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ZomBiome Overhaul A20

>I play Zombiome, I find it too easy.

Does that mean the zombies are weak?  I think that's true too, which is why I'm increasing the difficulty level one step at a time after each horde, and I'm also introducing compo packs.
Currently I'm playing around tier 4 due to the insane. I'm about to find out about biome power so I'm going to try tier 5.
The combination of "Pegasus Glove" and "Frost Harpoon" with torches is very powerful.
As for the low difficulty of the game, I think True Survival is a good reference. True Survival's zombies only come out as default zombies, but even low tier Poi can get feral zombies with over 2000 HP.
The cops' vomit is so powerful that it can destroy buildings and start fires at the same time, Big Mama has sticky vomit (20,20,40 seconds of immobility: drink water to escape), Big Boy has destructive vomit, and mutant zombies' vomit can scrape the ground to an ungodly degree. 
So, if a player makes a mistake in judgment, he or she will find themselves in a screaming inferno.
I am not saying that this is a direct reference, but it would not be surprising if even zombies absorb affinity and become stronger in relation to biome power, and it would not be surprising if physical attacks such as melee weapons and guns do not work at all, but a certain magic can defeat them.
Biome power is a side effect, so with the exception of some items such as the Pegasus Glove, which Streamer said in the video, "I welcome anything practical and interesting," I wonder if there are part of  BiomeDust Power that have no use.  I have the impression.  There's also a time limit.

I wonder if the critical bug (memory management) in Biome Power is properly reproduced there? I can get you a video if you need one, just let me know anytime.
I'm thinking it might be the one that bursts and releases with the F key, which I think is reproducible with Wood,spark,Death.
Another bug report related to this. The effect of WoodSkin, DreadSkin, and DreadSkin's effect on the player's game screen continues even after the expiration date, and it finally disappears when the player dies.

>It is fine to translate affinity to mana, or to whatever Goku uses. 
>I was avoiding that term because I did not want players hating magic to flee away.

I wonder if it is? It may just be that it is difficult to understand (lack of explanation), or it may be that when you are stuck in a block due to an earthquake, you can only escape using Debug Mode, or that you die too unreasonably due to a series of electric shocks.
Japan is a country with many natural disasters, so I think this mod you have created is suited to the Japanese temperament. Most of Japanese people will go their whole life without ever touching a gun. However, I haven't seen any videos of this mod from English-speaking people, which makes me wonder if it's because there are no weapons that people who love flashy firearms would like.
I think this is one of the quintessential aspects of the mod, as I was able to play without noticing the magic until the end of the game (dumb as that sounds), the matching of natural disasters with debuffs, and the coolest of all, the moment of death caused by four coincidentally overlapping debuffs. The thrill of questing in a place where you never know when it will erupt is also fantastic. And I almost got buried alive a few times.

It happened on a tier 1 quest in the snow biome. There was one snow woman zombie in front of me not too far around the quest point, and one lumberjack to my right.  I had all my skills (vanilla & Zombiome) and was equipped with the highest grade weapons and gear.
Well, it's a situation where death is not a common occurrence in the normal course of events.As I was disassembling the car with a sense of security, I was first hit by a debuff freeze, and then a snowball was spit at me by a snow woman zombie who noticed me, reducing my stamina to zero. Next, I was hit by a debuff that prevented my gunpowder from exploding, blocking my melee attacks and guns. In my haste, I was approached by two zombies who beat me to death with no way to stop them. (The difficulty level is insane).
I had set up my bedroll not far away, and when I returned I found my crossbow and machine gun lying there with my backpack.
It's not every day that a coincidence like this happens, but later I looked at the gameplay recording and finally realized that I had tried everything to figure out how I could have avoided dying in this situation.
I'm just upset that guns and melee are blocked and the only weapon that can be used with zero stamina is a crossbow, except for bomb related weapons. Now I understand that using a remastering ball, speldust portal or biome power would have saved me from dying.

