Tin Posted January 24, 2020 Share Posted January 24, 2020 .... Link to comment Share on other sites More sharing options...
Tin Posted January 24, 2020 Author Share Posted January 24, 2020 Now available. Link to comment Share on other sites More sharing options...
bigstep70 Posted January 24, 2020 Share Posted January 24, 2020 This looks awesome. I like the waxing and waning effect. A steady wave of "nightmarish abilities" granted to the 'monsters' as the darkness enshrouds the player. How evil Tin, how evil indeed. I love it! Link to comment Share on other sites More sharing options...
JaxTeller718 Posted January 25, 2020 Share Posted January 25, 2020 Your ability to work this kind of magic using xml continues to astound me Tin. Looking forward to giving this one the college try. Link to comment Share on other sites More sharing options...
Tin Posted January 25, 2020 Author Share Posted January 25, 2020 Thanks! I hope you all give it a go, and have fun with it. This is just a core, that I will be building around as time goes on. But also works as just a standalone. heh, just don't get caught unawares, and get snagged-n-grabbed by a group of zeds *melee is still viable ofc though* Link to comment Share on other sites More sharing options...
doughphunghus Posted January 25, 2020 Share Posted January 25, 2020 This is a pretty cool idea. I'm really curious to test out the "progressively damaged gets slower" effect is like when a horde comes at you in a closed room/building. Link to comment Share on other sites More sharing options...
Tin Posted January 26, 2020 Author Share Posted January 26, 2020 This is a pretty cool idea. I'm really curious to test out the "progressively damaged gets slower" effect is like when a horde comes at you in a closed room/building. Yeah, the mechanic gives the player another tactic to employ. See a demo guy running towards your base? tag him a couple times and give yourself a few more seconds to deal with him (mechanic doesn't lessen their explosive power though). Get caught out at night and got some runners outpacing you? Smack'em a couple times to give yourself some breathing room. Got a horde eating through your defenses at break neck speed? tag a few to give you enough time to make that emergency repair. Obviously the rad zombies will eventually heal themselves, if you leave them alone for too long but it will give the player time till they do. Still have some tweaks I want to do with that particular mechanic but that's a later thing. Hope you enjoy it. Link to comment Share on other sites More sharing options...
Tin Posted January 27, 2020 Author Share Posted January 27, 2020 Just a heads up for those that try to use this mod with Telrics Healthbar modlet. The quick way to get this to work with this is: Just rename my folder, so it loads before the healthbar one. This is not to say I will going through every mod to make it compatible with each other (not going to happen) but this one came up, and that is the solution. Link to comment Share on other sites More sharing options...
Tin Posted January 28, 2020 Author Share Posted January 28, 2020 Update. Disregard the work around in order to get Telrics Health Bar mod to work with the 24hr cycle. It has been resolved. Telric has updated and reworked his mod to v2.0. located -> Here <-. Link to comment Share on other sites More sharing options...
Tin Posted January 30, 2020 Author Share Posted January 30, 2020 *Update* Added a Frenzy version of the 24hr Zombie Cycle. [The 'Clean' Version]: No Rage Mechanic, since it controls the Zombies speeds 24 hours a day. [The 'Frenzy' Version]: Has a different type of rage. Zombies can only 'Frenzy' (rage), if they successfully land a strike against the player. Link to comment Share on other sites More sharing options...
doughphunghus Posted January 31, 2020 Share Posted January 31, 2020 I'm loading in "Frenzy" in a game with about 80 other mods. I've got it at "permanent nighttime mode" so it will be nice to slow them down a bit when they chase Link to comment Share on other sites More sharing options...
Tin Posted January 31, 2020 Author Share Posted January 31, 2020 Haha, nice! Hope it plays well with your mod emporium you have going on lol. Link to comment Share on other sites More sharing options...
Guppycur Posted January 31, 2020 Share Posted January 31, 2020 I can attest that the pull in is a bitch... The changes are subtle enough to not know how to game them but powerful enough to change the feel of melee combat. Link to comment Share on other sites More sharing options...
Bubbeenator Posted January 31, 2020 Share Posted January 31, 2020 I like the 'pull' feature when they 'grab' you. Caught me by surprise on Day 1 when I wasn't expecting it and almost killed me. Now, I pay more attention. Just curious if this is offset by higher player skills similar to the stun offset? Or will every zombie always have a chance to pull you in if they hit you? Link to comment Share on other sites More sharing options...
Bubbeenator Posted January 31, 2020 Share Posted January 31, 2020 The description states, "From Noon to Midnight, Humanoid Zombies get progressively stronger and faster every hour." I'm trying to figure out if their fastest speed is equal to the game options setting or will zombies eventually run at Nightmare speed even if I set them to Walk? In other words, if we set Zombies Sprint during daytime and Walk at night... will their top speed with this mod be Walk at Midnight and Sprint at Noon? Oh, and Thanks for making combat more dynamic. Link to comment Share on other sites More sharing options...
Tahaan Posted January 31, 2020 Share Posted January 31, 2020 Cool. I've not yet encountered your classification of Zombies, particularly not "brute". Is this a standard classification? Also what about "earth" blocks? I think all Zombies should be able to destroy Sand and Clay blocks. At least all humanoid. How does this affect Zombie animals and living animals? The one mechanic that's missing is for the "level" of block that they can damage to go up by 1 at night and by 2 on horde night. Link to comment Share on other sites More sharing options...
