Additional options requests

Hope everyone is enjoying the new update, so many new options to play with and the fact i can make a difficulty harder than insane nightmare? Even if i have yet to create a world with survivable settings... thank you so much TFP for the new options.


Entities:
Enemy Siege/explosive damage
- Mines set to 300% and Chuck has a grudge against properly maintained roads.

Entity health bars and entity damage, please add something to display options so people on servers with the settings enabled can turn them off if they decide.
- Some want it on, some want it off. Similar to third person view lets admins decide to allow on the server or not and players decide if they want to enable it.

Feral sense intensity, low, medium and high.
- If feral sense had low medium and high settings, it feels like it would default to high.

Chance for zombies to spawn with feral sense, default all, low, medium, high, scaling by biome and scaling by trader tier.
- Currently feral sense is an all or nothing, the zombies spawn and charge at you from maximum distance. When turned off it feels like the zombies dont want to play, with it on the difficulty multiplies other difficulty options beyond reason.

Zombie rage 15%-100%, random, scaling by biome, scaling by trader tier settings.

World:
Storm's duration random, short, medium, long, scale by biome, scale by trader tier.

Minimum time between storms, 8 hours, 16, 24, 48 etc
Storm shelter time requirement increase/decrease

Clothing shelter time increase/decrease
- I would like options to make storms last longer as you progress through the biomes/game, with the ability to make wasteland storms last an entire day if possible.

Resources:
Loot bag delay, 30 seconds, 1 minute, 2, 4, 6 etc
- Minimum time requirement until additional loot bags can drop. Prevents excessive lootbags when doing infested tier 6 quests in storms.

Crafting:
Repair degradation, random hard(rolls twice, worse outcome), random easy(rolls twice, best outcome)
- variable degradation

Permanent degradation/diminishing returns
- Combining equipment will restore lost degradation less and less as combining continues eventually forcing players to discard equipment.

Misc:
Harder quests chance - Quests have a % chance to use infested quest zombie spawns without increasing gamestage or spawning an infested cache.
- Sometimes when doing quests there will be twice as many zombies the player has to deal with.

World spawn, Default, burnt, desert etc.
- Players will spawn in the specified biome

Special zombie biome no spawn limits
- Allow biome zombies to spawn in any biome, or after completing trader tiers/blood moons in the associated biome.

World Generation:
Traders fewer, normal, many, scaling by biome.
- More or less traders as desired, harder biomes can have more traders for more quest access.

Special options via world gen or misc:
No Traps, inspired by the video game Terraria's 'NO TRAPS' secret seed.
- Spawns wasteland landmines in all biomes and inside buildings.

Not the Bees!
- Zombies have a chance to be replaced with the desert ranger.

I'm Spartacus!
- Zombies can spawn with other zombies animation sets.
 
Blood moon exp diminishing returns low medium high
- For when you want the challenge of high blood moon zombie counts but dont want to skyrocket progression through levels

Blood moon count scaling by biome, progressive
- Harder biomes = larger horde night
Progressive = larger hordes per survived horde night
 
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