>Should I upload you localization to Zombiome repo ?

I don't mind that, but there is still a part that is not fully explained, and I wonder if you would consider adding that. The part that is missing is the explanation of the magic of the biome power of each of the 5 colors.
You decide that it's impossible to explain it all in that little space [an eerie round mass of dust. It seems to resonate with the surrounding biome. Press <Reload> for details. But pressing the R key doesn't explain it. Some of the magic is not even clear when the player actually tries to use it in the game.
The part of the description of the magic of each of the 5 colors of biome power is described in ## ZombiomeDust Power in the readme.md. When thinking about where to put this in the game, I think it would be best to add a few of these items to the journal and explain them there.
The game will be much easier to understand without this explanation, and there may be a hint or the right answer to avoid death by continuous electric shock in it.

>Also you are right, I currently use some code generated strings not going through the localization file (mostly activity description - buffs >tootips are supposed to use it).
>Feel free to point me to any obscure term I can clarify.

Yes, I guess two things: food spoiling and drinks evaporating.
Thank you for your consideration.

Sorry for the length, I hope I got my point across.

And as for the epicentral survey bug, just be aware that if the number of epicentral surveys is low, the repeatability may drop significantly.

 
Unfortunately, Streamer (おおかみ GAMES) ended his Zombiome series at #25.
He shared his advice to the author at the end, which I have taken the liberty of translating below.

Translated from ------- here: -----------

I think I'm done with this mod for now. Well, I think I understand most of the contents of the mod and have played with it quite a bit.
I hope that what I'm going to say hereafter will be taken as one user's opinion and kept in the author's mind.

There are still some bugs, like force quitting during the game, or save data being corrupted and not starting, I would like to play again when those bugs are fixed and the game is in perfect condition.

The amount of zombies is a bit low, about the same as vanilla. There are special zombies, but the special zombies are not that strong.
I think people who want to play with mods probably want something more exciting. So I think it would be more interesting as a mod to make the biome dust power more powerful and the zombies more powerful as well.
I don't think it's that strong, although the author said that we should stop using this switching Pegasus Globe because the specification is too strong. I think it would be better to leave this glove as it is and conversely make the zombies stronger and have more zombies.
I think the other reason people shy away from them is that they often die absurdly.
It's a fundamental part of making a game, and users often walk away from games when wanton death happen that they don't agree with.
However, no matter how difficult the game is, no matter how hard the game is, no matter how many people die, if it is a satisfying way to die, I can still forgive it and won't stop the game.
In the process of playing the game, players died for no reason, they don't know what happened, they can't deal with it and they die. I think this is causing users to leave. So you should consider what to do about that.
From the developer's point of view, even if the player knows that he or she is dying for a good reason, the player is often dying unreasonably (not knowing why he or she is dying), so I think it would be better to make this easier to understand.

I have said some great things, but I hope you will find them informative as the opinion of one user.

-------That's all for the translation: ---------

English is difficult. Is there such a thing as polite or respectful English? Hopefully the translated text will come across to you...

 
Would be great to see the apocalyptic world & weather effects in the latest A21 version, even if its standalone from the other parts of this mod. They are great!

 
Seeing bits and pieces from others works, like Guppy's, Donovans, Sorcery mod, FranticDan's thunder, etc etc.  Wondering if similar things can be used to bring the events/environment effects and weather to life in A21+.  I'm really enjoying seeing everyone else's mods and modlets work together so well. Can't wait to see more apocalyptic events and seasonal effects.... and IrishMan's "Stressed Out" on top of the trauma from the rest of the apocalyptic nightmare, lol. Is it even possible to just get that part of this mod up and running or were the changes to A21 too drastic?

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Hi there! I really enjoyed your mod but you seem to have let it down. My friend Bob and I would like again to play it. Do you plan to work on it in the future? It would be great if that's the case. thanks. noot

 
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