Minecraft / Blogs

Zombification - A new zombie mod concept

  • 33
  • 15
  • playlist_add
  • share
  • more_horiz
avatar Silvania Studios
Level 84 : Elite Modder
Hey guys!

I'm blogging today about a new mod I'm working on. I wanted to keep a log of ideas and progress until the time I release it, and considering that blog is literally short for "web log" it seemed like a good place to have it!

So, first things first: I'm a huge modern zombie fan. I'm talking things like 28 Days Later, The Walking Dead, The Last Of Us etc. Minecraft only has the traditional "slow" zombie, and he's gotta go. He's an insult to modern zombies.

My mod will overhaul the vanilla mob system as a starting point. I'm also going to redesign the sound system a bit, more info on all of this later.

The Zombie Types
Now, I said that the vanilla zombie is bad right? Yup, he's gone. Removed, No longer in the game. Instead, I'm replacing him with a plethora of new zombie types - famous zombies from a number of films and games. I'm completely open to more ideas on other zombies to add too so throw 'em at me in the comments! Here we go!

The simple and easy-to-kill zombie. Until disturbed, they won't move or look around, just stand there. When they hear a noise, they become a runner (see below) until they lose their target, where they return to the braindead state.

Basically the current zombie, but I'll make him a little slower to balance the mod. These will be very common, easy to kill but a threat in large numbers.

Much faster, they move at the same speed a player sprints at.

These guys are kind of like a cross between a creeper and zombie, and explode when near you or on taking damage. They never drop anything so are merely an inconvenience to kill you while you're running from others. Infects anything in range.

Ripped off straight from TLOU, these guys hear via sonar. They cannot see you while you're sneaking unless you're 3 blocks in front of them. If you make too much noise (eg by not sneaking, jumping, dropping an item, or interacting with things like doors and chests), they'll "see" you and run in the direction of the noise throwing their arms around. If they grab you, you're dead. Doesn't matter what armour you have how much health buffs you have, if you've got /god mode... they -will- kill you

These guys are a bit creepy. They crawl along the floor, walls, and ceiling and jump at you. Think of these as a much more dangerous spider.

This zombie has thick armour plating, but moves slowly. They're quite rare but very hard to kill, and just like the clicker will insta-kill you if it gets close enough.

Appears to be a normal zombie or runner, but they scream when close, paralyzing you and leaving you open to attack. Applies slowness and nausia for 3 seconds each scream.

These guys only spawn in very dark places, and will not move unless the player is close enough. They do make quiet noises so you can hear them before you find them, but you don't know WHERE they are going to be.
Until active, they are partially invisible, just to avoid graphical glitches that might give away their location. They can grab the player but wont one-shot you.

These zombies are a little more intellegent, and will use tools available to aid in their cause. They will also break blocks such as wooden planks and dirt to get at the player. They avoid bloaters and creepers.

Trackers can hear or see you a much farther way away than the other zombie types. Fear not though, thanks to the new hearing AI, other zombies will follow it as it runs at you screaming, so they'll all know where you are still!

Larger zombie (not as big as the original MC "Giant Zombie" that some of you might remember). They only ever spawn as tank, bloater or half-dead. The bloater version spawns a small swarm of zombies when it dies (as well as a much larger infection radius), and the half-dead version will throw blocks or other mobs at you. If it throws a creeper it acts like a grenade - so expect them to blow away that wall you're fearfully hiding behind.
These are very rare to spawn, and are considered a mini boss mob.

Vanilla Tweaks & Changes
So, lets discuss my tweaks and overhauls shall we? If you're not a fan of walls of text, feel free to gloss over this as I'm going to go into quite a bit of detail.

Mobs will use a new AI more focused on their senses - no longer will mobs automatically know where you are if you're within 32 blocks! My system gives mobs working eyes and ears - They have to see or hear you to know where you are. This new system will be applied to all vanilla mobs and be available as an open API for any mods to implement as a soft dependency (IE, only active if my mod is installed). The range of sight or hearing will vary between mobs - one mob may only see you from 8 blocks away while another might see you from 150.

Sound is going to play an important role in this mod. Mobs will be able to "hear" and react to sounds in a 3D space. For example, if you throw an egg and it lands just behind a mob, they'll hear the crack and turn around to see what it was. Likewise if you're walking or running near a mob it'll hear it and try and get towards it.
To assist with this, I'll listen for what item is being thrown. Things like a snowball or egg won't make much of a noise, but if you throw something like a brick, it'll make a bit more. Likewise for dropping items - that will make "noise" too. Walking, running, jumping and even sneaking will make SOME noise, but sneaking won't be enough for mobs to detect.

On a similar note, I'm going to replace the vanilla music with something more suited to the end of the world (more on that here), and make the music system dynamic. It will play a different track depending on what's happening in-game.

The Actual Mobs
Mobs will be toggle-able. You can stop certain mobs appearing entirely in your game if you want a zombie-only experience, for example.

The hitbox is the area considered "hit" if you are aiming at a target. In vanilla minecraft, this is a pathetic and lazy square, scaled roughly to the size of a mob. You can see it as a white cube by hitting F3 and B together.
I'm planning to change this, and I want to make a box for each bodypart of any mob, as well as the player. Your head, each arm, each leg and your torso will each be it's own individual part, with it's own individual health. If you (or a zombie) gets an injury to the leg, for example, it'll slow you down, while damage to the head is very likely to kill you. This will also work for PvP - hitting the arm with an arrow will hurt, but hitting in the head will kill. Armour will negate in the same way it does now, just it'll save the bodypart's specific health instead of overall health.

With this mod, all mobs become persistent, just like animals are. That means they won't despawn when you leave the area, but instead are saved. This way, if an area becomes severely infected by the undead, you'll have to fight to get it back instead of just logging out and back in.

Grabs & Assassinations
Both players and zombies will have the ability to grab one another. Zombies can grab from any side, and you must fight them off (or someone else can kill them) to survive. They may bite you or do damage during the grab, and other zombies or mobs can still attack you while you're being grabbed - making swarms a real and dangerous threat.

Players can only grab from behind. Once grabbed they can quickly assassinate most zombie types, or players. When grabbing a player, both players have to "fight" one another with a key mash. If the grabber wins, the victim will be killed, and if the victim wins he'll break free and be able to attack the grabber or make a run for it.

Infection System
All vanilla mobs, including the player, can be infected by a bite. A bite is a rare chance hit when a zombie attacks you. For a bite, the zombie has to be within a block of you when it attacks, and have a percentage chance of success. A bite also makes the zombie grab you - and if you only narrowly escape a grab you may get bitten too.
Infection is a very slow process, but it's going to kill you. The only way to prevent yourself from dying is with a cure, which won't be a direct part of this mod - it'll be in my FlenixCitiesResearch mod instead as an end-game product.

Any vanilla mob can be infected, and zombies will target specifically animals such as cows and pigs. Usually they'll just kill the mob by eating it, but if something stops them after they have bit it the animal will eventually turn and act just like a normal walker zombie, in animal form.

If the player dies to infection, a zombie will spawn at the point of death holding whatever item they had when they died. The rest of the drops will simply fall to the floor, and killing the zombie will cause him to drop the held item.

Infected Gamemode
On multiplayer, I'll eventually add a new gamemode called Infected. In this mode, you will be a randomly selected zombie (only certain ones available). This will kick in once you've "died" of an infection.
When in this mode, you have no inventory and you can't pick anything up (except half-dead, which has one slot). All you can do is attack and move. A shader is applied, and player skins are altered with their names removed. Players don't know you are you either - so you have no idea who you are attacking, and they have no idea it's a player attacking them. When you attack players in this mode you've got a 100% success bite, and even if you kill them they will be infected.
Upon death in this mode, you'll respawn as a standard player. This gamemode does open up oppertunities for other mods to make a new minigame of humans v player-controlled zombies which could be interesting to see.

Blocks & Items
I will add a few essential zombie-style weapons - for example the traditional bat-with-nail and molotov cocktail. I'll also add in health kits to patch yourself up. I'll have a parts system similar to The Last Of Us, letting you craft things on the go using parts found by looting. Finally, I'll probably add a few of what the Americans might call "Civillian Weapons" - pistols, shotguns, rifles and the likes. I believe the law is for nothing fully-automatic so that sounds like a good cutoff point.

Those guns will be toggle-able in the config for people wanting to use other more advanced mods, as they will be very basic. You will find guns and ammo (independantly) in the same way you find other lootable parts. Ammo WILL be scarse, and guns/ammo will never be craftable.

