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enZombies - More Zombie Variations


ErrorNull
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thanks @SideShow_Bob and @Blue mame for the complimenets. 😎

 

FYI - i am currently working on code cleanup and a number of under-the-hood improvements which will allow me to more efficiently customize zombie attributes like HP, XP, and attack ability (handItems) for new zombies down the line. planning to post an update in a few days.

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Posted (edited)

Version 1.8 Released!

(Updated download link on original post)

 

- code cleanup and fixed a number of inconsistencies
- re-calibrate HP and XP of all zombies to be more consistent
- zombies of each biome have attack stats and buffs that are more unique
- added lab creatures that spawn only in some of the glass pods
- increased spawning of animals in all biomes
- increase spawning of giants in all biomes
- removed flamer zombies from screamer scout hordes

 

As I get a better understanding of all this XML, I am better organizing my code and cleaning up redundant and unneeded XML. This update contains those improvements. I also tweaked HP and XP parameters of all the enZombies. For example, since females generally have less HP then the male zombies, they now provide less XP. Biome zombies also have unique attack buff characteristics below:

 

FOREST ZOMBIES are 2x more infectious as vanilla. This is because the forest climate is more hospital for life and so more alive with bugs, creatures, and germs.

 

DESERT ZOMBIES are half as infectious as vanilla. This is because the hot sand and dry climate tend to make it harder for bugs and germs to spread.

 

SNOW ZOMBIES have slightly more HP, slightly stronger attacks, and 2x more chance to cause fatigue and stun. This is because the numbing cold makes you easier to tire during a fight, and the frozen flesh of the zombies make them tougher to 'hurt'.

 

BURNT ZOMBIES are 3x more infectious and 2x more likely to cause abrasions and lacerations. This is because the combination of burnt and charred flesh of zombies and warm surroundings make infections easier. The burned fingers of these zombies often exposed to the bone and can more easily claw at your skin.

 

WASTELAND ZOMBIES are 5x more infectious, 2x more likely to cause abrasions/lacerations/bleeding, and have stronger attacks. This is because... it's the wasteland. LOL. This should compliment nicely with the goal of upcoming Alpha 20 to be a more challenging biome.

 

In addition, strippers are more infectious, zombies that wield weapons or are generally taller have farther reach, etc.

 

Lastly, I discovered the SleeperTestChamberGSList spawner which spawns the zombies inside those glass test chamber pods located in the skyscrapers. I felt this was a great chance to have another unique zombie. So I created male and female test chamber Lab Creatures. In the vanilla game, one possible narrative is that the mad scientists pulled random zombies off the street, threw them in the glass pods, and irradiate them to make them a weapon. In my story, the mad scientists have cloned and grown new humanoid creatures in the lab, in order to create an ultimate weapon. I think it'll work. :)

 

These lab creatures have pale skin because they've never seen the sunlight, and they have enlarged heads which help in their special abilities. As your gamestage increases, stronger and bigger versions of the lab creatures will appear. Unfortunately, the only POI that uses uses the SleeperTestChamberGSList  in the vanilla game is the skyscraper_03 POI. Ah well. Zombies that do not appear as frequently have a bit more novelty to them.

 

A19-5-2021-08-19-19-51-40.jpg

 

Let me know if you encounter any errors with this latest update. Enjoy!

 

 

 

 

Edited by ErrorNull (see edit history)
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ErrorNull I got a new quest idea i want u to check out. I call it Titan clash (ill let u guess what thats a reference to) where ur task is to locate a group of titans (group of giants) and massacre them. Now this is obviously a late game quest so hopefully there wont be too many cocky players. when u open the quest to read it, it will say. "if you found and read this note then you would realize jack has finally been defeated (jack the giant killer reference) but not before causing heavy damage to the group of giants that killed him. If you the reader believe you have the balls to finish the job you may just be the one. (matrix reference) with that said gather your best weapons and equipment and finish the job jack started. now this quest idea may seem a little insane but i think it would be a good challenge for players who play at more extreme levels including myself. now the details are simple qhen the rally pint is activated it will spawn 3 forest and snow Giants and 2 wasteland Giants as the group leaders. now in the story of this quest jack viewed the 2 wasteland Giants as the king and queen of the group like a game of chess so he believed killing those two would make the other Giants retreat. so the quests objective is to kill the wasteland Giants now theres no retreat mechanic in the game at all except for aggressive animals but that wont matter since everyone who uses this mod would kill every giant they find as long as they have good weapons. but thats my new quest idea, let me know what u think. 

