More Varrants for zombies

Adam the Waster

Well-known member
A reposted from my zombie post but more updated. I think more zombies for all levels is needed imo for not only variety but challenge as well. Some are stronger but slower, some are weaker and some are op. 

Putrid: has greenish skin and a light haze near them

• Increase hp and reduced stun 

• High chance of making you sick and higher infection chance 

• Slower movement 

• Deals poison damage and sickness Effect, cause you too lose food 

Starving: pale white and Grey skin with light glowing red eyes 

• Movement Increase to jog speed nightmare speed at night 

• Increase melee damage but less hp

• Heal after attacking you

• Increase attack speed 

Hulking a much darker skin tone with red boils and red veins: 

• Double hp but slower movement speed 

• Slower attack speed but higher damage 

• Chance to stun you more 

Burnt: a light crispy look with black burnt skin with a skinned look and no hair. Can be found in the burnt forest

• 75% less fire and explosive damage 

• Less stunned 

• Increase hp

Frozen: only spawns in the snow biome a frozen over corpes

• Slower movement speed 

• Increase hp

• Added 10 armor

• Heaver melee damage 

Toxic: a Even greener yellowish zombie with red veins, glowing green eyes and a haze around them

• All have spit attacks that deals damage over time 

• 15% Less hp 

• Increase melee

• Bonus damage via toxic damage 

Blood feral: a stronger feral with a light glowing red color and red veins and a slightly red skin: 

• 50% increase hp

• Runs and nightmare speed at night 

• Chance of infection 

• Spawns zombies near it due to sent 

• Always have feral sense 

Head shot needed to kill them otherwise they will keep getting up 

Hazardous: 

Greenish yellow zombie with red eyes and mouth with blood red veins and haze around them

• All Spit toxic goop

• Heals over time 

• Runs 

• Takes increase damage from fire 

Plauged: blood red glow with red eyes and distorted sounds 

• Instant infection and weakness when attacked via melee 

• Spits blood to blind you and deal damage 

• Jumps 5 blocks high 

Charged: a zombie with black skin, blue eyes and a light electrical aora around them

• Increase damage and hp

• Electrical melee attack 

• Immuin to electrical attacks 

Inferno: a radioactive zombie that keeps burning over and over and over. A unending hell..green and orange with fire on them 

• Immuin to fire damage 

• Much much faster regen speed 

• Deals fire damage 

• Increase hp and melee

• Increase block damage 

 
I'm neither for or against more variants. Until recently the only zombie specific mod I had played

was BadCompany. I have tested a lot of mods that have their own particular variants and they

work for me, because they fit. Each one gives a shared perspective, creativity, and vision of the 

creator, and luckily there are tons of perspectives that I have gotten to and will share like books in a library.

If the variants fit the game then sure, but if it gets too fantastic then the Vanilla game is no longer

Vanilla its a modded game. The main expectation, I have is looking for vanilla being developed

toward a story line of some sort, if that is still something that is being developed.  If not, then another 21gig

of assets to play with and mod would be great. It may load more slowly, and take up more storage space, 

but so far my pc is still keeping up. It may be conflictual for Consoles though.

 
I'm neither for or against more variants. Until recently the only zombie specific mod I had played

was BadCompany. I have tested a lot of mods that have their own particular variants and they

work for me, because they fit. Each one gives a shared perspective, creativity, and vision of the 

creator, and luckily there are tons of perspectives that I have gotten to and will share like books in a library.

If the variants fit the game then sure, but if it gets too fantastic then the Vanilla game is no longer

Vanilla its a modded game. The main expectation, I have is looking for vanilla being developed

toward a story line of some sort, if that is still something that is being developed.  If not, then another 21gig

of assets to play with and mod would be great. It may load more slowly, and take up more storage space, 

but so far my pc is still keeping up. It may be conflictual for Consoles though.
Some do seem fantastical like the fire and electrical zombie but I added those for the new up coming orange and blue rads. If we get those I hope they are special 

In terms of console. I'm on Xbox X and it runs really good even on a 64 horde night.  

