So long as I don't have digging zombies jacking up my surface structures by ruining the supports, I'll be totally happy with them. Will be a welcome addition to the game in fact.Well the new pathing only allows zombies to dig when
A) They are in attack mode and
B) They detect you right below them.
Building your topside base in the day with a screamer bringing in a horde will not result in any diggers unless YOU go underground into your basement.
Even zombies that go down into tunnels and are underground already will not dig or destroy blocks horizontally if they are not in attack mode. When the timer counts down and they stop aggroing, they will stand idly or wander always pathing around obstacles and not breaking blocks. That is the intention and if it gets bugged then faatal will be working to fix such things.
Not massive...but a few. They aren’t making all zombies dig. For now just dogs. If they expand it from there probably to just one special type and they could limit the number of those that spawn in on a Horde night if too many created tons of holes.At Roland.
How does that work if you were to be at -50 blocks , with a GPS horde above you? massive holes going down ?
Sprawling caverns then, since dogs will dig and zombies will be hitting the side walls while running in circlesNot massive...but a few. They aren’t making all zombies dig. For now just dogs. If they expand it from there probably to just one special type and they could limit the number of those that spawn in on a Horde night if too many created tons of holes.
I hope “right below”doesn’t mean literally only if you’re both on the same voxel horizontally. A fudge factor would be better for everyone.Well the new pathing only allows zombies to dig when
A) They are in attack mode and
B) They detect you right below them.
Building your topside base in the day with a screamer bringing in a horde will not result in any diggers unless YOU go underground into your basement.
Even zombies that go down into tunnels and are underground already will not dig or destroy blocks horizontally if they are not in attack mode. When the timer counts down and they stop aggroing, they will stand idly or wander always pathing around obstacles and not breaking blocks. That is the intention and if it gets bugged then faatal will be working to fix such things.
And have a gravity modifier for each zombie like the minibike has. Ragdolls would be infinitely more fun that way. PLEASE!?!?!?TFP, please export some of the zombie behaviour parameters to XML, like attack range or relative position to dig.
I would love to play a mod sometime where the landscape is fractured with holes and any POI has a good chance of crashing down if I so much as add a wood block. This is the apocalypse, dammit.
You mention randomized behavior in ways that'll affect melee combat. I'm even more interested in ways it could affect building. For instance, it would be awesome if zombies sometimes mill around at the base of a ladder, but sometimes they 'figure it out' and climb up. Or if sometimes zombies plow straight into your spike field, but sometimes they try to go around. Sometimes a spider can't get over the lip at the top of a pillar, but sometimes it can.Faatal did say mostly. Plus he’s devious. He was a fan of the game itself and longtime player before he was hired. He knows what players are likely to do and he’ll be keeping that in mind as he works on AI.
Most of what he’s done so far is just pathing. The first exciting actual AI bits he’s shared are that 66% chance to ignore their revenge target and whatever chance it is to attack while moving. Just that amount of randomness to what used to be behaviors that were 100% predictable is going to be huge. I can’t wait until other randomized behavior “choices” are added in.
++. The best horde nights were always the ones where a few zombies broke through the defenses and part of the team had to kill them in melee and the rest had to close the hole. Or someone forgot to remove the wood frame of the access bridge. The forgetable horde nights were the ones you just worked at the zombie killing "front line" for 6 hours.If a design is completely effective at stopping the zombies, like staying underground, they it's overpowered. If a design is completely ineffective, then building it is pointless. I think the fun bits are the gray areas, where you build enough partially effective elements that, when layered together, they're probably enough to succeed.
+1. This type of design seems to be standard fare for classic tower defense gameplay. There is no one layer that defeats 100% of the waves. You have to diversify. And I’m all for randomization in all zombie behavior.You mention randomized behavior in ways that'll affect melee combat. I'm even more interested in ways it could affect building. For instance, it would be awesome if zombies sometimes mill around at the base of a ladder, but sometimes they 'figure it out' and climb up. Or if sometimes zombies plow straight into your spike field, but sometimes they try to go around. Sometimes a spider can't get over the lip at the top of a pillar, but sometimes it can.
If a design is completely effective at stopping the zombies, like staying underground, they it's overpowered. If a design is completely ineffective, then building it is pointless. I think the fun bits are the gray areas, where you build enough partially effective elements that, when layered together, they're probably enough to succeed.
Do you go under your walls? Because under all the scenarios posited here, zombies have no reason to dig deeper than the player’s depth. To me, digging down to bedrock has always seemed to be more about imagined fears than anything.So I dig a ginormous pit down to bedrock. Put base there.Mind you, clearing a 100x100 area down to bedrock is gonna take a lot of time.
No sappers going under MY walls. You want my beer?
Get through my defenses.
(by the time you do that, the beer will be gone)![]()
Do you go under your walls? Because under all the scenarios posited here, zombies have no reason to dig deeper than the player’s depth. To me, digging down to bedrock has always seemed to be more about imagined fears than anything.
Was about time and imo should have been done before implementing all kinds of additional threats (dogs, vultures, irradiated zombies etc).The first exciting actual AI bits he’s shared are that 66% chance to ignore their revenge target and whatever chance it is to attack while moving. Just that amount of randomness to what used to be behaviors that were 100% predictable is going to be huge. I can’t wait until other randomized behavior “choices” are added in.