Needful things (simple additions to improve the game)

Reducing stamina loss from riding a bicycle

Animals should regain health.

Not regen it, but if they are left alive for whatever reason they should heal. probably a set amount after a set time as they reload into existence.

When a moose murders a flock of zombies its earned a rest. and a bandage, but itd attack me if I tried.

“clusters” or rather the ability to set overmap_specials to tend to spawn together.

i.e. a community of farms, a school up the street from a walmart, or a cluster of anthives. A grouping of fungus that is spreading, a loose cluster of triffid groves, or a truck stop close to a laboratory or military depot

More developers willing to spend their time implementing all these good ideas :D.

More users willing to pay developers to spend time implementing stuff. :smiley:

[quote=“pisskop, post:3282, topic:5570”]Animals should regain health.

Not regen it, but if they are left alive for whatever reason they should heal. probably a set amount after a set time as they reload into existence.

When a moose murders a flock of zombies its earned a rest. and a bandage, but itd attack me if I tried.[/quote]If that’s the case: Pain stat for wild animals. Alternatively, just make them function poorly if they have low health. Either works, really. Gives them a reason to run away, anyway. Doesn’t apply to Zanimals.

hmmm… Purely damage based, I’d have to disagree, Zonimals and zombies should definately suffer some penalties for damage incured. Shouldn’t be as bad as living dealing with pain AND structural damage causing said pain… but an arm that has been shot off, tends to be less effective, unless I got unlucky and shot him into being Shiv wrists, then all bets are off.


(Butcher class zombie from: Dead Island)

[quote=“iceball3, post:3285, topic:5570”][quote=“pisskop, post:3282, topic:5570”]Animals should regain health.

Not regen it, but if they are left alive for whatever reason they should heal. probably a set amount after a set time as they reload into existence.

When a moose murders a flock of zombies its earned a rest. and a bandage, but itd attack me if I tried.[/quote]If that’s the case: Pain stat for wild animals. Alternatively, just make them function poorly if they have low health. Either works, really. Gives them a reason to run away, anyway. Doesn’t apply to Zanimals.[/quote]

[quote=“Litppunk, post:3286, topic:5570”]hmmm… Purely damage based, I’d have to disagree, Zonimals and zombies should definately suffer some penalties for damage incured. Shouldn’t be as bad as living dealing with pain AND structural damage causing said pain… but an arm that has been shot off, tends to be less effective, unless I got unlucky and shot him into being Shiv wrists, then all bets are off.


(Butcher class zombie from: Dead Island)[/quote]
These are good ideas!

I would like zombies to take penalties!
One good way to handle it, I think, is a chance of zombies to “transform” into weaker zombie subtype as you injure them, based on how much of a damage threshold you pass (amount of damage dealt in one hit), maybe buffing their overall HP and base armor (1:1 resistances on normal zombies, for instance), especially for the weaker zombies, to compensate.
A lot of these debuffs should also apply to natural animals, and most of them should seriously damage their combat morale.
Last pre-list note: This list is mainly just for flesh and blood (or goo) species.

Low threshold (low chance on weak attacks at high health, high chance at low health or with stronger attacks);

Flayed:
-The zombie has had it’s natural armor torn up by abrasive attacks, and parts of it’s flesh as well. This cuts their armor by a few points, depending on how much natural armor they’re deemd to have (more effective against brutes, hulks, fat zombies than soldiers, etc)
-Higher chances of incurring this status effect if the weapon in question has a cut (not pierce) component, however small or if it’s acid or fire damage. Said damage has to damage the zombie directly to cause it though (so you’re not likely to make much progress here hitting a zombie soldier with a 2-by-sword).
-Creatures affected by flayed are drop a slightly damaged corpse when they die (stacking with any overkill damage that went with it.
-Animals afflicted by this should bleed for several turns, can receive the debuff multiple times (each debuff after the first only causes an additional bleeding effect, doesn’t stack armor losses (which should be at 0 with this debuff anyhow), and drains morale based on bleed dealt.

