Horde alert, Survivor!
The hordes we’ve been getting recently seem to be… different. The old scouts seem to have returned alongside the screamer, and the wandering hordes have been acting smarter-than-usual. The animals seem to have also been affected… what’s going on?
This mod was initially an idea FilUnderscore came up with after playing A19, and reflecting on the past alphas where he felt wandering hordes used to be more dangerous and unpredictable. He wanted to bring this back and focus on improving both wandering hordes and scout hordes, to bring more difficulty (and customization) into the game, as he felt the only real threat was the blood moon.
- Customizable hordes that scale with gamestage progression to always keep the game feeling difficult. (Note: Balancing is still WIP.)
- Additionally, hordes can also be grouped into larger hordes to allow for variations in enemies.
Better Wandering Hordes
- Wandering hordes work off a schedule generated at the end of every blood moon (except for Day 1/whatever day you are on when the mod is first initialized). This schedule also determines what hordes are feral and which aren’t.
- Feral hordes can sense your location and wander closer to increase the chances of encountering you especially near buildings. Non-feral hordes wander by in more distant proximity and are not as harmful, meaning you might not even notice them sometimes.
Refreshed Scout Hordes
- Scouts have gotten a refresh, namely the addition of feral scout hordes.
- The likelihood of a scout horde being feral increases as your gamestage increases.
- Feral scout hordes introduce a twist to scout hordes, instead of killing the scout, the scout must be kept alive until they disappear, or else hordes will come as the zombies realize something is wrong as their friends never return.
- The benefit of this however is that scouts will now walk away given enough time and no disturbances in the environment are sensed (that means don’t use your forges/cement mixers/campfires/augers for a while.) If disturbances are sensed, the scouts will stick around for longer, be warned.
- This change makes you think twice about killing those scouts the higher up in gamestage you are. 😉
- On a final note, the original spider zombie scout trio have returned in their original, feral, and radiated variants now.
Horde Entity AI
- Changed some base entity behaviors to allow animals in particular to behave alongside zombie hordes.
- Horde Entities rely on command lists to find out what to do next, this behavior is most noticeable with scouts as they can change what they are doing at any moment if they sense a change in the environment around them.
IMPROVED HORDES 1.0.0-STABLE RELEASED FOR A20 B238
- XPath support for mod integration with Improved Hordes. Check out the wiki page for more information.
- Hordes can now be customized to support different groups of zombies for both day and night, see the wiki page for more on implementation.
- The wasteland now has its own unique group of zombies in wandering/scout hordes, to further enhance the wasteland experience.
- Utilizing the new day/night functionality, more dangerous zombies will be roaming the wasteland at night when hordes occur.
- Default setting max_alive_per_horde_player changed from 8 to 10. This can be changed in the settings.xml file, see the wiki page for more information.
- The friendly animal wandering hordes will now only spawn primarily in the pine forest, snow, and desert biomes once in a while.
- Scouts now start spawning sooner at gamestage 15 (previously gamestage 25).
- Scouts now have an increasingly likely chance of summoning more scouts as your gamestage increases, topping off to 50% at gamestage 200.
- Scouts now linger around for longer periods of time instead of immediately walking away when reaching their destination.
- Scouts can now summon multiple zombie hordes given enough time.
- To combat this, scouts now have a prolonged delay on screaming depending on the number of zombie hordes summoned per scout.
- A maximum of 3 hordes can be summoned by any scouts in an area by default, for more information on changing this setting, check the wiki page here.
- Horde group balancing changes.
Install Instructions are now additionally included in a readme.txt file inside the zip. The updated install instructions are to extract the contents of the zip into your 7D2D Mods folder, as with every other mod.
Note: This mod can be added to existing saves to start working, no new save is required. Testing has been done on removing the mod from an existing save game, and no issues have currently been uncovered.
Note: This mod is not client-side EAC-compatible and will not run with EAC enabled due to how mod DLL loading works in A20.
Download and extract the latest release into a new folder called ImprovedHordes, then drag and drop the newly created ImprovedHordes folder into the Mods folder in your 7 Days to Die install folder (create one if it does not exist).
To verify you have installed the mod correctly, located inside your Mods folder should be an ImprovedHordes folder (containing the Config folder, ImprovedHordes.dll and ModInfo.xml files).
Settings can be modified in the Config/ImprovedHordes/settings.xml file in the ImprovedHordes mod folder.
For Dedicated Servers
The mod only needs to be installed on the server, as it is a server-side mod, so any client that joins your server without the mod installed will be able to experience it. The installation instructions are the same as the above, however it is installed in the Mods folder of the dedicated server.
For more information about the commands, type in the in-game console
Note: Requires a permission level of 0.
For information such as changing mod settings or creating your own custom wandering/scout hordes, check out the Improved Hordes Wiki.
Although mod support has not yet been tested, this should work with other mods that add new entities into the game that use the AI ApproachSpot/Wander properties, and can also be manually added with xpath. Mods that modify AI behavior may not work with this.
- Private Use = Using the mod for personal use or hosting/running a server with the mod installed.
- Binaries = The DLL file (ImprovedHordes.dll) distributed alongside the Improved Hordes mod.
- Source Code = The files that fall under the “Source” directory in the Improved Hordes GitHub repository.
- XML Files = The files that fall under the “Config” directory in the Improved Hordes mod folder.
- Mod Author = FilUnderscore, the original author of the Improved Hordes mod.
- Original Sources = GitHub, Forum
You are allowed to use Improved Hordes with or without any kind of modifications made to its source material.
- You are not allowed to distribute the Binaries and/or Source Code and/or XML Files of Improved Hordes in exchange for payment.
- You are not allowed to distribute the original nor modified Binaries and/or Source Code of the Improved Hordes mod without prior written consent from the Mod Author.
- You are allowed to distribute links to the original sources of Improved Hordes.
Any modifications made to the Improved Hordes Source Code and Binaries are limited to private use only if not stated otherwise with written consent from the Mod Author.
Mod Author is not responsible for any damage that may be caused during an incorrect or correct installation of Improved Hordes.
All rights to the Improved Hordes Binaries, Source Code, and XML Files are shared with The Fun Pimps.
The forum topic of the mod is here.