[b]Everyone deserves one last chance.[/b]
WHY
The game's motto is "This is how you die." However, this is precisely where it falls short.
The very concept of death is based on life, on our experiences, emotions, memories, actions, and decisions.
I remember the first playthrough, when my character caught an infection, I was sitting in the house, taking medicine, reading books and worrying, not knowing what it was, what to do, maybe it was just a cold?
Experience so acute, personal, and existential, that you can only feel on the edge.
Experience that I was subsequently deprived. The best immersion drama this game could have given us, lost forever.
Once you learn the symptoms – there's no point investing your soul. Your character is goner. Grab a katana and go kill zombies for the last time.
Well, no more.
HOW
The mod catches the infection at a certain stage, rolls a die - if successful, the infection is cured and replaced with a fake infection (similar to the non-lethal Sandbox setting).
Take good care of your character to speed up recovery.
Be careful not to get reinfected during the false stage... or at all.
Sandbox configurable: chance to survive, multiple infections penalty, min and max infection stage before healing.
Compatibility
Safe to add and remove, stores no data in the save file (except for one "doomed" boolean mark for characters that WILL die).
Works SP, MP and split-screen.
Yet another mod?
There are two similar mods that I know, love, and have used.
[list]
[*] Infection cancellation
[*] Not dead yet
[/list]
Here's a comparison of all three versions:
Infection cancellation is SP only.
It handles each infection separately (so chance to survive two infected wounds with 10% base is 0.1*0.1 etc).
It uses custom logic for recovery and will reset infection timer on reinfection during recovery.
It takes health traits into account.
Not dead yet is client sided, which forces it to use complex overload logic to find and cure infection, running OnTick.
It handles wounds together with optional penalty for multiple infections.
It cancels infection completely on recovery.
It takes health traits into account.
Chance to live is fully server sided to minimize lag issues, it passively listens for damage from infection and only activates when the time is right.
It handles wounds together with optional penalty for multiple infections.
It uses vanilla "fake infection" recovery and will continue current infection progress on reinfection.
It does not take health traits into account, I don't want to enforce traits without changing costs etc at the moment.
Note 1: since this mod catches infection through damage it does to health, and this damage is relative, strong sickness or wounds can override this damage and postpone or even completely prevent recovery. This is intentional. Take good care of your character!
Note 2: I'm still not completely happy with this implemenation of an idea. I want to encourage players to care, like with usual sickness. To sit inside, drink hot tea etc, with proper bonuses and penalties.
This requires a significant complication of the mod and a lot of time, but I hope to do it sooner or later.
Note 3: I am open for suggestions.
Permissions
I grant everyone full permission to use this mod, it's contents and ideas for any lawful purpose including, but not limited to: using in a modpack, creating your own mods, forks, modifications and updates, integrating in vanilla game (I wish!) etc.
Workshop ID: 3695367230
Mod ID: mimeCTL