Changed cigars to require 5 leaves to create one : I changed this because my latest fort has gone 2 years without any drinks and without alcohol deprivation because 5 tobacco from traders made 125 cigars. Now only one tobacco can make one cigar. I'll be experimenting with a more aggressive syndrome from exposure to cigar smoke later, but it won't make it into the next version.
Made several cleaning shop reactions AUTOMATIC : For convenience. Suggested by Abregado.
I've also removed a few tags from the infected disease. NO_PHYS_ATT_RUST:NOTHOUGHT, NO_THOUGHT_CENTER_FOR_MOVEMENT, NO_CONNECTIONS_FOR_MOVEMENT NOT_LIVING and OPPOSED_TO_LIFE. In 34.01 I had a few migrant zombies appear, even though they usually just flipped out, killed a few migrants then suffocated. I haven't seen any in the recent version, but I suspect they might be the 'friendly' migrants that linger at the edge of the map and you can't assign labors to. Hopefully removing these tags will allow them to assimilate into your fort a little.
I've also made some other changes to zombies. They now bite more, however I've removed their ability to latch onto targets. So you have a better chance of surviving an attack and spreading the disease.
Personally, I'm a tad disappointed at how rare infection is. Perhaps it's because I don't engage them in melee, or perhaps it's because they bit less, regardless once I release this next version, I will try giving Scavengers and Evasive half-infected the ability to infect you.
I'll do a quick update to Ravenmist and change the location, but I won't need to put it into suspended animation this time.
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