Version 2.71 Released!
(Updated download link on original post)
This update is not 2.8, but instead 2.71. The reason is because I haven't completed my biome bosses yet, but completed only the wandering traders. My time was split among other unplanned mod creations -- while I was learning more about coding buffs, triggers and twitch game events. These concepts will be useful for the unique characteristics I want for the biome bosses. I also spent quite some time making the mod patches for NPCMod.
Many of these enZombies updates below were in preparation of the tougher zombies and biome bosses that will be released.
Changes for 2.71:
- code tweaks for handitems in items.xml
- code tweaks in entityclasses.xml
- removed duplicate zombie entries in several groups in entitygroups.xml
- cleaned up and standarized naming convention for all buff decos in buff.xml
- increased infection potentcy of green organic walker/crawler to same level as hazmat zombies
- created python program XMLRipper that extracts all attribute names from any target xml tag
- elemental zombies cannot be burned, electricuted, or dismembered
- tweaked some buffs and nerfs for all elemental zombies and elemental-related bosses
- added stemCell item for use with enZombies survival and enZombies traders mods
New enZombie Traders Add-On (GitHub download link)
This spawns UMA style wandering traders in the wilderness outside. These traders use the built in voices for trader Jen, Bob, Rekt, Hugh, and Joel, and I attempted to match their look and wardrobe as closely to the vanilla traders as possible with the UMA assets.. some turned out ok and others, meh. lol. you can buy and sell goods from them, but they don't have quests. As always, this mod is completely server-side so only need it on the server, but of course you need to have enZombies mod installed.
For now,
these traders are invincible and so cannot be hurt or killed, which is a limitation of the game engine. To prevent traders from becoming cheesy magnet-decoys for zombies and wreak gameplay balance for zombie hordes, they do not cause any damage when attacking. Instead, zombies ragdoll away from traders when attacked in hopes they go elsewhere and avoid continued fighting.
** Alpha 21 will have new code that allows me to fake trader damage, death and de-spawning. Stay tuned. **
New enZombie Survival Add-On (GitHub download link)
This mod changes many game elements to suit my personal playstyle -- adding more challenge and more focus on survival. I did not want to combine this into the main enZombies mod, but just provide this as an optional mod. Again, this survival mod is completely server-side. The changes that this survival mod does include:
- zombies are 4x harder to kill
- there is no locate-trader task for the initial survival quest
- you only get 1 skill point for completing the initial survival quest
- ambient light during night outside and during anytime indoors is a bit darker
- birds nests, yucca, and other resources spawn less in biomes
- death reduces your max health
- new meds call "stem cells" will restore some of the lost max health
- only the wandering traders sell the stem cell meds
** NOTE: If you use the enZombiesHarvest add-on mod or the Zulk patch mod, I made some updates to them so download the latest files from GitHub page **
What I'm currently working on:
- update the patch mod for latest Snufkin zombies
- create patch mod for Guppy A20 zombies
- create more stronger zombies
- continue work on biome bosses
If I broke anything, let me know.