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FilUnderscore

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Everything posted by FilUnderscore

  1. Hi, apologies for not replying sooner - I saw this message a while back and was going to get around to writing a response. Definitely! Feel free to include this mod in your overhaul (provided you mention the mod and a link to it of course). There have already been a couple of other overhauls that have integrated the mod, namely Ravenhearst, and it has been interesting seeing how they've made use of it to improve the experience. Looking forward to seeing it in action!
  2. IMPROVED HORDES 2.0.0 for A21.2 b30 released. Download: https://github.com/FilUnderscore/ImprovedHordes/releases/latest/download/ImprovedHordes.zip Changelog Added Banner and Icon for Mod Manager Mods menu. silence_init_msg setting (default: false) to hide the initialization message on first world load (it appears in the console instead of in-game chat). Changed Wandering hordes no longer sprint between zones and no longer have a wander delay within zones to compensate. This change was necessary as the AI ends up doing 'nothing' most of the time and isn't very exciting to see when encountering a horde. Wandering AI Command improvements. Hordes will now wander in areas they visit in the wilderness, heat events, or zones by roaming around within a certain radius when arriving at their destination. This is an improvement to the previous wander system which just had them idling in place. Fixed Fix error thrown when WorldZoneHordePopulator checks for trader area. Fix "Collection was modified" error during horde updates. Fix errors when using debug builds of the game. Fix Horde AI pathing getting stuck when given certain world positions. Improved Hordes 2.0.0 has gone stable! This update brings some bug fixes and AI improvements. There isn't currently a setting to adjust screamer spawn rates as screamers are an integral part of the mod, but if you kill off the screamers, they won't be around as often as there is a respawn delay as specified by the horde repopulation settings in the settings.xml. There is a finite amount of screamer hordes can be present in the world at a time (dependent on world size and horde spawn settings).
  3. The list of previous releases for the mod can be found under the download link in the first post, oldest stable release (1.0.0) dates back to A20 b238.
  4. The chat message should only pop-up the first time you run the mod and login. I might look to shift the version information into the "improvedhordes" console command output.
  5. MOD MANAGER 1.1.0 for A21.1 b16 released. Download: https://github.com/FilUnderscore/ModManager/releases/latest/download/ModManager.zip Changelog Added Tooltips for Mod tabs in Mods menu. Banner and Icon support for Mods in Mods menu. More detailed build metadata support for Mod Versions following SemVer versioning. Fixed Mod Settings not working for Mods using the Mod Manager Settings API. Update on this issue: Should be fixed in this new version (1.1.0), there was an issue with how the mod was detecting other mods interfacing with the Settings API.
  6. Regarding horde spawns, you may want to look into changing the settings if you're looking for more hordes in cities/wilderness and larger hordes. Interesting point you've brought up is zombies stop following you - I'm always testing the AI but I haven't come across this particular bug. Closest to it is horde zombies may stop pathing for a second as they recalculate, though I'm working to improve this. There has been a change with the mod from A20 to A21 where instead of spawning in hordes at random times, hordes are now active across the map and simulated to give a more lively feel to the world. I'm looking to release an updated version of the wandering hordes from A20 at some point, and have them compatible with the A21 simulated hordes. Biome difficulty won't increase hordes if you set horde_biome_curve_scale to 1.0. Regarding biome difficulties, it might be in the biomes.xml file as a number, this is only a guess but try take a look!
  7. The biome multiplier is the setting you are looking to adjust for baseline levels. The curve scale is exponential and increases the number of hordes in harder biomes by a lot, so you would want this number to be exactly 1.0 (to flatten). Mathematically speaking, the curve is calculated as follows: horde_biome_factor = horde_biome_multiplier + horde_biome_curve_scale^(biome_difficulty - 4) A larger horde_biome_factor calculation means more hordes in a specific biome, based off that biome's difficulty.
  8. Best way to describe it! No, all the other settings that are not to do with "sparsity" behave as intended - higher = more. Looking into making the settings slightly clearer into what they do. Horde repopulation is to do with generating new hordes after a certain number of days, but only in empty areas that don't have any hordes present.
