Justin C. May 2014 Rimworld Zombie Apocalypse Description: There have been a handful of popular mods adding new enemies to the game, but most of them just have a new look and are slightly more powerful than normal, or attack in slightly larger groups. I wanted to add an enemy that has truly unique behavior in the world of Rimworld, and adds new challenges to the game when fighting them. So I added zombies. Features: Zombies - Zombies are mindless killers. They kill you and your enemies indiscriminately. - Their bites are infectious. If a colonist is bitten you will get an alert. The colonist will slowly die of the bite, and then they will turn into a zombie immediately on death. - They take 50% reduced melee damage, and are 20% slower than colonists and other enemies. - I used the names to make it easy to track where a zombie originated from. A zombie that was spawned in a zombie hoard will simply be named "Zombie". If the zombie reanimated from somone who was originally living in your game, their name will be "Name (dead)". If they were a colonist there will be a "*" in front of the name. Zombie Hoards (raids) - Zombies attack in large numbers - Zombie hoards always attack immediately - Zombie hoards do not give up or flee Zombie Apocalypse/Airborne Zombie Virus - The zombie virus goes airborne and affects all humans and corpses. All human corpses will start reanimating even if they were never bitten while living. - This incident never ends. Once the virus goes airborne, everyone is infected. Screenshots: http://i.imgur.com/GTjrZbb.png http://i.imgur.com/UtCYUEw.png http://i.imgur.com/x8tmDF3.png http://i.imgur.com/yk9Zxcb.png Video: https://www.youtube.com/watch?v=64gBA8DjL8A This video is from early in the development. Download: http://www.mediafire.com/download/kdakw3i3zdj90g8/Zombies+%28v.+0.5%29.7z Notes: - This version really is just for trying the zombies out. Most things are intentionally unbalanced to make the game easier to test. - I'd recommend playing this with vanilla Rimworld and starting a fresh game. I have not yet tested it with any mods. - You can tweak the incident frequency in Mods/Zombies/Defs/IncidentDefs/ZombieIncidents.xml to make them more or less likely to happen, or you can play the game in dev mode to manually fire them. A special thanks to Pawnstorm for helping me fix an issue that was stalling the development of the mod because I was missing something really simple. And another thanks to SacoMato for testing.