Zombies
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Zombie Radar
Danger on Place
A colorful risk indicator (bar) shows you the danger at each place.
row data! --Storm (talk) 16:17, 26 July 2015 (BST)
Indicator | Danger | max. Influx |
---|---|---|
BLUE | Save! | 0 |
GREEN | Low | 8 |
YELLOW | Moderate | 8, 16 |
ORANGE | Significant | 8, 16, 24 |
ORANGE-RED | High | 24, 32 |
RED | Extreme! | 24, 32, 40, 48 |
Influx
The zombie amount describes the average number of zombies that flow in place with each tick. Since this is only an average, it can sometimes be higher or lower.
Description | Amount |
---|---|
Safe! | 0 |
Individual | 1 |
Small Groups | 2 - 5 |
Large Groups | 6 - 10 |
Zombie Packs | 11 - 20 |
Zombie Armies | 21 - 50 |
Zombie Armadas | 51+ |
Siege
The zombies could congregate in places and block your escape route. Normally only Rotting Zombies appear in sieges (except hospital) → Sieges by 1 zombie per tick, with inflow enormous also 2 or 4. The higher the risk at the place, the faster and in great numbers zombies will besiege and attack you.
- Most places can also be sieged instead of attacked.
- When this happens, zombies simply surround the exits to whatever area you are in.
- Your two options at this point are to fight them or try to escape.
- If you successfully escape, some zombies will be killed. ?
- After a successful escape, the player can move to another zone (as long as no more zombies have appeared to siege the area)
- The gunpowder grenade can improve your chances of escaping.
- Tip: Some arms have a high minimum damage AND do overflow, granting you the possibility to save Energy
at a siege by waiting for accumulation of zombies. In multiplayer games, if another player enters the besieged zone from outside, all players who are not sleeping will enter into combat.
Zombie Types
All claws/weapons have a range of "0" → therefore pure melee weapons!
Type | HP | Speed | Weapon | DMG | Hit Quote | Comments |
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Decaying Zombies | ||||||
Insane Ghouls | ||||||
Undead Fatso | ||||||
Undead Radiation Victim |
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Undead sexy Nurse |
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Rotten Patients |
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Starver |
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Behemoth |
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Zombiefizierter ???
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Hallucinations
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Distraught Patient? |
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Note: Status Bars & Effects, Weapons, Pills, Events
Battle Sequence
- There are two types of Weapons in the game, Ranged and Melee.
- Zombies are divided into groups, where each zombie in the group is the same type.
On turn 0, the game decides if combat will even happen. The player has a chance to completely avoid combat.
On turns 1-n each player present and each zombie present takes an action. Players either attack or spend the turn reloading. Zombies either attack or move closer to the player if they are too far away. Depending on the distance the zombies appear at the start of the fight, the player will either have a few rounds to shoot ranged weapons at the zombies or immediately begin melee combat.
Combat Basics and Phases
Basically, there are two type if weapons/phases in combat : "Close" (Melee) and "Far" (Ranged)
Weapons are used in the following order: Ready or Ready AND Preferred.
Zombies attack in hordes, consisting of groups of the same zombie type.
Round 0:
Check if combat happens at all (Chance to avoid completely).
Round 1 to x:
(Sometimes! Depends on game-internal set distance-to-zombies!)
You attack the horde with "fire"arms every round until your firearms are depleted, or the zombies reached you.
Round '2' to x:
You use a Close Combat weapon against the horde, after that, the horde attacks you, etc. This goes on until you or the zombies are wiped out.
Close Combat arms may break (chances unknown. Side-note; never had that happen ever)
If you are out of energy, or all weapons are broken/not ready,
you start punching the zombies (high risk of injury).
- Combat may be influenced by dropping weapons (not used at all), and setting the preferred weapons.
- Close Combat weapons have a range too (machete-highest, fist-lowest). Influence on combat is minimal.
- All Far Combat weapons may miss, Close Combat weapons never miss.