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Walking Headshot A17

Teaklog

New member
Walking Headshot V3

Over the past couple years I developed a mod for my buddies and I to play, and had thought to release it to the community.

The purpose of this mod is to provide players with a true George Romeo experience. Major changes include increased zombie frequency, zombies that die in one headshot, and zombies being unable to climb ladders. It was originally tuned to be played by 3 relatively skilled players who knew game mechanics well and are comfortable with vanilla game. 2 players is doable albeit they will have a rocky start; overall 4-6 players is recommended.

Download

https://github.com/teaklog/walking-headshot

Important Settings:

1. Warrior

2. Keep toolbelt on death, drop bag (which disappears instantly)

3. Bloodmoon zombie amount set to max

4. Server admin needs to teleport all players to him when the server is first started. All players are expected to be in the same place during the couple hour grace period at the start

Major Gameplay Changes:

  • Zombie spawn frequency increased. This is especially true in cities and wastelands, which are designed to be a difficult end-game experience.
  • Zombie damage is increased (blocks and entities). Hits nearly always give you an infection, and zombie base damage hits for 85-90% of your health unarmored.
  • Headshot damage turned up. Regular zombies die to one headshot of any weapon. In zombie movies and TV shows, you will commonly see a protagonist who is pinned on the ground, but manages to grab a wrench and save himself. Base headshot damage is 10x the normal amount.
  • Body shot damage turned down. No amount of arrows to the chest will kill a zombie. Damage is 1/100th of the base amount to all non-headshots. This does not apply to shotguns.
  • Zombies cannot climb ladders, but bears can.
  • Each weapon has a different headshot modifier, and feral zombies+ have health amounts that are tuned to make them susceptible to different weapons. These additional headshot modifiers are obtained through purchasing perks in the weapons respective skill tree. To summarize:
     
    Melee weapons, stone arrows / bolts:

    One shot regular zombies, takes multiple headshots to kill feral zombies. Shotguns need not aim for the head.
     
    Iron arrows / bolts, regular pistols

    5-10 shots to kill feral zombies
    Steel arrows / bolts, SMG / Magnum / AK47

    One shot to kill feral zombies, is effective against cops / wights
    Hunting rifle

    One shot to kill all zombies, 5-10 headshots to kill a bear, caps at 2-3 when maxed
    Sniper rifle

    One shot to kill all zombies, including bears
  • Rocket launchers function as a mini-nuke and take out one block in every direction in a 60 block radius, as well as killing all entities.
  • Given the importance of guns to gameplay progression, they have been removed from the trader and made extremely rare. This is countered by bows being made much stronger
  • Attribution skill point cost flipped. Rank 2 costs 8 points, rank 3 costs 7 points, continuing down to 2 points for rank 10. This is to promote specialization.
  • Zombie bears. Bears are monsters. They run at 7x speed, can climb ladders and destroy poured concrete in just a couple of hits. To top it all off, they have over a million health and can only be killed effectively with a sniper rifle. If killed, however, expect enough experience to gain an entire level. If no rifles are owned, trap the bear in a mineshaft for maximum survivability



Other Changes:

  • Screamers spawn out in the wild
  • Heat-based screamers spawn in 3 sets of 3
  • It is always foggy. This is performance related and serves to make the world fade out instead of abruptly ending at max view distance
  • Standing on your own campfire hurts, and burning zombies fire hurts.
  • Zombie XP turned down due to tuning purposes (resource gathering is much more competitive for levelling up)
  • Traders are only found in the city, causing your quest to find a trader settlement to double as a quest to find a city
  • The bow headshot multiplier has been moved to the strength tree for realism purposes
  • Crossbows rack 3 bolts at a time
  • The pistol headshot multiplier has been moved to the agility tree for balancing purposes




Potential Upcoming Changes:

  • Compopack will be added back. Currently is not added for performance related reasons
  • Forge will be changed back to the old recipe
  • Gun parts will be added back in.
  • Sniper rifle quest will be added back in
  • Large signs, explosive car, feathers, and makeshift arrow recipes will be added back.
  • Nests will be reduced.
  • Foliage will be reduced.
  • City sleepers / prefabs will be changed so that cities do not scale with gamestage.



My Group's Strategy:

At the minimum, you want a dedicated base builder and a dedicated zombie killer. If you have a third player, they should play as a generalist who focuses on progression and jumps between tasks as needed. Throughout the day, the base will constantly be assaulted by zombies, and the builder needs protection.

By day 21, the team should aim to be equipped with explosive crossbow bolts, iron crossbow bolts, and have at least one hunting / sniper rifle among the group.

 
Last edited by a moderator:
Check game folder/data/worlds and find the spawnpoints.xml file, remove all but one entry...

One spawn point to rule them all.

Best part is, even if the y offset isn't right, the game will still spawn players at the top of the block, i.e. you can use ONE xml for multiple worlds.

 
So for the Screamers that spawn in the wild, do their screams spawn hordes as well?
Yeah, although they're somewhat uncommon in the wild and their screams will only spawn regular zombies until the higher game stages.

 
This sounds amazing. Would it be possible for you to finetune a SP version of this ? I feel like giving it a go on my own since i'm a decent shot and I absolutely want to see how it plays out, but if you state it needs 3+ people, i'll probably get shredded !

I wanted to add : these "Potential Changes" need to make it ! It would really, really add up to have gun parts and less nests etc.

 
Last edited by a moderator:
This sounds amazing. Would it be possible for you to finetune a SP version of this ? I feel like giving it a go on my own since i'm a decent shot and I absolutely want to see how it plays out, but if you state it needs 3+ people, i'll probably get shredded !
I wanted to add : these "Potential Changes" need to make it ! It would really, really add up to have gun parts and less nests etc.
I'm trying to find a way to get back gun parts. I've managed to add back in the items, and add them as a crafted gun mod that guns don't shoot without. Its a workaround currently

 
i think a single player-dual mod should be like this.

make zombies do normal damage to blocks, and make the bear be normal. (for single player hes to OP from what im reading)

is there a way to change this? your mod sounds fun.

 
...It is always foggy. This is performance related and serves to make the world fade out instead of abruptly ending at max view distance...
^THIS. If any of the modders out there were to recreate said fog in an A18 modlet, I believe the occlusion from the fog might just help many of us trying to get a handle on A18 fps issues. Any takers?

 
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