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Pretty neat idea. 👍 Just to be sure i get it though:

 

Challenge quest spawns:

- 3 forest giants

- 3 snow giants

- 2 wasteland giants

 

Challenge quest completion goal:

- kill both wasteland giants

 

You mentioned aggressive animals. Which animals were you thinking to also spawn?

 

What would you say is a fair reward for completing this quest?

 

Just for reference, current completion rewards for the existing goblin quests:

 

Goblin Raid: 1,000 coins / 1,500 XP

Forest Goblin Raid: 7,500 coins / 8,800 XP

Desert Goblin Raid: 7,700 coins / 8,900 XP

Snow Goblin Raid: 8,000 coins / 9,000 XP

Red Goblin Raid: 8,500 coins / 9,900 XP

Wasteland Goblin Raid: 9,500 coins / 10,500 XP

 

I can add this to the next update.

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well I dont know any animals the giants would use in combat unless u count the mittens or paindeer (but then the snufkin's zombies addon will be required. I only mentioned aggressive animals because in vanilla they have a mechanic where they will temporally retreat when injured.

considering the extreme fight this quest would have I think the quest reward should be a full stack of 20000 casino coins if not higher (i'll leave that up to u) and 1000000 XP as well as maybe high quality high tier weapons. now the quest focuses on the giants but the fight should include several ENzombies from the forest snow and wasteland biomes to increase the intensity and therefore the length of the fight. little side note i also like to edit the codes to give the wasteland giants much higher health than the other giants cause u know nuclear radiation often does that in other games.

now all quests look like yellow sticky notes but since this one is more of a boss fight the note icon should be dark red or any other mean looking colors u choose.

hopefully these details help u assemble the new quest. If u need more quest ideas especially for any other bosses u add in the future im a guy u can talk to.

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On 8/21/2021 at 9:02 PM, AndrewT said:

in vanilla they have a mechanic where they will temporally retreat when injured.

i see yea. in my goblin raid quests, i use wolves, direwolves and coyotes that fight alongside the goblins. in version 1.7, i made special versions of the wolf, direwolf, and coyote specifically for the goblin raid quests - so that they do not run away when injured and do not attack the other goblins.

 

this certainly does sounds like a big boss level battle.. and would certainly make a nice challenge for a single player raid. aside from making these challenges unsharable, which i have already done for all the existing goblin raid quests, i wish there was a way to scale the difficulty (or say the number of spawned enemies) based on gamestage. when other players happen to free-ride on the quest it makes the raid less challenging.

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4 hours ago, ErrorNull said:

i see yea. in my goblin raid quests, i use wolves, direwolves and coyotes that fight alongside the goblins. in version 1.7, i made special versions of the wolf, direwolf, and coyote specifically for the goblin raid quests - so that they do not run away when injured and do not attack the other goblins.

 

this certainly does sounds like a big boss level battle.. and would certainly make a nice challenge for a single player raid. aside from making these challenges unsharable, which i have already done for all the existing goblin raid quests, i wish there was a way to scale the difficulty (or say the number of spawned enemies) based on gamestage. when other players happen to free-ride on the quest it makes the raid less challenging.

yeah all true. thats also the problem with the vanilla quests the blitz defense quest for instance u only get 4 football zombies and only have to kill 2 of them to complete the quest. Also I was talking with arramus about this idea for boss zombies, he said he liked the idea but making new codes for this feature would make the mods no longer serverside uinless The Fun Pimps add a mechanic with this idea in vanilla we can base on it. the idea is enemy weak-spots which are common on large high level enemies and bosses in many different games. One example i mentioned that arramus liked was if we could shoot the scorchers gas barrels making them explode. what are your thoughts on that idea for boss zombies?

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Version 1.9 Released!