Jawed:
-You shattered or otherwise messed up a zombie’s jaw, crippling it’s ability to bite effectively. Their amount of hitdice on their melee attack when making a Bite attack is halved, rounded up (assuming a zombie’s bite attack rolls 2d3, for instance, a Jawed zombie of that type will be reduced to 1d3 instead). They will still attempt to bite, being relatively stupid zombies, their jaws will regenerate after a few hours anyway (when they leave the reality bubble or resurrect).
-High bash damage, on a critical, gets extra favor (beyond the normal damage thresholds) to cause this injury.
-Should induce a flat morale and aggressiveness penalty to animals afflicted, moreso against animals which actually bite (wolves, cougars, dogs, etc).

Sensory - Hearing/Visual:
-You damaged a zombie’s fragile eyes, eardrums, et cetera, making it worse at sensing things.
-A zombie with damaged hearing has very significantly reduced sound sensitivity, reducing it’s base aggressiveness (harder to enrage to kill something if your body can’t quite identify it fully, if that makes sense), reduced sound tracking range, and impaired pathing.
-A zombie with damaged sight recieves a -2 to melee skill, a -1 to dodging skill, and has reduced vision range.
-Damaged sight can be caused by bright flashes and criticals to the head, as well as much more reliably with something like pepperspray (or for the enterprising survivor, spray-on acid). Damaged hearing can be caused by extremely loud noises, and head criticals, with piercing weapons favored for such damage. A flashbang has a chance of inflicting either.
-A zombie with both damaged hearing and sight is a pitiful sight, especially from the perspective of it’s infection, vector, and such damage will kick regeneration up a notch. Specifically, zombies afflicted by both sight and hearing loss at the same time will have a random chance every ten turns to automatically heal from one of the two at random.

I’ll think of some more later, because I’m not plum out of brainpower for thinking these up, but seems pretty neat. Not sure about simple at this point though, hehe.

Crippled - Leg damage resulting in lower ~walking speed~, as well as some penalties to ~to-hit chance~ and minor debuff to ~attack speed~ If doubled (both legs) zombie incurs double+ the penalties, zombie is no longer used in ~wall push~ calculations
Levels: 4( lower leg+ upper leg, low chance of first two levels unless specifically aiming for legs)
[probably much easier to just go 2]

Disarmed - Arm damage resulting in lower ~max attack damage~, and ~attack speed~ to all arm based attacks If doubled (both arms damaged beyond use) all arm based damage is reduced to 0? 0-1? 95%? (but attack not taken away since zombie will still TRY to use these attacks/specials ~Grabbing chance~ is 0 while this status is in effect. But zombie still gets used in ~wall push~ calculations
Levels 4: (same reason, again feel free to just go 2 for simplicity)

Holly Torso- Torso damage is high, muscles supporting spine/ spine itself has incurred damage significant enough to prevent full maneuverability, penalty to ~to-hit chance~, ~attack speed~, ~attack damage~ at higher levels zombie is essentially staring at the road behind its heels/ upper body is just swinging around… essentially harmless facing you, and probably trys to walk away from you if facing away from you, not because its running from you, but because it doesn’t understand it is now folded in half. (higher chance from heavy shotgun damage, very low chance from most other sources) Also, at lower levels, slight ~easy to miss~ perk. No chance of recovery to normal zombie at highest levels.
Levels: 3(Or, preferably some sort of granular damage:effect thing)

Dehanded- Zombie has taken a lot of damage to its hands, whether due to repeated beating of rough surfaces, grabbing hands being chopped off, or just to long trying to climb a nearly vertical surface. No chance of recovery to normal zombie. ~Attack damage~ for arm related attacks reduced and converted to blunt if not already

