I'm working on a large overhaul to how the police manage quarantines but until that is done this update fixes some bugs and adds a few new things.
I've fixed bugs with the melee weapons, mainly they were not resetting when the sim was reset and also zombies were sometimes able to hold them.
After adding the melee weapons with the melee chance, I noticed a comment that said that the zombies should have an attack hit chance like humans do.
Why haven't I thought of this before?
So now we have the chance of zombies hitting humans instead of a guaranteed bite. After some tweaking I set the value at 75% (you can still set it to 100% if you want it to be the way it was).
As this is technically another nerf for the zombies I've tweaked the default values for sims:
Number of default cops changed from 120 to 100. Shots to Kill Zombies changed from 3 to 4. Number of starting infected upped from 200 to 250.
I also tweaked the prefabs and adjusted the prefab system to work with this new addition.
I'm looking forward to telling you all about the upcoming police changes, but for now I hope you enjoy and I'll see you in the next update!
Version 0.31.4 is now live!
Hi everyone!
I've been tweaking how the AI works this last week so I have a few changes to announce:
Civilian AI has been reworked as previously they had no way to deal with Military that were set to no survivors and would simply allow themselves to be killed.
They will now shoot at the military if they are in Alarmed mode.
Cop AI has also been tweaked. When they were retreating to their police station and ran out of ammo they would stand still and be useless. Now they will pick up melee weapons and get back into the fight.
Lastly I have altered the police station selection screen. The police stations that can be set are marked in a dark blue but the one that is currently marked as the station is flashing.
Thanks for playing as always and see you in the next update!
Version 0.31.3 is now live!
Hi everyone!
This week I've been catching up on little tasks that needed to be done to support recent updates, mainly to do with Control Mode.
Players can now use the Loot button to arm themselves with a melee weapon, and are able to use it to defend themselves from zombies.
I've also added the Barricade button so players can manually barricade regions if they are able.
One other change I have made is for civilians to automatically change to the Alerted state when they are manually controlled, as this makes the most sense as otherwise when the player relinquishes control they will act as if nothing has happened.
I also changed the mouseover text on the melee chance bar to more accurately show how it now works.
Thanks for playing as always and see you in the next update!
Version 0.31.2 is now live!
Hi everyone! I've added something that I know a lot of you have been waiting for:
Civilians now can weird melee weapons!
When they become alarmed and turn magenta they will arm themselves with anything they can find before they start searching for a place to barricade.
I've rearranged this original hardly used melee chance stat for this new update. Alarmed citizens will no longer flee in panic from zombies and will instead try to get to their objective, whether it's leaving the building or getting to safety and will fight the zombies if they come within range. I've upped the chance to hit from a measly 10% to 75% so that their bravery in combat isn't always in vain.
This is a huge buff for survivors as now zombies have a much tougher time when someone is infected in a large group. It's not a complete buff for them though as fighting zombies often leaves them infected and continues the infection cycle.
At the moment civilians don't need to find weapons to arm themselves like they do with firearms, I take it as them simply grabbing whatever is close to hand.
I've also fixed a few bugs and tweaked some things:
Fixed a bug in the last chopper update where military units sometimes weren't getting dropped off
Helicopters are now correctly synced with the time bar at the bottom of the screen and don't run independently of game speed
Survivors no longer block up rooms when they are hiding from threats in their strongholds, they have a bit more freedom of movement to go through some doors.
Survivors were incorrectly determining that military were safety when the military were set to kill them. They will now flee as they should.
This crosses another big thing off my todo list for this project! Thanks for playing as always and see you in the next update!
Version 0.31.1 is now live!
Hi everyone!
I've used the rest of the week after the big barricade update to give you a small little extra feature:
Helicopters can now be Armed which means they will kill zombies (and humans if they are set to no survivors) at the landing zones.
Previously if a sim was completely filled with zombies on every square even the military wouldn't be able to turn the tide. With this any simulation can now be overwhelmed with military as the chopper will fire down until the area is clear to drop the troops.
Thanks for playing as always and have a good weekend!
Version 0.31.0 is now live!
Hi everyone! I have a big update for you this time that's giving you something that has been asked for for years. Introducing...the BARRICADE update!
For a long time I've wanted civilians to try and create some kind of base when they realise they are in a zombie apocalypse, and this update is the start of that. There are a lot of AI changes and I'll try to break them down in this post.
In the above screenshot you can see there is a purple aura on the ground, this is seen in the Civilian view on the top right and it means that enough armed citizens are in a location for them to designate that building a Stronghold. They will fortify it with barricades that take extra hits from zombies to be destroyed. With a full set of barricades a door or window will take 8 hits instead of the usual 3. Each tile now also counts for many more barricades than it used to so there is ample amount to barricade with.
Civilians can still pass through barricaded doors as I felt like there would be too many problems with civilians being trapped outside and breaking in if I did otherwise. The civilians will move around the building until the whole building has been barricaded.
