the annual group of zombies. So, for example, if a cluster of zombies are all trying to get in through a confined space of 4 tiles, then their overall push force are applied to each of those 4 tiles that stands in the way. Any zombie that wanders in the vicinity of a group that attempts to break in automatically adds a push point to the overall, while any zombie that walks away - subtracts from the overall push force. So, when the zombies finally get their push force percentage higher than the fence's stability percentage, each assigned X number of hours, it will topple in the other direction by 10/20%. The hard job falls on the hands of those who draws the tiles - they'll have to draw each "toppling" percentage for each existing fence. When the toppling percentage reaches 100%, the fence "falls down" on the floor and has no collision anymore. Zombies can freely walk over it. A fence cannot remain standing while the neighboring fence has any kind of topple percentage. That means from the area where the "toppling" has happened, other fences are assigned slightly smaller amount of damage to them, all the way until the top. So, if a single tile falls down on the floor completely, two surrounding fences will have fallen down 80%, then the surrounding fences around those three will have fallen down 60%, and etc until it reaches the fully standing ones. How can a player prevent it? First of all - by getting rid of the zombies behind the fence. It's amazing how we already are capable of shooting zombies through the fence or killing them with a melee. You can do that to prevent them from toppling the fence as well! Just guard your perimeter once in a while and kill the zombies that, give them enough time, can gather up and topple your defenses. Another thing that can prevent them from doing it - is setting up planks on the sides of the fence to give them a temporary immunity to the toppling! You will be able to do this by right clicking on the fence and "setting up the support", that will give the fence a "fake" 100% stability. However : Each number of hours that a clump of zombies with greater push force than the wall's annual stability push on the defenses will take away X amount of HP from the plank. Given enough time and lack of proper lookout, the plank will break and the fence will get toppled on it's belly. Does anyone remember that episode of The Walking Dead of season 4, where a huge horde breaks through during the night and Carl with Rick are forced to defend themselves against it? The support log breaks in half during it. Yeah, it can happen too. In conclusion This will take quite a big amount of work to implement, especially for those that are responsible for drawing the tiles, but in the end the effort will be worth it. Zombie hordes will truly become dangerous, and you won't be sleeping without worries behind the safety of pre-built fences that already exist within the game. Places like THIS will stop being 100% zombie proof fortresses. Log walls will prove more useful to maintain than to have them act as "super uber sturdy walls". You'll have to think in advance about setting up supports for your houses, and it will stop people from making impossible, unsupported 3 tile fences that are capable of withstanding a horde until they break.
  2. I think depression already makes your inventory movement slower. Ever tried transferring a huge stack of nails between containers while severely depressed?
  3. Okay, so - ran the compatibility today. Transition from Prison build 31 to Prison build 32 does seem a bit painful. However, aside from a few "Severe" stack traces in console, the save files that had their character saved within the world prison's cell did not crash and loaded in perfectly. However, an issue that cropped up from the transition : - Old zombie locations within the world did not save. Severely advice you all to save INSIDE the prison. Any barricades put up prior in build 31, probably, won't help you from keeping the zombies from spawning in for THE FIRST TIME in build 32. Unless you have made quite a huge base in build 31, it shouldn't be that much of a problem aside from a few more cleanups on your yard. - The "broken window" glass inside the prison's main entrance hall shouldn't be tampered with, that means you shouldn't remove glass from that broken window. As reported by some other user, the broken glass tile will turn into a "wall" tile. Just don't touch it.. - I have thought about it and came to conclusion that I won't make gas cans or generators spawn inside the prison. If they actually spawn in one of the guard towers, then that's fine, but if they don't - Your character will have a reason to make trips outside of the prison's walls. Will especially prove interesting for multiplayer people - One character will make trips for gasoline and generators, while the other works on the walls and all that. A few tests internally using the dynamic map spawn shown that zombies won't "walk" through fences during meta-events and WILL actually end up outside, slowly building up in numbers a.k.a "The Walking Dead". So, on that note - Build 32 Prison map can be downloaded here. Updated the main post. PLEASE report any bugs you can find, it's merely a first ever test version open to the public, so bugs are bound to happen.