Shiv Wrists- Zombie has incurred severe damage to the flesh of the hands/forearm, but the bone remains intact, although chipped and worn to (a) point(s) of sharp, splintered stabbiness. Very rare, but happens more often from repeated bashing of walls, being hit by a shotgun blast from direction of targeted creature(hands outstretched) Usually needs to be ~Dehanded~ status first and then incur more damage of the same sort. Greater chance of ~Dehanded~ being skipped with shotguns. Slight ~attack speed~ bonus, 1/2 of current ~blunt damage~ is converted to ~piercing damage~ + any ~att damage~ lost to Dehanded, ~Grabbing~ attacks become easier to break, but cause damage, and pain on success, more damage on grab break, chance to stun/ slow for the turn, and chance to do damage if grab is unsuccessful. No chance of recovery to normal zombie.
[that’ll teach those shotgun wielding people! :P]

New Zombie: Stabber- Zombies hands have become sharp points, whether due to recovery from a ~Shiv Hands~ or natural inclination to have pointy hands, this zombie now does most of its damage as ~piercing~ Slightly faster than normal zombies, and inclined to use ~shanking grab~ type attacks (same as Shiv hands)

New Zombie: Fast healer- Zombie whether due to a strong natural inclination for recovery, or a need to boost recovery post zombification to recover from severe damage recovers astoundingly quickly. Comes as a natural random evolution, or from high damage.

New Zombie: Zlitherer- Zombie used to be either a slim jim type person, or had its body cut almost in half/entirely in half. (Recovery evolution from high ~Holly Torso~ damage, it is now too tall to reliably stand on two legs for long and instead snakes its way around. Something seems off about the torso area where most of the post zombification growth/regrowth occured… It would seem this zombie is now tall enough to easily climb single ~Z-levels~ without need for stairs, or a ladder. Oh, Joy.

Spoilered because, mostly no longer falls under the “(simple additions to improve game)” cavet

[quote=“Soyweiser, post:3284, topic:5570”]More developers willing to spend their time implementing all these good ideas :D.

More users willing to pay developers to spend time implementing stuff. :D[/quote]

I’ve seriously considered putting some time into implementing recipe changes in the jsons, but honestly I’ve no familiarity with github, so I’d not know what to do with it even when I figured out how to do so, and would be concerned that anything I did would just break everything anyway.

[quote author=BorkBorkGoesTheCode link=topic=5865.msg280965#msg280965 date=1470888784]

[quote=“iceball3, post:3285, topic:5570”]Animals should regain health.

Not regen it, but if they are left alive for whatever reason they should heal. probably a set amount after a set time as they reload into existence.[/quote]

Honestly I’d like to see all living organisms engage in slow, long term regeneration of damage at 10% chance of 1 per hour, per part, for survivors, straight +1 per hour for any living animal or creature in the reality bubble.

It shouldn’t unbalance anything or change how combats work out, but the idea we only regenerate damage during sleep and animals never regain anything at all is sort of gamey. Broken limbs can mend while you’re mid zombie fight, but that time you scraped your knee while chugging atomic coffee? Going to be at least a week before that’s fixed, sorry.

That’s probably a caveat of chugging atomic coffee: it screws with your body’s nominal regenerative metabolism for weeks on end!

Though, being inactive for a while or otherwise resting while in bad condition and unable to sleep could also probably stand in as being an alternative to sleeping, which would improve disease rolls and (very slowly, slower than normal sleep) heal wounds without improving tiredness.

[quote=“iceball3, post:3291, topic:5570”]That’s probably a caveat of chugging atomic coffee: it screws with your body’s nominal regenerative metabolism for weeks on end!

Though, being inactive for a while or otherwise resting while in bad condition and unable to sleep could also probably stand in as being an alternative to sleeping, which would improve disease rolls and (very slowly, slower than normal sleep) heal wounds without improving tiredness.[/quote]

Laying down “helping your body heal” would be a great compromise, though something more regenerative for NPC critters would still be ideal, I think.

[quote=“Pantalion, post:3292, topic:5570”][quote=“iceball3, post:3291, topic:5570”]That’s probably a caveat of chugging atomic coffee: it screws with your body’s nominal regenerative metabolism for weeks on end!

