Giant zombies in 7 days

ALEXZANDER

Refugee
Would be interesting to see zombie giants in action someday! Maybe even zombie behemoth comeback!
Those giant zombies could used in late game hoard nights!
 

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If you are on PC and don´t mind modding, you can bring back the behemot. There is a mod for that. There is also the War3zUK overhaul mod were all zombies can be giant.
 
Would be interesting to see zombie giants in action someday! Maybe even zombie behemoth comeback!
Those giant zombies could used in late game hoard nights!
They tried that several years ago, they had issues with the colossi's pathing or something like that. So, it never got implemented into the game.
 
They never could make game properly 😁 especially since 17 alpha
People said that with A16 from A15. Stealth as an example.

Direct quote from a well thought out reddit article.
Alpha 15 was the most complete this game ever was. Over half the features in this list came from A15 or A14. Alpha 16 was the worst update ever, they removed so much while adding things like the horribly designed Stamina system that they scrapped one update later.
 
They tried that several years ago, they had issues with the colossi's pathing or something like that. So, it never got implemented into the game.

It's not just the pathing. Basically the AI is designed to only examine the first two blocks next to an NPC (the one at their feet and the one on top of it). If it's above that, then they ignore it.

Many alphas ago, I tried this with the behemoth. The one in the old game files had a collider that was about 3 blocks high. You could place anything 3 blocks above the ground, and you'd be completely safe from it. The thing you placed could be the most fragile block in the game (which was a wood frame when I tested it) and it wouldn't matter, because the blocks wouldn't even be considered.

People who mod it, from what I can tell, "fix" the issue by making their colliders all fit within 2 blocks, but this means their head or upper bodies basically clip through everything.

So, it's not just a matter of making a bigger zombie, it's also a matter of fundamentally changing the AI code. That's likely why it was scrapped.
 
It's not just the pathing. Basically the AI is designed to only examine the first two blocks next to an NPC (the one at their feet and the one on top of it). If it's above that, then they ignore it.

Many alphas ago, I tried this with the behemoth. The one in the old game files had a collider that was about 3 blocks high. You could place anything 3 blocks above the ground, and you'd be completely safe from it. The thing you placed could be the most fragile block in the game (which was a wood frame when I tested it) and it wouldn't matter, because the blocks wouldn't even be considered.

People who mod it, from what I can tell, "fix" the issue by making their colliders all fit within 2 blocks, but this means their head or upper bodies basically clip through everything.

So, it's not just a matter of making a bigger zombie, it's also a matter of fundamentally changing the AI code. That's likely why it was scrapped.
Pfff, they changed ai dozens of time to make zombie AI more more clever each time and punish players for mythical exploits! I dont think that changing AI for a giant zombie, could be an impossible task! But i understand ur message about giant zombie colider which prooves that behemoth mod is not actually that great
 
I dont think that changing AI for a giant zombie, could be an impossible task!
It's not an impossible task, but it'd cost 50% more to add that third block into consideration. Now, that's not a direct impact, but in principle it could mean having to drop max_alive from the current 30 to 20.
 
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