RimWorld

RimWorld

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Deathpallcalypse
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Mod, 1.5, 1.6
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451.948 KB
May 25, 2024 @ 1:22am
Jun 15 @ 11:21pm
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Deathpallcalypse

Description
The shambler horde approaches!

This mod adds a shambler faction and scenarios. One may be used without the other. I felt like a shambler faction might make it interact with storytellers in a more interesting way. If you wanted a shambler apocalypse with no other factions, or a zombie wave defense with the Winston Waves storyteller, or simply pockets of concentrated shamblers, for instance.

While there are other zombie mods, I just wanted a simple shambler horde mod that was integrated with the features of the Anomaly DLC.

Deathpallcalypse scenario:
The planet was buried in darkness half a quadrum ago. Our colony had been besieged by the undead ever since. We put up a good fight, until their numbers grew too great and overtook our defenses. Three of us managed to escape during the onslaught, abandoning our home and regretfully sacrificing those who remained. We are being chased.

This scenario has perpetual deathpall, and frequently calls forth shamblers.

Note: This is my first RimWorld mod, so there's a bit of an odd interaction when using the faction - they can kidnap or possibly steal your stuff like normal factions might. I haven't figured out how to change that. Might be a bit immersion breaking.

The mod is likely unbalanced, that might be subjective though.

F.A.Q.

Q: Does this mod allow for a medieval playthrough?
A: It seems to work with Medieval Overhaul. In a quick test, I saw one zombie out of dozens wearing flak pants, the rest were wearing tribal clothing. Your mileage may vary. I have not made any changes to the shamblers themselves, so if a mod makes them medieval only, then it should be compatible.

Q: How can I disable the mod mid playthrough?
A: I recommend using the mod Scenario Amender (or edit the save file in a text editor) to remove the permanent deathpall and shambler events. I do not recommend removing the mod mid-playthrough, as it might cause issues if you have the shambler faction enabled (untested).



Latest patch notes:

The version for Rimworld 1.5 remains unchanged.

Rimworld 1.6, Deathpallcalypse 1.05 changes:

- Added the Shambler Assault incident type to the two scenarios. I don't remember seeing that one when creating the mod. This incident makes shamblers raid you without the requirement of having a shambler faction, but why not use both?
- In both scenarios, one shambler assault incident triggers within the first day to better match the description of the scenarios (and it's more amusing this way).
- In both scenarios, I've increased the frequency of wandering shamblers to once every 1-3 days, and made shambler assaults match it. Hopefully that's not too frequent, but I wanted to try it out.
-Note: These edits to the scenarios do not affect active saves.
Popular Discussions View All (1)
2
Jun 20 @ 12:15pm
Looking for a few mods
masonD20025
100 Comments
Phaser Rave  [author] Jun 23 @ 3:19pm 
@StockSounds In the 1.6 version, I've added a new shambler raid type which was added to the base game after the initial release of this mod. These shamblers will attack you and are not affiliated with the modded shambler faction. I still kept the 3 wandering shambler events, and upped the frequency of all four shambler events (the scenarios can be edited to your desired difficulty). You'll either have to make a new game or edit the save file.
swaggy Jun 22 @ 10:17am 
@stocksounds get thisrimofmine and start a run in a city with cai fog of war, trust me, its hard
🌸♡Emily♡🌸 May 24 @ 1:07pm 
can someone make a dedicated medieval overhaul expansion for this mod
ShivKnight Apr 27 @ 5:20am 
Does this work well with rimwar? Id love to see the undead hordes wiping out nearby factions.
StockSounds Apr 18 @ 6:49pm 
Sadly, it seems like the death pall isn't enough of a threat on its own, and neither are shambler hordes in their middling quantity and with their docile nature, so I just end up with a surplus of archotech shards instead of a persistent threat.
Phaser Rave  [author] Mar 15 @ 7:53pm 
Thanks, and don't apologize. If it's my mod I'd want to try to fix it.
Born Of Birch Mar 15 @ 4:12pm 
From what I can find it does seem shambler events do appear without touching the monolith.
I might just be getting a weird amount of them.
Since I didn't have either scenario.

I do apologize, I love the mod.
Phaser Rave  [author] Mar 15 @ 4:06pm 
I don't think so. This mod just adds scenarios and a faction, both are things the player must choose to add at new game creation. With the mod disabled at the time of starting a new game, when choosing a vanilla or other mod's scenario, this mod can't have an effect. The scenario is what controls the onslaught of perpetual shambler events for my mod.

The shambler events I use are vanilla events, but they are controlled through the scenario (in my mod). Because of this it's possible to create unending shambler swarms using the scenario editor without my mod, but it'd have to be done manually (or with another downloaded scenario). Other than that, I think it's likely another mod, or bad luck.
Born Of Birch Mar 15 @ 3:47pm 
No, I'm talking about a completely new game after removing the mod completely.
Not midgame, maybe shamblers show up without touching the monolith, but they seem to show up very often which is what makes me question if this mod might still be effecting the game somehow.
Phaser Rave  [author] Mar 15 @ 2:08pm 
@Born Of Birch @decom70 The deathpall and shambler events can be disabled by using the Scenario Amender mod, or editing the save file and removing the relevant bits. I don't know the effects of removing the mod mid-save if you have the shambler faction, but it might cause issues. I would keep the mod enabled, and just amend the scenario.