Version 2.7 Released!
(Updated download link on original post)
Wow so that took a while. Thanks for waiting folks.
So first we have the elemental zombies. The moldy green one will appear mostly in the forest, while the stone and sand ones will spawn mostly in the desert, and the iron elemental will show in the wasteland. The sand, stone and iron elementals are immune to bleeding damage and are buffed against ranged attacks. But, take out your shovel and pickaxe and you'll have a better chance! The super radiated one is tough as nails and will irradiate you if you get too close.
Next we have our hospital zombies. These poor folks got turned while waiting for the operating table. They are highly infectious and the nurse and lab female zombies will try try to stab you!
Here are two more lumberjacks to join the earlier two. However, they got the wood-cutting tools on them, and will use them on you without hesitation! They spawn in the forest and snow biomes.
And, here are two more biker zombies - that are a bit bigger than the prior two and are wearing their protective gear... helmets! They are happy to start a bar fight with you anytime.
Among many other things, this update also includes some new loading screen tips. This will provide more descriptions and tips regarding unique enZombies. I've only added a few for now, but more are planned since there are lots of good info about my enZombies.
Below are all the specific details of the v2.7 update.
(Download link to my github is on the main page.)
-removed ability for any zombies that wear hats/helmets, holding items/weapons, or are giants, from becoming crawlers
-removed all custom zombie crawlers to simplify code. existing zombies (that are not mentioned above) can still be crawlers if they are crippled.
-added elemental zombies: enElementalOrganicCrawler, enElementalSandCrawler, enElementalStoneCrawler, enElementalIronCrawler, enElementalSandWalker, enElementalStoneWalker, enElementalIronWalker, enElementalRadiatedWalker
-added custom characteristics to elemental zombies: nerfed ranged weapons against them, bonus to mining tools against them, they do not bleed, they have increased entity and block damage
-redid wandering horde code to use vanilla groups and progression. should make more mods (like UL) no need for patch
-renamed enSnufkinBoss to enScientistBoss1
-added feral versions of khzAiden and khzChang
-added hospital zombies: patientFemale1, patientFemale2, and patientFemale3, patientMale1 and patientMale2, labFemale1, nurseHD
-added more existing zombies: biker3 and biker4, lumberjack3 and lumberjack4
-renamed and streamlined all enemy handitems
-added louder swoosh sounds to the larger weapons carried by zombies: clubs, shovels, pickaxes, stun baton, etc
-updated all entitygroups/spawning code to be more compatible with mods that rely on vanilla zombie groups
-removed game animals from spawning in wasteland (since it was removed from vanilla game)
-added loadingscreen tips specific to enZombies
The following mods have also been updated for use with enZombies v2.7. So if you are using these add-on mods, please go to my github and download the latest one. The readme file within each add-on mod will show what changes have been made.
- enZombieHarvest
- enZombiesSettings01NoNudes
- enZombiesSettings03WildernessSpawn
- enZombiesSettings04WanderingSpawn
- RobelotoZombiePatch
- SnufkinZombiePatch
- ZulkZombiePatch
I have also added another settings mod that allows you to remove any specific enZombie from spawning anywhere. Go to my github page here that lists all the current 'settings' mods -
https://github.com/ErrorNull0/enZombiesSettings . Note: if you are using other zombie mods like Snufkins or Robelotto, this settings mod cannot control their existence.
For the next update i will spend more time on compatibility with other zombie mods (NPCMod and Darkness Falls), and ability to modify attack reach of any enZombie, and modify HP and XP of any enZombie, etc. Of course i'll throw in a couple more new zombies too --- i still want to add some shopkeeper zombies, normal cops, and more zombies that fly and attack with projectiles...
As always please let me know if you see any errors or bugs. Enjoy!
------------
@ktrain I noticed that in the zulk mod, the green giant's feet is slightly floating above the ground. To fix this you can do the following:
- go into the file entityclasses.xml
- look for the section
entity_class name="Zulk"
- within all the "property" tags, create another property tag like below:
<property name="SizeScale" value="0.97"/>
Now the giant looks much better on the ground.