Okay, after playing with the new settings for spawns I think its … interesting.
Not bad. but def different.
Overall, there are less zombies, because there are no ‘single’ zombies. Zombies will spawn in loose packs, and therefore are easier to detect and avoid than singular zombies. I found it easier to stealth at night, though getting caught meant fighting a crowd.
I spawned on the outskirts of a city, and raided a pawn shop for a war hammer. I hammered the shit out of zombie heads for a bit and found a gobag. This gave me clean, unfitting, but good clothing. I found a running car in a parking lot soon after, and the few zombies nearby were accommodating.
hmmm… its ‘easier’, for sure. I may end up nerfing down the spawning cost of things as a result. Id really like your opinions about this change.
I dont fully understand the spawn_upgrades yet
On the list where it says: “Masters pick from here when upgrading…” there is no mon_zombie_hulk_pk at all, how can masters, necros or lords create them?
What do i miss here?
Youre not looking at what upgrades into that list.
“masters upgrade into here” is no longer true, and is a carryover from the coregame. Children evolve into children group, brutes into brute group.
Brutes can evolve into hulks.
mon_zombie_pk evolves into pks group.
Going to the monster files tells you who uses what group to evolve.
The masters evolve pick from here group is what normal green zombies turn into. masters do pick from that group, because most zombies evolve into that group.
Added a new runny zombie that is grabby but weak of melee. This is an early game runner, so I can reduce the number of runner running around without killing the early game.
They have a good bite, bad melee, and an occasional grab attack. their role is to grab you as you flee. fair enough.
Ive tweaked some spawn settings, reducing the cost of normal zed groups, but I need to test it more to see if its really viable. I have hordes on, so Im going under that.
Hello pisskop,
i didnt test the removal of single zombies. I have no time to start a new game right now. I think looking at this only in debug mode by revealing map wouldnt bring the right results how the game feels with that change. i hope for someone else reporting.
But on paper its a bad change, those sinlge zombies add a lot. Imagine “the walking dead” without the single zombies!
[quote=“Nibelung44, post:585, topic:11323”][quote=“pisskop, post:582, topic:11323”]theres not much to say
everytime an ovrrnap special demands it spawn one of the 72 slots for mandatory specials is taken up. with more thab 72 mandated spawns the gamw cannot guarantee they will spawn. tjis is codemines and coolthulus baby, ho ask them why you have to see this error.
my mod, run without any other moda, has not tripped this error. the only intermediate solution would be go get al lsist of mods being used and add anotber ‘patch’. which would have to be constantly updated. i think a better solution is to teach eople howto make their own changes to the overmap_special.json file[/quote]
Well, I would like to know if some of the buildings added by mods, like ‘Tree Orchards’ etc. can lose this ‘mandatory tag’, so your buildings are more a priority, so if you can give me extra infos… What is a mandatory special, how to recognize it?[/quote]
I didn’t see Nibelung44’s question get answered. The instruction you’re looking for looks like this:
[glow=red,2,300]“occurrences” : [2, 3],[/glow]
The first number is the mandatory spawn number, the second is the potential spawn number. So, look for entries of type “overmap_special” in other mods and lower those first numbers. Leaving the second number alone will make it possible for them to still spawn if there’s any room left.
I have to correct you here, the coregame setting for master is [ “UPGRADE”, 10 ] not 0. And theres a new necro_pk with an upgrade 0 too.
From testing in debug, its a big difference how fast they evolve everthing around them.
There is currently a 0.6 percent chance of nothing spawning because it was picked.
This does not include nothing spawning because a high-value target was picked.
‘On paper’, this is a very small change. It gets a little more noticeable in the the early game because many monster spawns are time-gated. And then more simply cannot be afforded on day 01 of a world because they are too expensive. The game should pick up. Im asking people to give me feedback on how it changes horde playthroughs.
I have to correct you here, the coregame setting for master is [ “UPGRADE”, 10 ] not 0. And theres a new necro_pk with an upgrade 0 too.[/quote]
Have you noticed a discrepancy or difference in their play? is it unfair or in need of change?
In my opinion all Monsters with [ “UPGRADE”, 0 ] are a balance problem.
Please take a minute and use debug to spawn a master_pk with a few normal zombies around him and watch what happnes. Do it again after you increased upgrade to 10 or 20.
mon_zombie_necro_pk
mon_zombie_master_pk
from what i see they do not evolve to anything bigger and they use [ “UPGRADE”, 0 ].
On the other hand, i have to add here that i play your mod with (only) 1.1 spawnrate. I read some people play your mod with (crazy!) 5.0+ I think those players want this [ “UPGRADE”, 0 ] challange
Its realy up to you what you want to do with your mod.
With your help i have already found out how to change this to my taste.
I used a hacksaw to get into the hardware store while the lost soul distracted zombies by being visible.
Then I used my warhammer on small groups of zombies - hordes are really obvious now - and circled the pawn shop twice. Once to smash the alarm and run from a shocker brute. once to get in once a hell knight engaged the brute back to it.
across the street, to the south and 5 tiles south of my current pictured location, I went into the garage and a caccodemons busted into the window to taze a fat zombie. I shat myself and ran through the shadows, grabbing a torch and 2 welders. I have now gotten all I need save more booze.
On my way back a revenent pulled me into its loving embrace and I headshotted it. A caccodemon came up behind me but a zombie found it first and they arced north of me instead of west to me.
[quote=“123nick, post:613, topic:11323”][quote=“pisskop, post:612, topic:11323”]Well in either case, Ive added a few spawns to make early game more populated while the spawns trickle in.
^^ adds in small bands of Greenies that will stop spawning around the time the heavier spawn groups start.
Fixes a bug with duplicate martial arts too[/quote]
are the pk-cataclysm ++ patch fixed for it? if it needs updating?[/quote]
It’s not clear to me how monsters spawn in the wild? Once I cleared an area, it seems weird to see new monsters popping up in my ‘behind’ so to speak. Is it different from vanilla cdda?
[quote=“pisskop, post:618, topic:11323”]Dropped the cost of ‘standard’ zeds more.
Depending on what people say Ill reduce the time for evolutions and drop the frequency of straight-up specials.[/quote]
i sorta like it as it is now, in 2.3.2, assuming u changed anything. i dont think i have much to complain about, but i may be wrong. seems pretty good right now, good mix of stuff, maybe if some of the new specials this mod adds had a tiny bit more priority over vanilla specials and normal greenies, but its probably just fine as it is now.
[quote=“pisskop, post:615, topic:11323”][quote=“123nick, post:613, topic:11323”][quote=“pisskop, post:612, topic:11323”]Well in either case, Ive added a few spawns to make early game more populated while the spawns trickle in.
^^ adds in small bands of Greenies that will stop spawning around the time the heavier spawn groups start.
Fixes a bug with duplicate martial arts too[/quote]
are the pk-cataclysm ++ patch fixed for it? if it needs updating?[/quote]