Skip to content

Releases: timothymtorres/ZomboTropolis

Building Defenses, Repair, and Ruin

21 Jan 17:49
Compare
Choose a tag to compare

Added

  • Humans can reinforce a building to make room for barricades
  • Humans can barricade a building provided they have available room
  • Humans can be prevented from reinforcing or barricading a building if a zombies are present
  • Zombies can ruin/ransack a building to prevent humans from using it
  • Toolboxes can repair a ruined/ransacked building
  • Buildings can decay when ruined (costing more AP to repair)

Changed

  • Item condition spawn odds based on ruined/ransacked/intact state instead of powered/unpowered state

Building Integrity Overhaul

21 Jan 17:55
Compare
Choose a tag to compare

Added

  • A link to the discord server on the README.md
  • FAQ.md
  • Zombie power_claw skill provides a x2 degrade multiplier against human armor. (only when attacking with claws)
  • GPS destruction/degrade message
  • Armor destruction/degrade message to both attacker and target

Remove

  • Descriptions for door health.

Changed

  • Buildings integrity is now set based on building type. The max integrity range is between 3-30 depending on the building. Large buildings and ones with resources will have more integrity. - A zombie's ruin ability works by decreasing the integrity of a building by -1 per action.
  • Ransacked integrity state is when the building is not at max integrity, this results in lowered search rates and quality of discovered items.
  • Ruined integrity state is when the building is at or below 0, this results in severely lowered search rates and quality of discovered items.
  • Ruin decay sets in once the building is at or below 0, and keeps decreasing by 1 until the negative of max integrity is reached. (ie. if max integrity of a building is 5, then the max ruin value is -5)
  • The human skill 'renovate' repairs buildings with a toolbox by increasing the integrity by 1 per action.
  • Toolbox durability is 1, ap cost is 5 (with modifiers -1 for repair, and -2 for repair_adv)
  • Max feedings from a carcass is now 4.
  • A zombie can create organic armor from feeding on a corpse with the armor skill. If the zombie has armor_adv they may select which armor to spawn, otherwise it is random.
  • Organic armor resistance values.

Hide Ability

21 Jan 17:53
Compare
Choose a tag to compare

Added

  • Hide ability for Hunter class. Can only hide in a unpowered building with no humans present. Hidden players cannot be seen unless the area is successfully searched. Performing any action while hidden will reveal a player.
  • Powering a building with a hidden players inside will reveal their location.
  • Hide icons for hide and hide_adv skills.

Message System Overhaul

21 Jan 17:50
Compare
Choose a tag to compare

Added

  • Item destruction/degradation messages for acid ability
  • Item condition change visible based on human class
  • Broadcast event for player, tile, object, or the entire map
  • Broadcast messages for player actions and status effects

Fixed

  • Items now updating condition properly
  • Syringe targetting the wrong player
  • Humans being able to respawn from their dead bodies

Changed

  • drag_prey skill has been moved from general to brute class

Deprecated

  • Attacking barricades

Entire Code Refactor

21 Jan 17:52
Compare
Choose a tag to compare

Added

  • Message for item destruction/degradation
  • README.md

Removed

  • Action/Item/Ability scenes
  • Building descriptions
  • Impale status effect

Changed

  • Burn status effect to deal 1 damage per turn.
  • Zombie decay to be called zombie hunger instead.
  • Split infection status effect into two effects. Infection and Immunity. (immunity provides temporary resistance from infection)

Deprecated

  • Item/Organic Armor
  • Radio transmission
  • Enzyme cost for zombie abilities

Refactored action perform scenes

19 Aug 05:04
Compare
Choose a tag to compare
v0.4.2

Refactored the action_perform scene.

Patched human item armor

19 Aug 05:04
Compare
Choose a tag to compare
Patched the way item armor works.  There was an issue where it was tr…

…acking inv_ID and if something happened to the item while it was in inventory it would mess up.  I had to rewrite quite a bit of code, and ended up changing the entire structure for the human side of the armor code.  Still needs to be tested though!  I couldn't because the scene overlay for actions needs to be refactored heavily, after this is done test this patch.

Added acid ability for hive zombie

19 Aug 05:02
Compare
Choose a tag to compare
Acid ability for hive zombie has been added.  This degrades the condi…

…tion of inventory items for humans that are targetted by this ability.  A counter to this is by using firesuit armor that provides partial/full immunity to acid depending on the armor condition.

Infection and poison feature merged into one mechanic

19 Aug 05:02
Compare
Choose a tag to compare
v0.3.0

Combined infection and poison into single feature

Removed sentient and medical classes from class list

19 Aug 05:01
Compare
Choose a tag to compare
v0.2.0

Removed sentient and medical classes