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Exploding and/or acid zombies could be useful against metal doors, hatches, and stronger walls.įinding doors could be even made plausible (kinda) by, let's say, smelling. "Tank zombies" could have a damage bonus vs weaker walls (wood, sod, scrap iron), and they could make path for the dumber zeds. Remember Left 4 Dead? 99% of zombies should be dumb, unable to dig, aim for weak blocks, etc.īut what if there were special "digger zombies" with mighty claws and olfactory sense that would allow for finding player and digging, and thus made it kinda plausible? These special zombies could make path for the rest of the dumb horde. In 7 Days to Die we cannot have that many zombies because of computational costs. They they can swarm you and force you to flee or even prevent you from fleeing. In Project Zomboid there are hordes of dumb zombies, and the game remains challenging, because there are lots of them. Seeing zombies that smart contradicts the common "zombie lore", and makes it harder to suspend disbelief. They should not calculate complex paths or aim for the weakest block or dig underground. But they are still not supposed to be smart. Newb question, are sledgehammers supposed to give no resources?īase Tour/Showcase Thursday - March 07, 2019.
7DTD VALMOD QUESTS MOD
any mod that adds more weapons and armor to A17?.Good seeds for large (10k) maps in 17.2 beta?.(X-post) Damn zombies knocking down bases again.With all the negative comment of A17, is it possible to go back to A16 with Valmod?.Would anyone care to join me on my survival stream series?.Is there any way to disable zombie respawns in A17?.Joel shows off wagon models being used to decorate POI's in A18.A guy was trying to break a wall in his balcony, and the whole building falled down.Base Tour/Showcase Thursday - March 07, 2019.7 Days To Die Base Tour/Showcase Thursday - March 07, 2019