  4. I have a few suggestions of my own to add to the list regarding these key points : a) - Zombie threat is still low to non-existant in rural, outskirt areas. Farmhouses, small huts in the woods, etc - surrounding cells don't hold enough zombies to pose a "Huge zombie horde" threat, and if it's far enough from the city, meta-events are likely never going to reach you down from the city. Suggestion : Aside from already suggested slow, gradual transition to "uniform" zombie distribution the longer you survive, I want to suggest the "Horde cells". Now hear out this idea : Horde cell - is a normal map cell which has been assigned the "random horde" algorithm. It works like this : Whenever a living player reaches it, the sequence starts which spawns numerous amount of "zombie clumps" heading into one single direction from one side of the cell into the other. Each horde cell will have an assigned number of "zombies" in it which will add up to the current population of a cell. For example : A cell with 15/15 zombie population was randomly assigned a "horde" cell with 400 zombies. Gradually, over the course of the in game day, and if a player has been within the area of the cell for over an in game hour, evenly spread out clumps of zombies will continuously wander from one part of the cell to the other, until the number of zombies assigned to the horde cell is met. That collection of zombie clumps (or horde) will continue moving into a single direction for 3 in game days. If no outside force (meta-event, player-made distractions like gunshots etc) distracts them, they will disappear from virtual zombie population. Each visible cell that is literally the edge of the map can have the "horde cell" assigned to them automatically, which will send the hordes in an opposite direction from the edge, forcing the players to relocate. Every in-game week, 10-15 horde cells change their coordinates randomly. Horde cells specifically avoid being set in areas that already have zombie population assigned to them by default (since we can already naturally witness zombie movement within the cities), and become exclusive to the rural/outskirt areas. Player gunshots or meta-events in close proximity of the horde cells, with the 2 hours pause, will make the horde cell turn into virtual zombie clumps with population equaling to the one assigned to the horde cell. Those zombie clumps will head into the direction of the gunshot or meta-event. For example : Think of The Walking Dead, season 2, when a single shot lead a stray horde to Herschel's farm. b) - The event which forces virtual zombies to "spread out" and populate empty spaces only happens outside of player's view. Sometimes, those wondering into new spot get into the loaded area, and you can witness those zombies walking around and minding their own business. That's alright, however - it does never seem to happen with loaded zombies. They never "wander away to occupy empty cells" on their own when they're loaded into a player's surrounding area. Suggestion: Much simpler than the previous. Just allow the loaded in clumps of zombies head outside of loaded area to occupy another empty area.
  5. I would also like to point out that the game is set in the past, and not present times, so the advanced and improved technology regarding house alarms still haven't arrived at the game's timeline.
  6. I have done a few tests before and it seems the crash bug magically ceased to exist, however, I have no idea how the transition from the prison of build 31 is going to work to prison of build 32. If you have the time, you can test it out. https://www.dropbox.com/s/nvv4jn4yw9b0ovr/Prisonv3.1.rar?dl=0 - prison from build 31 https://www.dropbox.com/s/cmgd88dlah4nfiy/Prisonv3.2.rar?dl=0 - the new prison for build 32. No new fixes or anything to the map are made, just an updated set of .lot files and the new one generated by WorldEd with the updated map tools for zombie migration to work. I'd need you (or anyone, for that matter) to do the following : - Install the build 31 prison (first link) into build 31 (official build). - Go to survival and run towards it. - Save inside it's walls and quit the game. - Opt into IWBUMS branch - Install the build 32 prison (second link) into build 32 (IWBUMS branch) - load up the save and see if it crashes. I'll try and do it this evening, but if anyone gives it a try faster can post the results here, or send them to me in forum PM. You'd help out greatly
  7. Going to edit the main post with the updated info about indoor sounds, thanks for the contribution! And I just grabbed my popcorn... That was very informative and interesting to read!