(Updated download link on original post)

 

- added all KHzMuzik UMA zomies into enZombies. spawns only in wandering horde for now. Thanks @khzmusik for your permission. 😎
- added 4 male and 4 female weapon-wielding punk zombies (spawns only in wandering horde for now)
- created Snufkin 'mad scientist' boss. spawns only in challenge quest when using Snufkin Zombies addon. (refer below)
- updated localization.txt to give all enZombies new on-screen names
- updated localization.txt to display cleaner on-screan names for all vanilla zombies
- ensured any weapon-wielding zombies do not have crawlers
- slightly increased bears and zombie bears spawning in forest
- removed flame effects (on some torches and bodies) when zombies are killed
- updated wandering horde to include feral zombies
- removed from wandering horde any zombies that don't make sense for all biomes: burnt zombies, snow zombies, vultures, etc.
- ensured the lab creatures also spawn within wandering hordes

 

A19-5-2021-09-04-15-42-01.jpg

 

A19-5-2021-09-04-15-56-28.jpg

 

 

Snufkin Zombies Addon Update:

(updated Addons section on original post)

Version 1.1b Update:  ** be sure the .zip file is enZombiesAddonSnufkin1_1b.zip **
- added a chain quest that showcases all Snufkin zombies and the 'mad scientist' Snufkin as the final boss! 😲
- ensure Snufkin, KHzmuzik, enZombies, and vanilla zombies can all spawn together within wandering hordes
- added on-screen description of Parasite's health drain buff, and increased health drain from 15 to 25
- added on-screen description of Wrestler's taunt buff
- improved positioning of undertaker's shovel and motorhead's axe to look better during swing
- added localization.txt to allow cleaner in-game display of all snufkin zombie names
- made bigger zombies have farther reach to be more consistent with reach proportion of enZombies
- made weapon-wielding zombies have higher chance of injury buffs (bleeding, lacerations, etc)

 

A19-5-2021-09-04-16-01-14b.jpg

 

 

Plans for next update:
- challenge quests for punk zombies
- challenge quests for KHZMuzik zombies
- more challenge quests for Snufkin zombies
- goblins and giants appear in special waves in horde night
- snufkin zombies appear in special waves in horde night
- new addon to allow harvesting zombie bodies

 

Any errors or bugs, let me know. Enjoy!

Edited by ErrorNull (see edit history)
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On 8/23/2021 at 7:06 PM, AndrewT said:

One example i mentioned that arramus liked was if we could shoot the scorchers gas barrels making them explode. what are your thoughts on that idea for boss zombies?

That would be an awesome mechanic. Kind of like shooting off limbs, but this time shooting off bits of armor or weapons. Currently by using the UMA models, we can attach certain prefabs and blocks onto the zombies, but those attached objects can only act as dummy visuals. For example, the knives and clubs that you see attached to my Punk zombies. Unfortunately, there does not seem to be a way to really hook any code or functionality to those objects in order to have them react to any sort of physical stimuli ... like bullets or attacks. so any 'disarming' mechanic is not possible via UMA technique. The devs can add this feature the proper way from their end with the new added meshes, animations, and particles, but you might have to stand in line behind all the other feature request that others have posed throughout the years.  😉

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10 hours ago, ErrorNull said:

That would be an awesome mechanic. Kind of like shooting off limbs, but this time shooting off bits of armor or weapons. Currently by using the UMA models, we can attach certain prefabs and blocks onto the zombies, but those attached objects can only act as dummy visuals. For example, the knives and clubs that you see attached to my Punk zombies. Unfortunately, there does not seem to be a way to really hook any code or functionality to those objects in order to have them react to any sort of physical stimuli ... like bullets or attacks. so any 'disarming' mechanic is not possible via UMA technique. The devs can add this feature the proper way from their end with the new added meshes, animations, and particles, but you might have to stand in line behind all the other feature request that others have posed throughout the years.  😉

right we would have to do some serious C# to pull it off, unless the fun pimps do something. speaking of which if you've seen the upcoming gasser zombie which i mentioned a few times I hope they add a mechanic to that guy where u can permanently eradicate his gas cloud (which i assume will heal him and nearby zombies) by shooting the giant gass bubbles all over his body that look like giant pus pockets. If they add that to that zombie then we can use that code to add weak-spots to our custom zombies especially the bosses. not to mention a zombie that can heal himself and other zombies is usually enough to make that particular zombie a boss. either way, weather through mods or vanilla updates 7DaysToDie has needed some bosses for a long time.

