I have no idea if TFP's are going to make the Feral Wight a special infected with any abilities. If not, I'd like to make suggestion to make him have a more destinct goal compared to normal zombies. Currently The Feral Wight has no ability aside from having more HP than regular zombies. My idea is to make him a pathfinder for zombies to create entrences by breaching down doors, iron bars. I assume with A21 that zombies will be able to navigate through 1 block terrain meaning that it won't be neacessary to have him brake down a hatch that has been folded up in a doorway, such as a hatch base design. I want the Feral Wight to be a threat on Horde Nights aswell as finding him inside of POIS or in the wilderness. I like the idea of him being a very vigor fueled monster that is very relentless, meaning that he will be a frontline fighter that will focus as a towering vanguard drawing all attention towards him.
Why should the Feral Wight be a special infected?
The foundation is already set by having a nice model that got updated in A20. So I thought that it would be a shame to not equip an ability to The Feral Wight. We currently don't have any special infected that can preform such a feat and could be a fun element to challenge the players ability to rely less on hatches or door spamming and create more chaos. He would also be a fun surprise element for player when they see how he can chew down on their defences.
Special Abilities
Basic Traits:
HP: 750
ARMOR: None
HP REGENERATION: 15 HP/Sec
LIMB REGROWTH: 10 Sec
Door Denter:
This ability speaks for it self in terms of it's main target, doors. The Feral wight once mounted within a blocks distance away from a door will perform an action which will make the zombie hurl it's towering mass against the door to cause 20% damagae increase on doors. The Feral Wight makes a grunt to indicate that he has started performing the action. Zombies are naturally attracted to doors which The Feral Wight creates an even weaker spot on the base/structures.
Bar Bender:
Bar Bender is an ability that allows the feral wight to instantaneously break a bar block. It will perform a quick animation of his hands grabbing the bars and janking his hands away from it to instantly break it. Grunt notification is present on this ability too.
Rapid Regrowth:
The ability activates upon the Feral Wight taking any damage to quickly recover HP as time goes on, but that's not it. If a player were to shoot of or decapitate any limb from the feral wight it would grow back again. So for example: if a leg were to be blown off it would start to crawl but as soon as it fully regenerates it gets back up to startsprinting again.
COUNTER:
To counter The Feral Wight from not being an unstoppable force of mutated nature, there are some weapons that can effectivly damage the Wight over time such as the molotov or blade trap or any fast firing rate weapon that won't let him regain any health making him vulnerable. While a arm has been decapitated it will do 50% less damage. So focus on damaging a limb or target a head and kill him quickly. He is very hard to kill in a crowd unless there are explosives.
Edited 4 hours ago by SKINK
The Screamer
The Screamer have recieved a brand new model for
A20 which looks
fantastic, but I really find it unusual how she doesn't have any purpose around
Horde Nights and therefor being
left out from the group. I think it's very important that we try and include all
special infected and make them spawn at
Horde Nights,
POIS and in the general vicinity.
So I've decided to try and figure out a way to make her be
eligible for all scenarios.
Why should The Screamer be remade when she is already has a ability?
The Screamer currently has
2 features which is
heat detection and
zombie spawning. These mechanics are ok but I think that for this game to be more
unique I think it's better to focus on making each special infected
good at certain task that can be usefull in every scenario. By reworking her abilities we could lend her
spawning feature of zombies to another zombie and finetune the spawn mechanic to make it fair even for
horde nights. So I want to make her in to a
DEBUFF focused zombie. I still want her to have a call to attract not zombies, but birds and dogs instead.

Basic Stats
HP:
235
Armor: None
Damage: Bleed
No Feral version
Games Stage appearence
35 - Max
Seeks out
heat scources like normally
Spawns
zombie dogs and
vultures
ABILITIES
-Shreak:
When
The Screamer has spotted a
survivor it
shreaks. She goes in to a animation which steches her tounge out and intimidates the player to know that
reinforcment is coming. If
the Screamer goes in to the animation to
shreak, the
player has a small window to stagger her with either
explosives or a sledge turret or something that knocks her over. The shreak has a
20 block player affecting radius around
the Screamer and can pass through walls or any object.
Once inflicted by the scream the player will recieve a minor speed penalty and a
3 sec vision blur along side a
15 sec timer that removes a player crafted/perk buff for example:
Mega Crush, Recog, Brawler effect, Beer buzz etc. Along side the timer penalty to your buffs she gives you an concussion that hurts your head when you get a random blur effect similar to what the game already has.
Her scream attracts however
vultures and
zombie dogs to
spawn but instead much further away so the player won't really notice them just appear out of nothing. Her ability should work fine since she is
''limited'' to dogs and birds but she will become easier to deal with during horde nights because can't spawn in
tougher enemies to give you too much
preassure.
Here is the debuff process: 1. Screams -> 2. player gets councussion/timer on buffs + speed penalty -> 3. Zombie dogs and vultures start spawning -> 4. They all attack you
-Neck Chewer:
There is no real surprise that sharp teeth cause alot of trouble. Once
the Screamer has landed a hit sucsessvly the player begins to
bleed for 8 seconds.
Each second removes
5 HP from the
health pool making this a death sentence if not treated properly.
Medkits and bandages of any kind will stop the bleeding.
Try and stay further away and deal kill her quickly before she goes in to her animation to call the
dogs and birds.
I've had some ideas of special infected for a little while and I wanted to suggest some concept ideas of unique special infected, this zombie would make the game more dynamic and make for a fun encounter during Horde Nights and POIS.
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The Gorger
Backstory:
A creature devoided of any resmblence to what it once was. A figure that ignite husks in to flesh starved beasts. A menace that looms the wasteland that will devour you.
An omen of death that comes closer. The only task for a Gorger.
Ability:
Gore husk: allows The Gorger to emit a pulse surrounding a 6 block radius around itself to rapidly mutate zombies in the area of effect. Once a zombie have been effected by this pulse it will start to radiate and regain previous HP loss back. Speed and Damage increase with 15%. The Gorger is support focused special infected that tends to stick closer to other zombies but can fend off for itself. It has 275 HP with no armor and normal resistances. It has no alternative versions such as feral or radiated.
This special ability could only work if radiation was reworked to only appear when the Gorger was around to do the pulse.
Game Stage/Where to be found?
The Gorger will show up through the game stage of 30-Max meaning that as soon as players reach this threshold they will start seing this zombie during Horde Nights and inside POIS. The function of this zombie is to enhance zombies and make use of the very aimless radiation feature on zombies into a more streamlined special zombie that can make it unique.
Requirments for The Gorger:
A animation for the pulse
animation for a stance for the Gorger A different running and stance animation. He is alos hunched over a bit.
THIS IS THE CONCEPT ART/SKETCH FOR THE GORGER