Implemented features in the Living Dead mod [also know as the Hardcore mod]:
- Increased zombie speed to a run
- Varied zombie speed
- Doubled zombie numbers
Features which are in the process of being implemented:
- New weapons list [M1 Garand is functional as a first test]
- Removing non-zombie NPCs
- Increasing the damage dealt with weapons
- Making ammo scarcer
- Scavenged guns are sometimes damaged and require repair
Awesome. Note that guns already have a "durability" rating, but it is not actually used yet.
Theres a zombie mmo called dead frontier, and the special zombies in that game are total asses. Theres banshees, like shriekers, but with two heads. Reapers have a long bony blade replacing one arm, which would be good to get a cutting type zombie in there, theres also bones, which are like hulks, but with bones protruding from all over the body. I think reapers should be in, though. On another note, is there an actual way to get mininukes without wishing? About the gun skill rusting, couldont you just train it back up by grinding with a bb gun? I find them in sporting goods stores fairly often.
Fast zombies actually have long claws that do cutting damage. I might make a reaper-type zombie though, maybe call it a "slasher" to make it extra-obvious that it does cutting damage.
BB Guns only train rifle/gun skill up to level 1, after which they shouldn't provide any training.
Find them at the bottom in labs, or occasionally on an NPC
I am assuming that me jackhammering walls makes a huge amount of noise. It's like that zombie whisperer.
Correct, they are the loudest possible sound (in terms of affecting spawn rates).
Making ranged weapons less viable isn't as much of a priority for me, since most players seem to opt for melee, and ranged weapons already have the issues of ammo supply, noise, higher chance to miss, etc.
I like to play with guns myself...whenever I can.
With enough expertise they become quite powerful, but ammo and skill rust limits their usefulness. Definitely not needing a nerf (please don't make firearms useless, please please please, it's done so often in so many games...).
No nerfing will happen, they are nerfed enough as it is. My goal is to make melee and firearms equally valid options, each with its own drawbacks and benefits. This probably means a long process of buffing/nerfing one then the other until the players and I are both satisfied (as if THAT will ever happen!).
Even if compiled in EXE?
Also, I can't find the piece of code which defines the way the containers interact with liquids... I want to make some recipes which use bottles OR cans in crafting, and I want the liquids to stay in containers they come from...
There is game::handle_liquid() in game.cpp, which goes through the process of asking a player what they want to do with a liquid (unloaded a bottle, pumped gas, 'e'xamined a toilet, etc). Containers themselves have several flags, including watertight, sealable, and whether they expand to fit the volume of their contents (a metal jug does not, a plastic bag does). As for crafting, well, that's a drawback and it's not doable with the given code. Could be modded in! crafting.cpp is kind of a krufty mess though...
Where in the code is the font defined? I want to use a square font.
It uses your terminal font, if you're on linux. On Windows, it uses
black Microsoft magic to decide the font, and as a white wizard I do not dabble in such things.
Also, I met burrowing enemies for the first time today. Great concept, and I only just realized they are exactly the perfect type of enemy vs ranged characters to switch things up, hah. (assuming they are immune when under ground, I don't know as I don't have a gun)
I think they shouldn't get caught up in shallow pits and surface traps though, and should be able to travel UNDER houses and roads somehow (and perhaps be able to 'smash' open the floor like the zombies do barricaded walls), kind of odd and takes a lot of the thread out of them, when those two things are combined.
But God, so much fun to watch them burrowing around the house looking for a way in.
It is possible to shoot them when they're underground, but they essentially get a free armor bonus from the dirt, plus you have to guess where they are.
The traps thing was an oversight on my part, and will be fixed.
It's intended that the hardest version (Graboids) will be able to smash through floors and such, but not fully implemented yet.