Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://youtu.be/hglrA6FrxOw
I did test it several times on a separate save file with default apocalypse setting and debug on, cleared out the whole Rosewood map, then sped up the game and waited.
I tested using the police station as the testing ground. First with it being just out of sight but still inside my player’s chunk, me being on the other side of the town, and me being in a completely different town altogether. But I couldn’t replicate the same instance in my normal sandbox playthrough.
I examined the zombie population map and saw that while, yes, the zombies did move around, they wouldn’t necessarily enter a building. And again, the ones I encountered didn’t even break any doors or windows. They just somehow pop into existence right inside the police station.
Respawn ruining lot of sence in gameplay and required for multiplayer only when lot of people are running around and killing anything that moves.
Btw about the migration in previous versions it's been obviously predictable moves. I been cleaning the WP and been able to +\- predict when the Z's are going to move up the map (to the north). Then in couple of days they been moving down (to the south). So it's been like waves ruuning on and off the shore.
Also if you kill all Z's in one map chunk they'll fill that chunk in next N hours — depends on your options that you been editting during the world generation (if you play sandbox but I see no sence in other starting options).
Meta zombie pops (as in, not actively simulated) are not subject to pathfinding restrictions. This allows the (highly unlikely) occurence of zombies spawning in buildings that are otherwise completely secured.
Any given cell will populate itself to a specified ratio of the peak population, and does so without regard to path-finding in either it's cell, or any adjacent.
Migration is the meta level application of zombie population based on the regional heat levels. Cells will, at a certain saturation of zeds as a integer, and a ratio to peak population, ambulate zed movement to surrounding cells. Again, this movement/spawning is not subject to any path-finding restrictions; percentile weighting prefers spawning in and around open spaces/roads, but outliers do occur.,
So, the TL;DR is: zombie spawning/respawning doesn't care if they are in a completely closed-off tile(s)?
Seems correct. Just turn the respawn off. Maybe they have a lower priority but it's always above 0% so it might happened and it's defenitely gonna be stupid death for your character.
so it is unlikely that any zombies are spawning in your game
maybe some weird migration caused it (since there are settings for how often they will do that)
but more likely is that you killed some zombies in the police station and a few of them came back to life due to the reanimation mechanic - as zombies decay there is a small chance that they may come back to life
and probably that is what you are seeing
Even with respawn off, your survivor can still die a stupid death if the zombie pop, initial pop, and peak pop aren't set in the same value. As any difference in value between them will cause the zombies to continue to spawn anyway until they reach peak population. Unless it's a decrease in the peak population instead.
I want a gradually increasing challenge, not a cheap jumpscare from a zombie magically popping up in my barricaded safehouse after I left it for a few days to loot in a different town.
I completely forgot about the reanimation. That could be the case as well. I did leave the bodies where they were when I went to loot the police station. I'll try doing it again and see if that's the case.
just be aware when experimenting that there is only a small chance or reanimation - so maybe make some copies of the save after killing the zombies so that you can repeat it
good luck :-)
so theoretically if you clear out both buildings, and store the corpses in one of them - one will stay empty, while the other one will occassionally have a corpse reanimate
maybe use autoloot to take all the items off every zombie you kill so that when you find new ones in the building you can tell if it is a new one or a reanimated one - or just use rip all so that you know that naked zombies are ones you have killed, since most zombies spawn with clothes - but auto loot will be more thorough, since all zombies have something on them - and so empty zombies will have been reanimated
unless of course when they reanimate they are actually replaced with a new zombie with new loot - oh so many variables lol :-)