Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - skyarkhangel

#181

Zombie Apocalypse A14 SK

Unofficial update for Rimworld A14
by Hardcore SK team.


Additions:
  • Zombie body patch. Makes zombies much stronger.
  • Zombie bite patch. Added special zombie bite attack.
  • Zombie could ressurect AGAIN, if the head was not destroyed.

13.07.2016 update:
  • Fixed most of all red errors!
  • Greatly reduced zombie health and speed (bcs they can ressurect and much smarter)
Bonus A13:
  • Added ressurect animation. Now you can see which zombies will rise soon
  • Zombies can crush doors
  • Zombies can see target only in some range (earlier, zombies saw target for the entire map)
  • Zombies can create zombie horde. Gradually the scattered zombies combine into big horde.
  • Zombies can assist to each other in attack/defend.
  • A lot of noise could provoke the attack zombies in much more distance.

18.07.2016 update:
  • Updated to A14

Test version
#182
Justin C will soon have to update.
#183
A12, A13, A14 constantly changing part of code which was hit hard Edb work. Edb did a great job, for all Rimworld.
I think this A14 will be marked as Edb's alpha. Because, Prepare Carefully its a part of biginning in Rimworld scenario system.
#184
Quote from: BlackSmokeDMax on July 15, 2016, 08:20:46 AM
@ skyarkhangel

Are you guys completely on to A14 build now? Or will you still update any glaring/major things found in the 3.0 (A13) version?

We will try to transfer all of A13 in A14. So, found bugs in A13 will be transferred too :)
#185
Quote from: blub01 on July 15, 2016, 06:24:58 AM
I just wanted to tell you how f*cking ironic it is that this modpack updates to A13 on the day A14 comes out.

You can always play with test build from github. It was quite rare, when test build were not playable due to errors. It was available for 1.5 months.
We know that many players use github version and try check before update.

Quote from: Zakhad on July 15, 2016, 07:38:07 AM
I haven't played in like 3 weeks, has the research tech tree been done? that was my way of defining that the mod is up to date :P

Nope, Fluffy will update for the A14.
#186
Quote from: LustrousWolf on July 13, 2016, 09:27:11 AM
Really good update thanks :D But can the zombie infection still be cured by medicine? Or has that ben fixed? :O

EDIT: Also, is the airborne virus still in the updated A13 version?

One player said, that he was able to cure zombie infection with using top medicine. wtf?
Ok, I plan to make the special cure. how would you like to get it? from exotic trader or.. maybe special development to search and produce?

Already made some additions, but not updated yet:
- Zombies forgot target if distance too big (80 cells).
- Added Walk LocomotionUrgency and zombies no longer accelerating when the aim. Earlier, zombies with 1,8 per sec. speed could catch up the victim with 3+ per sec. speed.

Quote from: warman343 on July 14, 2016, 03:41:43 PM
I love this mod, always had it on and playing games with it. I like how they can now reanimate in version A13. Now there is a small problem with the zombie's pathing/targeting: If your base is enclosed with a door and you have Turrets behind the walls or Embrasure walls ( Combat Realism Defense mod), The zombies will target the turrets but will not move once they appear. they will attack anything in melee range though. When those turrets are removed or destroyed then they will proceed to crush the door.

Now if the base has no door and fully enclosed they will move around the map and attack any humans that appear.

Whats weird is that i have never seen them being Dazed before and having them die with malnutrition but that's ok since they can reanimate.

Yes, zombie can target turrets too. Zombies have recovery function. They can recovery - joy, mood, food and other needs. If zombie lost any bodypart that considered as lethal for human or downed - zombie "die". If brain were not destroyed, zombie going to reanimate. In last updates, zombies has a max range, about 45 cells. And can attract attention to other zombies in 70 cells. If range 80+ zombie forgot target (last addition not currenty in last update). I planned to learn zombies to breaks walls too, if zombie feels there is victim and no doors. Currently zombies powered with Insectoid AI from hardcore sk and Enviro AI for animals from A12.
#187

Zombie Apocalypse A13 SK

Unofficial update for Rimworld A13
by Hardcore SK team.


Additions:

  • Zombie body patch. Makes zombies much stronger.
  • Zombie bite patch. Added special zombie bite attack.
  • Bonus A13: Zombie could ressurect AGAIN, if the head was not destroyed.

13.07.2016 update:
  • Fixed most of all red errors!
  • Greatly reduced zombie health and speed (bcs they can ressurect and much smarter)
  • Bonus A13:
    • Added ressurect animation. Now you can see which zombies will rise soon
    • Zombies can crush doors
    • Zombies can see target only in some range (earlier, zombies saw target for the entire map)
    • Zombies can create zombie horde. Gradually the scattered zombies combine into big horde.
    • Zombies can assist to each other in attack/defend.
    • A lot of noise could provoke the attack zombies in much more distance.

