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A19/A18 CreaturePacks - A community entity project

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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.

 
Pushed new version of animals (added some DarkStarDragon Dogs) and slightly lowered spawn rate of Guppy zombies.

 
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.

 
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.
 
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...

 
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!!! :adoration:

 
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?

 
Pushed new versions of packs, mostly rebalancing of spawn rates and new weapons for NPC modlet to consume.

 
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. :chargrined:

I also didnt add him to spawning groups yet as hes a boss, and would need some thought on when/where he appears.

 
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!

 
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... :(

 
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.

 
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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.

 
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.

 
... 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.

 
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