  8. So, this suggestion is simple, yet I'm surprised nobody has suggested this yet (Either that, or I'm really bad at researching). There should be an ability to slowly lose hearing after constant and rapid firing without the protective gear like earmuffs or earphones. After all, we have traits like bad hearing and deafness, I'm all for being able to acquire them through not careful use of weaponry. For example - an in game day of >30 shots from any weapon without protective gear will subtract a point from the overall hearing. Let's say the arbitrary number of hearing for each character is 20/20, maybe 20/30, I don't remember if keen hearing is also a trait, haven't learnt absolutely every trait yet. So, every day that you spend blasting away at zombie hordes will subtract the number down, making it 19/20. Unlike other traits, like strength and fitness, the change in hearing is permanent and will stick with your character until death, making you aware of stuff that happens around you. To combat that, have every weapon receive a "warning" label in their tooltip, stating not to fire weapons without protective gear, and let those that ignore warnings learn it the hard way. (Same with those that eat uncooked or rotten food, same with those that operate generators indoors.) Ear buds/ear muffs/earphones will be able to be "worn", or "equipped", so the overall hearing does not get impacted by your constant horde slaughter, but will make it difficult for your character to notice an enemy directly behind you. Not only will this tone down the "zombie slaughter" behavior in the middle of the cities, this will also force people to plan ahead on how they are going to use their weapons. Let's be frank here - using a firearm to "clear" the area from zombies is as effective as using a dirty and sticky mop to clean the floor, so that "strategy" goes out of the door immediately. Other methods of using a weapon is quickly firing a shot to attract the horde from 1 spot to the other, but this one won't affect the hearing - the number of shots has to be over 30 for a single in-game day. Feel free to discuss or point out any inaccuracies in my suggestion, I'll gladly read through them. EDIT: As others have pointed out, shooting weapons indoors in a closed space, without the proper protective gear should heavily damage your hearing, compared to when you do it outside, or in very huge buildings, like a Mall.
  9. As time went by, me and Svarog have done a collaboration together to find out the best zombies.ini settings that would work with the zombie respawn system. We're still working on developing it (there are some numbers regarding how zombies form that we still have to go through), but so far we've developed a stand on a few things : Depending on how the developers envision the "Survival" gamemode, some specific calculations work just right - the game starts off with the normal zombie population, and there are enough numbers to claim that looting houses is a tough job. Surviving the first weeks in the town is incredibly overwhelming, and each night you go through without zombies completely obliterating your hideout and eating you in your sleep feels like an achievement. Other calculations give the players a room to breathe and spawn little numbers of zombies, allowing the player to loot through the houses quickly and get working on their safehouse straight away. First weeks in the town feel like nothing but a light breeze, and if you spawn as a specific profession, you get to build defenses rather safely with barely any zombies disturbing you. However, as time goes on, the zombie numbers multiply at alarming rate and in as little as 100 days, the zombie numbers become high. So high, in fact, that it will prove more of a challenge as days go through to keep defending your base. Sooner or later the horde becomes so big that you won't be able to handle it. One setting kicks you right in the guts from the start of the game and allows little room to breathe, forcing you to make immediate decisions regarding the fleeing of the town and where each night of sleep is an achievement, while the other gives you a false sense of security and encourages you to build the base early on inside the city, only to have you regret being forced to flee later on when hordes tear through your walls. It would be really helpful if we could get a definitive answer about how IndieStone envisions the ideal experience in "survival", so we can further expand our research on the zombies.ini file. So far I like the results, and it's been fun working alongside of Svarog
  10. Zombies' position is actually saved along with their numbers when you leave the cell, the times when they "change" positions happen depending if they're tightly grouped up together - then every X hours, depending on your zombies.ini, zombies will occupy the empty space and "spread out" in the cell. New zombies also come from surrounding cells if meta-noise draws them towards it. New zombies "spawn" around only when you leave the cell for a certain amount of time (a day for example), and only if the population of the cell is lower than "desired".
  11. Did you happen to notice if they had a specific entry point? Because zombies, as they stand now, have a tendency to break into random houses, even if there's nobody inside.
  12. Since we're talking about zombies that are heavily inspired by Romero and Max Brooks lore, then the tl;dr answer is : No. Zombies absolutely don't need the working, functional lungs, or to consume oxygen in any way to continue their motor functions. You can literally pull their lungs from inside out through their mouth, cut them off and they will still be walking around and attempt to bite you. The only thing they'll not be able to do is moan and create sounds with their mouths, if that happened.