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8 hours ago, ZombieMax said:

 

 

This mod when loading the world this appears to me on the console and it is to know if it affects something or not and a very good mod

 

spacer.png

hi @ZombieMax those warning messages are OK to ignore and will not cause problems to enZombies mod.

 

But, it's interesting that you are getting such warnings in the first place. the warnings mean that my mod cannot find the biome names like "pine_forest", "desert", "snow", etc in the XML code so that it can delete them. but, since they are already deleted, my mod is happy anyway. those biome names are part of the vanilla code so i'm surprised they are not there. do you have any other mods installed along with enZombies?

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On 6/9/2021 at 1:26, ErrorNull said:

Hola @ZombieMax esos mensajes de advertencia están bien para ignorar y no causarán problemas a enZombies mod.

 

Pero, es interesante que esté recibiendo tales advertencias en primer lugar. las advertencias significan que mi mod no puede encontrar los nombres de bioma como "pine_forest", "desierto", "nieve", etc. en el código XML para poder eliminarlos. pero, como ya están borrados, mi mod está contento de todos modos. esos nombres de bioma son parte del código vainilla, así que me sorprende que no estén allí. ¿Tienes otros mods instalados junto con enZombies?

If I have enough mods installed as a bigger backpack, mods to loot objects that cannot be serialized, add elements that are deactivated and for zombies I only have yours with the addon.
Is it normal that day 1 without equipment and such as the addon zombies appear?
And after errors because the warning that I comment on you and then red types of null when entering certain houses but otherwise an excellent mod
I am sorry for my bad english
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first. I have to say thanks. For all these days i used your model . It's so funny.I'm getting to boring in old model. And there was a little problem to me. That model called hell fly something is killing me! Please tell me how to remove that model. help ...me ...Oh god...    oh....and that thing is not a zombie!It‘s a 

machine robot!

Edited by dujinyuan (see edit history)
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Hi @ZombieMax mods that add a bigger backpack or change loot and add items should not cause any problems with the enZombies mod. if you are getting the red errors called NullReferenceException, then there are a couple POIs that could cause that. Can you let me know which POIs gave you the red errors?

 

Hi @dujinyuan the flying drones (HellFlyer and HellShocker) are part of the Snufkin Zombies addon mod. You probably have not encountered many of the other Snufkin zombies yet because most are even stronger than the Hell Flyers LOL. All of the zombies from that addon are fairly strong actually and I tried to set the spawn probability fairly low.

 

Here is how you can stop the HellFlyer from appearing:

 

- exit from the 7 Days game if it's running

- find the file called entitygroups.xml

- this file is located in the Mods folder, inside enZombiesAddonSnufin folder, and inside Config folder

- using a text editor, open up this file so you can view the contents of the XML code

- scroll to the very bottom of that file

- you will see the very last line says </configs>

- go to a blank line above that </config> line

- copy and paste the code below into the blank line

- then save the file and start up your game.

 

<set xpath="/entitygroups/entitygroup/entity[@name='HellFlyer']/@prob">0</set>

 

In the code above, you can see the number zero. This will prevent the HellFlyer from spawning. If you want to prevent any other Snufkin zombies from spawning, you can just make an exact copy of that code and add it below that current line. Then, replace 'HellFlyer' with a different Snufkin enemy that you want to remove. Below are all the different Snufkin zombie names that you can use in the above code:

 

zombieScorcher zombieBanshee zombieMantis zombieGeist zombieScarecrow zombiePsycho zombieSiren ZombieUndertaker ZombieBomber ZombieJuggernaut zombieCowhead zombieParasite zombieWendigo zombieWrestler ZombieArchon zombieMotorhead Paindeer Mittens HellLion HellBear HellWolf HellBoar HellFlyer HellShocker SharkWFLB ZombieJuggernautGolden zombieGeistArcher zombieHisser zombieTipsySquatch zombieDirewolf zombieTipsyPinkSquatch zombiePsycho ZombieArchon

Edited by ErrorNull (see edit history)
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10 hours ago, Nagano said:

