If you find that the game is growing too easy over time, a few simple tweaks to zombie population and behavior settings, as well as meta event options, will ensure that safety is only a momentary matter. can mean the difference between a gunshot attracting a small gang of nearby loiters, or calling the dinner bell for half the surrounding county. Cognition, memory, group rally settings, etc. Meta-events and loud player actions will stir the pot, moving populations around the map. Population: Zombie populations will slowly refresh themselves over time in areas that you aren't keeping yourself present in, as well as grow towards the "peak multiplier". Those that don't stockpile for winter - or those that choose to spawn into it - will have to scavenge through the most dangerous conditions just to survive. Winter, especially on harder settings, turns the world into an absolute wasteland. Rain is common in summer, and snow in winter storms can make it almost impossible to see and hear around you outside, and make even short journeys a danger due to freezing conditions and wetness. Further optimization to improve performance on both low and high end systems. Improved visual fidelity of survivor character and zombies. ![]() Multiplayer alongside significant MP Networking improvements. Spring provides abundant foraging, fishing, and trapping winter makes it impossible to forage and farm for food, while also severely reducing fish, insects, and trapping animals. During the IWBUMS beta process for Build 41 the following features will be re-enabled and/or improved. Seasonal changes: The seasons affect the world quite substantially. Newly-spawned zombies will still be "fresh", and will retain their strength, speed, and sometimes, cleaner clothes. Your supply of useful fabric is also dependent on your water supply which you need to clean with. Bloody and dirty clothes which, when ripped, provide mostly Dirty Rags instead of Ripped Sheets. Their clothes will become bloody and dirty if they aren't already. Wood becomes a slowly-replenishable resource around urban areas, after stripping and using the last of the furniture.ĭegredation: Zombies that have spawned in previously will become weaker and slower over time. Looting and travelling become a lot riskier in unknown territory, but the natural cover can make slipping through hordes and misdirection much more managable (though not necessarily easier). The world in general becomes more environmentally crowded, reducing vision and mobility over time - yours, and that of the horde. Dirt roads become narrower from new trees and bushes. Vines grow across windows, which obscures vision in and out of buildings. Erosion: Trees and bushes will begin to spawn, and spread to some areas where they don't initially grow.
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