Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
if you're missing the old infections, take a look at my workshop page. there's a pre-release build for a total overhaul of the mod that contains 2 more (old but new) infections that progress into each other and then into hadal rot. ghouls can also mutate in that build, into much deadlier forms depending on what buffs you had before you died to the infection. the plan is to release the overhaul here all at once when it's complete
just wondering if.... the enemies turning into Ghouls can effect the mission, if not then i probably failed because i had 13 crew... what is the maximum again? 15? 16? i should have had 13 or 14, so im confused...as i heard Hostages will temporarily be added to your crew....to complete the mission. ''completed'' the mission twice but it dont register...anyways nvm.
the natural spawning seems to be largely broken as of now, and i'll fix that once i get around to the campaign integration.
there's plans for natural spawning (where a roaming pack of ghouls suddenly attack from a cave or a wreck), side missions sorta like the kind you get for beacon stations (where it shows on the campaign map and informs you that there's a horde there), and dedicated missions where ghouls have overrun an outpost or wreck carrying important research data.
here's hoping it goes to plan
beware that things in this build change often
Chemical warfare and genetic modification
there's also a rare chance for a random mutation, and outbreaks happen when a player finds a phial of smog and decides to do a little trolling as of right now. you might also see zombies spawning naturally but i'm unsure
how will they show up though?
like random chance for an outbreak?
Yay!!!!
That outpost will have no idea what suffering i
can cause upon them
Thank you
hope the mod goes well!
as of right now, you can find ghouls naturally spawning on occasion, in higher difficulty waters, but there will be more interesting spawning mechanics later on
i can't give any timeframe as to when said overhaul will be done, but rest assured i am working on this and will do playtests in the discord as new features are completed
just what i was looking for