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FilUnderscore

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Posts posted by FilUnderscore

  1. On 3/18/2024 at 10:28 AM, More2Me4Life said:

    Quick question: I am creating an overhaul mod and I would like to use this mod to enhance the big city feel. I would love to use your mod. I am not sure that any augmentation will be needed for it as I am still working on the mod. [One of my recent changes kills all of the zombies if they hit the ground so...I have not had much time with the inworld feel) but for the first few days, their movement seemed very natural.

    Thank you for your consideration,

    Liz

    More2Me4Life

    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.

     

    On 11/3/2023 at 3:07 PM, Spook_The_Recluse said:

    I have been using this mod and made all the numbers beefed up so that I can have a ton of zombies and hordes. BUT does anyone know how to have less screamers while still keeping all the roaming hordes? I want tons of zombies in my world but I don't want screamers outside my base 24/7

    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. On 10/31/2023 at 9:18 AM, sarin12 said:

    Do you have a list of older releases of the mod? Our servers looking like it'll only go back to 19.3 or so, we're trying to get away from the new loot system implemented.

    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. On 9/30/2023 at 12:25 AM, mar3ld said:

    Interesting mod. Currently evaluating it in a community of players, with our dedicated server.

     

    Is there a way of disabling the chat message when logging into the the server?

     

    A message like that really ruins the players ability to play unknowingly about the setup and a game masters intensions for a specific map.

    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.

     

    On 7/27/2023 at 10:30 AM, dcsobral said:

    1.0.5 for Mod Manager, 2.2.1 for Backup Mod. It's the latest release on github for both.

    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. 14 hours ago, delukard said:

    Hi guys, i installed this mod and im noticing the following (i would imagine is related to this mod)

    im using <Version>2.0.0-beta.5</Version>

    We are using a dedicated server with max zombie count 64 and we are up to 6-7 players.
    .-the city we spawned is to empty maybe 6-10 zombies. (snow biome)
    .- the city is next to the radiated biome and if we attack a zombie form there it stops following us when we enter the snow biome. (unless we attack it again)
    .-every zombie we attack follow us to a point then stops (we need to attack it again)
    .-Every screamer we find does not attract a single mob when she screams)
    .-hordes are to small (7-8 zombies)

    when i played 1 year ago aprox, with this mod and A20
    i remember getting overwhelmed by this mod! it was a lot of fun.

    i have not changed any setting at all in the mod.

    are my problems vanilla related or mod related?

    Ty vm for creating this mod! it gave us a lot of fun in A20

    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.

     

    10 hours ago, Agame said:

    Awesome thanks, so just to confirm the base game biome difficulty will always increase hordes?

     

    And related question do you happen to know if its easy or possible to change the biome difficulties in the game? For example make them all two skulls, or make them all no skulls etc?

    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. 7 hours ago, Agame said:

    More questions sorry :D

     

    I have been increasing numbers in the settings file to get more hordes and I went out to the snow zone, and I found even small towns filled with hundreds of zombies, trying to go into a POI I would be drowning in a sea of Zs, even POIs in the wilderness I was quite quickly getting large groups moving in on me. This is compared to the forest biome where I am maybe seeing a group of a dozen once a day. Its pretty wild the difference between forest and snow. And it could be my imagination but the snow hordes seemed way more aggressive, I see them way in the distance standing around and then even if I just sit there they slowly begin to move towards me.

     

    So these settings clearly have a HUGE impact on horde numbers: <horde_biome_multiplier> <horde_biome_curve_scale>

     

    Just curious how they work, are they a multiplier that is also multiplied by biome skull count? And if I wanted to 'flatten' hordes out across all the biomes ie same number and size of hordes would I set them to zero? Or is the games biome difficulty a hardcoded boost to the hordes? My goal is to get bigger hordes in the pine forest... without making my computer catch on fire and explode if I go to the wasteland...

