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Feral preppers, survivalists, and militia #52526
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Doesn't the evolution here break the lore a little? Either ferals are improving their skills and equipment over time (shouldn't be smart enough for that?), or new people are going feral long after the initial wave. |
I think this has more to do with gamification that we are trying to avoid gameover situations before the player has the ability to prepare for it. And one of the few ways we have of doing this is via delayed appearance. |
I have/will put a |
What I'm saying is there is a difference between delayed spawns and evolutions. Veteran survivor zombies spawn much later than normal survivor zombies, in the same monstergroups, but the latter don't mutate into the former. The reason for that was explicitly that zombies can't acquire more equipment after death. IMO, ferals shouldn't evolve at all. The later game variants should be added to the same groups, and the spawn delays handled via the "ends" and "starts" properties. Again, see survivor zombies for reference. Would be nice to keep this stuff consistent. |
Ah alright, gotta stay consistent. I'll follow the veteran zombie |
I should read all of it first. |
There are a lot of general changes to monster groups going on here besides just adding these guys, what's up with that? |
Oh right. There were if I remember correctly, 2 other pull requests: one that removed the mon_null on the top of most monster groups, and the other that made changes for the monsters that spawn with the |
But there's nothing more to lint. I consider uniting lmoe-zombie with lmoe file.
Making a different file for the zombie Lmoe shelter may be hindering.
I need help, what should I do? |
Nothing. This is a known issue with the tests. Every PR has this error currently, so do not worry. |
Thank you |
Feral preppers were to disappear from the surface as survivalists appear, introducing the flashlight. Messed around and found out that the "ends": worked, rather than "stops".
For the moment, I don't think any feral armed with guns should be in any of the vanilla spawning groups that can just appear anywhere. Having them as special spawns in LMOE shelters and cabins and such is great, and gives a way to test them out. Having them appear on the street and gank you unexpectedly, less so. |
Aw alright then, I'll take the gun ones out most of the groups. |
Most of the town groups are neverminded, but the house spawn and the feral group spawn sounds ok.
Co-authored-by: Anton Burmistrov <Night_Pryanik@mail.ru>
Summary
Content "Adds firearm wielding feral humans to town areas; Continuation of #51825."
Purpose of change
Adds firearm wielding feral humans in form of preppers, survivalists, and militias; Feral versions of them would be mostly left isolated in their safehouses during the chaotic events before the start of the game, making them able to appear and become enemies for the player.
Describe the solution
Added 3 feral enemies:
Added 2 (3) locations:
Describe alternatives you've considered
We could add feral security guards (9mm) to some parts of towns, with a
"starts": "# days"
for early-game balance.Testing
Spawning
“start”: “5 days”
line.Health and mon-drops
Lethality and behavior
2nd Test
"Starts":
test3rd Test
Survivalist melee test
Additional context
Occupied shelter
Another occupied shelter but in 2 years.
Fight result
Cabin prepper surface
Cabin prepper shelter basement