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
1- Bandits speaking with each other for immersion
2 - zombification on sandbox option many methods in sandbox options such as by corpse staying by time , bitten and etc! or distance
3-bandits aiming randomly like patrols before going to rush to kill towards the player and look around randomly for immersion
4-CDDA zombies compatibility , Random zombies compatibility and most incompatible mods soon or later
5- one essential one compatibility with your plumbing mod
I once had an issue where all of the zombies and bandits in my game became invisible while being attacked, and it took a while for the game to re-render everything correctly.
Bandit audio clips can sometimes be played multiple times in a row without cooldown, once when I was killed by a bandit he called me a loser about 18 times in the span of 3 seconds. (lol)
As for features:
Customization or the option to randomize waves for more unpredictability, and the abilitiy to set up bandits to become active immediately upon loading the game for that juicy day one chaos.
This has been a common complaint, and while the mod is customizable, people typically dislike default settings that are unbalanced, and having settings that are balanced by default will make the customization a lot easier. Ideally, it would be best to aim for settings that are well balanced for the default unmodded Apocalypse gamemode. This will make a good template for players to customize and not have to spend a long time testing what works best before finally playing with the mod.
Bandit waves should not always know where you are, making hiding a viable option. In addition to this, bandit waves should be able to give up and leave if you are too difficult a target for them, making it possible to wait them out with your defenses. Entire waves could even decide to flee if you injure or kill too many of their own. This would make the behavior more realistic and give you more options if your character is not well equipped to fight them directly.
Once there was a case when I was driving and saw a lone bandit with a gun near a burned out car, he stood in the middle of the road and tried to shoot at me, but to no avail, he was distracted by zombies wandering nearby.
This loser didn't inconvenience me, I just drove past him. I never realized where that bandit came from, maybe it was a bug, because it never happened to me again. But it made me think that it would be nice to have ambushes like the vanilla Vehicle Scenes events, only instead of police roadblocks - bandit ambushes! Wow!
Even on the road you have to be vigilant and keep your M4A1 at the ready, survivor.
2. Friendly Survivor Camp or Roaming Group
3. Bandit vs Friendly Survivor event
4. Look around and Random searching(enemy or Friendly)
5. Bandit waves mark is near location of player. is not player. So player is hide possible.
2) Add option to have bandits not chase down player and just exist
Currently, the NPC is divided into two groups: hostile or friendly to the player,
I hope there will be more power.
For example, police attack hostile NPCs and zombies, such as looters and cannibals.
The looters attack the police, civilians and zombies.
Ordinary citizens do not attack everyone except zombies, but when attacked, they do.
The cannibals attack everyone.
The army attacks everyone.
If you act according to the power characteristics of the NPC like this, you will feel even better.