    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. On 9/15/2023 at 9:22 AM, -Holo- said:

    Your mod really livens up the world and actually brings many "Maybe we should see if they walk past"moments that's just never there in regular game

    Best way to describe it!

     

    6 hours ago, Agame said:

    Is this line the same? Lower number means more?

     

    <density_per_km_squared>9.3</density_per_km_squared> <!-- Max World Horde Density. (Number of hordes in world) -->

     

    And also wondering, the 'horde repopulation' is that just generating new hordes? Or does it remove all existing hordes and make new ones?

    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. 17 hours ago, CLYDEFROG68 said:

    I used to increase the wandering zombie counts based on the biome but TFP ended up implementing that so I haven't found a need to do it anymore, just like most of my old stack count tweaks.   I havent played much in the last few years so haven't been tweaking anything or playing with anyone, just a little single player here and there but I'd really like to get into it again.  It seems the modding community is even stronger now.

     

    Regarding this mod, how do I know if its working?   I installed it into a mod folder inside 7 days main and I had to play without EAC and can see it in the console, but I've only encountered one small wandering horde and a few lingering around my base (as someone said above me how they spawm more around their base.)

    I cant tell if these are the additional hordes or vanilla.  It seems to quiet.   I'm game stage 45ish in the forest, but I still expected to see more.  I've played for about 3 hours total since installing the mod.   Its also the only mod I have installed.  

    I feel like somethings wrong but can't tell if its just me yet.   Should I increase the max zombie spawn or leave everything as is?

    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).

     

    4 hours ago, JaxTeller718 said:

    Quick question, how would i go about lowering bear and wolf hordes? i set the enemy animal to 16 but we are still seeing 2 or so a day even right at login on day 1. BTW this modlet is a godsend thank you for your work on it.

    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. On 9/9/2023 at 10:03 AM, -Holo- said:

    There's generally only less then 10 zombies active, and about the same entities (Even with two players on different part of the map (I'm checking the dedicated server window often (out of frustration 😛 ))), I'll check tomorrow with IH disabled, but I'm fairly sure it's the same problem,  I just figured it would be helpful for situations like this to know if it's vanilla spawns or IH zombies you encounter :)

     

    On 9/9/2023 at 3:42 PM, Deadpanh said:

    I'm having the same issue LE shows 3 z's. Removed IH, it made no difference.

     

    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?

     

    On 9/9/2023 at 8:01 PM, Agame said:

     

    I would love an option for the hordes to be like the bloodmoon horde, ie they constantly track and follow you across the map wherever you go. I have been experimenting alot with the 'Romero' concept - walking only zombies and no bloodmoon. It would be great if the hordes could have that tracking, not just a global feral senses setting for all zombies, as it creates a very cool dynamic to the game where the zombies are never a threat, you can always run away from them, but if you try to stop anywhere to loot or build a base you will have more and more piling up on you.

     

    Obviously this mod already does that to a degree, but it would be cool to have the 'extreme' setting so the hordes are a constant and inexorable danger, not just the randomness of possibly running into one.

    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. 3 minutes ago, -Holo- said:

    I set the MaxSpawnedZombies to 5120 :) to test if anything like that was effing about, but no change 😕 running around downtown districts but rarely even seeing a zombie out and about :(

    Would it be possible from a debug standpoint to put one of the dot sprites or something  atop your mods zombieshead to differntiate from regular zombies?
    I modded up spawning xml from khaines dangerous cities to a large increase and slower respawntime, a bunch of zombies were around for first start, but after a while it's back to normal and no zombies in this zombie game.

    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. 16 hours ago, Agame said:

    So I wonder if it is possible to create an option/menu screen that you could give people some selections for the mod? Or possibly that is way to difficult to implement.

    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.

     

    16 hours ago, -Holo- said:

    Haven't tested with event_interest multiplier, but went out to the desert and had a blast! :D

    a quite large horde came running quite close to base, after dispatching it screamers took notice and came looking, and for once, summoned in a buttload of more zombies, including more screamers. It was glorious!

