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Dwarf Fortress => DF General Discussion => Topic started by: Borge on December 31, 2014, 09:43:47 pm

Title: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Borge on December 31, 2014, 09:43:47 pm
At least zombies should be this way, maybe Husks could have some intelligence but at the moment becoming undead turns a peasant into a very skilled fighter. This should not be the case. Strength should be very high but agility should be non-existent.

Myself and my companions got decimated in Adventure mode by 3 undead Geese. They dodged almost every strike i attempted despite being very highly skilled. Not to mention they are nearly impossible to sneak up on unlike living enemies.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Sergarr on January 01, 2015, 04:43:01 am
they should be weaker alright

atm they will murder them happy fun stuff like geese
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: StagnantSoul on January 01, 2015, 11:58:11 am
I was legendary in almost everything but dodging. After preparing for a tower assault, gathering fifteen silver mace wielders and slaughtering hundreds of dingoes and wolves until they were good, macro throwing until I was a legendary thrower, kicker, biter, striker, misc object user, maceman, and wrestler, thank you mr. amethyst man, wielding a platinum artifact mace and shield, and grabbed tons of silver maces for throwing in a city's three weapon shops, I thought I was ready. We assembled outside the tower, a few giant boars enticing a couple zombies out apparently, as some boars ran by us followed by zombies. So we attacked. Five corpses, three companions each plus me. I struck for the hand, hoping to disable punches. It dodged. Then another punched me in the steel masterwork helmet and leather hooded head. I was knocked out. My companions slaughtered. They killed me in three kicks.

THIS is why I hate the undead.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Witty on January 01, 2015, 12:08:40 pm
Yeah, the undead really need a huge nerf.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Deus Asmoth on January 01, 2015, 04:35:19 pm
Zombie's toughness and strength boosts should decay along with their flesh. I can buy that a fresh corpse would be stronger and tougher than a person due to no inhibitions, but walking skeletons and animated hair should be as useless as a golden axe.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: malvado on January 02, 2015, 06:29:46 am
No idea why Zombies / undead are so strong.
Basically they should have their strength in numbers and the ease of "Re-animation" by an evil sorcerer / priest , modern style zombies are quick and deadly , but even so they don't have the strength to bite through chainmail (their teeth would break) or even punch an well armored human / dwarf to death.

But a horde could manage to get hold of a humanoid and tear of limbs if caught by numbers. Single handedly they shouldnt be much of a threat...
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Robsoie on January 02, 2015, 12:13:03 pm
The fact zombies are very strong in df2014 is not really disturbing me, but the fact they're dodging and jumping around to avoid your strikes or just parrying/blocking them as if they were living beings trying to survive is really a problem for immersion.

They're animated dead things, they shouldn't give any value for their existence or be intelligent enough by themselves to dodge , parry or block.

Now for the abnormal strength of their strikes, to make it more balanced (as it's not unusual to have a hundred of undead to go through if you approach a tower and a lucky hit from an undead can chip a bone , leading to your character becoming unconscious = game over) maybe it should be linked with the presence or not of their master in range to them.

If the necromancer/whatever is their master is not around of is destroyed, maybe their strength should drop noticably as without guidance or power from their master, they wouldn't be as dangerous.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: endlessblaze on January 03, 2015, 01:27:38 am
I was legendary in almost everything but dodging. After preparing for a tower assault, gathering fifteen silver mace wielders and slaughtering hundreds of dingoes and wolves until they were good, macro throwing until I was a legendary thrower, kicker, biter, striker, misc object user, maceman, and wrestler, thank you mr. amethyst man, wielding a platinum artifact mace and shield, and grabbed tons of silver maces for throwing in a city's three weapon shops, I thought I was ready. We assembled outside the tower, a few giant boars enticing a couple zombies out apparently, as some boars ran by us followed by zombies. So we attacked. Five corpses, three companions each plus me. I struck for the hand, hoping to disable punches. It dodged. Then another punched me in the steel masterwork helmet and leather hooded head. I was knocked out. My companions slaughtered. They killed me in three kicks.

THIS is why I hate the undead.


I have never heard of anything that screams NERF ME so loudly....normaly I say that if you think it's op the you need to game better.....this is not one of those times.....
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: nuget102 on January 05, 2015, 03:55:55 pm
I don't really mind the undead being a bit over powered... I mean, yea they're OP as all hell... But I don't mind it. They're meant to add a huge challenge I think, and it's one of the great things I love. :3 However, I do see what you guys are saying... Is the undead curse hardcoded? If it isn't then you can change it to make them weaker (or even stronger if you're insane and/or a masochist :P) but yea, a difficulty setting for undead would be nice.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Urist McVoyager on January 06, 2015, 12:40:36 pm
I'm pretty sure it's hard coded right now. The only thing I can say to change is to go into Advanced Worldgen and take away the Secrets, since those create Necromancers in the first place.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: tonnot98 on January 09, 2015, 02:07:53 pm
I'm pretty sure it's hard coded right now. The only thing I can say to change is to go into Advanced Worldgen and take away the Secrets, since those create Necromancers in the first place.
But then again, it's extremely easy to avoid them in the first place. The only way to encounter zombies is to willingly embark near or adventure towards a tower.

