Added new viable starter locations: farms, swamp shacks, and cabins.
They have no attached professions or scenario, meaning any non-limited profession can take them.
Added new version of swamp shack.
Added Hunter profession.
Hunter profession gets a bow, a stub revolver, a mess kit, 2 bear traps, and is only cold at night on his mouth.
STILL waiting to have this swamp PR committed.
P:
Took away the leather backpack for HUNTER and added a āOut of Townā scenerio, in which you presumably have no foreknowledge of the apocalypse due to isolation.
Tempted to add a āblocked authorā profession. maybe a manual typewritter?
Are there a lot more radioactive monsters in your mod these days? I feel like my NPC companions and I are experiencing waay more radiation then Iāve ever encountered playing DDA. Where does it all keep coming from?
[quote=āpisskop, post:1, topic:11323ā] Cataclysm++ monster merger patch, use this to have cata++ monsters in pks spawnlists, for the game we both intended.[/quote]
Smokers, Bloated Zeds, IRs, CNs, and other ones will be radioactive. And I added a āsmoldering zombieā whose purpose is to spread radioactivity.[/quote]
Yikes, thatās a lot of rads! Thanks for the spoilers, Iāll try to figure out how to craft PBās now lol.
I love your mod and I want to play it with Cata+++ but Iām a little confused about the patch instructions. So you have both your mod and Cata+++ and I download both versions, put them in the mod folder, but then what? You have a compatibility patch but you also have a āmonster mergerā patch. Is the monster merger patch just for someone that wants the Cata+++ monsters but not the rest of the mod? Or do I need both the compatibility patch and the monster merger patch for everything in both mods to work?
EDIT: Also, does the Add Bandits mod work for this anymore? You posted a link sometime back to make them both work, but the file was deleted.
Just coming to chime in that zombie lords might need to be toned down a tad. Even an advanced survivor with a katana, a pneumatic bolt driver, survivor armor tier gear, and Niten Ichi-ryu canāt get more than a few tiles into most cities because of them. Unless you get lucky and they spawn in a building with no other zombies, they spawn so many tanks and OTHER ZOMBIE LORDS so quickly, they just create a self feeding machine that creates more super high evolution zombies, that by casually destroying the terrain/cars around them by moving, make so much noise they draw other zombies and overmap hordes which in turn get turned into even more tanks and nadirs and etc. And thatās not even mentioning the fact that they can revive all those advanced undead they evolved faster than you can kill them.
Iād honestly rather tussle with a Thriller with twenty zombie dancers than one zombie lord standing behind a group of regular Zās.
the current situation Iām in this character has killed three tanks and two zombie lords already, not to mention several handfuls of other advanced zombies, and Iām still looking at a building with five more lords and two more tanks at least standing in it spewing out a stream of lesser evolved zombies.
They kill the vines. Its the toxic gas that kills the vines, the radioactive gas lingers but is breathable. Which does make it easy to overlook - it has no immediate harmful effects.
Ive got the swamps merged, so Ill be updating this later today.
The issue with the lords is not exclusive to the lords. Its also not any faster than basegame masters. Nor is the chance of the zombies evolving into lords high. Quite so, it was 1%
Now Ive nerfed their speed to do both rezzing and upgrading.
The chance for other zoms turning into a master, necro, and lord (all three are now their own distinct flavor of zombie) is now lower, to at endgame just 1%.
-Ive nerfed the zombie masters/lords. Each necro, each master, and each lord is their own distinct monster. Ive nerfed their spawn frequency, although it wasnt high to begin with
-Tanks and hulks cannot come from normal zombies. They come from brutes. brutes can evolve from normal zombies, however.
-Swamps location spawning works and is online.
Locations such as hunters shacks can be selected at spawn-in
Locations such as wasp hives, a new kind of triffid grove, and LMOEs will spawn in the swamp.
Fungal Flowers now only spawn in swamps, but are guaranteed to spawn at least 1 time per overmap.
Many existing locations were modified some. megastores have parking lots, apartment complexes can be linked together, malls have subway stops, and there are no less than 3 layouts for evac shelter, each one being capable of beinig spawned at. I cant quite change the actually building but this is the next bestā¦
-I added a few new ātownletsā, small static towns of generic houses and shops that should provide a chance for stability or testing for more complex synthetic townships. The Necropolis has a townlet that has a subway station.
-Pump stations, sewer treatment plants have sewer lines for traveling. I want to make ant hive merge better with them. Well see.