    Having weird issues with a severe lack of zombies spawning overall though that i'm trying to figure out currently.

    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. 16 hours ago, -Holo- said:

    Update from here too!
    set the chunk event radius to 0, and seems like it was indeed "heathordes" that came several times a night.

    Rarely seeing any hordes now though at all when out and about, only seen one large that kinda popped in standing downtown, and stayed there standing around (?)

    Does the mod change spawning of regular zombies or screamers in the world?

    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?

     

    8 hours ago, Agame said:

    Is there a toggle for 'feral senses' on the hordes? I thought there was in a previous version, or do they just use the global setting when you start a game?

    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. 5 hours ago, Agame said:

    Related question, is this section the main way the hordes interact with heat:

     

    <!-- Events -->
        <event_chunk_radius>3</event_chunk_radius>
        <event_interest_distance_multiplier>0.5</event_interest_distance_multiplier>

     

    I assume lowering that would make them less likely to pile in on the base?

    Should do, the second setting affects the attraction distance as a multiplier. I'll need to do some more testing with the AI.

  15. 3 hours ago, -Holo- said:

    Not much heat at all really, one of the outposts was a fresh new POI we took over, an older firestation, we had built a campfire but it was not used since we hadn't found cookingpot/grill, and we hadn't done much constuction either, just sitting inside at night stealthed when we heard z's roaring about. sneaking up on the roof (nightvision goggles to the rescue) we watched the horde running back and forth until they somehow detects us.
    This behaviour we have seen on some other outposts aswell, horde comes running kinda straight at the base and running back and forth outside until they detect us. Usually twice a night.

    Would it be possible to tweak the behavior of the horde in the future you think?

    Ideally for my taste, I'd like to run across hordes wandering the world , not necessarily targeting a player since I'm fed up with how 'gamy' the world has become.
     

    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. 3 hours ago, -Holo- said:

    Does the pathing of the horde target a player and hold on it?

     

    We have had this mod active for a while now while playing, and it's been absolutely great to random run into a horde walking past while out looting every so often.

    But recently it seems to always come straight to the small outposts we build and just run back and forth until they detect us.  Making it extremely tedious and boring when it's something you can count on happening twice a night.

     

     

    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.

     

     

    On 8/19/2023 at 1:49 PM, fmkiddo said:

     

    Alright, great to hear it is intended result, not a bug.

    unfortunately, screamers never spawn at all even in towns/cities.. I played with friends couple days on higher tier quest and we've using guns, a lot.

    Usually the game spawned screamers when we generate too much heat/noise in POI inside a city. but it never spawned at all.
    So the spawned zombies much easier to deal with a lot of guns.

    Hope you can improve the mods further, especially on screamer thing, because as server admin, i always tried to surprise my friends to summon a screamer at base to amp the challenge or to test the base defense

    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.

     

    On 8/23/2023 at 4:45 PM, Agame said:

    Dunno if its possible but would be really cool if you could make the hordes escalate similar to the 'horde night' mechanic based on gamestage, that way this mod could completely override the blood moon in vanilla game and it would be possible to remove it. I really do prefer the more dynamic nature of this mod to the way blood moon works so it would be nice to have an alternative.

    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. On 8/17/2023 at 7:38 AM, Wyrm said:

    Had an instance today where a horde spawned inside a trader. This might be an exception to include in the future?

     

    It was a bit fun though having them all trapped inside  :D

     

    20230816205320_1.thumb.jpg.2080a3a658854b6961ef17daeabee02e.jpg

    Yep, might need to increase the detection range.

     

    5 hours ago, fmkiddo said:

    This mod is awesome, really amp the difficulty of the game, especially using as Multiplayer

     

    Umm, when i apply this mod, the screamer stop spawning, even when called using console..
    Is this a bug or intended result?

    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. On 8/11/2023 at 3:57 PM, Darkanger said:

    Is there a way to put in a timer between spawns like days ?

    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.

