Since the game apparently has no interest in saving health or the dismemberment I decided to do that myself. Health/Dismemberment is now fully persistent even when you exit and load an existing save, this only applies to zombies spawned by WalkerSim.
Changelog
Fix: Zombies that despawned a few in-game days before would immediately die when spawned again.
Fix: Health is now properly saved across despawns/spawns also after exiting and loading existing saved game.
Fix: In some cases it failed to spawn a zombie where it should have been possible.
Feature: Dismemberment state is now persistent.
Feature: Despawned zombies that have dismembered legs will now move slower in the simulation.
Change: Spawn selection now cycles through entity groups with better respect to `none`, spawn chances should now better reflect original.
With this new release I consider it to be 1.0.0, thanks everyone for the all support and all the testing!
Changelog
Fix: Pausing the game did not pause the spawn protection time.
Fix: Enemy animals did not spawn, snakes, dogs and so on should now be back.
Feature: The distance the sound travels now considers the environment, for example, when in-doors then sounds will not travel as far making gun play more viable, this applies to all sounds emitted.
Improve: The spawn chances now respect `none`, when `none` is selected it substitutes with ordinary enemies now, this was the cause for a lot of strong zombies to spawn.
Improve: Performance improvements, there was a chance for some small hangs to happen, this should be resolved now.
Change: Agents in the simulation will now use the same rage walk speed set by the game when affected by sounds.
Fix: The simulation now keeps track of the TimeToDie variable, which potentially caused Ferals to live past their expiry time.
Fix: The code to prevent spawning already existing classes could actually do the opposite in some cases.
Feature: Added a heuristic to detect cities on the map by looking for POI clusters; in rare cases, it might falsely classify a cluster as a city.
Feature: Added movement processor `PreferCities`, which allows keeping zombies within cities.
Feature: Added movement processor `AvoidCities`, which allows keeping zombies outside cities.
Feature: Added movement processor `CityVisitor`, which has zombies stay in and traverse cities before moving to the next one.
Change: Default configuration has been reworked to use the new features, and the default population density has been reduced to 140. This should be less overwhelming now.
Change: Reduced the speed of simulated agents from 1.4m/s to 0.8m/s.