xyth Posted March 9, 2020 Author Share Posted March 9, 2020 If the math is correct, on average the chance of a custom zombie vs a vanilla zombie is 50/50 in biome spawning but i see that the horde spawn is out of balance so i will fix that in todays patch. Link to comment Share on other sites More sharing options...
xyth Posted March 9, 2020 Author Share Posted March 9, 2020 Pushed new version of animals (added some DarkStarDragon Dogs) and slightly lowered spawn rate of Guppy zombies. 1 Link to comment Share on other sites More sharing options...
Odetta Posted March 9, 2020 Share Posted March 9, 2020 Thanks boss. Link to comment Share on other sites More sharing options...
Souhank Posted March 9, 2020 Share Posted March 9, 2020 Thank you very much for all the work and effort you are doing. I have a question, is there a way to make bandits with more accuracy aiming? it would be great it would feel more realistic. Link to comment Share on other sites More sharing options...
xyth Posted March 9, 2020 Author Share Posted March 9, 2020 Thank you very much for all the work and effort you are doing. I have a question, is there a way to make bandits with more accuracy aiming? it would be great it would feel more realistic.[/quote Not in the vanilla version, as the game code forces a delay of a few seconds on the vomit class we use, so its easy to avoid getting hit. On the NPC 'DMT" version they are deadly accurate. 1 Link to comment Share on other sites More sharing options...
mr.devolver Posted March 10, 2020 Share Posted March 10, 2020 Not in the vanilla version, as the game code forces a delay of a few seconds on the vomit class we use, so its easy to avoid getting hit. On the NPC 'DMT" version they are deadly accurate. I don't know, but so far NPCs seem to have this weird delay too when shooting and I do have the latest version of the mods installed. As for the delay itself, what if SphereII added a special code to his core that would allow to avoid this delay if the character is an NPC or bandit? At least people who play with creature pack AND NPCs would have this option to make all the NPCs more of a challenge... Link to comment Share on other sites More sharing options...
xyth Posted March 10, 2020 Author Share Posted March 10, 2020 My testers and I dont see the issue you are seeing with the NPCs. Check that thread. Link to comment Share on other sites More sharing options...
Darkstardragon Posted March 11, 2020 Share Posted March 11, 2020 Second mini quest added, to creaturepack animals this time, and first miniquest in humans pack adjusted slightly. Link to comment Share on other sites More sharing options...
MarissaX Posted March 11, 2020 Share Posted March 11, 2020 Hi - I just had to come here and thank everyone for their work on these packs. They really make the game more varied and more fun. Keep up the great work!!! Link to comment Share on other sites More sharing options...
mr.devolver Posted March 11, 2020 Share Posted March 11, 2020 Second mini quest added, to creaturepack animals this time, and first miniquest in humans pack adjusted slightly. Thank you! I didn't get a chance to start the first one yet. Are these quests implemented in game in form of notes that can be found as random loot? Link to comment Share on other sites More sharing options...
xyth Posted March 11, 2020 Author Share Posted March 11, 2020 Yes. Link to comment Share on other sites More sharing options...
xyth Posted March 11, 2020 Author Share Posted March 11, 2020 Pushed new versions of packs, mostly rebalancing of spawn rates and new weapons for NPC modlet to consume. Link to comment Share on other sites More sharing options...
xyth Posted March 17, 2020 Author Share Posted March 17, 2020 Added the Behemoth. He has a mesh issue that cant be fixed in Unity unless I make new kneeling and death anims, so on death he gets a little, er, excited. I also didnt add him to spawning groups yet as hes a boss, and would need some thought on when/where he appears. 1 Link to comment Share on other sites More sharing options...
doughphunghus Posted March 18, 2020 Share Posted March 18, 2020 Just some input: After you play it through a few times, these packs are exactly the stuff this game needs to keep it fun without changing any of the core elements of the game. Thanks to everyone who has worked on this! 1 Link to comment Share on other sites More sharing options...
mr.devolver Posted March 18, 2020 Share Posted March 18, 2020 Just some input: After you play it through a few times, these packs are exactly the stuff this game needs to keep it fun without changing any of the core elements of the game. Thanks to everyone who has worked on this! Yep, too bad your follower NPC disappears when you die. It used to stay with you through respawn, but not anymore... Link to comment Share on other sites More sharing options...
