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Thats a good idea, I will add it to my to do list
@Depraved Arachnophile
Yes, entropy uses days
@Space
From my own testing yes, it works with bandits
@Its Over 9000!!!
Load the modules you want to play with. For your requirement load all the climate modules except for entropy. For Zombies, You can either configure the DZ default zombies to be fast shamblers, or disable them and load the fast shambler preset
yes randomisation is removed. You can do a pseudo randomisation by adding the "sprinters", "slow shamblers", etc.
@Wastelander
AFAIK, zombie sight only affects detection radius, If I remember correctly it is like 16 tiles on normal. Once a player is detected, zombies have unlimited range and will track the player until line of sight is broken
@VexyWexy
That was how it worked in b41. The problem is that the method creates a greater memory load since it has to "remember" each zombie stat per zombie. Fine if you like low zombie pop. But a nightmare if you like high population
Right now you're just limited to the presets and having more presets would just make it so much more complicated to configure. Maybe have a single preset that allows you to just pick "Random between x and y" for each stat?
"Chaos Sprinter" - high speed but low int, sight, memory, hearing... will run to smells/sounds, etc, but probably not see you on the way.
"Smart Shambler" - slow, but with high cognition and memory - will get there eventually, and open the door for the others...
"Smart Sprinter" - Fast, high cognition but low toughness/strength - good for those fun surprises!
"Pinpoint Shambler" - Slow, but pinpoint hearing, & long memory - these are the ones that will find you and start thumpin' on a door or window to call in the others.
The fact that I can spread out their traits like above, divide by approx percentages, and then have ALL of them dynamically affected by weather/time/worldage/temp/daylight&dark, etc.. is amazing.