Thanks for this nice zombies :D only thing which annoys me, is that the zombies dont get shocked in the electrical hences. Do you know whats wrong?

hi @Nagano - yes this is a behavior i noticed too. these UMA type zombies don't get shocked initially, but i've found that oftentimes if they are knocked down while touching the wires, then they will get shocked. the stun batons electrify them just fine though. much strangeness. i'm still experimenting with this to see if it's just some XML parameter i need to modify in the Buffs, Blocks, or Entityclass files to mimic the vanilla zombie characteristics. but it in the end, it might be a limitation of UMA zombies. hopefully there is a solution. 😓

 

A19-5-2021-09-11-18-09-41.jpg

Edited by ErrorNull (see edit history)
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ErrorNull i was thinking about the ENwolves and cyoties and i thought it would be cool if they had some kind of symboles on them based on what biome there in or something like that. this is just a small idea i had but let me know what u think.

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3 hours ago, AndrewT said:

ErrorNull i was thinking about the ENwolves and cyoties and i thought it would be cool if they had some kind of symboles on them based on what biome there in or something like that. this is just a small idea i had but let me know what u think.

hi @AndrewT like what kind of symbols? like they wear some kind of object? or, tattoo or different color fur? keep in mind i can only use what objects and textures that already exist in the vanilla game. if you are thinking of creating a brand new object or symbo to put in the game, that is outside my purpose of this mod - because it will require players on a server to download files.

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I see. well they can have items in the vanilla game on their sides kind of like how the goblins and giants have items in their hands but just like the goblins and giants the items seen on the sides of the wolves and kyoties are based on what items you would expect to see in whatever biome they are so for example the wolves in the forest goblin raid you can expect to see items common in the forest biome being carried by the wolves. now exactly what biome items the animals carry ill leave up to you.

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5 hours ago, AndrewT said:

I see. well they can have items in the vanilla game on their sides kind of like how the goblins and giants have items in their hands but just like the goblins and giants the items seen on the sides of the wolves and kyoties are based on what items you would expect to see in whatever biome they are so for example the wolves in the forest goblin raid you can expect to see items common in the forest biome being carried by the wolves. now exactly what biome items the animals carry ill leave up to you.

 

i'll definitely explore that idea. i'm sure there are a number of existing items that can make sense to attach to animals - like a few of the weapon meshes (spears, clubs, etc) and other meshes like jars, torches, item bags, etc.  I've also seen in other mods where the texture of the vanilla zombies and animals are replaced with other in-game textures, like wood or metallic textures. for example the vanilla wolf has a water/liquid texture or flame texture. it looked pretty awesome. i'd like to use some of those ideas too for more zombie and animal variations

 

@TomGun42 was that a mod you created yourself for your server? those new textured zombies were nice.

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34 minutes ago, dujinyuan said:

ah. I used your mod....but...CreaturePackzombie mod is not working any more. May i ask you  what's wrong with it..? I can't use them both? Or i don't get it.

all other zombie mods will likely have problems working with enZombies unless you make some adjustments to the XML files. it's because i made a lot of changes to the same files that the other zombie mods like Creaturepack use. if you reeaally reaaally want.. i can make a new addon for enZombies mod that will add Creaturepack zombies to  spawn too.

 

but just to be sure, @xyth let me know if this is OK with you. i won't be making any changes to the creaturepack zombies themselves, it will just be the spawning behavior so that it will cooperate with enZombie existing spawning code. you will be credited on the addon mod as well as everywhere else. What do you think? 😎

 

lastly, there are many Creaturepacks. which one's did you want to use with enZombies? or all of them? it will prob take a few days for me to review one on and incorporate into and addon. if you have a certain priority, let me know.

 

0-CreaturePackAnimals - Things like animals, birds, insects etc.

0-CreaturePackHumans - Various bandits, traders, and survivors and other humanoid rigged entities

0-CreaturePackMechs - Robots, drones and other mechanical things like SphereBot, the avatar of my modding partner SphereII

0-CreaturePackZombies - Zombies, you know, dead things that used to be human. Humanoid rigged.

0-CreaturePackFantasy - Everything else that doesn't fit in the 4 other categories. Swarms, Orcs, Pokemon etc.

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