Once the building is secure the armed citizens will begin to patrol to try and deal with any zombies that invade or turn inside the building. Survivors that are outside strongholds will see them and enter to try and stay safe. This does however also bring in some infected...
Police stations will also be considered Strongholds and civilians will seek refuge there.
Unarmed civilians will move up to the roof if there is one in order to hide from the danger below. This has mixed results as infected civilians will occasionally get in. I've been debating if this is something I want to change and I'd appreciate your thoughts!
If too many people die or too many zombies are in the building the stronghold will flip back and the survivors will evacuate the building, if they can. If an infected made it up to the roof a lot of them have a good chance of getting out, but if they have been overrun from the bottom floor their days may be numbered. I'd like to try and add more for civilians to try and deal with this in future updates.
That's it for now, I will probably add more updates to this system based on your feedback and by playing and tweaking the system. Let me know what you think and thanks for playing as always!
Version 0.30.0 is now live!
Hi everyone! I've had a busy few weeks and haven't been able to put out an update for a little while, but I'm back and ready to keep pushing the game forward! Let's get to the update:
It's now possible to designate buildings as being a Police Station in the editor. The default buildings have also been changed to have one of them set as a police station.
When generating the city you can choose the number of police stations it will have. It no longer simply picks a random city block and decides it's the station. I've done this as part of a system rework that will add functionality specific to certain buildings. I want to add hospitals to this list in this same way further on down the road.
If you have more than one police station in a city you can choose which one will be designated as the primary station. I'm going to be adding AI that supports multiple stations being used at the same time but at the moment a single one is picked out from the potential stations in the city.
It took a lot of code changes to support this system change, and unfortunately most of the game doesn't seem different for it yet but this is the groundwork for adding things like hospitals, designating homes, offices and the things we need to be able to do more advanced building based logic.
If there are any other types of buildings you'd like to see marked like this other than hospitals, let me know in the comments! Thanks as always and see you in the next update!
Version 0.29.4 is now live!
Hi everyone!
A bit of a small update this week as I've been a little sick, but I'm all better now! I've been fixing bugs while drinking lots of fluids.
I've added the ability to delete virus prefabs and pre-generated cities in game so you don't have to go finding the folders they have been saved to:
I've added a little cancel button on the prefab naming tool so you can go back as you were stuck making a prefab with no choice before.
I've also fixed a bug where the options to nuke the city / reset / etc were being displayed when reverting the sim when they shouldn't.
Sorry for the small update, but more to come soon! Thanks for playing as always!
Version 0.29.3 is now live!
Hi everyone!
Continuing on last week's theme of saving cities, this week's update is the ability to save prefabs of Virus Settings:
I've added four examples for you to try out:
Default - This is the same settings the game has been using by default. You can click this to reset your settings back to default to undo your changes.
Fast Zombies - Zombies run as fast as humans. People they infect will turn quickly. They die in one shot to make up for this but they are still a serious threat.
Slow Zombies - Zombies are originally slow by default, but for this setting I've slowed them down to 3x slower than human speed. I've given them 8 shots to kill to make them far more tankier than a regular zombie, giving people a chance to organise but ammo will become a serious problem.
Airborne - This prefab shows how the game changes when the airborne setting is turned on. The infection Rate is set to 80%, meaning 20% of the humans who get infected will be immune and the rest will turn. The virus will spread very quickly and death is guaranteed for most but the survivors have a chance to hold out and avoid being eaten.
There are parts of the airborne system I'm not entirely happy with so I may tweak that in future updates, but this will do for now!
You can also add your own prefabs and they will be saved so that you don't have to keep reconfiguring the virus every time you relaunch the game. They are saved in AppData/Local/DeadOS/Saved/Prefabs/Virus if you need to delete them. I'm going to add a feature to delete them ingame (as well as the saved cities) in a future update.
Are there any other prefabs you think I should add to the example list? Let me know in the comments and thanks for playing as always!
Version 0.29.2 is now live!
Hi everyone!
This update is the beginning of me working on having saved scenarios, and the first step of this is the ability save and load generated cities.
It saves default and custom buildings, as well at the rotations of the buildings. It also saves whether or not there are cars spawned. NOTE: If you use a custom building and then delete it from the block editor, the game will crash if you try to open a city that uses that building. I'm working on detecting this issue.
I want to add to this by having saved population data, virus configs, etc but this is the first step.
The cities are saved in your appdata folder under AppData\Local\DeadOS\Saved\Cities and can be deleted there, though I intend to add a delete button in a future update. You can also edit the files manually in a text editor though I cannot guarantee it will work and may crash the game if altered incorrectly.
I'd also like to have a more advanced city creating system so that the player can choose the buildings etc ingame. I'll keep you posted on future updates!
Thanks for playing as always and see you in the next update!