Creative mode will let you place in various things to store those parts- things such as draws or shelves. They can be set to respawn on a timer or be single use per player.

Players in Adventure mode will still be able to interact with those, and still be able to craft, meaning maps in adventure mode will work great with this mod.

Finally, if playing on anything lower than Hard, in single player you will spawn in a small pre-built bunker with a few supplies, to make sure you don't just get spawnkilled.

My Research
I did a bit of research into other zombie overhaul mods, and there's only one serious contendor right now: Crafting Dead.
This is a technic modpack, customized gamemode which you can't really alter at all. On top of that, the developer does not even allow YouTube or streaming, let alone modpacks. I will of course allow those things, although modpacks will be subject to the same restrictions I apply on my other mods.

Other than that, there wasn't much. A couple of AI overhauls which seemed relatively inactive - but I think I've got a good gap in the market to make this worth making.

Sum Up
There ya go- those are my ideas to make zombies a real challenge instead of the pathetic pushover they are right now. I'm open to all ideas and constructive critisism - but please keep the theme in mind. I'm not going to make 10 new types of creeper, and I want to keep this hard so I won't be making something to just kill every zombie in the world in a single shot. There are other mods for that (eg Flan's guns, ICBM antimatter missiles...)

So comment away!

3 Update Logs

Update #3 : 07/11/2014 5:32:46 pmJul 11th, 2014

Apologies for being quiet the past week. Work has been insanely busy but I've been jotting ideas down in a notepad during my breaks. Decided on how the adventure mode resource generation system will work - various lootable blocks which can be configured to respawn items. I'll post in a lot more detail about those tomorrow :)

Comments : 64

star Login or register to post a comment.

Show Comments

1 - 50 of 64

You could have a new IZombieEntity class with a boolean saying if it is infected or not. Then, you would just have an enumeration for the zombie types.
  • mavz28
  • Level 1
  • New Miner
  • November 23, 2015, 6:29 am
Sounds AUSOME. Any idea as to when you will start developing it tho?
  • mavz28
  • Level 1
  • New Miner
  • July 22, 2015, 1:39 am
Sounds cool cant wait!xD
  • Assasingus14
  • Level 9
  • Apprentice Explorer
  • September 21, 2014, 7:17 am
in the zombie survival guide it details which weapons are best so you can create weapon stats
  • Assasingus14
  • Level 9
  • Apprentice Explorer
  • September 21, 2014, 7:11 am
also in the walking dead comic compendium 2, there is a part where people give you a scientific explanation for xombie herds which could be good with this mod
  • Assasingus14
  • Level 9
  • Apprentice Explorer
  • September 21, 2014, 7:07 am
dude you should read the walking dead comic books and the Zombie Survival guide from Max Brooks (author of World War Z). especially read the zombie survival guide since those books have an awesome and good lore for zpmbies which applied to this mod could provide more challenge than it has.
  • killershark45
  • Level 8
  • Apprentice Ranger
  • September 19, 2014, 7:23 pm
actually full auto is allowed with a very hard to get license
semiautomatic belt fed weapons lol
  • Devawn
  • Level 1
  • New Network
  • September 18, 2014, 11:39 am
Man im exited, dont rush, take your time, all good mods take time :D
  • rpg12356
  • Level 1
  • New Miner
  • July 24, 2014, 8:37 am
Just waiting :)
  • AdamBrony
  • Level 3
  • Apprentice Warrior
  • July 12, 2014, 8:41 pm
You make so many great mods, and this one sounds like it will be the best yet, I can't wait for it! Keep going towards greatness!
(Edit) Also, one of the shotguns HAS to be a double barrel, nobody EVER adds a side-by-side double barrel.
  • Devawn
  • Level 1
  • New Network
  • July 13, 2014, 2:46 am
And the single shot, dont see any mod/games with a single shot shotgun, they are not rare where I live, quite common. xD
  • AdamBrony
  • Level 3
  • Apprentice Warrior
  • July 13, 2014, 1:43 pm
I prefer the double barrel that fires 2 one at a time, not at the same time. If you want a mod that has the single shot double barrel I know where you can get one, ask for hte link and I'll link it.
  • Devawn
  • Level 1
  • New Network
  • July 12, 2014, 1:21 pm
I will be happy to make an adventure map for this mod, though I will wait for some content, so I can plan for the use of AI and the zombies.