     

    On 8/11/2023 at 4:12 PM, CrimsonKing said:

    Getting an error with the latest release.

     

    2023-08-10T21:55:25 13408.660 ERR [Improved Hordes] [WorldHordePopulator] ThreadLoop(ThreadInfo): An exception occurred during UpdateAsync: Object reference not set to an instance of an object 
    Stacktrace: 
      at World.GetTraderAreaAt (Vector3i _pos) [0x0000c] in <d7dcfa4979674f179c13273f8b30b551>:0 
      at (wrapper dynamic-method) World.DMD<World::IsWithinTraderArea>(World,Vector3i)
      at World.GetLandClaimOwner (Vector3i worldBlockPos, PersistentPlayerData lpRelative) [0x0000b] in <d7dcfa4979674f179c13273f8b30b551>:0 
      at ImprovedHordes.POI.WorldPOIScanner+POI.IsPlayerConvertedPOI () [0x0002b] in <80d3512d8bed4cc88056a90b32046e32>:0 
      at ImprovedHordes.POI.WorldPOIScanner+POIZone.GetLocationOutside (ImprovedHordes.Core.Abstractions.World.Random.IWorldRandom worldRandom, UnityEngine.Vector2& location) [0x0001b] in <80d3512d8bed4cc88056a90b32046e32>:0 
      at ImprovedHordes.POI.WorldZoneHordePopulator`1[Horde].CanPopulate (System.Single dt, ImprovedHordes.POI.WorldPOIScanner+POIZone& zone, System.Collections.Generic.List`1[T] playerGroups, System.Collections.Generic.Dictionary`2[TKey,TValue] clusters, ImprovedHordes.Core.Abstractions.World.Random.IWorldRandom worldRandom) [0x00082] in <80d3512d8bed4cc88056a90b32046e32>:0 
      at ImprovedHordes.Core.World.Horde.Populator.HordePopulator`1[TaskReturnValue].Populate (System.Single dt, System.Collections.Generic.List`1[T] playerGroups, System.Collections.Generic.Dictionary`2[TKey,TValue] clusters, ImprovedHordes.Core.World.Horde.Spawn.WorldHordeSpawner spawner, ImprovedHordes.Core.Abstractions.World.Random.IWorldRandom worldRandom) [0x00001] in <80d3512d8bed4cc88056a90b32046e32>:0 
      at ImprovedHordes.Core.World.Horde.Populator.WorldHordePopulator.UpdateAsync (System.Single dt) [0x00089] in <80d3512d8bed4cc88056a90b32046e32>:0 
      at ImprovedHordes.Core.Threading.Threaded.ThreadLoop (ThreadManager+ThreadInfo threadInfo) [0x00078] in <80d3512d8bed4cc88056a90b32046e32>:0

     

    Also hordes are being a tad buggy still I think, after killing a horde another shows up almost immediately afterwards don't know if this has something to do with LandClaim blocks or not though I am on day 19 so maybe has something to do with that.

    Will look at the error, thanks for bringing it up. @Wyrm pretty much nailed the reason for hordes showing up often in your case.

     

    On 8/12/2023 at 4:24 AM, Wyrm said:

     

    I have noticed this myself and have a theory about this.

    The commotion when fighting a horde attracts other nearby hordes, meaning that if there are enough hordes nearby, you can end up with multiple waves of zombies coming with a few minutes intervals.  The reason I think this is what happens is that they sometimes come from multiple directions, meaning it most likely is not the same horde.

     

    This is most noticeable after a repopulation-cycle, when horde-density is at its highest. 

    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.

     

     

    15 hours ago, Wyrm said:

    Tried latest version and it seemed to run fine.

    I do wonder if something can be done with the Zombie AI, as it seems to love just forming a long line, making it very easy to deal with them. But that could just be the vanilla AI that is a bit too linear when it comes to path finding.

    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. 4 minutes ago, SylenThunder said:

    Curious question.    Can the latest release be used on a21.0 as that is still the current stable?