  13. I disagree. As someone who has spent a lot of his time inside a single safehouse instead of constantly running from house to house in the early game, I could say that zombies do anything but "spawn around", but it might be the zombies.ini settings that I've been using throughout the playthroughs. Upon inspecting how zombies behave, it was very clear to me that rarely any of these zombies in surrounding cells actually "spawn" anymore. An overwhelming majority of zombies are ACTUALLY moved around by either meta-game noise, or they disperse and move by themselves once in a while, if the cell is overpopulated and there's big clusters of them in a single spot. Sometimes, If there are, for example, 3 overpopulated cells neighboring 1 underpopulated (3 cells with 500/100 zombies neighboring 1 cell with 15/25), the zombie clusters from those overpopulated zones will move in into underpopulated one. All I'm trying to say is that "spawning" of zombies is the least of your issues, and when they do actually spawn, they do it in such a way that you would never notice if they actually "spawned" in or "moved in" from the random gunshot, or to "populate an empty space". The settings I'm currently playing with (Those seem to be near-best): The only thing in those settings I'm still conflicted about is the peak day. I'm not sure if 28 days for zombies to reach near-insane amount of zombies is fair and works well with "slowly crawling up dynamic difficulty" that the game already offers. But so far - so good, if you are careful in the early-game, use construction and foraging to your advantage to get the barricades, set your base in small populated area with as little zombies as possible (Out in the suburbs, for example), then you'd have no trouble clearing the perimeter and staying alive for well over the month with these settings. But meta-noises and zombie migration, sooner or later, will bring HORDES to your doorstep, and you'll either have to fight an unwinnable battle, relocate or die there. And THAT is good. Zombies SHOULD force you to relocate, no matter how many you think you can kill.
  14. This mod is simply amazing, I have no idea how I didn't stumble on it back in the day. All it needs is a number of pages fix, so books aren't 1 page each, and some kind of script so you get the boredom reduction with each read page. And a "numbers read" counter when you finish a single book that gives a slightly smaller boredom reduction after re-reading. Seriously, the literature overhaul in the vanilla game is a must, and this here gets as close to making that dream possible as it can get. Really hope to see how the version shapes up. Great work!
  15. I might not be speaking out of the developers' perspective, but that's the idea that have managed to save up in my mind: The problem with giving players the ability to survive for 1 year with no problem is the fact that the game gets boring after about first two months of survival - by that time you've seen everything from the game, and without seeing "moar" features, you won't be able to enjoy the game for much longer. Plus, the game was never meant to be easy, the title screen that says "This is how you die" has been there ever since the first pre-alpha tech demo (2011), implying that developers had a brutal, hardcore roguelike game in mind since the start. And, after all, if survival feels too overwhelming, there is always "Beginner" or "Sandbox" for you to try, you can tweak the settings there to your liking and get used to the game, nobody said that everyone should be playing Survival from the start. I have said that a while ago, but it's pretty accurate to apply today in my opinion - "Survival" is the game that -developers- want you to play. "Sandbox" is the game that -you- want to play. It's very hard to cater to everyone's opinion and find a middle ground, because they vary from person to person, that's why instead of constantly being pressured to tweak specific feature, they allow you to tweak it yourself, if you find it too hard/difficult/unfair/etc.
  16. The food is pretty well balanced in on by itself - if you take too long or start in 8 months later sandbox preset, all of the food available inside prison will become rotten. There are no canned reserves About the gas - I'll see if I can make it so the generators spawn in one of the guard towers, but I'll need to consult with RJ on this one, as I have no idea which room definition the generator uses to spawn in. About spawns for gas cans - That's a good idea and something that I might add for the next update to spawn in that single garage. Or maybe I'll just keep everything as is, and force you all to carry all those heavy gas canisters and generators all the way from Muldraugh. We'll see
  17. The problem with no zombies inside is that it poses no challenge to take over the prison, and I want it to be as hard as it was for Rick and their group to take it over It's a high risk = high reward, because this area provides everything : Guns, medicine, food, shelter, safety... And to get it all you'll have to fight for it, which was this map's intent from the moment I started working on it.
  18. Unfortunately, the FPS issue is beyond my knowledge. I have a few theories, but in the end it'll be about what you want : A bit of lag while approaching prison and a lot of zombies inside, or no lag while approaching prison but little to none zombies within the building itself? I might have to consult with EasyPickins on that issue (Don't want to disturb him right now, after all I'm still bugging him about zombie migration ), maybe we'll get to some conclusion together But for now, (or as soon as I get to release new version that -just works- with build 32) I'm afraid players will have to tolerate a bit of lag when approaching it
  19. They don't exactly come from "the whole map", just a few surrounding cells (300x300x8 tiles) all coming for that single noise you made
  20. Russian translation ready for IWBUMS build 32.6 Direct link - https://www.dropbox.com/s/pyhbbqjg96nsdvy/RU%2010.06.15.rar?dl=0
  21. Russian translation ready for build 32.6 Direct link - https://www.dropbox.com/s/pyhbbqjg96nsdvy/RU%2010.06.15.rar?dl=0
  22. Alright, so I've spent a while fiddling with zombie settings (until I realized that I have to delete zpop.bin files after each edit, oh well!), And currently I'm on a great run. Finally stopped using knives and dying constantly, because they're currently bugged and don't do the jaw stab kills on specific zombies. So far I'm playing with these zombies.ini settings : A few explanations as to why the numbers are like these : - PopulationMultiplier=1.0 because the survival should start with normal zombie numbers. - PopulationStartMultiplier=1.0 instead of 0.8 because of the reason above. The game should start with the already "normal" numbers in mind. - PopulationPeakMultiplier=3.0 Because when the population reaches the peak day, I want the zombie numbers to be somewhere between "Insane" and "High". Zombies reach the peak of their population at day 28. Why? Because usually at day 28 experienced players have played enough of the game to gather all the essentials they need for base building and securing of perimeter. If, by that time, the random meta events (<3) don't eradicate their safehouses already, going outside would essentially mean running into a lot of zombies and potentially bringing them back. Also, at around day 28 it is fair for the game to have a spike in difficulty, which either comes -before- the electricity/water shutoff, -after- or -along- with it. Also, high zombie numbers constantly moved around by meta-events and near-constant onslaught of zombie hordes on their base will eventually force players to relocate out in the wilderness (which, honestly, they should have already done by now). - RespawnHours=72.0, RespawnUnseenHours=16.0 and RespawnMultiplier=0.1 . Now these settings I'm really confident with, they are good enough for zombies to never "visibly" spawn in a cleared out area EVEN if you are using the zombie spawn map to track the zombie migration. What those three settings in unison do, basically, is they make 10% of an overall cell population respawn each 3 days, and you have to not see the specific area for 16 in game hours for them to spawn in that chunk. These settings make sure that zombies never "respawn" in your cell if all you do is sit inside your safehouse, eating away at your reserves and occasionally clean the perimeter of zombies. The only zombies that will show up are those that migrated from other cells by meta-events or when they are occupying an empty area. However, if you leave the area (let's say for a long loot run), and don't return in about 16 in game hours, the zombies will start spawning (10% per 3 days) around your safehouse. The system in place, as I'll repeat again, ensures that zombies don't "visibly" spawn in a cleared area, but still fill it up if you don't visit it for a while. - RedistributeHours=12.0 Twice a day, overly huge, clumped hordes in an unloaded area will start moving around and occupy empty spaces. Sometimes they will cross cells, sometimes they will flood the area where your safehouse is (which has happened to me). It's quite fair for it to happen like this. - RallyDistance=50, RallyGroupSize=500 and RallyDurationMinutes=10 I wasn't quite sure how it worked. I specifically put the rally group size at half the maximum amount, rally distance at max and rally duration at near minimum to see how big the hordes would form, but all it did, essentially, was make them clump around a single spot and travel from 1 edge of loaded spot to the other just to join another group (Which looked pretty good for me, simulated hordes moving on it's own!) Now, to my experiences. My usual favorite safehouse (here) did not work out as a safehouse anymore. The sheer number of zombies accompanied with very little neighboring houses to loot essentially made it near impossible to secure properly, before first meta-game noises started flooding the area. Of course, since I was testing the game, I used the dynamic zombie map to see which area had the least amount of zombies assigned for a single cell (For the sake of fun, I won't include which house I took place in). The cell, on normal zombie population, only had 15 zombies assigned to it's total population, and had about 4-5 neighboring houses to loot in. Granted, it was very open, and the houses were 1 floor high, but the meta-noises only were dangerous if there was a high influx of zombies on the north/west, and the gunshot sounded from the south/east. ONLY due to having dynamic zombie map on me, I was certain that I had no reason to worry about zombies flooding in from either east or north. I've killed those little zombies that left of the total of 15 (remaining were already long pulled away by metagame noises) and barricaded the house, using planks from broken doors and as much as mere 5 nails that I've found in a cupboard. Days went by, overly-mega-overpopulated neighboring cells (I'm talking about 900-600 kind of overpopulated) to the north constantly exchanged zombies with each other with never stopping gunshots. I took my time to gather some sticks and sharp stones from the nearby forest line to the east, cutting down nearby trees and setting up log walls around the windows. The first attack happened when the gunshot brought the high influx of zombies from the north. Zombies started pouring in all over the place, some hordes passing by, and some "sticking" to my house and bashing on my defenses. In a mere night the 0/15 cell became 230/15. Due to high range of rally point, almost every zombie within loaded cell clumped together into 1, big mega-zombie-clump, consisting of maybe 50-90 zombies. And they all were standing outside my safehouse, a single "Hey you!" away from fucking up my entire place. I loaded all the canned food and a few essentials into a big hiking bag and just kept waiting for another meta-event to drive them away, ready in case they decide to all bash down into my house at once. I was thrilled about the idea that the horde may just randomly walk into my direction, eradicating my hideout. But it took too long, and the clump ever so slowly moved into the direction of my safehouse. I decided to make a move and lure them away. I stopped playing after luring the horde around the cell and leaving it behind quite a distance away. meta-game noise drove them away, but a few days later another, HUGE horde arrived at my cell because of another meta-noise. tl;dr - I LOVE IT.