We could have 3 kinds of zombies, though. We could have husks which are still husks, but the current zombies should be called "Damned Dead" or something of the sort and have those reside within carnival spires, while the 34.11 undead which were still pretty damn deadly could be the default for necromancers and mummies. Maybe the normal undead could have different strength bonuses depending on if they still have a majority of their flesh and muscle-mass or not. (Looking at you, tombs.)
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Urist Tilaturist on January 09, 2015, 04:55:30 pm
Unarmed attacks are generally far too strong at the moment. Reducing the strength of punches and kicks, especially against armour, would also bring the undead within sensible bounds of strength. That, and stopping characters from passing out in the middle of battle from a chipped toe bone.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Aranna on January 10, 2015, 02:52:38 am
Is the undead curse hardcoded? If it isn't then you can change it to make them weaker (or even stronger if you're insane and/or a masochist :P) but yea, a difficulty setting for undead would be nice.

I think the code for those is in the raws under the file "interaction examples", I believe that the Necromancer one is "interaction_secret" with this being the zombie's code:
Spoiler (click to show/hide)
Glancing at the wiki, you should be able to use "CE_PHYS_ATT_CHANGE" (they have this already, just add others to it) to change the attributes relating to Dodging (I think Agility and Endurance, maybe Toughness too) which if lowered will also have a bit of an effect on other skills. Bright side, as they are thoughtless they don't gain any skills and they don't raise with any either.
Edit:
Also, for slowing them down there is a Syndrome Token "CE_SPEED_CHANGE" that can change their speed, if you'd like to make them slower (or speed them up if you want that). I've not done modding in a long time, but I think it would be "[CE_SPEED_CHANGE:SPEED_PERC:%:START:0]" (Percent Change of ingame speed, so higher is faster and I think 50 would half the speed) or "[CE_SPEED_CHANGE:SPEED_ADD:#:START:0]" (I think it alters the raw's speed value, so lower is faster but not sure if it adds/subtracts or sets to the number). Should note, I'm not 100% sure on if the "CE_SPEED_CHANGE" (specifically SPEED_ADD) is still usable, as the wiki says it alters the "SPEED" token, which was changed out for more specific tokens. Also, I think the "START:0" part can be altered to slow them down after having be raised for a bit (I think the number is turn delays to start effect?)
(Sorry if there are any errors, it's a bit late and I haven't done modding in awhile)
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Areyar on January 10, 2015, 10:23:32 am
Interesting they have no blood.

spoilered : modforum
Spoiler (click to show/hide)
It would be fair if animated corpses would degrade as unanimated ones would...
I don't recall, they don't spread miasma either where they should as composed of rotting meat, but this may just because usually I've met them outside.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Dwarf4Explosives on January 11, 2015, 06:16:54 am
The fact zombies are very strong in df2014 is not really disturbing me, but the fact they're dodging and jumping around to avoid your strikes or just parrying/blocking them as if they were living beings trying to survive is really a problem for immersion.

They're animated dead things, they shouldn't give any value for their existence or be intelligent enough by themselves to dodge , parry or block.

Now for the abnormal strength of their strikes, to make it more balanced (as it's not unusual to have a hundred of undead to go through if you approach a tower and a lucky hit from an undead can chip a bone , leading to your character becoming unconscious = game over) maybe it should be linked with the presence or not of their master in range to them.

If the necromancer/whatever is their master is not around of is destroyed, maybe their strength should drop noticably as without guidance or power from their master, they wouldn't be as dangerous.

Considering that they've already gone through the effort of reanimating them, I can't really see why a necromancer wouldn't add the comparatively minor ability to think for itself; movement and object recognition is a lot harder than sapience.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Areyar on January 11, 2015, 06:00:00 pm
Sapience a minor thing, really?

