icehot
Refugee
The goal for this modlet is to make base building viable again by decreasing the amount of damage zombies deal to blocks. A17 has vastly improved AI which imo is pretty good. However, as of B199, TFP have left the block damage the zombies deal the same as A16.4 which means as they now all target the weakest spot hordes obliterate bases and can get to players really quickly even if it's made of steel.
The aim was to make zombies a threat to your base without it turning to swiss cheese and to still give some pay off to the player for making steel or reinforced concrete etc. I've tested this quite extensively in creative mode, they still get to you, there's still a threat, they can still smash through steel, but it does take them a reasonable amount of time, and pretty much relies on a horde to do it. There are still tank zombies, and I tested this with a typical blood moon horde, of 8 zombies 4 normals, 1 cop, 1 feral cop, and 2 wights. If you set the damage too low, they get bored eventually and give up, however the level I've set it to they didn't seem to get bored, but if you were paying attention you could defend it without losing your entire base.
It also has the advantage that it makes wooden bases viable in the early stage again, as at that gamestage you won't be getting ferals, so the regular zombies still have some trouble getting through wood to you, but will manage it if you don't defend.
I expect they will probably address this in a later build of experimental but for now, I think this feels reasonable to me.
View attachment 25767
Nerf_Zombie_Block_Damage.zip
The aim was to make zombies a threat to your base without it turning to swiss cheese and to still give some pay off to the player for making steel or reinforced concrete etc. I've tested this quite extensively in creative mode, they still get to you, there's still a threat, they can still smash through steel, but it does take them a reasonable amount of time, and pretty much relies on a horde to do it. There are still tank zombies, and I tested this with a typical blood moon horde, of 8 zombies 4 normals, 1 cop, 1 feral cop, and 2 wights. If you set the damage too low, they get bored eventually and give up, however the level I've set it to they didn't seem to get bored, but if you were paying attention you could defend it without losing your entire base.
It also has the advantage that it makes wooden bases viable in the early stage again, as at that gamestage you won't be getting ferals, so the regular zombies still have some trouble getting through wood to you, but will manage it if you don't defend.
I expect they will probably address this in a later build of experimental but for now, I think this feels reasonable to me.
View attachment 25767
Nerf_Zombie_Block_Damage.zip
Attachments
Last edited by a moderator: