So, new version of D.E.C.A.Y is in the works. I thought, why stop at textures? I promised better ghouls. So that's what you're getting. This first update will feature a few new things, and here they are:

- Better ghoul AI. Ghouls will now behave differently depending on their class. Common ghouls, for instance, will stop dodging and lunging so much. Only special and more agile ghouls will. I'll give them a health buff to balance it, though. Ghouls can also roam now. Meaning they have no fixed AI position with a radius, instead they can wander around the map as they please. Giving them a more natural behaviour.

- First "Special" infected. That's right. The Savage Ghoul will now spawn at level 32. He is more agile and speedy than his common brothers. Has his own custom texture, and will leap and lunge twice as much as ordinary ghouls. No health buff, though, and they appear in small numbers. So the lunging won't be annoying, just challenging.

- Green glowing eyes. Because why not? It makes sense.



- Better ghoul loot. No more random paint brushes and bullets for some reason. They'll have stuff that makes more sense. Like cloth, and irradiated blood. Also, no bottle caps. Most ghouls are pre-war, so why would they collect post-war currency? YOU DON'T NEED TO BE SHERLOCK HOLMES TO WORK THESE THINGS OUT, TODD HOWARD!

And, that's it. Lots of stuff going on in my life right now, I need to pace myself. But it's something, right?

I got some future special infected planned too. I was thinking of a hunter ghoul. His special ability is that you can't tell if he's detected you or not. Your stealth metre remains unaffected by him, like companions. So you have to be careful sneaking around them and keep a close eye. I thought it could add a new and exciting gameplay element. On their own they're like a regular ghoul, kind of harmless. But suppose they're in a group of ghouls? Oh dear, he can alert others, after all. At which point your stealth bar will instantly go from [Hidden] to [Danger].

So, yeah, keep an eye out for the next update.

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Thumblesteen

5 comments

  1. mattcloud
    mattcloud
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    Is it okay to request for a performance version of this? I really love your mod, but my computer can't completely handle it.
  2. HadToRegister
    HadToRegister
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    As far as bottlecaps go, ghouls are mindless, so the regular junk they have makes sense to me, because they're just picking up stuff like Ravens pick up shiny things.

    I was checking out another ghoul mod and the MA of that mod said that there's no Ghoul "pre detect" sounds, or the ability to give them some?

    I was just thinking about the Dunwich building in FO3, where the ghouls in that game world would shuffle and mill about, making wheezing and growling noises, whereas the ghouls in this game are perfectly silent and only make noise once they've detected you

    Hearing them just making their noises in Fallout 3 in the Dunwhich building and Subways, made for some very tense moments