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# About the pull request The goal for this PR is to rework zombies into being a fast and numerous, but weaker, entity. As it stands a zombie has too many advantages where a hold against them is essentially a fool's errand. CURRENT PLAN (Will adjust as needed) Zombies will be FASTER but much weaker than current iteration, with weaker attacks. They will be designed around being a foe that can be taken down quicker but if they close the distance, the threat of infection spells a death sentence. # Explain why it's good for the game This will be hard to balance, and as such will be taking feedback before I submit this for review. This is current position of Zombies: - Tough: Extreme (25% ?!) brute modifier, with fire modifier on top, making them very tanky and requiring clips to take down one - self-revive: They WILL come back up, coupled with toughness, they are a feared opponent. - Strength: Claws inflict superslow at 40 brute damage, one of the highest damage levels. - Numerous: They have the numbers to put lesser drones and even entire hives to shame Overall, they are very overtuned and makes playing against them not that fun. My plan is to have it so they are much weaker, with their threat being from infections. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: balance: Zombie attacks deal less damage and only slow down targets (not superslow as they currently do) balance: Zombie resistances have been reduced heavily, making them far more susceptible to brute damage. Their speed has been doubled to compensate balance: Black goo on tiles now requires you to not wear shoes to have chance for infection fix: Zombie attacks now only apply effects such as slow and infection if the attack is valid (if the zombie is able to attack) /:cl:
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