So, with all the additions of returning to the Survival aspect, I feel outside loot bags and gamestage increase, there should be more challenge. Especially to the Wasteland biome.
My idea with the Wasteland biome is that without a hazmat suit. And because the wasteland is so radioactive and toxic, even buildings shouldnt protect you from the biome. Instead, a unique craftable item that is powered can be crafted, a Air Purifier, and PVC wall lining should cover the walls inside your base. Along with that, sealant doors should be crafted to protect from radiation to provide 100% radiation protection. Only when an area is ENCLOSED with PVC and sealed with lead-lined iron doors can it be 100% radiation protected. Obviously PVC should be crafted with Polymer which gives that another use in endgame if you want to build a base inside the wasteland.
Now, I also don't feel like there are enough zombies in the Wasteland, nor are they strong enough. With the radiation comes a new type of mutated zombie, meaning that mutated zombies can have the regular ingame variant or this new variant mutation. Zombies that can spawn with 2 heads, 3 arms, and/or 3 legs. These zombies have a special trait, where 3 arms grant extra damage, 2 heads grant extra health and increased feral sense, even during the day, and 3 legs make them run faster then even the Wight, Biker or businessman when theyre radiated. The higher gamestage you are, the higher possibility zombies will spawn with multiple traits. For instance, 3 arms and 3 legs. Also introducing; SWAT zombies. Patrolling large cities and found in the Prison, Police Department, etc, these are armored zombies that carry a riot shield and bash the survivor with it.
Another change to the Wasteland, huge wandering hordes of up to 64 zombies. Each biome before should gradually get larger and larger hordes. Burnt forest and forest have 8 zombie wandering hordes. Desert has 16 zombie hordes. Snow has 32 zombie hordes, and Wasteland has 64 zombie hordes.
The Wasteland should have a wandering boss zombie. A zombie that is larger, tougher and sometimes even faster then regular zombies. For instance, The General. The General is a unique zombie that spawns in military zombie wandering horde. The General is bigger, and deals big damage, but walks slow. Instead, The General gives Military zombies max feral sense and makes them run at nightmare speed.
Another unique zombie can be a Mutated Wight. Mutated Wights are faster, stronger, and can jump over 2 block heights. Increased armor, and can swap to spitting.
Thats the changes for the the Wastekand I would implement. For the Snow Biome, I would adda new vehicle that spawns in the snow biome and can be repaired. The Snowmobile, which would travel above snow faster then the bike. Why would this vehicle be necessary? Every vehicle except the Snowmobile would receive a penalty to travelling off road in the snow biome. The snowmobile would be able to travel just a bit faster then the motorcycle in the snow biome.
Along with the snowmobile, a new armor for shoes would be snow shoes, which would remove the penalty for walking in snow. Which would also be necessary because the snow biome should have lots of snow. At least a foot. I would also make it so roads are rarer in the snow biome. Its probably been a bit since the end of the world so I'd assume roads would be covered in snow. Roads could be covered in snow and could appear and disappear in random intervals.
Due to power being out almost everywhere, shelter should only provide you maybe 1°-3° temp relief. Fires would add more, and finally the new heater would add the highest benefit for a set area of say 15 x 15, or 10 x 10. Powered by electricity, itll keep your base warmed up.
Finally, I'd add a new variant of enemy unique only to the snow biome. Frosted enemies. Being hit by frosted/frozen zombies applies a slow, takes away temperature, and has a chance to apply frostbite.
My idea with the Wasteland biome is that without a hazmat suit. And because the wasteland is so radioactive and toxic, even buildings shouldnt protect you from the biome. Instead, a unique craftable item that is powered can be crafted, a Air Purifier, and PVC wall lining should cover the walls inside your base. Along with that, sealant doors should be crafted to protect from radiation to provide 100% radiation protection. Only when an area is ENCLOSED with PVC and sealed with lead-lined iron doors can it be 100% radiation protected. Obviously PVC should be crafted with Polymer which gives that another use in endgame if you want to build a base inside the wasteland.
Now, I also don't feel like there are enough zombies in the Wasteland, nor are they strong enough. With the radiation comes a new type of mutated zombie, meaning that mutated zombies can have the regular ingame variant or this new variant mutation. Zombies that can spawn with 2 heads, 3 arms, and/or 3 legs. These zombies have a special trait, where 3 arms grant extra damage, 2 heads grant extra health and increased feral sense, even during the day, and 3 legs make them run faster then even the Wight, Biker or businessman when theyre radiated. The higher gamestage you are, the higher possibility zombies will spawn with multiple traits. For instance, 3 arms and 3 legs. Also introducing; SWAT zombies. Patrolling large cities and found in the Prison, Police Department, etc, these are armored zombies that carry a riot shield and bash the survivor with it.
Another change to the Wasteland, huge wandering hordes of up to 64 zombies. Each biome before should gradually get larger and larger hordes. Burnt forest and forest have 8 zombie wandering hordes. Desert has 16 zombie hordes. Snow has 32 zombie hordes, and Wasteland has 64 zombie hordes.
The Wasteland should have a wandering boss zombie. A zombie that is larger, tougher and sometimes even faster then regular zombies. For instance, The General. The General is a unique zombie that spawns in military zombie wandering horde. The General is bigger, and deals big damage, but walks slow. Instead, The General gives Military zombies max feral sense and makes them run at nightmare speed.
Another unique zombie can be a Mutated Wight. Mutated Wights are faster, stronger, and can jump over 2 block heights. Increased armor, and can swap to spitting.
Thats the changes for the the Wastekand I would implement. For the Snow Biome, I would adda new vehicle that spawns in the snow biome and can be repaired. The Snowmobile, which would travel above snow faster then the bike. Why would this vehicle be necessary? Every vehicle except the Snowmobile would receive a penalty to travelling off road in the snow biome. The snowmobile would be able to travel just a bit faster then the motorcycle in the snow biome.
Along with the snowmobile, a new armor for shoes would be snow shoes, which would remove the penalty for walking in snow. Which would also be necessary because the snow biome should have lots of snow. At least a foot. I would also make it so roads are rarer in the snow biome. Its probably been a bit since the end of the world so I'd assume roads would be covered in snow. Roads could be covered in snow and could appear and disappear in random intervals.
Due to power being out almost everywhere, shelter should only provide you maybe 1°-3° temp relief. Fires would add more, and finally the new heater would add the highest benefit for a set area of say 15 x 15, or 10 x 10. Powered by electricity, itll keep your base warmed up.
Finally, I'd add a new variant of enemy unique only to the snow biome. Frosted enemies. Being hit by frosted/frozen zombies applies a slow, takes away temperature, and has a chance to apply frostbite.