  23. First of all I would like to say thank you for the work that you've done so far. I've been a little conflicted this whole week as I couldn't stand watching the system get downgraded for a reason that I didn't find justifiable. Now that the settings are there for us to tweak, I'll spend a while to find a near-perfect settings for survival, so they are more than challenging for newbies (as they should be), but not impossible or artificially hard for the skillful players. Can we expect those save file options with next update, or are they already rolled in as a hotfix?
  24. I've spent quite a bit of time sitting around the closed houses on second floors (again!), just observing the map in debug mode and see how zombies react to everything. A couple of things that I have noticed in build 32.5 from today's lengthy playthrough : - The only thing that makes a threat of your safehouse and an entire block getting swarmed is if a helicopter passes (which, I think, happens once for the entirety of walkthrough), you firing a shotgun or setting off house alarm (I haven't tested house alarms yet, now that I think of it). I get that underpopulation of entire cells is something that you wouldn't want to see, but it feels like zombies stopped being as threatening after these few new updates in IWBUMS. Making noise felt safe again. Let me clarify : Whenever a gunshot happened, in older builds, an entire few cells of zombie population would go that way to investigate, completely clearing the area. The area where zombies were would stay clean, while the area where gunshot was fired at was heavily overpopulated. The underpopulated area where zombies cleared out from were clean for about a day before the zombie repopulation began spawning in the new ones. Now, however, it doesn't seem to happen anymore. About 30-50% of nearby cell's zombies get attracted to the gunshot, and they move so slow that the range they travel doesn't manage to make it thrilling. Areas with gunshots do not get "swarmed" anymore, only a few more numbers add to the total of the cell where the gunshot was fired at. But under population is fine! Whenever you travel for supplies into the city, it's okay to have a 50/50 chance of either having a clean run with little to no zombies met, or run into a mega horde that is flooding streets upon streets, with packs of zombies behind every corner, effectively having you surrounded from every area. And just the idea that a single mistake, single house alarm will bring ALL of them to you makes it thrilling to go through that experience. I'd much rather go somewhere and hope that it's clear, rather than going everywhere, realizing that I'll never effectively be able to pull the horde away from that warehouse that they've swarmed due to house alarm. Having 1 place swarmed with thousands of zombies while the other place is clear gives an impression that hordes actually move around and search for prey, instead of constantly being spread out around the town. Sorry about this rant, but it was really painful to witness the near-perfect zombie migration system being downgraded to something that we've already been through for years. If the end goal of this new zombie spawning system was to fix them from spawning inside the player-built houses, then great job on that! It's not like I ever played the game enough to witness that, but if there are guarantees that I'll never see zombies spawn in my secured safehouse, I'm pretty good with it. However, if you wanted to see this zombie migration system as something that FINALLY (!) aimed to bring the old, brutal survival experience, where hordes finally return and feel threatening and overwhelming again, it seems like you guys are reverting it with each update I am so conflicted about this, I can't just sit there and watch how zombies stop travelling from 1 part of town to the other JUST in favor of the cities having a lot of zombies 24/7. If the zombie migration continues being downgraded in favor of this, can we at least have the old, experimental, "travelling" hordes as an option in the sandbox?
  25. Me and Oneline have spread the word on the Russian community page about this. Very sorry to hear about Desura going away, it was the platform I've purchased awesome games on, like Project Zomboid or Neo Scavenger.
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