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TropiCata: Plants vs Zombies #55476
TropiCata: Plants vs Zombies #55476
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added a new file for death special attacks, included new spells for the throny boomer upgrades.
changes the special attacks of the thorny boomer upgrades, moved pollen breath to the garden zombie.
deleted the old child zombie upgrade entry as part of the plant zombie updates.
renamed the upgrade group of the main plant zed from thorny shambler to garden zombie
rename and refaction of all new plant zombies as part of the new update.
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added new overmap file for a new location on cities
new mapgen location for cities that includes some of the new trifids
added monstergroup to the overgrown lot so it spawns plant zeds.
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added overgrown lot to city generation settings
upped the amount of enemies set to spawn on the lots
updated the lot
gave minor melee potential to lifegivers so they can defend themselves
updated Triffid Urban group
added extra variations of the overgrown lot
@Xaritscin: I think the typo in |
Summary
Mods "general update to plant zombies and triffids in the mod"
Purpose of change
The original release of the triffid update left me a bit bitter as i felt the didnt really fit well in terms of implementations. I have decided to make a facelift patch to further flesh out the idea of the triffids getting smarter and more powerfull in the Tropical Region, including their new experimental use of enslaved zombies as a way to gain an edge over the blob.
Describe the solution
-added a new json file of death effects for the evolved plant boomers
-upgraded the garden zombie as the basic zed for the new plant zombie family with pollen breath as its signature hability
-renamed thorny children to garden children as they will be the junior base for new children plant zed upgrades
-changed all factions of the non vanilla plant zeds to triffids
-added triffid podlings and gardenlings which represent a new innovation apart of the triffid sprigs
-added triffid overqueens which act as inmobile progenitors in certain triffid locations
-buffed the "egg" production of triffid lifegivers and nerfed their speed to further represent their ingame lore
-updated the triffid blossom and triffid garden overmap locations for the new enemies
-added a new "overgrown lot" location that can spawn on cities with 4 variations (2 residential + 2 commercial)
Note: no changes done to the Thorny Shambler, it will still be a blob aligned plant zombie as its part of the base game. These new zeds will not be related to it and instead will be a sort of war experiment by the alien plants.
Describe alternatives you've considered
keep plant zeds as rare evolutions of the Thorny Shambler and not go deeper into triffid biology to spice up gameplay.
Testing
Tested the new locations and the new enemies. seems to be working as intended albeit the amount of regular zeds found on cities may hamper their survival on spawn.
Additional context
These plant zeds were originally meant to be an addition to triffid content sites like overgrown greenhouses or overtaken botanic gardens. the zombies would be under control of the plants via sap, pollen, vines and so on as a sort of indentured servants but i didnt have planned well how they would be used so they were just slapped onto the regular zombie stock.