Take zombification and rotting into account with mon_null in monster upgrades #64222
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[C++]
Changes (can be) made in C++. Previously named `Code`
Help Wanted
Not particularly urgent or easy (see Good First Issue for this), but help is appreciated with this!
Monsters
Monsters both friendly and unfriendly.
(P4 - Low)
Low priority issues: things which are e.g exotic, minor and/or hard to encounter
<Suggestion / Discussion>
Talk it out before implementing
Is your feature request related to a problem? Please describe.
Discovered in #64142. When you have an early game monster like this and want it to die at some point to zombify, their fresh(!) corpses will be spawned in newly explored locations.
Have e.g the following for feral humans:
Indicating that the monster should pretty much die out within a year or two. Then use the debug menu to set the time to 5 years from now. Teleport into any city that has not been explored yet and you will see fresh corpses.
Solution you would like.
Describe alternatives you have considered.
There are a few edge cases that need to be considered. For example very cold locations like ice labs where corpses would not or only slowly rot. An additional parameter like "no_rot_check" might work for this.
Additional context
No response
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