Releases: timothymtorres/ZomboTropolis
Releases · timothymtorres/ZomboTropolis
Building Defenses, Repair, and Ruin
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
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 hasarmor_adv
they may select which armor to spawn, otherwise it is random. - Organic armor resistance values.
Hide Ability
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
andhide_adv
skills.
Message System Overhaul
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
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
v0.4.2 Refactored the action_perform scene.
Patched human item armor
v0.4.1 Patched the way item armor works. There was an issue where it was tr…
Added acid ability for hive zombie
v0.4.0 Acid ability for hive zombie has been added. This degrades the condi…
Infection and poison feature merged into one mechanic
v0.3.0 Combined infection and poison into single feature
Removed sentient and medical classes from class list
v0.2.0 Removed sentient and medical classes