- Removed knowledge of local terrain at beginning
Why? The way I see the beginning of a new game is you've lived in the area your whole life and your home is running low on supplies so you must go out and find more (hence the mostly-empty shelves in the basement of most starting houses). Do you really know nothing about the town you live in?
I'm working off the idea that you fled into the area after escaping the hordes of the undead and just ran into the first unlocked house you came across. You have no idea where you are and the area has already been pretty well looted. That's where the player comes in to do some a-sploring !
And also dying... Lots of dying...
Mod name: Cruel World
Tagline: Here's how you died
Note: If you can survive longer than a couple of hours I salute you. I think my current record stands at like 15-20 minutes. (in-game minutes).
I like your changes. You know that I like hardcore mods
. I am going to be more softcore in my mod. In the future I want to add a bit of 50-60th feel and change most zombies to mutants. You probably know what it means, another Wasteland-style mod
.
But in this case I finally get an awesome game to build upon. A future where most people died/mutated will still probably have lots of grass and forests and wildlife, just different, so it should provide an unique feel amongst the forests, swamps and abandoned houses. I always liked Fallout's backstory and feel, but the "desert everywhere" was a bit stupid (still liked it very much though hehe).
By the way, zombie dogs were my first idea too, but Lab notes say something against it. Nonetheless, I will go with my own "total conversion", but I hope that my additions will help the main game in some way!
2 Whales:
I think there should be flour, sugar, salt and yeast in bags amongst other food. It should be almost worthless as a food, but very useful for cooking. Salt will be pretty awful to eat (dehydration etc), sugar would be a light stimulant. Also it will make "edible food" less frequent and it will make the cooking skill much more important.
Moreover, the 1-5 difficulty in crafting means that 10+ skills are useless in crafts, so I will try to come up with a crafting table
.
By the way, what does the "healthy" value of a food affect? How different is -8 from 0 or from 2?