Didn't expect to get such a warm welcome! Thanks guys
But yes I am back to working on the mod. Special thanks to @Evil Bunny for updating the mod to the latest version
Get comfy with Evil Bunny's port though, before you think that I'm just going to take Evil Bunny's updated version and run with it I am actually working on a
complete rebuild of the Corrosion Mod. From the bottom up.
Here's some sneak peeks at what I have so far:
I will be adding new enemy and ally civilizations. I plan on having all civilizations (except the zombies) be playable. The Picks and Scavengers are already added. Once the mod is actually complete I'll add some more fluff but for now this post will be down and dirty with the mechanics.
Scavengers : Your basic humans. You will get a lot of choice of weapons and armor and they will be very versatile in both high resource and low resource environments. Their guns are generally low caliber bullets, but they also have access to shotguns for better limb destruction. They may get a workshop that will let them copy other civilization's weapons, ammo, and armor if they possess an original copy, or 'blueprint' item.
Picks : These humans fled underground during the apocalypse. Therefore, their weapons are ideal for battling the giant creatures of the depths. They will get a bunch of pickaxe themed weapons, have access to underground fauna and fungi for trading purposes, and their guns will be heavy and expensive (anti-tank rifles, 4 bore rifles)
Zombies : Your average ambushing zeds
Zombie Horde : Sieges your fort instead of ambushing, has a few more castes like a flying zombie.
---planned---
Another friendly civilization. Nothing concrete planned at the moment, perhaps something like the Enlightened perhaps, the Warlords felt to 'generic' for my liking. We will see.
Desert Devils : Stealy stealy civilization, has two castes a slave caste that learns manual labor faster and a combat caste that has innate combat skills. Guns will be largely flintlock weapons, cheap and efficient but weak in comparison to others. They will likely get some very good melee weapons and armor to compensate for this however.
Reinhart : Somehow has access to ...erm 'artificial enhancements' that give them a boost. Babysnatcher. Not ENTIRELY sure how to administer enhancements. Either create a boiling stone to apply enhancements at workshop, or perhaps give them some sort of liquor that they can either "brew" into a barrel for mass deployment, or put directly into a waterflask by reaction (this will allow military members to be targeted with specific boosts)
Since this is a complete rebuild there some considerable items on 'the chopping block'. So let me know if there's any mechanics you particularly enjoy or despise and I will take that into consideration.
Lab / Batteries : Labs were designed to be sort of an 'late game' for certain items. Batteries being used for a mostly infinite source of fuel. While I like this idea of 'late game' tech, the previous approach was cumbersome and superfluous at best.
Poisonous Stone : Previous versions of Corrosion "persuaded" the player not to dig out a fort by making all the stone poisonous or impossible to dig through. This is a massive change but I am thinking about it simply because there are plenty of exploits to work around it, namely settling anywhere with a significant amount of soil and just carving a base out from there. Instead, humans will learn the Mining skill at 1% making the process painfully slow to learn.
EDIT : Perhaps making aquifers appearing everywhere could possibly achieve the same effect. Places like frozen and cold areas as well as mountains would be more desirable embark locations. More tests and feedback required.
Useless caverns : I plan on keeping a lot of the underground creatures from vanilla, my original intention in previous versions was to populate these areas with dozens of my own creatures, in retrospect this is a Herculean task to say the least. Caverns will rather have a Corrosion spin on them with my own underground fauna and fungi that will have special uses. Very special uses.
GOING FORWARD :
I plan on releasing Corrosion II at say, May 20th (freedom time) the build will consist of two complete playable civs and two zombie civs (at least) as well as some of the more iconic framework for the game. Frankly, the graphics are x years old and I find them to look quite amateur so the update will likely only have ASCII or a custom tileset depending on what I can muster up in a week, but individual graphics are out of the question for now.
Thanks again for your continued support