"No Hope" mod v2.6

There are several monsters in the game whose armor value is stated to be derived from the monster’s armor. Zombie soldier is an example of such monsters (but actually this applies to any humanoid zombie in the game, as they all wear some sort of clothing/armor). If you kill zombie soldier and loot its bulletproof vest, its armor value should be equal only to its natural armor (i.e. skin), but at the moment there is no such mechanics in the game, and resurrected zombie soldier, while naked, still has armor value as if it still has its vest.

But even if there were no problems with this mechanics, I’m the one that finds it annoying and adding nothing to gameplay. I find “throwing-corpses-to-turrets” stuff more like of exploit rather than of valid tactics, and it’s definitely not the reason to bring it in my mod.

Fortunately it’s easy to turn the reviving back on for those who want it.

The truth is literally nothing is a threat to an experienced player, even in early-game. Thus we can’t take experienced players as a reference point when balancing things. If we artificially increase difficulty of game in an effort of making game harder to experienced players, we will make the game literally unplayable for casual or inexperienced players. Some time ago I made an answer in post on similar matter: Cataclysm's Current Level of Difficulty - #8 by Valiant

We (the devs) are constantly trying to improve an AI of NPCs. Hopefully one day they will learn to use at least some of the tricks that players use.

  1. Intact turrets on vehicles in post-apocalypse is grossly unrealistic. Even if soldiers run out of ammo, when they abandon the vehicle, they would definitely take the weapon out of mount and take it with them. If it was a bandits’ ambush, where are the traces of battle? And why bandits wouldn’t take weapon and ammo as winners? If soldiers were killed by some nether creature that doesn’t need the weapon, someone else would definitely steal it sooner or later, especially after so much time passed after the riots began.
  2. Specifically because it’s so convenient source of weapons and ammo, and because it’s essentially a free loot with no guards or other threats, it’s utterly unbalanced. Can you imagine finding something like Flaming Sword of Destruction +3 (equivalent of finding a M60 with several full ammo belts in a Hummer) lying literally on the ground in Skyrim or any other RPG?

I don’t know. I never ever used drugs in the game, and I can’t say what were their effects before the nerf.

You must’ve confused my mod with the Bright Nights fork. I haven’t touched anything related to fungus in my mod.

It was all hardcoded, and I’m not sure if it’s possible to return with json-only modding. Most likely not.

I highly doubt I will someday dare to convert the mod into a fork. There are several reasons for this, and I don’t want to talk about it right now. I’m more inclined to include my mod to a set of mods shipped with the game. I think I will do this as soon as 0.F. comes out.

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