    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.   

    On 8/4/2023 at 7:42 AM, Razor_ said:

    I did set "max_hordes_per_player_group" setting to -1 and still experienced non-stop spawning of radiated screamers. Even when I set chance to something like this:

     

      Reveal hidden contents

    <gs min="0" max="75">
                        <entity name="zombieScreamer" minCount="1" maxCount="1"/>
                    </gs>
                    
                    <gs min="75" max="200">
                        <entity chance="0.5" name="zombieScreamerFeral" minCount="1" maxCount="1"/>
                    </gs>
                    
                    <gs min="200">
                        <entity chance="0.3" name="zombieScreamerRadiated" minCount="1" maxCount="1"/>
    </gs>

    It has gotten even worse. A pack of 2 radiated screamers keep spawning right after we killed them. It did not seem to stop. I will disable screamers altogether and see if the problem is fixed.

     

    On 8/6/2023 at 5:03 AM, Casapa said:

    Hi downloaded the latest update today, but ran into a problem.

    Doing a tier 2 had a dog spawn that never ended,  was quite intense for a while, but had to DM out as it wouldn't end. I carried on outside to see if it would finish, but it didn't. 

    Settings haven't been changed, all default.

     

     

    spacer.png

     

    5 hours ago, tithin said:

    I downloaded the mod after the video from GNS, and what I can say from my experience is that

     

    1/ in my established game, I was drowning in wolves, wolves spawned repeatedly, throwing themself into my tunnels and choke points, a literal mound of wolves. No zombies.

     

    2/ in a new game I started, I came across no wandering hordes until I dropped my land claim block, at which point they started and never stopped coming. Can't use my base at all because it is perpetually under zombie siege, which look, zombie apocalypse and all, but even leaving my base and going to do some pois, I come across no hordes, but the second I return to my base, there's easily 20-30 zombies waiting for me, clear them out, another group spawns immediately.

     

    Gonna have to delete the mod which is unfortunate because I like the idea of it.

     

    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. 3 hours ago, tithin said:

    I downloaded the mod after the video from GNS, and what I can say from my experience is that

     

    1/ in my established game, I was drowning in wolves, wolves spawned repeatedly, throwing themself into my tunnels and choke points, a literal mound of wolves. No zombies.

     

    2/ in a new game I started, I came across no wandering hordes until I dropped my land claim block, at which point they started and never stopped coming. Can't use my base at all because it is perpetually under zombie siege, which look, zombie apocalypse and all, but even leaving my base and going to do some pois, I come across no hordes, but the second I return to my base, there's easily 20-30 zombies waiting for me, clear them out, another group spawns immediately.

     

    Gonna have to delete the mod which is unfortunate because I like the idea of it.

    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. On 8/4/2023 at 7:42 AM, Razor_ said:

    I did set "max_hordes_per_player_group" setting to -1 and still experienced non-stop spawning of radiated screamers. Even when I set chance to something like this:

     

      Reveal hidden contents

    <gs min="0" max="75">
                        <entity name="zombieScreamer" minCount="1" maxCount="1"/>
                    </gs>
                    
                    <gs min="75" max="200">
                        <entity chance="0.5" name="zombieScreamerFeral" minCount="1" maxCount="1"/>
                    </gs>
                    
                    <gs min="200">
                        <entity chance="0.3" name="zombieScreamerRadiated" minCount="1" maxCount="1"/>
    </gs>

    It has gotten even worse. A pack of 2 radiated screamers keep spawning right after we killed them. It did not seem to stop. I will disable screamers altogether and see if the problem is fixed.

     

    21 hours ago, Casapa said:

    Hi downloaded the latest update today, but ran into a problem.

    Doing a tier 2 had a dog spawn that never ended,  was quite intense for a while, but had to DM out as it wouldn't end. I carried on outside to see if it would finish, but it didn't. 

    Settings haven't been changed, all default.

     

     

    spacer.png

    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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