sphereii Posted March 18, 2020 Share Posted March 18, 2020 Yep, too bad your follower NPC disappears when you die. It used to stay with you through respawn, but not anymore... Fixed it for you, buddy. Re-sync and let me know if it works better. 1 Link to comment Share on other sites More sharing options...
mr.devolver Posted March 18, 2020 Share Posted March 18, 2020 Fixed it for you, buddy. Re-sync and let me know if it works better. Yay! Thank you, I will try and let you know how it works asap! Link to comment Share on other sites More sharing options...
xyth Posted March 18, 2020 Author Share Posted March 18, 2020 Pushed refactored xml, humans no longer extend from zombiemaletemplate, isolating them from other mods that change that base vanilla template. Also prevented cripple walking on ranged humans and lowered chance on melee humans. 2 Link to comment Share on other sites More sharing options...
doughphunghus Posted March 18, 2020 Share Posted March 18, 2020 Yep, too bad your follower NPC disappears when you die. It used to stay with you through respawn, but not anymore... its already been fixed but....wouldn't they mourn you, bury you using your backpack as a marker, and then move on ,,,, having been enriched knowing you for that short time . It would be kind of neat if there was an option to respawn as a different character each time, you find your old base, etc. Link to comment Share on other sites More sharing options...
mr.devolver Posted March 18, 2020 Share Posted March 18, 2020 ... Also prevented cripple walking on ranged humans and lowered chance on melee humans ... See? I told you there's a problem with cripple walking, I didn't know how to describe it, but I'm glad you found the problem and fixed it, at least partially, because I already had several crippled NPCs walking around, never being able to catch any zombie at all and most zombies were actually faster lol EDIT: It would be nice as an option - crippled NPCs would require you to heal them or give them splint or something like that, but permanent effect is game breaking. Link to comment Share on other sites More sharing options...
Darkstardragon Posted March 19, 2020 Share Posted March 19, 2020 unhire em and put em out of their misery.... Link to comment Share on other sites More sharing options...
xyth Posted March 19, 2020 Author Share Posted March 19, 2020 See? I told you there's a problem with cripple walking, I didn't know how to describe it, but I'm glad you found the problem and fixed it, at least partially, because I already had several crippled NPCs walking around, never being able to catch any zombie at all and most zombies were actually faster lol EDIT: It would be nice as an option - crippled NPCs would require you to heal them or give them splint or something like that, but permanent effect is game breaking. Melee NPCs still have a chance of getting crippled but it doesn't effect their attack animations. Ranged has zero chance of getting crippled as it would change thier weapon anims. I think I can work around even that now, but thats a later thing. If you want melee to never get crippled, its just an xml edit now.: <property name="LegCrippleScale" value="0"/> Have you tried applying a splint to the crippled NPC using the right click on them? I know right clicking on them while holding a bandage heals them. Link to comment Share on other sites More sharing options...
xyth Posted March 19, 2020 Author Share Posted March 19, 2020 (edited) Pushed new zombie and human Packs. Walktype9 is now hooked up for any entity using the new controllers (zombie and humanoid). You can test on the nurse, farmer, behemoth etc but not Guppy/darkstar zeds yet. NPCs with the new controller use IsBusy which uses a new idle state or states while they wait on you. Again, those currently are enabled fully on my entities, and maybe on some of darks NPCs. Edited March 19, 2020 by xyth (see edit history) Link to comment Share on other sites More sharing options...
mr.devolver Posted March 19, 2020 Share Posted March 19, 2020 Have you tried applying a splint to the crippled NPC using the right click on them? I know right clicking on them while holding a bandage heals them. Really? This must be a new feature or perhaps I haven't tried healing them in a while. I remember trying to heal them, but it didn't work, that was several versions ago. I kinda wish you could inform us about new features, new things we can do with the NPCs every time the new features are available, but I realize that might be time consuming, so I'm glad you find time to inform us at least sometimes. Link to comment Share on other sites More sharing options...
xyth Posted March 19, 2020 Author Share Posted March 19, 2020 (edited) Healing others is a vanilla feature not one added by us. I tested it just now on a wounded NPC that had autohealing disabld and it fixed him up good as new. Not sure about splints as i cant seem to get them limping now :-) Edited March 19, 2020 by xyth (see edit history) Link to comment Share on other sites More sharing options...
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