  9. It should have posted a message to chat first time when you load the world to confirm it's installed properly (you can also check console to see whether you see the "Initializing" line from the mod when loading the world). Regarding horde sizes, you can tweak these in the XML files in the Config/ImprovedHordes folder in the mod folder. Full list of settings and what they do can be found on the wiki linked in the first post. Hordes really start to ramp up in difficulty past gamestages 50 (feral) and 160 (radiated). If you're talking about "wandering_animal_enemy_wilderness_sparsity" setting, you actually want to increase it for less animal hordes... it does sound a bit counter-intuitive, but a lower number means more per area (make sure to run "improvedhordes flush" to reset all hordes). You can also adjust the weight attribute (lower number means less chance) on the group tags in the hordes.xml file to lower the chance of bear/wolf hordes if you want to favor other types of animal hordes. Awesome to hear you're finding it useful!
  10. Sounds like a vanilla issue/other mod causing it if it's still happening without IH installed. Does this also happen in non-modded/non-IH worlds after a long period of time? Sounds like a fantastic idea for an add-on and a twist on the current playstyle. It could broadcast player locations to all hordes and begin some kind of endless horde of zombies that follow you everywhere (until you get surrounded).
  11. I've got map markers on zombies spawned by the mod in the debug builds, but I'm not sure it would really help since you've got the issue of no zombies spawning instead of lagging out (which you would if there are thousands of zombies spawned). Are there any other entities popping up when you type the "le" command in the console? Does it still happen without Improved Hordes?
  12. There is an integration with my other mod, Mod Manager, which pretty much allows that to be done in a specific mod settings tab. It existed in the first version of Improved Hordes, however I've rewritten the mod since then and haven't re-implemented support yet. The stable version should support UI settings (with Mod Manager) when it comes out. The pine forest by default has much less hordes roaming about, but as you go to harder biomes you get more and more. Fun awaits in the wasteland! Regarding zombie spawning, consider looking at max_spawn_capacity_percent in the settings and lowering that number to allow more non-horde zombies to spawn if you're finding they are hitting the spawn limit, or alternatively increase your MaxSpawnedZombies game setting.
  13. Nope, mod doesn't touch any vanilla spawns (and screamer spawns were reverted in the latest update). Could feel like this because of the distance that heat attracts hordes from. Have you tried tinkering with the event_interest_distance_multiplier and maybe going 0.1 or 0.25 to reduce the heat range while keeping chunk_event_radius at 3? Also how are the other biomes faring, have you been to harder difficulty biomes as they have more hordes active? There was a toggle for the new AI sensing which was removed as it's now always active, though I am still looking to amplify their senses if you've got feral sense on. The issue with balancing is trying to get it feeling "just right", and what feels right for one person might not for another. That's what I'm trying to bridge by having the settings and specifics be easily tweakable, but it's still hard to test unless you play for hours on end.
  14. Should do, the second setting affects the attraction distance as a multiplier. I'll need to do some more testing with the AI.
  15. Just checking, you are running the latest version released a few days (2.0.0-beta.5)? There have been tweaks to AI between different versions, however it might not be 100% perfect yet. This sounds like it was an issue some were experiencing in slightly older builds as well. Regarding tweaking horde behavior in the future, I am looking into ways to allow complete customization of horde AI through configuration. It's a challenge to put it into an intuitive config format with how it's currently handled in the code and there are still a few bugs in the current build that I'm ironing out. If you are running the latest version, I would be happy to take a deeper look into what could be causing the AI to act like that. You could try setting "event_chunk_radius" to 0 and see if that affects anything (it should disable the horde heatmap detection).
  16. Are you generating lots of heat at these outposts, e.g. sounds, forges, etc? That could be attracting the hordes as attraction distance at high heat levels (>80%) is a few hundred blocks (dependent on world size). Hordes only hold target on players as long as they can see/hear you nearby, otherwise they will quickly stop pursuing you after a short time.
