Mods are now organized as resources. Use the Mods link above to browse for or submit a mod, tool, or prefab.
The TFP Official Modding Forum Policy establishes the rules and guidelines for mod creators and mod users.
Yeah, the mechanic gives the player another tactic to employ.This is a pretty cool idea. I'm really curious to test out the "progressively damaged gets slower" effect is like when a horde comes at you in a closed room/building.
All zombies will pull if they hit you. I just thought it made sense that each time they swing, they are trying to grab you. If an actual vanilla 'stun' happens, the pull feature temporarily gets turned off, to work around the potential stun lock from happening. Thats about as much of an offset their is.I like the 'pull' feature when they 'grab' you. Caught me by surprise on Day 1 when I wasn't expecting it and almost killed me. Now, I pay more attention.Just curious if this is offset by higher player skills similar to the stun offset?
Or will every zombie always have a chance to pull you in if they hit you?
I didn't really test the different speed setting they have in the game with it, only the defaults. So, atm I can't really say for sure, one way or anther they will get all turned around. I would 'assume', that they still convert to the mod, since I adjust their base speeds. Basically, I am forcing them to be at certain set speed every hour of the day. If the settings are adjusting them in an additive way, then all bets are off in that area, and things could get wonky, for ill or will.The description states, "From Noon to Midnight, Humanoid Zombies get progressively stronger and faster every hour."
I'm trying to figure out if their fastest speed is equal to the game options setting or will zombies eventually run at Nightmare speed even if I set them to Walk?
In other words, if we set Zombies Sprint during daytime and Walk at night... will their top speed with this mod be Walk at Midnight and Sprint at Noon?
Oh, and Thanks for making combat more dynamic.