What kind of adventure maps are you looking for, open world, dungeon style, hybrid of each. Or for us to choose? Also I like the fact that the mobs are persistent, that makes map making a lot easier. I look forward to making the map :D you got my mind stiring.

As for feedback and comments on the mod idea. I think it will be cool, but I am mainly wondering, if there will be server support for this mod on release. Also does the screamer bring more zombies?

As for the law not having automatic stuff in america, your are mostly correct, simple law enforcement does not have fully automatic rifles, aka: police men, sheriffs. Normaly, however they have the ability to get those guns, and there are some groups that do have immediate access to fully automatic rifles, such as SWAT and the FBI, so yeah, It is a good cutoff point for weapons (if you have naturaly spawning stuff) though I say for adventure maps, I think the ability to get it should still be there ( even though I doubt I will have them in the adventure maps I make )

If there is anything I cna help with, please let me know, however I do not know any coding language D: I will be learning soon though.
  • LeeTheENTP
  • Level 45
  • Master Blockhead
  • July 11, 2014, 6:18 pm
Don't forget the Bill Murray pseudo-zombie!
Me as a fan of zombies aswell, love the idea.
I think it sounds amazing and look forward to it o.o
Also the clicker sounds awesome!!! I'm a huge fan of TLOU and having like a zombie from that game in MC would be amazing!!!!
I think it would be also pretty awesome if you adde 3D weapons kind of like flan's mod and based on TWD or TLOU or something.
Vehicles are also pretty nice :)
I think Clicker is too overpowered. It should take you down to half a heart no matter what armor/health buffs but not 1 hit kill you.
Might do that just on Easy mode, but the entire point of this mod is to make you think about how you approach mobs a little differently.

Right now in vanilla, people will just run at a mob with a sword and hack away at them. That's because there's no other way to fight - there is no tactical or sneaky option. With my new sight/hearing mechanism, that WILL be an option. You don't -have- to kill a mob to get past it, you can sneak around instead.

The mod is designed with adventure maps in mind but will still work well on survival. But, as it's designed for adventure mode, a threat that you may consider avoiding should exist ;) A couple of headshots will still take 'em down of course but then you draw in anything else that hears the shots.
Ahhh okay. I really wish someone would make this mod. This and a modpack with Crafting Dead, and other zombie related mods, and maybe throw in some "realistic" mods like TerraFirmaCraft, and that would really make an awesome modpack. Combine that modpack with a post apocalyptic city build and you have the best custom map ever!
I'm going to make it :P This blog is simply my ideas/planning sheet so I can get useful feedback before I start developing it. I have other projects to finish before I can anyway (updating my mods to 1.7 and designing a launcher for someone) so it'll be a month or two before I can start, but I'm quite excited to be making it really :P
Is there any chance you could make the cure part of this mod. Flenix Research doesn'y work for me, but this sounds really cool!!! If not, I'll work something out
No offence but 

*a new zombie mod concept*
Basically uses all existing zombie types

I understand its new to MC but its kind of funny if you look at it in a different light
-mod- is the key word there. I know they're existing types of zombies, but that's because I'm a huge fan of zombies and I wanted Minecraft to have that, as well as making night that little bit scarier.
Yeah, i know its a new mod concept its just funny *let me rephrase this* if you look at it the wrong way
  • lobie10
  • Level 8
  • Apprentice Artist
  • July 2, 2014, 3:55 pm
Sounds like a crossover of Left 4 Dead and Minecraft. o_o
  • DUMB
  • Level 35
  • Artisan Architect
  • July 2, 2014, 3:54 pm
will guns be in chests or will it be like dayz were they are 3d and laying under beds on shelves and stuff like that?
  • Myraaa
  • Level 61
  • High Grandmaster Sweetheart
  • July 11, 2014, 1:38 pm
Lol it would be funny if it was in chests... it's like virtual reality World War Z but with Minecraft storage & culture XD
true minecraft storage is weird o.o
It would be funny to walk in a house and find a actual CHEST with weapons/ammo/food inside o.o
  • vampirate07
  • Level 3
  • Apprentice Engineer
  • July 2, 2014, 3:25 am
With the hitbox part, what about you make it so that you can bleed but it wouldn't take away your health, instead it would be a totaly different bar. If you were hit in the leg you would lose less blood than if you were hit in the head or the body and you could make a hitbox for the heart where if it was hit you would lose the most blood of all. The less health your on the more you bleed and if you lose 1/4 or 1/2 of your blood you would become slower and at 1/4 left you would start taking damage. You would die if you run out of blood. You could stop the bleeding with bandages. This was just the first thing that came to mind.
The only issue with this is I'm trying to not be too similar to Crafting Dead- the only other real zombie mod out there. That has a bleed system.

