Survivalist: Invisible Strain

Survivalist: Invisible Strain

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Horde Alternate Start - Now with Relentless Horde Challenges and a Sandbox style map
   
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1.030 MB
11 Nov, 2020 @ 7:45pm
1 Feb, 2021 @ 8:14am
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Horde Alternate Start - Now with Relentless Horde Challenges and a Sandbox style map

In 1 collection by ForgeTec
RP Style
5 items
Description
Now set up on main branch so everyone can use it now.

Short Version / TLDR
Ten new game starts based around the idea that zombies are the biggest threat in the game. (and one that raiders are because it was requested)
Skill points have been increased to make a character feel like hes been actually in a apocalypse already surviving but not so high as to be anything but a normal person wandering.
Equipment and clothing overhaul to get rid of some useless items and to add a few more survival focused onces.

Long version
The Horde - core concept of large numbers of different kinds of strains mostly in the green and blue types being massive crippled hordes of them. Over running you through numbers. around 5% of them are not crippled so you have to watch your back to keep some stamina in reserve or get bitten.

The Relentless Horde - is a new mode that reduces the number of zombies on the map for large numbers of wandering hordes that keep flooding into the map. I've also increased numbers of refugees so that over time the map will go from fewer stationary zombies to larger and larger as refugees fall to the hordes. Your base will need to have solid defenses and a good supply of arrows or your going to start losing people to just random attacks.

By Default Raiders / White Strain / Invisible Strain are off (not sure if white strain will still spawn in wandering hordes)
I found these to be very player specific and felt that players could tweak them up and down as they preferred as some people love raider attacks and others hate them.

Relentless Horde raider has double the number of raiders coming to find you for a mix up in challenge but fewer zombies.

Countryside map - A builder focused map - fewer zombies and weaker variants but loot is scarce, Refugee's and merchants also are fewer and as such you will have to make do with what you find or can build.

Infiltrator - Staying at the idea of a Challenge map - More refugees and normal settlements then standard map - decent loot - fewer normal zombies - and 5x the number of white strain - is your camp safe or are they already inside? Are the people walking beside you friends or foes waiting to turn on you. Refugee's safe to bring back to camp or a trojan horse. (Yeah this one might make you not sleep sorry)

Equipment Overhaul
I aimed for a Enhanced Vanilla here where I was hoping to make a kind of "Role Play" common sense style of items someone might carry with them.

Removed basic shoes and pants from clothing and made combat boots and combat pants default 1 cost. They are so easy to find within moments of the game I just couldn't see why the player wouldn't have some already.

Under Equipment I gave a few more points and removed some of the more odd/useless choices from the selection such as a few pieces of gold or bombs since its unlikely most people would use these over survival gear. I also added seeds and tool boxes for the builder players who want to make a colony. Small backpacks were replaced with medium and large as a option but I tried to balance the cost of the items to really make you think about your starter gear.

Special Thanks to Sniperman1109 for the idea for - The Relentless horde mode - check out his survivalist series on youtube.

ForgeTec - Blu Water Gaming

Leave comments below for ideas and I'll look into them.
4 Comments
ForgeTec  [author] 22 May @ 4:26pm 
sad I'll look into a remake someday (when life allows)
Many-Named 21 May @ 7:32pm 
No it does not work alas.
ForgeTec  [author] 21 May @ 6:52pm 
honestly not sure but I am looking to get back in game and if I have time will make a updates new version of it (time willing of course) if it works let me know as I might just redo the current mode
Many-Named 17 May @ 1:56pm 
hey man ty so much for this mod, does it still work with the current build? Anyway I will test and report back if i remember.