Great mod, but I think more in depth details are needed for items, like speed traps - wtf do these do? I tried 20 pages on google and finally found a video of a guy who happened to have them around his base during a horde night, so I think I know how they work now. If anyone walks over them they do stuff, right? No description on them whatsoever.
Tungsten club, how do you craft it? I googled and somebody said it may be in an advanced workbench?
What the succession of armors? Is it cloth<leather<iron<steel<tungsten<military?
How do the zombies in this work overall? I'm level 119, playing 2 hour days, on day 39 - are zombies showing up based on level? First thing I noticed is there's a lot more wandering around - awesome! Fun Pimps really wrecked the game when they reduced the number of zombies wandering imo. Are there more sleepers? Are the sleepers that spawn more difficult than vanilla? Are there more zombies on horde night? Are there more in cities than in other biomes? Is there certain levels you have to be before certain zombies come out to play? I recently got a feral wandering horde, is there a certain level this starts happening, and will it start to happen more an more the higher level I get? Screamers seemed to take a while to start showing up (a nice change from the normal game where you get them the second you have a forge going more than 10 seconds), haven't seen a wight (old feral) zombie yet, are they in this mod?
The gun mods I haven't really messed with (extended magazine, etc), but there's not much info on that, in game at least, haven't googled yet. There are so many new bullets, just wondering which are the best, what is the hierarchy?
I haven't seen a single bandit it 80 hours, hundreds of survivors (and survivor backpacks where they died at the hand of somebody.) But no bandits anywhere. Thank you Very Much for the quieter gunshots, and they get quieter the further away you get, True Survival's system is really broken (and loud.) The AI for the survivors is wonky (getting stuck on railings and walls, shooting at zombies that are far away when there's one very close to them, shooting a zombie a few times and not finishing them off) but they get the job done.
It took an hour or so for me to understand the class system, but I really like it now, although having a terribly hard time finding builder B and tradesman B schematics. Haven't had any show up on zombies or at the traders, but that totally could just be rng or my luck.
Why is this called war of the walkers? Are zombies tougher overall? Is it called war of the walkers just because there's more walkers? What mechanics make this mod a "war" of "walkers"? How hard will it get at max level, or really high gamestages? Is there a ceiling? Or do they keep getting harder/more/more radioactive and ferals? I know vanilla does it but I was wondering what are the differences between this and vanilla in regard to difficulty and is yours more difficult at the end game?
All you have is a list of features - a wiki that doesn't suck would be awesome, you have a lot of new content but not much info on some things. I know there's limited space in the text box windows to do descriptions, so a wiki is a must, and you won't get people like me asking dumb questions that you know the answer to because you made the mod but nobody else knows.
Great job overall. I like this much better than true survival for 2 reasons - no spiders/scorpions and no nutrition system. But I think this would be a bit better with more randomized zombies like true survival. Just my opinion. Thanks for the fun times!
Edit: I just tried out the speed traps. Pretty cool stuff.
Edit2: I found a bandit in the wasteland and he/she really sucked, never missed and almost killed me lol. I also saw wights on day 42 horde night, but nowhere else before or since, not even on day 49 horde night.