It's a good idea though, and it would still be different. I'll toy around with it, maybe I can make bleeding just a chance instead of every time (like an infection bite)
  • vampirate07
  • Level 3
  • Apprentice Engineer
  • July 4, 2014, 1:42 pm
I was not aware that the crafting dead had a bleed system. also i actually meant to mention that it would be only a chance but i must have forgoten
Yeah, when I was trying it out my first death was blood loss. Once you're hit, you bleed til you either die or put a bandage on, no "chance" you bleed every time. Made it a bit too hard IMO because I had no idea how to get bandages :P

Games should be hard, but you should know how to survive.
  • jccreszMC
  • Level 28
  • Expert Nerd
  • June 30, 2014, 1:18 pm
as if there wasnt enough zombies XD
One? One is NEVER enough! :P
  • jccreszMC
  • Level 28
  • Expert Nerd
  • June 30, 2014, 2:59 pm
... morgan freeman zombie that runs at you yelling i can smell you from here: I Can smell you...
wow man. Diamond for you. Might take a long time? I made something like 'half-dead' skeletons (6 commandblocks) yesterday, where they will:
- use bows when they can
- eat food when far away; regen health (like in PE)
- When player melees the skeleton it will switch weapon to an iron sword.
Might make a minigame where you're only armed with an iron sword and iron armour, adventure mode.
  • Koffee7
  • Level 21
  • Expert Fisherman
  • June 30, 2014, 1:20 am
"The bloater version spawns a small swarm of zombies when it dies (as well as a much larger infection radius)"

Yay! :3
You are a genuis! Everything from the zombies to IE to hitboxes is brilliant! Hold on to your hats Mojang, 'cause I think we have a new member!
  • AslanGrants
  • Level 26
  • Expert Scribe
  • June 29, 2014, 6:09 pm
I love the concept. And there's so much more that could be done with this, like generated structures or even new biomes just to hold the generated structures, like perhaps farmlands, destroyed and aged suburbs and cities, there could be so much that could be done! Hell, I've even got a few crafting recipies in mind for some of the weapons you were talking about. .3.
  • spongedog10
  • Level 13
  • Journeyman Pokemon
  • June 29, 2014, 2:19 pm
Sounds good! cant wait for it
  • Disregard
  • Level 21
  • Expert Scribe
  • June 29, 2014, 12:56 pm
How about you can make generated structures, maybe have some survival camps with interactive npcs that give you quests! Maybe have quests for killing zombies and getting resources. If you complete the quest than you can get supplies like swords and other tools, maybe even food. Well thats all that I have to say,
  • HbTextures
  • Level 58
  • Grandmaster Modder
  • June 29, 2014, 11:23 am
YOU again!
Me again? :P
  • HbTextures
  • Level 58
  • Grandmaster Modder
  • June 29, 2014, 12:11 pm
Yes you again
  • irritatedCat
  • Level 15
  • Journeyman Network
  • June 29, 2014, 8:54 am
This looks awesome, but it looks a little hard. Nobody will be able to survive to first night! A clicker will probably keel dem, or they get bitten, or a runner get's them, or.. yeah. So it's going to pretty much keep killing, keep killing. Plus, saving the zombies will pretty much kill some computers.
The idea is it's supposed to be hard! Everyone builds a makeshift shelter in their first day, so they'll still be relatively safe in there so long as they stay quiet and nothing major spawns nearby.

