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[Mutator] Modded Specimen Mechanics

scary ghost

Grizzled Veteran
Sep 13, 2010
899
316
California
This mutator adds a twist to the vanilla game by giving the zeds new abilities in their quest to kill the survivors. A play list showcasing the new abilities is on my YouTube channel (http://www.youtube.com/view_play_list?p=F1F92DF5A3B7F916) and an list of zed changes is on the project's GitHub page (https://github.com/scaryghost/SuperZombieMut/wiki)

Latest version is 2.3.2, you can read more about it here:
http://forums.tripwireinteractive.com/showpost.php?p=1342789&postcount=220

Download

https://github.com/scaryghost/SuperZombieMut/releases/download/2.3.2/SuperZombieMut_v2.3.2.zip

Advanced Configuration
A separate add on mutator was created to provide more configuration options to the mutator. You can get it from the below link:

https://github.com/scaryghost/SuperZombieMut/releases/download/2.3/SZAdvancedConfig_v1.1.zip

Source Code
https://github.com/scaryghost/SuperZombieMut

Steam Workshop
http://steamcommunity.com/sharedfiles/filedetails/?id=99086918
 
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It's good to see others modifying the specimens. :)

Another change I'd like to see is something that affects the way players can 'bodyblock' specimens. Having him switch target (post-attack) to the person that blocked his attack might add some more strategy (and difficulty), assuming this isn't what happens already.

Alternately, alter his MeleeDamageTarget function to allow non-targets to be hit by his attacks, thus removing the ability to bodyblock. Although, while it'd add a bit of realism I don't think it's worth removing such a strategy. Even though it's a bit silly, this game needs as much additional strategy as possible, especially if it encourages teamwork.
 
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I think this is how it should be as well.

I also think the whiffed swings should be changed, if the fp whiffs I don't think the frustration meter should reset as it is.

It would be nice if whiffs didn't effect it at all, no pause or reset, and the only way to reset it is if the hit connects.

I'm not sure if that would be too extreme or not, though.
 
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Sound good, but I don't see the point to modify something that should be standard with the game.
Mainly because whitelisting a mutator seems to take forever, and this is frustrating enough for me to not release other ready mutators for months already because of that.
Not in whitelist = unusable mutator = time wasted to have take the time to make something correctly to improve the game, whatever how the idea was good and that's sad.
Good luck mate :)
 
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Haha, I like this one scary. Good work.

Thanks Yin! I had many ideas for deterring chainsaw gang bang, but firing a point blank rocket was the funniest one. Thanks to some bugged animations, he doesn't even load the rocket at times, there's just an explosion and people die. I would love to load that mutator and have 6 unsuspecting people try to go lumberjacks on him.

As Yin has mentioned, the patriarch is the next specimen I'm tinkering with. Specifically, I want to reduce the success rate of chainsaw/axe gang bang and 6 supports welding trapping him in the room because both strategies are pretty much a guaranteed win. You can get my latest commits for the patriarch changes to try for yourself on my github page under the branch "milestone_1_1".

https://github.com/scaryghost/SuperZombieMut/tree/milestone_1_1https://github.com/scaryghost/SuperZombieMut/tree/milestone_1_1

For the gang bang, I have modified the patriarch so he'll shoot a rocket at point blank instead of dropping to his knees if he is surrounded. To deal with the weld in strategy, I implemented 9_6's idea of having him automatically destroy any welded door in his path when escaping, instead of stopping to shoot a rocket. I'm still tweaking the anti-lumberjack implementation so I'm not ready yet to release an update.

I have some crawler and gorefast ideas I want to implement but I will take another look at fleshpounds. SMIFF, Benjanim and BenKYS have some good ideas regarding fleshpounds that I like.
 
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I really like the idea of him firing a rocket at point blank when he's surrounded, that would surely make the chainsaw tactic much harder or even impossible.

I actually kind of wish he had some kind of area of effect move that just pushed everyone around him about 10, maybe 20 or so feet away, but I guess that would be fairly difficult to add.

And the addition of him just being able to plow through welded doors when he's running away is a great solution to just being able to weld him in.
 
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Maybe you should allow the Patriarch to heal himself while he's running away and make him push away everything in his way while he runs away, once he's done healing he'll restealth, he's incredibly vulnerable when he wants to heal, either he just spazzes out, attacks someone or uses the regular "stand still and poke myself" thing, which is kinda lame. :3

PS: Sort of a "pushback" like the Fleshpound does when he mows through everything when he is enraged, just don't make it do incredible damage that would be overpowered.
 
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