Object tracking and movement are lower-brain functions, much more ancient, basic, robust and automatic so requiring no or little sentience.
Object recognition and purposeful action do require processing though.

unless minds of reanimated corpses are guided by trapped ghosts, spirits or deamons they will need external guidance... I'm not entirely sure which Toady has chosen tbh. iirc the classic fantasy zombie usually retains some traits and insticts from when they were alive, but their 'souls' and most memories are already lost to whatever afterlife there may be in the respective settings.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Urist Tilaturist on January 12, 2015, 06:37:31 am
The original fantasy dwarves were in Norse myths and forged masterworks from metal, and the original fantasy zombies were from Haitian mythology and were undead slaves raised to work on sorcerers' farms and increase the spiritual wealth of the sorcerer. They possessed only half their souls and were condemned to be slaves if they had displeased Baron Samedi, who took the good dead Haitians to paradise. When considering depictions of a fantastic creature, it is best to go back to the original stories.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Putnam on January 12, 2015, 10:20:45 pm
Is the undead curse hardcoded? If it isn't then you can change it to make them weaker (or even stronger if you're insane and/or a masochist :P) but yea, a difficulty setting for undead would be nice.

I think the code for those is in the raws under the file "interaction examples", I believe that the Necromancer one is "interaction_secret" with this being the zombie's code

They're called "interaction examples" explicitly because they are examples; modifying them will do nothing.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Gargomaxthalus on January 14, 2015, 08:23:14 pm
Zombie's toughness and strength boosts should decay along with their flesh. I can buy that a fresh corpse would be stronger and tougher than a person due to no inhibitions, but walking skeletons and animated hair should be as useless as a golden axe.

Actually, magically animated skeletons tend to be able to move in ways that fleshy beings are incapable of. They are lighter, faster and more nimble. Their only weakness is blunt force trauma, with arrows and bolts often glancing off or harmlessly passing between the ribs and the huge void between them and the pelvis. Skeletons are bad news.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Jakob on January 14, 2015, 10:41:44 pm
In real life, plate armor is pretty much invincible, no way it should be punched through by a zombie.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Urist Tilaturist on January 15, 2015, 06:26:49 am
A strong strike with a good steel sword can cut through bone (skeletons from Viking areas have been found with both thighs cut through in 1 strike), so it could be effective against skeletons if the severed parts do not just reanimate.

Plate armour is invincible to stabbing and cutting by a creature of human size. Blunt trauma can still penetrate plate armour, albeit less effectively. A zombie's fist should just shatter and pulp itself rather than piercing plate armour (when, o when will attackers be able to damage themselves by hitting something hard?), but the wearer could still be knocked over or winded by the blow, just not killed.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Bloax on January 15, 2015, 07:44:52 am
Magically animated skeletons aren't bad news because any decent makeshift weapon will shatter their bones.
Any actual weapon will obliterate them, unless of course said weapon happens to be ammunition-based.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Verjigorm on January 28, 2015, 06:09:23 pm
The original fantasy dwarves were in Norse myths and forged masterworks from metal, and the original fantasy zombies were from Haitian mythology and were undead slaves raised to work on sorcerers' farms and increase the spiritual wealth of the sorcerer. They possessed only half their souls and were condemned to be slaves if they had displeased Baron Samedi, who took the good dead Haitians to paradise. When considering depictions of a fantastic creature, it is best to go back to the original stories.
Eastern Germanic traditions in the iron age(so, BC, and predating Haitin zombies by about a millenia, atleast) held that the dead could and would rise from the grave, filled with a thirst for blood and a taste for human flesh.   This belief was widespread enough to influence both burial traditions, and the tactics of specific tribes.   Through-out the eastern stretches of Germania(into Pomerania, Prussia, Poland, Mazovia and Ukraine) there were pre-christial burial where the traditional gravegoods of warriors are ritually burned and broken.   Swowrds would be broken, their hilts burnt, shields would be burnt, helmets crushed and burnt, etc.   The belief was that whiel a warrior needed his goods in Valhalla, if you left them on earth, when the corpse rises, it would have weapons.   Corpses were also burnt and placed in urns, rather than buried.   

A specific tribe, probably in the Sil;esia region(so modern Czech Republic) known as the Harri took advantage of this belief by painting themselves black and cultivating a reputation that they devoured the corpses of their foes, and were the dead unleashed from Hel.  They ustilized this in ambushes and night attacks, which were traditional German tactics, but they were noted as being particularly fearsome on account of their reputation and apperance.

In the Old Norse traditions(which carry on from Germanic traditions, hence Wotan becomes Odin, Thunorozz becoms Thor, Tiawaz is Tyr, and much of the mythic structures are retained) have numerous forms of undead, with the Draugr and Haugbui.  The Draugr were described as blackish-blue(reference that black body paint of the Harri!), often of immense supernatural strength(and sometimes size!), sometimes immune to weapons, sometimes not.   Those slain by the Draugr would often return as Draugr themselves.   

I'll also note these Eastern Germanic beliefs are probably also a root origin for the Vampr:  proto-slavs and eastern germans interacted a great deal, to the extent that there's difficulty identifying different settlements remains, because of the very similar material culture.

