I know. Been busy today, so we will see if I can fix all problems tonight. If not I will try tomorrow!So the new A19 XML download fixes the Firebird and diamond bird?
Oh when the shocker zombie fires his bolts and they hit the ground, purple lumps apear
Robeloto,
Thanks a lot for the hard work! Zombies look cool! Unfortunately there are multiple errors on my test server at the moment, I attached player logs here to show you:
View attachment 14004
Yes, u can do it like this. In the future maybe this will be scripted through DMT and can turn on/off puke-block damage and/or inactivate some zeds.I'd love to add this to my server however i'd like a way to disable their block damage, or at the very least greatly lower it for their projectiles. For example i don't mind their block damage being "normal" with their fist but for shooting fire and explosives i'd like the damage extremely lowered or turned off and purely do player damage. Am i missing something in the xml or is that not a possibility?
Edit: i somehow completely missed "explosion.blockdamage" i shall edit this now in hopes that solves my problemthanks for the fun mod.
The easiest way is doing it like you have mentioned. As you see what I wrote to atomicdonut10. I would like to make it easier for you guys. You can write here what zombies you would like to remove and maybe I will do an easier version without these.Hi
Mod seems very interesting however i would really like to remove some zombies. Is the only way to go into the entitygroups.xml and remove all name related lines to those zombies? Or is there an easier way ?
Thanks!
Br
Thanks for the feedback. It helps a lot as I don't have much time to test it atm! I will bump these hard zeds up to higher gamestages. About the zombies homing in on players on the night, are you certain you haven't accidently turned this on in the serverconfigs?after playing a bit with this mod, im realy liking it! the new zombie types are mixing up gameplay well.
HOWEVER. certain zombie seam a bit too strong to be appearing right out the door. white noise for example, who can sprint in daylight and blur your vision with that haze effect, is quite lethal from the get go, considering you cant even find proper firearms from day 1 anymore.
i would recomend bumping up the stage these guys appear at to be a later gamestage. (by guys, i mean the zombies in general you add. finding a fire serpent in the vents of a POI was terrifying, but also took a while to take down, again, due to our lack of gear) doesnt even have to be that high. just so it isnt mercilessly pummeling us from day 1.
EDIT: there also seams to be a wierd quirk of this mod where zombies home in on players in the night. rather then wondering casualy, they beeline for you. is this intended?
You should aim for the gascan/engine and not the corpse!Oh! one more thing, out of all the zeds me and my team have faced off against so far, the copter corpse is the worst. only due to the fact its hitbox is bizare, wierd, and theres no clear way to tell where we are shooting it, or if we even are.
from the way i can see it, you attached a copter to a vultures body. thus giving it the ability to fly. however, without a proper hitbox, this is just... awefull. this zombie is terrible. X3 ive got no clue if you can make the copter a part of its body? (along with the corpse in the front being a critical weak point) but if you cannot, i would highly recomend disposeing of it.
out of all of them so far, its the only one i think NONE of us would miss being removed so far. the idea is neat but... its just annoying to fight something you dont even know if your harming it.
Very kind of you , we would like to use only the below ones if you clould remove the others not on list below. Thanks!Yes, u can do it like this. In the future maybe this will be scripted through DMT and can turn on/off puke-block damage and/or inactivate some zeds.
The easiest way is doing it like you have mentioned. As you see what I wrote to atomicdonut10. I would like to make it easier for you guys. You can write here what zombies you would like to remove and maybe I will do an easier version without these.
Thanks for the feedback. It helps a lot as I don't have much time to test it atm! I will bump these hard zeds up to higher gamestages. About the zombies homing in on players on the night, are you certain you haven't accidently turned this on in the serverconfigs?
<property name="EnemyDifficulty" value="1" />
I will try to update the mod before I go to bed tonight.
Edit: Updated now.
