[quote=“Profugo Barbatus, post:3, topic:11526”]This was pretty fun. Rolled this up with a man-at-arms from the medieval mod, immediately had bandits outside my shelter. Turns out their gunfire bounces off of armor, so they got clocked pretty fast. Encountered the Armored Bandit too, he held his own against a mob of zeds before I showed up, he probably killed eight or ten of them and didn’t look to be stopping.
My only suggestion would be to get these guys some sort of icons for the tile sets, they are just text in Mshock32Modded. Otherwise, its nice having to keep my eyes open for more enemies with guns, I don’t like NPC’s because they are pretty irregular and stupid, and at least spotting these guys I immediately know I’m in for a fight.[/quote]
Oh yeah, I kinda forgot about tilesets, I’ll just finish up my work on buildings and see just how that stuff works. If you ever run into the late-game guys let me know, I didn’t have a chance to test them with melee a whole lot so I’m kinda interested in how they’ll work.
[quote=“RipRoarinBoogerPenis, post:4, topic:11526”]Will this work alongside artyoms gun mod?
Edit: Seems to work fine with it. Anyway to have the bandit spawn rate not related to zombie spawn rate? Running into looters everywhere and the cities are nuts. I like it a lot though, good work fam.[/quote]
I am having a tad amount of trouble balancing their spawns out, at first they were everywhere and more of a horde problem than the zeds, but later attempts spawned about one per city, so I’m still fine tuning the stuff. I want them to be kinda rare, but still a meaningful presence, especially in the late-game, without being combat gods right at the get-go. That’s turning out to be a bit of a tricky balancing act, but I guess that comes with the job. Anywho, I’m glad you like it and thanks for the info.