So the more the better imo 

 
If some of the special zombies were added to, either Dishong Tower, Higashi Pharmaceutical,

or @Laz Man creates some new scientific or Millitary experimental Pois then great, it would

give an explanation, of where they are coming from storywise. If they are just mixed with basic

spawn then the spawning.xml and entitygroups.xml would need to be adjusted, or most will seldom

or never be seen unless attached to an event. Maybe an automated machine in the depths of Red Mesa,

could be churning out variants. I do wish the body parts were modular so that various limbs would randomly

be put on a torso creating abominations.

 
@Adam the Waster I thought more about your post, here are some extensions to it. The following would

not need additional HP. They would naturally make the whole game play dangerous, from beginning to

end. It's a long read though.

Hazardous to your health.

Pukers irradiate the area spit on. Making proximity draw health until it is removed.
The secondary area effect of a puker, is instead of a single shot, damage, give each
block an alternated downgrade if affected, that does the same time effect as growing
trees, but in reverse, the blocks lose health constantly unless the area is cleaned,
if not they begin to crumble. Each shot to an area is stacked, causing dissolution
faster. To give a visual just overlay with a "seamless" goo texture. The visual is
the cracks overlay already in game.

Electrical Zombies Give off small "EMP" burst on death, and on scream. It affects small
areas like 5x5x5 it is a 3d game after all. Any electrical device, in the vicinity is
disabled, visual support a the same electrical ingame used now. Damage is perma to a battery
and more electrical parts are needed to repair. Time to wrench and stock up. The shock
needs to be drained in order to work on them, or they electrocute players when in vicinity.

Plagued, Hazardous and Toxic follow the same theme. They effect health if you stay within
proximity. Plagued=Illness and fatigue. Hazardous=Is radiation poisoning. Toxic=dysentery
accelerated.

Inferno= aura to damage blocks stacked on any other aoe damage within 5x5x5 area.
For human health it raises core temperature to stroke level, and drains hydration when within
proximity.

Frozen does the opposite of inferno, it drains stamina and slows player movement from the aura
and causes block damage.

Blood explodes but does no aoe block damage, creates a particle cloud that causes sickness,
dysentery, stacked fatigue, and lower stamina and player dps while effected. Essentially if
contaminated with the blood phage makes you more susceptible to all other damage. Constantly
weakening you until cured. Backpack, tool belt, and armor begin to weigh on the player heavily
slowing actions, and simultaneously increasing stamina use per action. The blood phage, can
contaminate food, if it explodes close enough to a loot container, the container has to be
cleaned be fore it can be safely used.

Hulking just use the Demolisher, and make him just that, He is not concerned with getting to
the player instead, he comes within the vicinity knocking down all in his path and the first
time he hits a blocking mechanism, rages against the machine or the area above and below, and
randomly explodes, if not taken down quickly. Headshot only, to kill. If damaged from ranged,
instant rage and explodes himself when in aoe damage area of player placed blocks.

Inferno explodes if unreachable causing oneshot aoe damage, and acts as a molotov cocktail
on any entity meaning zombie animal player.

These effects would be included on the sleepers also. So in a confined space an aura can reach
through walls, damaged doors, fences, windows, above and below. It would make preparation, key.
Approach a thought process, and every poi a potential death trap. Contaminated loot causes
health debuffs until cleaned. If food is contaminated it affects you worse than the bad water.
Is instantaneously at 12% vs starting at one. So actual antibiotics, are necessary. Vitamins
taken prior only lessen damage but do not make you immune.

And from all of this there could be an additional counter, if it raises to 100% you have become
one of "The Infected". Which makes it imperative at that point to make and use antibiotics.
Until a cure can be found.

It of course, would have an opt out option for on/off. So you could turn on the buffs and play
"The Bill Comes Due" version, or not.  Yes, I know it could be modded instead. Because this

is not considered manageable danger, instead it is constant.

 
@Adam the Waster I thought more about your post, here are some extensions to it. The following would

not need additional HP. They would naturally make the whole game play dangerous, from beginning to

end. It's a long read though.

Hazardous to your health.

Pukers irradiate the area spit on. Making proximity draw health until it is removed.
The secondary area effect of a puker, is instead of a single shot, damage, give each
block an alternated downgrade if affected, that does the same time effect as growing
trees, but in reverse, the blocks lose health constantly unless the area is cleaned,
if not they begin to crumble. Each shot to an area is stacked, causing dissolution
faster. To give a visual just overlay with a "seamless" goo texture. The visual is
the cracks overlay already in game.

Electrical Zombies Give off small "EMP" burst on death, and on scream. It affects small
areas like 5x5x5 it is a 3d game after all. Any electrical device, in the vicinity is
disabled, visual support a the same electrical ingame used now. Damage is perma to a battery
and more electrical parts are needed to repair. Time to wrench and stock up. The shock
needs to be drained in order to work on them, or they electrocute players when in vicinity.

Plagued, Hazardous and Toxic follow the same theme. They effect health if you stay within
proximity. Plagued=Illness and fatigue. Hazardous=Is radiation poisoning. Toxic=dysentery
accelerated.

Inferno= aura to damage blocks stacked on any other aoe damage within 5x5x5 area.
For human health it raises core temperature to stroke level, and drains hydration when within
proximity.

Frozen does the opposite of inferno, it drains stamina and slows player movement from the aura
and causes block damage.

Blood explodes but does no aoe block damage, creates a particle cloud that causes sickness,
dysentery, stacked fatigue, and lower stamina and player dps while effected. Essentially if
contaminated with the blood phage makes you more susceptible to all other damage. Constantly
weakening you until cured. Backpack, tool belt, and armor begin to weigh on the player heavily
slowing actions, and simultaneously increasing stamina use per action. The blood phage, can
contaminate food, if it explodes close enough to a loot container, the container has to be
cleaned be fore it can be safely used.

Hulking just use the Demolisher, and make him just that, He is not concerned with getting to
the player instead, he comes within the vicinity knocking down all in his path and the first
time he hits a blocking mechanism, rages against the machine or the area above and below, and
randomly explodes, if not taken down quickly. Headshot only, to kill. If damaged from ranged,
instant rage and explodes himself when in aoe damage area of player placed blocks.

Inferno explodes if unreachable causing oneshot aoe damage, and acts as a molotov cocktail
on any entity meaning zombie animal player.

These effects would be included on the sleepers also. So in a confined space an aura can reach
through walls, damaged doors, fences, windows, above and below. It would make preparation, key.
Approach a thought process, and every poi a potential death trap. Contaminated loot causes
health debuffs until cleaned. If food is contaminated it affects you worse than the bad water.
Is instantaneously at 12% vs starting at one. So actual antibiotics, are necessary. Vitamins
taken prior only lessen damage but do not make you immune.

And from all of this there could be an additional counter, if it raises to 100% you have become
one of "The Infected". Which makes it imperative at that point to make and use antibiotics.
Until a cure can be found.

It of course, would have an opt out option for on/off. So you could turn on the buffs and play
"The Bill Comes Due" version, or not.  Yes, I know it could be modded instead. Because this

is not considered manageable danger, instead it is constant.
Yes just yes I love all of theses especially the blood ones that go boom and the settings 

I also thought of a few more

Starved ferals: ferals that are weaker but move at nightmare speed due too there hunger and they have pale skin with red veins and dark red eyes 

Gangrenus zombies: infect you With Gangrene a horrible infection 

 
So the starved ferals, would give level 2 bleed, that acts like a chunk taken out of you.

It is capable of more that one wound. This would require multiple sutures, from the 

sewing kit, a blood bag, and a Med kit to completely heal the bleeding. Actually any

bleeding in game should be set to need a blood bag to get back to full health.

Med kits should only heal to the debuff limit, even if you are topped out on food and

water.

Ganegrene that's would be a debilitation of the limbs, so slow firing if arms are affected,

slower running if legs are affected. Antibiotics only cure 30%, so multiple may be needed

depending on how badly affected. Parkour rendered inert during sickness. Can't jump at

all if no parkour. Reduces health. Oh one thing that should really be added is. Upon death

you return with percentage of health and all of the debuffs until they are cured. So die twice

while infected and you health is at 60%, and you are still ill.

 
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