After playtesting further and getting to day 14 horde night and going through the disaster that was, i regret to inform we will be removeing the mod from our play session. its not that we dislike the mod, far from it! the new enemies of all kinds are enjoyable to fight when raiding points of interest.
however, many of them have a block damage thats absured, comparable to the demolist. one base destroyer type is bad enough, but way too many of your creatures are able to tear anything appart like tissue paper. this is quite a problem, considering we didnt get to meet any of the true boss level enemies that could show up.
i would recomend keeping the custom zombies out of horde night, it realy ruins the balance with the complete cluster of bizzare and quirky enemys that show up. or at least limit them somehow so only one spawns at a time? not sure if it can be done, but the last two horde nights were missery.
only other criticism would be towards the haunted skull enemy. its hitbox is a bit too precise. copter corpse seams fine now tho!
im likely to retry this mod again someday, i realy do enjoy the verity it brings to the table. but as of right now, putting it on hold. was enjoyable whilst it lasted!
Guys, this mod is not for beginners. I made this solely because the original game was way too easy.Yeah im cording whith that on the ordes was just imposible defend a base afther day 21 the two ideas will resolve the problem,
this is good! i am by no means a beginner to this game, ive played for many, many hours. i enjoy the hell out of it. but with many games, theres always a ballance to try and strike. my main draw to your mod was for the new types to turn general gameplay on its head, and it achived that! from the candy girls debuff, to the invisible vultures that would catch me off guard when simply trying to get through a POI. your mod has great potential.Guys, this mod is not for beginners. I made this solely because the original game was way too easy.But I will consider making a version with low block damage.
I will try to make a version with those this week. Cannot promise anything though!Very kind of you , we would like to use only the below ones if you clould remove the others not on list below. Thanks!
Giant
Gunner
Burning Man
MoePuker
AquaZed
Mummy
Ironman
Anaconda
ChickenDemon
Copter Corpse
Anesthesia
I know what you mean, some friends I have is of your opinion. It is hard to please everyone hehe. I actually had a low block damage before in older versions. The thing is it was a pain with having so much different versions of the mod and I had to update them all. But I will try to make one soon. Maybe this week or later. And hope you will enjoy that more!this is good! i am by no means a beginner to this game, ive played for many, many hours. i enjoy the hell out of it. but with many games, theres always a ballance to try and strike. my main draw to your mod was for the new types to turn general gameplay on its head, and it achived that! from the candy girls debuff, to the invisible vultures that would catch me off guard when simply trying to get through a POI. your mod has great potential.
but the ballance of it must be taken into account. in the base game, the demolist represents a great threat to any base design, as he can cleave through blocks if there isnt a straight way to his targets. cops can take care of players trying to use, high vantage points, along with vultures to harass and distract them. but everything is in (semi) moderation.
throwing 8-10 different zeds that can melt blocks pretty dam quickly (looking at YOOOU MUMMY AND IRON WORKER) as well as be as tanky as a rad cop, doesnt give much room for defence in the early game without going to exploit loop builds, something me and my players dont realy want to do.
this mod has fantastic potential, brilliant potential, freind. and with the gamestage being a valuable tool, as well as other features currently in game, i have no doubt you can make this a dam fine mod. just try to take each enemy you create with a bit more... moderation. il be watching this mod eagerly to see how it shapes up!![]()
you cant rush art freind. and what you do is very much a creative process like that.I will try to make a version with those this week. Cannot promise anything though!
I know what you mean, some friends I have is of your opinion. It is hard to please everyone hehe. I actually had a low block damage before in older versions. The thing is it was a pain with having so much different versions of the mod and I had to update them all. But I will try to make one soon. Maybe this week or later. And hope you will enjoy that more!![]()
I have updated the mod now with slightly lower block damage. Some are decreased a lot , such as giant, but most are only decreased by 100 to 200 blockdamage. I am going to make another version soon with higher nerfed block damage when I got more time!you cant rush art freind. and what you do is very much a creative process like that.take your time, dont rush it. all im saying is, tone it back a bit with the zeds being good at so many things. X3 or if they are, counter ballance it by making them much rarer a sight.
Theses npcs are sick, give us more please!!I have updated the mod now with slightly lower block damage. Some are decreased a lot , such as giant, but most are only decreased by 100 to 200 blockdamage. I am going to make another version soon with higher nerfed block damage when I got more time!![]()