My most recent game saw me starting on what appeared at first to be a rather large island between 2 rivers with 2 cabins and a decent mixture of swamp and forest. Its about 30x15 tiles and the only access is by bridges guarded by anthils
This is the most fun I’ve had in a while due to actually NEEDING to survive off my wits and survival score and not instantly looking for buildings to ravage. It would be extremely fun to be able to choose to start on an island, or in the desert, or in eternal winter, etc etc.
If science would need to explain the islands existence, well this game is set XX years in the future right? in the last 2 years, seas levels have risen 5 inches in parts of the world. know knows how high it could have risen in 40 or 80 years? individual mountains might then be individual islands separated by only a tile of river
Unfinished test desert setting apparently exists, but for some reason doesn’t always show up in world gen options. When it does show up, you can select it instead of “default”. Desert maps have either no or much less forests, so finding food is much harder.
You can try setting zombies to very hard - big spawns, fast zombies, zombie NV - then starting in LMOE shelter. LMOEs are typically quite far from cities.
By default you start only 5 days after cataclysm struck. That’s why most buildings are intact, cars are still burping happily, corpses of humans in labs still aren’t skeletons etc. If you chose to start in a season other than spring, the time will be fast-forwarded by (season length * seasons skipped) (though if you chose winter, food will not rot due to the way time catches up).
It may be possible to mod some crazy environments with jsons alone.
[quote=“Coolthulhu, post:2, topic:9034”]Unfinished test desert setting apparently exists, but for some reason doesn’t always show up in world gen options. When it does show up, you can select it instead of “default”. Desert maps have either no or much less forests, so finding food is much harder.
You can try setting zombies to very hard - big spawns, fast zombies, zombie NV - then starting in LMOE shelter. LMOEs are typically quite far from cities.
By default you start only 5 days after cataclysm struck. That’s why most buildings are intact, cars are still burping happily, corpses of humans in labs still aren’t skeletons etc. If you chose to start in a season other than spring, the time will be fast-forwarded by (season length * seasons skipped) (though if you chose winter, food will not rot due to the way time catches up).
It may be possible to mod some crazy environments with jsons alone.
Also, incoming redtext due to canola plant name.[/quote]
None of those are quite what I had in mind. yes you can select the sometimes buggy and odd desert start, or you can max out the season length to what, 187 days i think it is? but wont that time skipped massively increase the number of zombified animals? it’s hard enough to survive a day 1 moose or bear attack WITHOUT them being Z’ified…
the point of this is to offer new challenges, not to make old ones harder. I prefer a minimal Z risk and more of a survival challenge. the Z’s are still there of course, to add tension to exploring a new area, or to allowing the danger of infection. But I love pure survival more than Z smashing. Really, I would just love to be able to start on random islands and have to swim or build a boat(or salvage one 0_o) to travel off my island.
Totally upvote your suggestion, man! It’s actually a really good idea. The scenarios could totally do something like that, but no one actually tried. It would be really fun though.
In LMOE start, you typically get some guns in the locker. Usually not enough to be comfortable (ie. to hunt with firearms), but enough to have a “panic button” when you blunder into something big and angry.
The number of zed animals doesn’t rise without bounds. You can see it in data/json/monstergroups.json - monsters have multiple entries with “starts” and “ends”. Natural animals have “ends” (not spawn entries), while zed animals and mutants have “starts”. So early on 1/6 of the moose you see will be zeds and eventually 5/6 of them will be.
Currently Angle is working on a big mapgen update. It is in early stage and it isn’t guaranteed it will support island generation, but the reworked mapgen might be easier to adjust to support islands than the current one.
Edited… though considering we’re talking about a game centered around the death of the human race, I’m not sure what was so bad about it when used to reference a building