squigs - they were quite powerful if encountered under less than optimal conditions.
shoggoths. If the extra 10 acid damage made the critters, Id just as some grant them more base hp.
turtle man, purple. His staff attack is less punishing for an unarmored player. not that unarmored characters without obscene dodge skill have business around them.
graboids. Well, this isnt a nerf, its a reimagining of them. They will attempt to grab and pull you off of any rock you are on, and confuse you with hard hitting hammering.
Changes incoming:
a new āfieldā spawn group that, you guessed it, only spawns in fields. no more bears, squirrels, tree dwellers in the fields. Or at least more rarely.
A subreddit, for the time being it doesnt really cost me anything to set up.
Except the inevitable hit to my pride, but you know ā¦
This update adds in
police hub, a large, close-to-city structure that gens robots and some loot.
sludge pit, a place to get some sciency stuff
Sky Vortex, an anomaly in the wilderness that spawns nether critters and some fairly choice items.
nerfed squigs, shoggoth, and etc.
NEW SPAWN CHOOSING FOR THE WILDERNESS. YoY
The fields now have their own spawn pool to pick from, and should be emptier of critters.
āHomebrewed Balmā. A healing salve that should be the answer for wilderness players early game. For 2 survival or 3 survival and 1 cook you can make this item that has an ā¦ unreliable chance of healing infections and bites. But its easy enough to make ā¦
So I posted this on Reddit as well but I figure Iād ask in this thread too. Whenever I try to generate a world with this mod I get a huge list of buildings the game canāt generate, https://puu.sh/uWsMl/9363212408.png. Iām using the latest experimental and the latest github of the mod.
as far as I know its just a thing. Coolthulu has a fix for the nonessential errors popping up. So hopefully that helps ā¦ I accept the world if the list isnt too long myself.
Reading up on it it seems that certain buildings have to have a specific area to spawn in properly, like I assume too much forest or not enough field tiles means something wonāt spawn in.
Those buildings though, dont require all that much special circumstance. and not every world gens that long list. its mapgen purposely throwing out structures. I dont make most buildings harder to place; in fact in many cases I make it easier because I dont require so many of them,
Ah, okay. Thanks for clearing it up.
Also I really enjoy watching your LP of your own mod, itās interesting to see a creator playing something they created and talking about stuff they implemented, like fire scaring away certain critters.
Not slower than them, unless you are pained or encumbered. There are varying zed speeds, and I do have 3 versions of the most basic zeds (Greenies, toughies, fatties, children). Some will be faster.
I did not change the basic zombieās speed though. The coregame has seen a few nerfs to things lately. idk where it ends for coregamers.
Hi, strange question, why does this not get merged with the other mods into the main(nightly) versions? Seeing the mod is already in the game to some extent. Sorry if stupid question is stupid.
This should let you have heavy smashing attacks on heavy weapons. If I missed a good example for hammerblow do tell.
This also reduces the amount of robots in the police hub.
Later on I have to revise that list to make them all friendly and more coplike.
This should let you have heavy smashing attacks on heavy weapons. If I missed a good example for hammerblow do tell.
This also reduces the amount of robots in the police hub.
Later on I have to revise that list to make them all friendly and more coplike.[/quote]
By more coplike, do you mean dialogue or making them somehow hold fire until you wield a weapon or attack?