# "No Hope" mod v2.6

**URL:** <https://discourse.cataclysmdda.org/t/no-hope-mod-v2-6/24971>\
**Category:** The Lab\
**Created:** [October 17, 2020, 5:50pm UTC](https://discourse.cataclysmdda.org/t/no-hope-mod-v2-6/24971 "2020-10-17T17:50:39Z")\
**Posts on this page:** 1\
**Showing post:** 27

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**Author:** ![Valiant](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/valiant/32/4788_2.png) [@Valiant](https://discourse.cataclysmdda.org/u/Valiant)\
**Post date:** [February 12, 2021, 3:20pm UTC](https://discourse.cataclysmdda.org/t/no-hope-mod-v2-6/24971/27 "2021-02-12T15:20:25Z")

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> [@Vostok](#):
>
> What are the problems associated with it?

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.

> [@Vostok](#):
>
> Yes, looters and bandits are fun, but for the experienced player at the start of the game are just bags of useful items, and the opportunity to get a very good outfit at the start of the game (up to automatic firearms)

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](https://discourse.cataclysmdda.org/t/cataclysms-current-level-of-difficulty/22806/8)

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.

> [@Vostok](#):
>
> Turrets on a vehicle.Why? Because they used to be convenient sources of ammo, and they looked right in the game world.

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?

> [@Vostok](#):
>
> 4.1 Will drugs be restored to their former glory? Like Improved characteristics when using drugs.

I don’t know. I _never ever_ used drugs in the game, and I can’t say what were their effects before the nerf.

> [@Vostok](#):
>
> 4.2 Fungus infection is not at all interesting at this time. Will the possibility of losing your hands come back?

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

> [@Vostok](#):
>
> 4.3 The zombie scientists had the ability to open doors and throw acid vials and manhacks cut out. That used to be pretty fun! Passing the lab was more difficult

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

> [@Vostok](#):
>
> If the mod becomes a fork - does that mean that it will develop in its own way, and CDDA mods will not be compatible with it? (Secronom, BL9)

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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