Version 1.8 Released!
(Updated download link on original post)
- code cleanup and fixed a number of inconsistencies
- re-calibrate HP and XP of all zombies to be more consistent
- zombies of each biome have attack stats and buffs that are more unique
- added lab creatures that spawn only in some of the glass pods
- increased spawning of animals in all biomes
- increase spawning of giants in all biomes
- removed flamer zombies from screamer scout hordes
As I get a better understanding of all this XML, I am better organizing my code and cleaning up redundant and unneeded XML. This update contains those improvements. I also tweaked HP and XP parameters of all the enZombies. For example, since females generally have less HP then the male zombies, they now provide less XP. Biome zombies also have unique attack buff characteristics below:
FOREST ZOMBIES are 2x more infectious as vanilla. This is because the forest climate is more hospital for life and so more alive with bugs, creatures, and germs.
DESERT ZOMBIES are half as infectious as vanilla. This is because the hot sand and dry climate tend to make it harder for bugs and germs to spread.
SNOW ZOMBIES have slightly more HP, slightly stronger attacks, and 2x more chance to cause fatigue and stun. This is because the numbing cold makes you easier to tire during a fight, and the frozen flesh of the zombies make them tougher to 'hurt'.
BURNT ZOMBIES are 3x more infectious and 2x more likely to cause abrasions and lacerations. This is because the combination of burnt and charred flesh of zombies and warm surroundings make infections easier. The burned fingers of these zombies often exposed to the bone and can more easily claw at your skin.
WASTELAND ZOMBIES are 5x more infectious, 2x more likely to cause abrasions/lacerations/bleeding, and have stronger attacks. This is because... it's the wasteland. LOL. This should compliment nicely with the goal of upcoming Alpha 20 to be a more challenging biome.
In addition, strippers are more infectious, zombies that wield weapons or are generally taller have farther reach, etc.
Lastly, I discovered the
SleeperTestChamberGSList spawner which spawns the zombies inside those glass test chamber pods located in the skyscrapers. I felt this was a great chance to have another unique zombie. So I created male and
female test chamber Lab Creatures. In the vanilla game, one possible narrative is that the mad scientists pulled random zombies off the street, threw them in the glass pods, and irradiate them to make them a weapon. In my story, the mad scientists have cloned and grown new humanoid creatures in the lab, in order to create an ultimate weapon. I think it'll work.
These lab creatures have pale skin because they've never seen the sunlight, and they have enlarged heads which help in their special abilities. As your gamestage increases, stronger and bigger versions of the lab creatures will appear. Unfortunately, the only POI that uses uses the
SleeperTestChamberGSList in the vanilla game is the
skyscraper_03 POI. Ah well. Zombies that do not appear as frequently have a bit more novelty to them.
Let me know if you encounter any errors with this latest update. Enjoy!