  17. IMPROVED HORDES 2.0.0-beta.5 for A21.1 b16 released. This is an experimental release of Improved Hordes. If you encounter any bugs/performance issues regarding the mod, report them in the Issues section of the repository with the experimental label. Download: https://github.com/FilUnderscore/ImprovedHordes/releases/download/2.0.0-beta.5/ImprovedHordes-Experimental.zip Changelog Changed Re-enabled vanilla screamer horde spawns alongside screamer town/city spawns temporarily until the screamer wilderness feature is integrated in a future update. Fixed NotifyEvent patch causing NullReferenceException leading to bugs with heatmap emitting tile entities. NullReferenceException when loading into the prefab editor. I've re-enabled vanilla screamer spawns as a temporary fix to this issue until a new screamer wilderness horde is implemented in a future update - download the latest version 2.0.0-beta.5. I've been thinking of ways to maybe redesign how the blood moon spawns/difficulty work dependent on the current time at night when the blood moon is at its greatest intensity. It would also be cool for hordes to have a chance to become longer and harder depending on certain factors like biome and heat, perhaps as either a core feature or an add-on.
  18. Yep, might need to increase the detection range. Great to hear you've been having fun! Vanilla screamers are currently disabled with the mod installed, I'm wanting to further customize their behavior in a future update, so not a bug right now - they still spawn in towns/cities. I've just been busy with some real life commitments in the past two weeks, but hope to get back to modding soon.
  19. You can delay the number of days before hordes reappear in areas on the map, look at the "zone_horde_repopulation_days" and "wilderness_horde_repopulation_days" settings. Hordes are simulated across the map and load in when nearby. Will look at the error, thanks for bringing it up. @Wyrm pretty much nailed the reason for hordes showing up often in your case. This is absolutely what is happening, though I am looking to maybe offset repopulation times for different areas so it feels a bit more gradual.
  20. IMPROVED HORDES 2.0.0-beta.4 for A21.1 EXP b16 released. This is an experimental release of Improved Hordes. If you encounter any bugs/performance issues regarding the mod, report them in the Issues section of the repository with the experimental label. Download: https://github.com/FilUnderscore/ImprovedHordes/releases/download/2.0.0-beta.4/ImprovedHordes-Experimental.zip Changelog Fixed Exception thrown when fetching biome-specific zones and a biome does not contain any zones. Yeah that seems to be part of the vanilla AI pathfinding. I've encountered similar issues with vulture hordes circling around indefinitely instead of flying across the air due to them using a different AI altogether. Hoping to slightly change up the vulture AI in hordes at some point.
  21. Should do, I did some brief testing and it seemed to work the same (no errors, hordes seemed to react as expected). The only breaking change from A21 -> A21.1 was one of the game's heatmap related functions that was being patched was removed, so I patched another one which should still be present in both versions.
  22. This issue should now be fixed in the latest release 2.0.0-beta.3. Please give it a go and let me know if it pops up again!
  23. IMPROVED HORDES 2.0.0-beta.3 for A21.1 EXP b16 released. This is an experimental release of Improved Hordes. If you encounter any bugs/performance issues regarding the mod, report them in the Issues section of the repository with the experimental label. Download: https://github.com/FilUnderscore/ImprovedHordes/releases/download/2.0.0-beta.3/ImprovedHordes-Experimental.zip Changelog Changed Horde AI now favors zones within the same biome, however there is a random chance that a horde may choose a zone in a different biome. Adjusted horde biome density calculations. Some biomes were capping out hordes because the calculation was being applied twice, leading to extremely large sized hordes in harder biomes being very common. Fixed Horde density value updates not being properly reflected. This caused a couple of bugs, as the horde density would not be updated on entity kills or decay. Hordes spawning infinite number of entities. An additional measure has been added to prevent hordes infinitely spawning if horde despawning fails in the first place, by killing off the entire horde. Horde biome decay not properly being applied. This is also related to the horde density values not being updated properly.
  24. Apologies for having to experience that issue. There seems to be a bug right now where some hordes never finish spawning. I've received a couple of reports so far, and I'm still in the process of trying to fix it. A temporary solution would be to leave the area and wait for the horde to move away or run "improvedhordes flush" to reset the hordes on the map.
  25. Looks like a bug with hordes respawning when they are killed, I think if you leave the area and return it should fix itself. I'll try get it fixed as quickly as possible.
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