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PWG Magic Zombies

PWG Grim magic no longer includes zombies, so this mod is now compatible with it.

This mod requires a few specific files from another mod, PWG Bioweapons, but if you don't want that, all the Needed files are also in PWG Prerequisites
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NOW UPDATED TO 1.3, everything seems to work roughly normally now, but i have never really played 1.3, and i had to make a lot of changes, this was a duct tape fix, if anything is wrong, please let me know. I tested it and it seems fine but i may have missed something. Zombies now have hair
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So, have you ever wanted to control magical undead monsters? now you can. This mod adds 4 new races, each with their own faction on the map. These can be recruited as normal, and can sometimes be in your starting tribe if you go for a tribal start.

General zombie info:

ALL ZOMBIE FACTIONS ARE TRIBAL

Positives:
1.Slightly more armored
2.Increased mining speed
3.Increased plant speed
4.Not upset by eating corpses, insect meat, or rotten meat

Negatives:
1. Significantly reduced research speed
2. Slightly reduced movement speed

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MORE SPECIFIC ZOMBIE INFO:

Easiest ways to determine what type of zombie you have are to attack something if you are controlling them, and if they are an enemy then click on them, their class will tell you. It will say things like poison zombie unhinged or Melting zombie shaman

1.Fire Zombies
Fire Zombies by default are generally at war with the player faction. When attacking with no weapon, or when biting something, they have a chance to set it on fire. Reduced Flammability.

2.Ice Zombies
Similar to the fire zombies, ice zombies generally start with a negative relation to you. When attacking with no weapon or with teeth, they inflict hypothermia on their victims. Reduced Flammability.

3.Poison Zombies
Poison zombies are naturally friendly/neutral towards the player faction. An unarmed attack/bite from a poison zombie inflicts toxic buildup. Human level flammability, reduced toxic sensitivity. Particularly useful for toxic fallout.

4.Electric Zombies
Electric zombies are also naturally friendly/neutral to the player faction. When attacking, they inflict an EMP on their victims. Their fists and teeth are basically weakened Zeushammers. Mechanoids and cyborgs beware.

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NEW FEATURE: Hybrid Zombies

Hybrid zombies are a mix between two types of zombies, and have the effects of both when attacking, so if you are attacked by a melting zombie you are set on fire and given toxic buildup. Hybrid zombies can be found as members of the other tribes, and always are at least partially the element of the tribe they're from, a hybrid from the ice tribe will always have the ice element.

Per the first image showing all the hybrids, from left to right they are as follows:

Solar: Inflicts flame and EMP on attack, can be from the fire or electric tribe

Biohazard: Inflicts toxic buildup and hypothermia on attack, can be from the poison or ice tribe

Corrupting: Inflicts toxic buildup and EMP on attack, can be from poison or electric tribe

Hellfire: Inflicts flame and hypothermia on attack, can be from fire or ice tribe

Melting: Inflects flame and toxic buildup on attack, can be from fire or poison tribe

Paralyzing: Inflicts EMP and hypothermia on attack, can be from ice or electric tribe

You can not create hybrid zombies by breeding two zombies of different elements, i have no idea how i'd do that and honestly am not sure it's even possible without rewriting basically everything from rimworld

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