Zombie Exodus: Safe Haven -- set for release 10/28/16

@JimD Ah! *flees into the night screaming incoherently about zombies and authors and dead squirrels*

I’ve been spending some time in character creation, and I realized I pretty much never take the attributes survey at the beginning, because the even spread from 35-70% almost never matches the kind of character I’m going for. I’d imagine letting people just set their own stats would be a lot of effort to program, so I’m not suggesting that, but could we maybe make tweaks to the default profession stats? Would that be doable?

@JimD I guess I should say that some of the prologues have no obviously consequential choices.

I need to get a new phone for I can try this. @JimD I really like Zombie Exodus…I can not wait till I get a new phone…tired of the loading screen. I enjoyed your characters in Zombie Exodus. I only wished I could play an intelligent zombie like stubbs lol.

@JanusVonDul Man… if I played an intelligent zombie in a choice game I’d want to save people from being killed if I could. :stuck_out_tongue:

@Foelhe I’m adding a system to let people adjust stats during the prologues based on choices. For example, in the wrestler background, choosing your style as a technical fighter raises intelligence and lowers strength. It’s a ton of programming to balance everything, so it’s on my to-do list.

@JanusVonDul CoG suggested such a game to me, an intelligent zombie story. Maybe after Safe Haven!

@JimD Makes sense, yeah. You’re putting a ton of work into this.

@JimD I tried only a few professions using my gf’s phone. So far I really like it. @JimD I can wait for an intelligent zombie story from you. Keep up the great work.

Hey Jim, I wanted to ask, you have any plans to make this a series?

Isn’t the mental health bar redundant?

Not really, it can be useful to know how close you are to becoming a raving lunatic. But then again, you wouldn’t know if you were going insane would you?

There is a civilization depravity bar for that.

Mental health seems quite redundant when you have the other bar.

P.s We are the PC we should be the ones to determine our mental health.

Wow I really liked it can’t wait to see more I really dwelt like I was playing me

@Player How do you figure that?

Hi,I just wanted to say Zombie Exodus was amazing and one of my first COGs I ever did,it was an amazing game and this one looks even better,good luck to you. :smiley:

@Shoelip Well the mental health bar is uneccecarily constrictive I imagine that every time we do something dangerous or too over the top the mental health bar will to down.

Never mind I have a very big suspicion that we will not be able to execute people mostly bad because we would lose mental health.

@Player if it did, that’d make sense. It takes a lot to kill someone, bad or good. But I trust JimD to make a good system that’ll give plenty of choice to the player.

@poison_mara
I would never go so far as to say that all murders are insane. Especially if it was closer to manslaughter than murder. (Seriously, someone needs to change the name of manslaughter. It sounds like murder x20)

What I will say is that killing people is damaging to a person’s psyche. The better you are able to justify it the less damage your mind will take, but it will still take some damage. The only people who aren’t effected are generally psychopaths and sociopaths who are by definition, already insane.

If you don’t believe me then read a book about war or a soldier’s private journal. They suffer from having to kill other people. They suffer a lot. There are actually entire institutions founded to help people like them recover from the mental damage of war.

However, if you don’t want to have your character to be effected by the negative effects killing people has on the human psyche you could always ask for a sociopath/psychopath disability to he added. That would let you be as ruthless as you want without even a twinge of guilt should it be added.

I studied laws and I certainly could tell you, but percentage people who kill don’t become suddenly mad, the evil people are not mad. They know perfectly what are doing and that is wrong. Say they are mad is like say they are poor ill people and not guilty murderers responsible for their actions. And that is a pure injustice for their victims.

@jcury I think Safe Haven will be the last. People may get bored if all I ever do is zombies.

@Player mental health will measure your personal morale and demeanor. It is like physical health in that it depletes due to “injury.” Your morality stats (civilized/depraved or simply “humanity”) measure choices you make. You can be an outright evil person with low humanity and high mental health if you have no internal strife over the evil acts you do.

Someone who has high humanity and kills an innocent will lose mental health. Someone whose pet or dependent child dies loses mental health.

Someone with low humanity who kills an innocent will NOT lose mental health.

Does that seem reasonable or do you see any flaws in that? The game is early in development, so changes are possible. I just may need to clarify them in the narrative.

@chargespark @John Thank you!