hum infected are just a bit overpowered, 30 men, half wielding + or better pistols, and the other half carrying * or better machetes or sledge hammers, and trained above talented in most combat skills jsut got wiped out by 10 infected and only killed 4. And they did shoot... alot
Well you're in luck! I toned them down a tad in 1.0.6, I may continue to tone them down depending on how tough the Mutated Infected are. (They will be tough, I may need to tone them down to).
1.0.6 is out! Cigars for everyone!
* Sheriff and Manger have been merged into one noble. The Work Enforcer.
* Adventurer Mode now shows up. If you want to play adventurer mode in the current version, add [INDIV_CONTROLLABLE] to any entity.
* Removed the Geese [FLIER] tag. It makes them easier to handle.
* More makeshift weapons.
* Turmeric now grows anywhere. It cannot be eaten raw, but it can be cooked.
* Removed a few more magical beasts.
* Large Predators now have bigger teeth.
* Stone now rots all nervous tissue instead of just the brain.
* Tobacco and Cigars are in.
Tobacco can be processed into edible leaves with no repercussions for consuming them.
To make Cigars, first you must attain tobacco through farming or gathering -> Process to bag in Farmers workshop -> Make Cigars in Kiln (no fuel)
The major advantage to Cigars is that it has the [ALCOHOL] tag, so if you run out of alcohol during a siege you can make cigars.
The major disadvantage is that it has a syndrome. The syndrome is mild dizziness, has a 10% chance of being contracted, and takes five years to actually activate, so it isn't that bad comparatively speaking.
* Cabbage has been removed.
Enjoy
Aside, bowie has been struck by a bad case of RL, the Deep Blue Escape won't be happening.
So I'll be launching my own succession game entitled Oldblood sometime this week. We'll be occupying a Farmhouse and a number of other farm related buildings which will be prebuilt. While I'm putting together the plans, feel free to admire this banner.
Fully Endorses the Corrosion Mod.
Thanks a bunch