Divinity: Original Sin (Classic)

Divinity: Original Sin (Classic)

36 ratings
Zombie Time
   
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29.295 MB
Dec 5, 2014 @ 11:24pm
Dec 10, 2014 @ 5:57pm
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Zombie Time

Description
A Survival Horror Game - You WILL Die!

2 Players Recommended, but not necessary.

Solve the mystery of Erenshor Valley if you want to survive. You'll need to keep your wits about you as you gather food and supplies while avoiding the denizens of the valley at all costs! Solve the mystery of the lighthouse and gain access to the sealed cave to learn how to escape the evil that has decended upon your home.

With a working passage-of-time system and a working hunger / starvation system, you'll need to be sure you're well stocked on what little food there is to find before venturing too far from home.

While daytime is relatively safe, night is a different story. Finding healing potions is a rarity, so avoiding damage is your best bet to survive.

Hints:
-Food will randomly respawn: Pumpkins grow in old gardens, fresh fish wash up on shore. Check each morning!
-Skeletons despawn in the morning, but wolves do not.
-Find and / or make weapons before fighting! Bare fists won't do much good.
-Quest items spawn in new locations each time you play on the map.
-Deer are most commonly found in the mornings. Good luck catching one without a ranged weapon...


Disclaimer: You may find bugs - the game has been tested and works on every system it was tested on. That doesn't mean you can't break it! Let me know if I need to fix things.
13 Comments
Burgee  [author] Sep 25, 2022 @ 8:42pm 
It's not, I have no idea if it works at all at this point. I released it back when divinity was almost brand new.
desertmomof5 Sep 24, 2022 @ 8:58pm 
Is this mod up to date?
Burgee  [author] Sep 24, 2015 @ 9:32pm 
Mod is pretty much done. Gameplay is all in place, it just needs some tweaking and I need to put in the endling / conclusion to the story. Should run players around 4-5 hours start to finish. EE terrifies me because it'll probably break all of the coding in everyone's mods and add hours of work of balancing. Oh well!
Pockets Sep 24, 2015 @ 8:38pm 
so any mod progress? also excited for enchanced edition?
Dopefisher Apr 20, 2015 @ 1:40pm 
Glad to hear this. Keep us updated!
Burgee  [author] Jan 24, 2015 @ 8:40am 
Working on a new mid-length campaign because this game needs more of those. I'm a couple of months away from completion and then after that I want to come back to Zombie Time, probably with the same (or upgraded) mechanics but an entire new (and smaller) map with more content packed in. Thanks for playing!
Real Awesome Jan 24, 2015 @ 3:38am 
nice mod with potential, maybe if you are in the mood expand it? good work so far. or are you planning a new mod?
Burgee  [author] Jan 2, 2015 @ 8:06am 
It's pretty simple to be honest. The map itself is pretty static. There are a few possible locations for each quest item when they spawn, so you'll have to hunt around for them. Same with food, same with monsters.

It's a really really light story, and it was more of an experiment in scripting and seeing what the engine could do more than anything.
Isaro Jan 1, 2015 @ 11:07pm 
How dynamic is this? I'm looking for a fair amount playtime in a mod like this, are there plenty of random developments?
Thrawn Jan 1, 2015 @ 11:38am 
This sounds really fun, cannot wait to try it out.