If an enemy is inspired/has a red aura their Agility and Aggression stats will be set to +5, and their speed and damage will be increased by 20%.Ĭurrently, there are two types of enemies: zombies and marauders. Critical hit chance adds/subtracts -0.1 up to 0.1.Speed is changed by the next formula: Speed * -0.1 up to 0.1.When an enemy is spawned their stats will be randomized like so: For instance, level 6 Putrid will spawn three level 6 Rottens on death. The same principle applies to enemies spawned by others – they will copy the level of their creator. For example, a Ram who revived from a level 7 Chopper will also be level 7. When a unit revives, the resulting zombie copies its level. This is made by applying a special formula on these stats: floor(base value * (1 + 0.2 * level)), which is rounded up. This leaves players free to destroy the barricade without any trouble.Įnemies' health and damage can be increased with leveling, just like on player's units. If the player manages to defeat the final wave horde, all enemies will cease to appear for the remainder of the mission excluding any that appear after any units are killed and eventually turn. The amount of waves changes the further the player goes into the campaign: Stage 4-8 up to Mission 139: Armored Skeleton.They will be accompanied by another enemy that depends on what stage the player is currently at. Witches always appear as a part of the wave. The horde itself is separated into waves, each having 9 instances of each of the two enemies. Runner type enemies tend to have a higher fear inspiration rate, so they need less of them in a swarm to terrify units.įinal wave is a term used to describe a huge horde of zombies that appear when a mission goes on for too long and the countdown ends. Some may require more enemies nearby to scare them. Some relatively large swarms of enemies can inspire fear into susceptible human units. Unlike zombies, most marauders will walk around fire pools. The same only applies to a select few stationary units while others will be ignored. Almost every marauder will move to face and attack the closest human unit in their way. The same applies to stationary units as well, i.e. Almost all zombies will move in a straight line and a large majority of them never intentionally target human units, only fighting back if they stand in their way. Any that don't are likely supporting the others from a distance in some way or another. Enemies can be affected by a special effect called Red Aura, which increases their damage and movement speed, but at the same time makes them drop more Rage on death.Įnemies can also have special abilities of their own, varying from various resistances, knockback, stun, critical hits, exploding on death, causing fires, ranged attacks, and even having the power to instantly kill humans with little provocation.Īlmost every enemy's main goal is to destroy the player's bus. Movement speed is randomized to be higher/low by up to 10% from each different enemy's documented number. In most cases, the higher every number is the more dangerous the enemy is as well. The main characteristics are health, damage, and movement speed. Similarly to units, every enemy has a set number of parameters that determine how much of threat they possess to players. Some enemies and 1 boss, however, are not listed in the Zombiepedia: While killing all the enemies is not necessary for mission completion, most of the time it's simply unavoidable, as enemies block the path towards the barricade which must be destroyed in order to progress to the next destination.Ĭurrently, there are 62 documented (but only 61 encounterable) enemies, and 3 bosses. During the game, the player encounters a wide variety of enemies on their way, logging each newly encountered foe in a special journal known as the Zombiepedia, which also records how many unique enemies have been encountered, the total amount of enemies killed, and players' total playtime.
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