Latest experimental features

I wrote the stretchy-blob zombie and the smoky, joker wrote the armored zombie.

[quote=“Coolthulhu, post:738, topic:5582”]I can’t find Kevin’s vision rework in PRs, meaning it’s probably merged.
Smokes, glass etc. should affect vision differently now. I don’t know exactly, but I think they should no longer “cut off” your vision and instead shorten it.[/quote]

Does that mean it’s possible to make unroofed windows on a car (or, to the effect, going sufficiently fast) get soaked with rain, reduce vision dramatically, and thus require windshield wipers?

Zombies upgrading over time is in thanks to the efforts of Frost-wood! Hopefully it’s bug free! (Of course, it’s totally gonna turn out that I made some horrible mistake in merging it and destroyed everything now :P).

Once you hit day 14 basic zombies will begin to upgrade using a modified half life equation (60% per half life instead of 50%) with half lives of 14 days. The effects should become pretty noticeable after day 14, it ramps up rather quickly. Right now there’s a bit of weirdness in what zombies are allowed to turn into (you can get normal zeds becoming soldiers or firemen, for example) but the mechanics are there and it’s just a matter of tweaking some JSON files to add more in.

(In addition modders now have the ability to add their own upgrading monsters into mods! Yay!)

This can’t end well. o3o

[quote=“i2amroy, post:743, topic:5582”]Zombies upgrading over time is in thanks to the efforts of Frost-wood! Hopefully it’s bug free! (Of course, it’s totally gonna turn out that I made some horrible mistake in merging it and destroyed everything now :P).

Once you hit day 14 basic zombies will begin to upgrade using a modified half life equation (60% per half life instead of 50%) with half lives of 14 days. The effects should become pretty noticeable after day 14, it ramps up rather quickly. Right now there’s a bit of weirdness in what zombies are allowed to turn into (you can get normal zeds becoming soldiers or firemen, for example) but the mechanics are there and it’s just a matter of tweaking some JSON files to add more in.

(In addition modders now have the ability to add their own upgrading monsters into mods! Yay!)[/quote]

What about existing saves? I mean if I’ll download recent experimental and drop my save folder in it (where my char is on second year) - would my Z’s upgrade after "date of save transfer + 14 " ?

I imagine they’d upgrade based on how late you are, i.e. how many 14 day units passed since day 14, if I’m understanding it correctly.

if no last time loaded is set, it will set it to the current day. To prevent being surrounded by zombie hulks when you reload the game will check if more than a day has past and calculate the chance based on how much time has passed since you last visited the zombies. If say you raid a town at night, collect some books, and then read for 14 days and come back to town, you are going to have a nasty surprise waiting for you.

Combined with upgrading zombie groups this should lead to advancing difficulty throughout the game.

Sweet feature!

I just realized that mouth encumbrance effects stamina regen. Thats great.

Also gonna hope that my updates to More Survival Tools gets merged. ;A;

The delay is probably because you included the tileset with it. This means that anyone who wants to test it has to use a tiles build and also that anyone who wants to test the tileset has to test the rest of the mod.

Oh right. Scheisse. Having had some epic hassle trying to compile a tiles version, that explains it. ;A;

And thank you Coolthulhu for The Mergening. <3

EDIT: Also? At some point in development, non-moronic manual aiming of mounted MGs became a thing, allowing you to actually slap that sexy M2 on a frame and call it deployed. Yeeeeees.

I’ve yet to meet one that can outsmart boolet:

Something that’s been on my mind in regards to the earlier talks on modifications to vehicles and such…

Is having/building tank treads as your means of locomotion instead of wheels feasible in any way? I just have this mental image of a survivor-built armored APC in the truest sense of the word tearing up the wastelands.

Right now, we don’t have any concept of torque vs rpm, so it’d be functionally identical.

The real issue would be making multi-tile vehicle parts. As it stands so far, an emulation of treads would just be a line of wheel parts, so wrecking one tile wouldn’t cause you to, say, slip a tread. owo

That’s something I’m going to work on soon.

Ooh. Can we have a big multi-tile tank turret and barrel too? <3

I was planning to work on construction vehicles next. I’d recommend asking Blaze about that once the systems in place. Anyway, we probably oughta take this to The Drawing Board since this isn’t a feature…yet.

Or do both construction vehicles and military ones, so we can make a bastardized killdozer.

EDIT: Meanwhile, have another PR. This one is just focused on the mod, so tile-free compiling may happily ensue: https://github.com/CleverRaven/Cataclysm-DDA/pull/12151

You modders are amazing. Thank you so much for these changes.