Seems to be like Fallout 4, where you can join either Noah's faction or the Duke although the Duke (like the Institute) are portrayed as the default bad guys.And is the duke, the protagonist or antagonist of the story.
Seems to be like Fallout 4, where you can join either Noah's faction or the Duke although the Duke (like the Institute) are portrayed as the default bad guys.And is the duke, the protagonist or antagonist of the story.
ok, look up duke of navezgane. One reference names him as Cassadore but In the 7 days to die wiki. Supposedly NoahSeems to be like Fallout 4, where you can join either Noah's faction or the Duke although the Duke (like the Institute) are portrayed as the default bad guys.
Then you see the Duke's casino token has a picture of Noah.
Maybe you can help me with this one.
I'm still a bit confused about the duke, is it the Native American, or Cassadore the
cowboy. And is the duke, the protagonist or antagonist of the story. Depending on
what you read it seems to fluctuate. There is a silhouette image of the duke, but the
figure is larger and looks like a shadow of Trader Joel complete with the folded brim
hat, then the other is always of the Native American in traditional garb.
I think I’m one of the few who liked the initial AI changes of A17. Sure, you could easily exploit them because of their perfect knowledge of long pathways but if you didn’t exploit it they were super scary how they would find unexpected ways to where you were and they were relentless never forgetting about you and going into “destruction mode”.
I wouldn’t mind that as an “new” ability. T-1000 zombies that never stop trying to reach you, never forget about you, and can see long pathways to get to you.
I think it was around A13 there was this glitch where animals and zombies never forgot you. You could aggro a snake, jump on your bike, and drive a couple km home passing several zombies and aggroing them too. 5 minutes later those zombies would show up at your base and 10-15 minutes later so would the snake. It was pretty crazy but it could make for a scary special ability for one zombie type.
Looter shooter: 4/10 yes there's stuff too loot and imo getting books is the main Loot for me. But there needs to be things excuive too looting that isn't magazines. Like special weapon blueprints, millitary grad weapons. Like the post I made about looting vs crafted
There's a mod that does this, WalkerSim, which keeps track of thousands of zombies in unloaded chunksSadly there is still the unloading of chunks that makes this hard to implement, you would need to add routines to keep zombies outside of a chunk memorized and simulate their path. Though even if only inside loaded chunks it might have some good effect, not sure. Alternatively parameters like the AI pathing length could be stored more easily accessible in XML or options.
I can already imagine the title... "The way of Jack the Ripper"! :heh:Also is there any chance we will get a knife book series? I know night stalker buff it but it's mostly for stealth
Pokey - PokeyI can already imagine the title... "The way of Jack the Ripper"! :heh:
What about the second half of Roland's post. Why was the part of them finding a way to you,Sadly there is still the unloading of chunks that makes this hard to implement,
Yeah I miss that, a bit. Now they enter rage mode when they can't find a way to you. They do try to make one, but few zeds banging on walls instead looking for you would add additional layer of defence I think.... because they attacked the tower more often. It was basically
a rage mode against structures, like there is a constant rage mode when in battle.
What about the second half of Roland's post. Why was the part of them finding a way to you,
or going into destruction mode reweighted? That part is not dependent on multi chunk distance.
It was closer to traditional tower defense, because they attacked the tower more often. It was basically
a rage mode against structures, like there is a constant rage mode when in battle.
So the smoke effect is just a vignette. Kinda what I expected tbhWarning: The Navegane General has determined that entering the Burnt Forest may cause lung disease, excessive coughing, burning, and even death. V2.0 is coming soon with Biome Progression Elemental Survival!
View attachment 33773
What about the second half of Roland's post. Why was the part of them finding a way to you,
or going into destruction mode reweighted? That part is not dependent on multi chunk distance.
It was closer to traditional tower defense, because they attacked the tower more often. It was basically
a rage mode against structures, like there is a constant rage mode when in battle.
Running with Scissors.I can already imagine the title... "The way of Jack the Ripper"! :heh:
In addition, the A17 zombies were awesome in POIs when you were infiltrating even if they didn't work the best for horde night.
it could be cool to have one type of zombie that acted like the A17 zombies
That is what I have been doing, making a hybrid set of actions and reactions, 30 alive, sweep and clear an area to do a poi,It would be nice to have separate AI routines for horde night and non horde night zombies
I mean, it's cheap and won't affect performance. The biome already has smoke/haze, but they need a way to indicate to the player that the smoke is affecting them, similar to the red we already get when we're injured or green when we're dealt radiation damage. Seems consistent and logical.So the smoke effect is just a vignette. Kinda what I expected tbh