Saving zombies to the world won't cause any performance issues. The only difference it makes is more HDD space, and it's a very small difference. I probably will allow that to be configured, but there's only a small fraction of people that would be affected by it. Each zombie would only take up a matter of bytes, all it needs to save is the XYZ pos, entity ID, health, and maybe a few other NBT tags. Each zombie would be under 500b, so even over a thousand of them in the world would only be 500kb more world space.
To compare, a player with nothing in their inventory takes up about 800b (going up and over 5kb depending on what they're holding in their inventory, and each world region file is about 5mb.
  • irritatedCat
  • Level 15
  • Journeyman Network
  • June 29, 2014, 9:27 am
I guess, but even with a make-shift shelter, a half-dead would get him, and even though the player can respawn, since the zombie is saved, they will keep killing them over and over and over. So maybe just take it down a notch, or atleast give them a place to start in.
Hmm, I could make it so on easy/medium you spawn in a prebuilt bunker, maybe even with a makeshift weapon of some sorts.
  • irritatedCat
  • Level 15
  • Journeyman Network
  • June 29, 2014, 9:42 am
Yeah, that would be great!
  • Koslaw99
  • Level 4
  • Apprentice Programmer
  • June 29, 2014, 8:26 am
Hmm what about making the player infection work on multiplayer? Or making the infection have a one day incubation period while inside the player then it takes effect so that the player on singleplayer has time to save themselves.

So there's that. Oh btdubs WILL PLAY. BEST IDEA [email protected]
Player infection will work the same in single and multiplayer, but I hadn't planned to let players infect one another.
That could be interesting though, I could make a new gamemode called infected which players can choose to continue as at time of death, where they're a zombie until they die again.
  • DUMB
  • Level 35
  • Artisan Architect
  • June 28, 2014, 3:50 pm
well i say you add some resident evil stuff like that huge guy and the zombie dog also you should add wounded zombies like missing arm or ones that r hard to see but have no legs or even just heads also say you should add the ability that after you kill enough zombies with a melee weapon you get covered in zombie guts and blood so the zombies ignore you but if u swim it comes off and have some zombies munching on dead carcases i really think mod will go somewere diamond and favorite
  • DUMB
  • Level 35
  • Artisan Architect
  • June 28, 2014, 3:57 pm
if you can various wespons and food items would e cool like dayz standalone (great place to research) and if you can do it like leagend of notch were there is cinematics and a premade world for the players to destroy and explore differently i think this would be cool becuase then you would have like maybe a maassive city ruins and small villages and stuff like that to add to the feel and give you a safe place to go
  • Aresyl
  • Level 22
  • Expert Fisherman
  • June 28, 2014, 3:07 pm
So basically similar to the crafting dead except, different types of zombies? Seems pretty awesome. :P
Different zombies (a bigger difference than it sounds, adds a lot more interest to the gameplay), a bit harder, new mechanics and a much better license ;)

License is the main thing. I want people to youtube their custom maps and stuff. I'd love to see little films and machinimas made with it :P
  • Aresyl
  • Level 22
  • Expert Fisherman
  • June 28, 2014, 5:40 pm
Lol it's all about the pride :D
  • WTFshady
  • Level 31
  • Artisan Dragonborn
  • June 28, 2014, 11:09 am
Looks amazing. What I don't like is that you'll put the weapons (shotguns etc) and the cure in your other mod.
This mod is only designed as a zombie overhaul, nothing more. I don't want to mess around with big complex systems which I'll already have in place in other mods, especially when they're optional anyway.
  • WTFshady
  • Level 31
  • Artisan Dragonborn
  • June 28, 2014, 11:16 am
Ah, ok. That explains a lot.
  • Iizvullok
  • Level 39
  • Artisan Dragon
  • June 28, 2014, 11:07 am
What's about the tanks from l4d2? Cool idea (diamond favourite)
  • HeroJunky
  • Level 1
  • New Crafter
  • June 28, 2014, 10:42 am
This sounds AMAZING! One suggestion I have that would make a great addition is to make the harder mobs spawn dependent on the difficulty..

For example:

Easy - Braindead, Standard, Runners and Bloaters.
Medium - Clickers, Crawlers, Tanks and Screamers.
Hard - Lurkers, Half-deads, Trackers and Giants.

Obviously that was a quick example, and not in the most efficent order.
I may make the halfdeads and giants only available on medium+. However, I'll probably disable peaceful entirely (to discourage cheating). Other than that I'll just alter the health similar to how vanilla does it :P
  • HeroJunky
  • Level 1
  • New Crafter
  • June 28, 2014, 10:47 am
No need to disable it! Make it work where you must choose the dificulty before you create the world! Then disable changing the difficutly once created!
  • Dominos
  • Level 39
  • Artisan Fisherman
  • June 28, 2014, 10:35 am
Awesome... take a diamond and a sub.

1 - 50 of 64

Show Comments




© 2010 - 2018