    Standart version


    + EPOE 1.63 patch*

    *EPOE mod must come first in the list.
#188
Quote from: Justin C on July 12, 2016, 07:29:37 PM
Quote from: skyarkhangel on July 12, 2016, 06:16:49 PM
Soon update with fixing red errors.
You're awesome! Thanks for picking up my slack (again)!

Since the game is finally coming to Steam I do plan on getting the A14 release out as soon as possible. As of right now I have nothing at all going on this weekend, so I should have plenty of time to work on it.

Thank you. Your awesome mod should live forever, live as long as immortal Rimworld  ;)
You may take my additions in official update, such as the resurrection and resurrect zombie animation.

Quote from: Joshy1111 on July 11, 2016, 10:16:09 AM
Quote from: Elixiar on July 07, 2016, 05:33:30 PM
A massive horde just appears and stands still because for whatever reason they don't know how to bust down doors anymore in this patch :|.
Great mod but serious problem.
Hey Elixiar, the mod was changed in Alpha 11 to make sure Zombies did not attack doors, if you want to know how to change it, ask the current mod updater (Skullywag I think?) to change it

done.
#189
Quote from: BandOfDog on July 12, 2016, 05:38:40 PM
Did the raids not happening bug ever get fixed? That for me was the biggest one and the reason I stopped playing. As its kind of pointless playing without raids.

You can continue, yep, there are some bugs (in A13 changed pawngenerator) with generating raid in earlier game, when your colony have low value.
#190
Soon update with fixing red errors.
#191
Quote from: notfood on July 12, 2016, 05:00:29 PM
Quote from: skyarkhangel on July 12, 2016, 04:44:21 PM
CR and AutoEquip changes inventory Itab. At screenshot i see only pawn gear itab. Killface, could combine into one? Currently hardcore sk 3.0 using smart apprel optimizer.
Its possible enable both at once, but it's a mess.

I'm not asking for AutoEquip to be included by default.

LT_Infusion version included in HardcoreSK appears to different from the one you shared in this thread. For AutoEquipInfusion to work, Killface requires the source files or the list of changes in LT_Infusion.

Earlier, i already made working AE with CR, with InfusionAE patch, but stopped, when failed to merge AE and CR into one iTab.
OK. I am going to test Killface works with AE :)
#192
Quote from: Havan_IronOak on July 12, 2016, 04:50:09 PM
I'm trying to develop a wiki for this mod-pack and have the start of one at http://rimworldwiki.com/wiki/Hardcore_SK

I'm Comparing two points in my game. One is just before I learned Agriculture II and one is after.
For some reason, what shows in the structure tab as "Glass Door" showed as "Reinforced Glass Door" just before I mastered Agriculture II. Any idea why that changed?

Glass door using stuff "glass", which allows, like when you build wall, to choose different material, simple glass or reinforced.
#193
Quote from: notfood on July 12, 2016, 01:39:05 PM
Welcome back Skyarkhangel, nice to read you again, thanks for the hard work.

I wanted to bring your attention to the Infusion Mod issue.

AutoEquipCR is a great addition for equipment management in HardcoreSK modpack. There just happen to be the issue of compatibility for AutoEquipInfusion.

It appears that LT_Infusion included in HardcoreSK is different from the one you are offering over here so it breaks. Is there the posibility you can share the source for compatibility? Or perhaps just indicate what needs to be changed in AutoEquipInfusion.

CR and AutoEquip changes inventory Itab. At screenshot i see only pawn gear itab. Killface, could combine into one? Currently hardcore sk 3.0 using smart apprel optimizer.
Its possible enable both at once, but it's a mess.
#194
Quote from: thefinn on July 12, 2016, 12:16:21 AM
Quote from: skyarkhangel on July 11, 2016, 11:00:24 PM
Hello all, I think I'm back.
Updated topic name with A13. I think most of you have already seen and used github A13 version. This days, I will watch your bug reports, which were written during the last 2 month. Then going to update with A14.

Welcome back. Will you be putting A13 up for "normal" download as a complete pack or ?

Yes, after work with bug reports. I found a very important notes.
Still research tree was not improved for A13 and scheduled rework for turrets not done and will remain as it is  :(


This month we have a new record in Twitch Rimworld Hardcore SK stream:

1400 online

#195
Hello all, I think I'm back.
Updated topic name with A13. I think most of you have already seen and used github A13 version. This days, I will watch your bug reports, which were written during the last 2 month. Then going to update with A14.