Luckily I found a trader Bob that had one in his chemistry station when I was at 92.3 percent. I'm at 89.7 and falling
No, they attack as soon as they see me. Perhaps if I covered myself in zombie dog turds, the smell might confuse themSo, the zombies are really unsure what to do with you at first glance, eh?
That's an excellent idea! :first: ... You go first. :madgrin:No, they attack as soon as they see me. Perhaps if I covered myself in zombie dog turds, the smell might confuse them
Well I got reinfected at 47%. It got back up to 53% until I received some antibiotics as a mission reward. Now it is at 19. I have six jars of honey and two herbal antibiotics. I'm going to survive. Sorry to disappoint all my fans.Can we get a live ticker here about your infection percentage, please? How is it going?
No disappointment from me! Good on you for actually working to survive in a survival game instead of just giving up for an easy way to drop the debuffs.Well I got reinfected at 47%. It got back up to 53% until I received some antibiotics as a mission reward. Now it is at 19. I have six jars of honey and two herbal antibiotics. I'm going to survive. Sorry to disappoint all my fans.
Well done! Eating glass should never be an option in a survival game!
So, the zombies are really unsure what to do with you at first glance, eh?Luckily I found a trader Bob that had one in his chemistry station when I was at 92.3 percent. I'm at 89.7 and falling
I agree that it would be fun to have infection work that way.While I don't exactly interpret 90% infection as meaning that you are 10% human and 90% zombie, this could be a cool feature. As you get increasingly desperate and throw caution to the wind hunting for a cure, at least the zombies are a bit less sensing of your presence at higher levels of infection. I think it's cool for a game to adjust the blend of challenges like that, instead of merely tacking more onto the baseline.
That’s true, it is more of a “normal bacterial Infection” , as honey/antibiotics “cure” it, and it’s not “antiviral” meds… but it is a good idea. There are some mods that add “more infections” and I wonder if you could add “zed virus” as a possible debuff, and “antiviral” pills. Then if there were a way for feral sense to be “turned down” or stealth to be “turned up” via the buff, you would have an interesting time as it would be beneficial to have a constant level of “zed infection” going (that you would have to manage) to help protect you from being sensed. There was another mod where if you wore a suit of clothes the zeds would not sense you unless you attacked… so maybe it’s do-able.I agree that it would be fun to have infection work that way.
But, to be honest, the way infection is handled in the game all points to this infection not being THE infection (IMO).
I'm sorry, there was a misunderstanding... I'm not a dev, or even a modder! :embarassed:and I wonder if you could add “zed virus” as a possible debuff, and “antiviral” pills.
Or increased hunger and food consumption. :croc:I feel a debuff to the vision would help balance this.
I was just thinking out loud and writing my thoughtsI'm sorry, there was a misunderstanding... I'm not a dev, or even a modder! :embarassed:
Or increased hunger and food consumption. :croc:
This would be nice too. Since starvation is death, have it start burning through your food resources (as the food isn't filling you up as much anymore, its not brains) so you can only sustain a "constant zed-like existence" to get the full power of being partially undead only when you get your food/farming/etc under control. Make it one of those end game goals ( be mostly zed and do whatever you want) but allow it to be used when you think you can (accessible early game, as the vaccine can be looted). I feel "making the vaccine" should be heavily gated or not possible so you can't easily stay a forever 95% zed).Or increased hunger and food consumption