Tin Posted January 31, 2020 Author Share Posted January 31, 2020 All zombies can already destroy earth and clay blocks in the vanilla game. Brutes are actually a vanilla tag, I just added a couple more to be classified as those (bikers are considered brutes in the vanilla game for instance). Yeah, not exactly sure what you totally mean by the level of the block, but if it is what I think you mean, I don't think it is needed. As the gamestages increase, more higher classified zombies start to get spawned. So more blocks are eventually going to be able to be destroyed. Anyhow, I hope you enjoy it. I just thought it was pretty cool someone else thought of something similar to what I made Link to comment Share on other sites More sharing options...
Tin Posted January 31, 2020 Author Share Posted January 31, 2020 I like the 'pull' feature when they 'grab' you. Caught me by surprise on Day 1 when I wasn't expecting it and almost killed me. Now, I pay more attention. Just curious if this is offset by higher player skills similar to the stun offset? Or will every zombie always have a chance to pull you in if they hit you? All zombies will pull if they hit you. I just thought it made sense that each time they swing, they are trying to grab you. If an actual vanilla 'stun' happens, the pull feature temporarily gets turned off, to work around the potential stun lock from happening. Thats about as much of an offset their is. Link to comment Share on other sites More sharing options...
Tin Posted January 31, 2020 Author Share Posted January 31, 2020 The description states, "From Noon to Midnight, Humanoid Zombies get progressively stronger and faster every hour." I'm trying to figure out if their fastest speed is equal to the game options setting or will zombies eventually run at Nightmare speed even if I set them to Walk? In other words, if we set Zombies Sprint during daytime and Walk at night... will their top speed with this mod be Walk at Midnight and Sprint at Noon? Oh, and Thanks for making combat more dynamic. I didn't really test the different speed setting they have in the game with it, only the defaults. So, atm I can't really say for sure, one way or anther they will get all turned around. I would 'assume', that they still convert to the mod, since I adjust their base speeds. Basically, I am forcing them to be at certain set speed every hour of the day. If the settings are adjusting them in an additive way, then all bets are off in that area, and things could get wonky, for ill or will. The 'boss' classified zombies are the fastest, and they are set similar to vanillas top zombie speed. Other then that, each zombies classification has different top speeds they can reach. This gets changed a bit, if you go the 'Frenzy' version. They get a "0.5" speed bump up, when they go into frenzy mode. So each zombie will get that frenzy increase, even the Boss types, which will then be my vision of insane speeds. Hope that answers everything Link to comment Share on other sites More sharing options...
Tin Posted January 31, 2020 Author Share Posted January 31, 2020 Posted a video of the modlets being tested in the OP, along with ZehMatt's WalkerSim mod. Link to comment Share on other sites More sharing options...
belfegor Posted January 31, 2020 Share Posted January 31, 2020 Top work! It would be cool if the zombies also be stronger day by day.... Link to comment Share on other sites More sharing options...
Bubbeenator Posted January 31, 2020 Share Posted January 31, 2020 All zombies will pull if they hit you. I just thought it made sense that each time they swing, they are trying to grab you. If an actual vanilla 'stun' happens, the pull feature temporarily gets turned off, to work around the potential stun lock from happening. Thats about as much of an offset their is. Thanks for clarifying. The 'stun lock' is what I was mostly concerned about. I was expecting that a ninja level melee fighter would be able to avoid the grab/pull. That's why I asked for a bit of clarification. Again, thanks for taking on the challenge of making this mod. It is appreciated. Link to comment Share on other sites More sharing options...
Tin Posted January 31, 2020 Author Share Posted January 31, 2020 Thanks for clarifying. The 'stun lock' is what I was mostly concerned about. I was expecting that a ninja level melee fighter would be able to avoid the grab/pull. That's why I asked for a bit of clarification. Again, thanks for taking on the challenge of making this mod. It is appreciated. Thanks! Yeah, it all comes down to the individual player abilities, in how well they can control their character. If they mess up the timing? or got caught unawares? they failed their ninja skills on a personal level, and pay a small price for it I also wanted to give people who are just not that skilled as of yet, just enough challenge, without going over the top. It's just no fun when you get rekt all the time, or if you feel that every time you make one mistake, its end game. It just gives a good feeling of accomplishment, knowing "yeah, you almost died." BUT! you lived through it. At least, that is what I am hoping to achieve with it. - - - Updated - - - Top work! It would be cool if the zombies also be stronger day by day.... Thanks! Depends on if TFP add the necessary stuff I can use, to make that happen. As of right now, I can't. or I haven't thought of a way to do it yet. Link to comment Share on other sites More sharing options...
doughphunghus Posted February 1, 2020 Share Posted February 1, 2020 Yeah its a lot. I grabbed everything I thought I wanted in a game, then culled out the things that were very broken. I'm hoping to accomplish 3 things: - Put together a list of all the stuff that plays well together (for my style of game) and then publish the list for others. - Figure out if my own mods need tweaking (they do) - Figure out what other mods I want to make (thought of 3 so far) to make the game feel "better". Think I need to nerf getting turrets in loot, remove head lights, and dim any torches/flashlights (if I can) Link to comment Share on other sites More sharing options...
Tin Posted February 2, 2020 Author Share Posted February 2, 2020 *Update* Fixed issues with the [Clean] and [Frenzy] versions. Now, Zombies will correctly slow down and get weaker when being damaged. sorry for the mishap for anyone who is using them Somewhere along the way, things got tweaked and broke that part. For those that didn't notice it? Ummm, everything is fine! No seriously, sorry for the inconvenience. Edit: also lowered the "Snag" chance to only 20% in both. was a lil OP at night for the zeds Edit2: Little surprise added to the Frenzy version. Read description in the OP about it. Link to comment Share on other sites More sharing options...
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