Though, being inactive for a while or otherwise resting while in bad condition and unable to sleep could also probably stand in as being an alternative to sleeping, which would improve disease rolls and (very slowly, slower than normal sleep) heal wounds without improving tiredness.[/quote]

Laying down “helping your body heal” would be a great compromise, though something more regenerative for NPC critters would still be ideal, I think.[/quote]I’m not too sure a straight up stimulant would actually help much at all with healing.
Either way, once you’re at the point of atomic coffee, you should probably be at the point of disinfectant or at least bandage crafting.

I am in support for wound healing over time regardless of sleep.

One could make it so that wounds heal slower when awake.

It is already ingame with the regenration mutation. Just make it slower without that trait.

Hrmm, I don’t know. I’ve always thought that pain-reduction over time is the best natural healing our bodies did while awake; that the consequence of not sleeping is not regenerating health.

If you don t need sleep you don t need it. Simulating the effect of things like coffee enduced sleep deprivation on your natural healing is another thing.

[quote=“Valpo, post:3296, topic:5570”]If you don t need sleep you don t need it. Simulating the effect of things like coffee enduced sleep deprivation on your natural healing is another thing.[/quote]But if you haven’t had the time to get sleepy, then it means it’s probably too soon to get to healing, right?

If your body is well rested it should be able to heal whether you are currently sleeping or not.

While asleep it might be easier perhaps to heal because your bodie is in like regen mode anyway.

I ll go receive a deep wound and ask my surgeon about it while he is suturing it to be sure.

[quote=“iceball3, post:3293, topic:5570”][quote=“Pantalion, post:3292, topic:5570”][quote=“iceball3, post:3291, topic:5570”]That’s probably a caveat of chugging atomic coffee: it screws with your body’s nominal regenerative metabolism for weeks on end!

Though, being inactive for a while or otherwise resting while in bad condition and unable to sleep could also probably stand in as being an alternative to sleeping, which would improve disease rolls and (very slowly, slower than normal sleep) heal wounds without improving tiredness.[/quote]

Laying down “helping your body heal” would be a great compromise, though something more regenerative for NPC critters would still be ideal, I think.[/quote]I’m not too sure a straight up stimulant would actually help much at all with healing.
Either way, once you’re at the point of atomic coffee, you should probably be at the point of disinfectant or at least bandage crafting.[/quote]

The “Laying down” would be the healing part, I didn’t mention stimulants. When you’re on bed rest in hospital, you are actively healing, but you are not sleeping, just laying and taking it easy to allow your body to recover.

So whenever you Shift+Z, successfully sleeping or not, you would be giving your body the opportunity to recover an HP or two. Even if you don’t sleep, taking some time to rest and recuperate - without ever going REM sleep - would help you recover.

[quote=“Pantalion, post:3299, topic:5570”][quote=“iceball3, post:3293, topic:5570”][quote=“Pantalion, post:3292, topic:5570”][quote=“iceball3, post:3291, topic:5570”]That’s probably a caveat of chugging atomic coffee: it screws with your body’s nominal regenerative metabolism for weeks on end!

Though, being inactive for a while or otherwise resting while in bad condition and unable to sleep could also probably stand in as being an alternative to sleeping, which would improve disease rolls and (very slowly, slower than normal sleep) heal wounds without improving tiredness.[/quote]

Laying down “helping your body heal” would be a great compromise, though something more regenerative for NPC critters would still be ideal, I think.[/quote]I’m not too sure a straight up stimulant would actually help much at all with healing.
Either way, once you’re at the point of atomic coffee, you should probably be at the point of disinfectant or at least bandage crafting.[/quote]

The “Laying down” would be the healing part, I didn’t mention stimulants. When you’re on bed rest in hospital, you are actively healing, but you are not sleeping, just laying and taking it easy to allow your body to recover.

So whenever you Shift+Z, successfully sleeping or not, you would be giving your body the opportunity to recover an HP or two. Even if you don’t sleep, taking some time to rest and recuperate - without ever going REM sleep - would help you recover.[/quote]Yeah, that’s what I figure, sorry for misinterpreting.