So, yeah, There's older myths of walking dead who desire to kill all life, that are internal to the same mythic system that developed the concept of Dwarves.   Probvably good to go with that tradition, rather than something completely unconnected.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Bloax on January 29, 2015, 02:10:48 am
Well all that is certainly much cooler than what DF has now - which is walking dead, rotting corpses that are actually untiring, mute bodybuilders perfectly capable of everything a living person is because reasons.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Urist Tilaturist on January 29, 2015, 04:13:31 am
Those Germanic legends sound like an excellent source of DF material, especially since DF dwarves are inspired by Norse myths.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: ☼!!Troll Fur Sock!!☼ on January 31, 2015, 04:21:40 am
I like to think of the DF zombies as of something completly different from our "normal" zombies, far more paranormal. Like memory being something that can exist even outside of the brain, so they dodge because of basic reflexes they rember from when they were alive.

But that does not explain why they're better at it than my legendary demigod.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Kamamura on February 05, 2015, 07:44:25 pm
In real life, plate armor is pretty much invincible, no way it should be punched through by a zombie.

Nope, not quite. Longbow bodkin arrows go through when hitting directly, crossbow bolt from a heavy crossbow goes through the whole armored knight, including the shield. Direct thrust from a polearm can pierce it too.

Plate armor was not built to withstand blows like tank armor, it was made to made blows glance off the user.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: utunnels on February 05, 2015, 07:52:35 pm
Well not just undead. I had a spear master who was slaughtering the merchants and guards when suddenly a cow kicked his brain out as if the steel helm was not there.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Urist Tilaturist on February 06, 2015, 11:51:31 am
Nope, not quite. Longbow bodkin arrows go through when hitting directly, crossbow bolt from a heavy crossbow goes through the whole armored knight, including the shield. Direct thrust from a polearm can pierce it too.

Plate armor was not built to withstand blows like tank armor, it was made to made blows glance off the user.

Longbow bodkin arrows could not usually pierce well made plate. Even if they somehow did, they would still be unlikely to pierce the padding and do organ damage. Arrows killed armoured knights by hitting them in the gaps in their armour, not by piercing the plate. Even mail could stop longbow arrows at medium range.

A crossbow bolt could pierce plate at short range, but punching through a man seems unlikely except in the case of very big and slow crossbows.

Stabbing with a polearm would not pierce plate. Smashing would send a crushing shock through the armour and damage the victim underneath.

Piercing plate was very hard to do (if you have ever thrust through plate, please tell me about it), and most attacks on plated opponents involved smashing with blunt weapons or attacking the gaps in the armour. See the historical treatises for proof of this, and also this video and others on the channel:
https://www.youtube.com/watch?v=q1WZLVZYBwQ
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: golemgunk on February 10, 2015, 03:48:30 pm
It's probably something that's going to be handled procedurally, eventually. Deadly, supertough undead have their place in areas like evil wastelands or certain spells, but it's a little ridiculous for it to be the norm.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: fomori on February 12, 2015, 03:04:58 pm
Is the undead curse hardcoded? If it isn't then you can change it to make them weaker (or even stronger if you're insane and/or a masochist :P) but yea, a difficulty setting for undead would be nice.

I think the code for those is in the raws under the file "interaction examples", I believe that the Necromancer one is "interaction_secret" with this being the zombie's code

They're called "interaction examples" explicitly because they are examples; modifying them will do nothing.

However if you put a modified version of the example text into the folder for standard interactions, they'll appear in world generation. Do that whilst setting Secrets to 0 on advanced worldgen and voila.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: k9wazere on March 26, 2015, 06:47:56 pm
Would be nice if they didn't have phantom bodies too. An undead hand should not be able to swing a punch, much less a single punch which caves in my armored elite soldiers' heads almost every time. The most an undead hand should be able to do is walk like a crab and choke an unarmored target.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Ops Fox on March 26, 2015, 11:57:31 pm
Would be nice if they didn't have phantom bodies too. An undead hand should not be able to swing a punch, much less a single punch which caves in my armored elite soldiers' heads almost every time. The most an undead hand should be able to do is walk like a crab and choke an unarmored target.
Why unarmored? no true warrior covers his throat haven't you read combat reports?

I would think the overall issue of zombie qualities would be handled procedurally eventually, maybe even several types of procedural zombies for a given world with some being unique to a given necromancer or place. A big issue with the zombies is that the game does not model damage done to weapons when they strike something, a platinum war hammer no matter how dense should deform when it strikes an armored warrior. A human fist striking a armored opponent should not be equivalent of hitting someone with a mace, it should deal damage back to the hand based on how much force is used which would in turn limit how hard someone punches.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Urist Tilaturist on March 28, 2015, 04:43:24 am
Bevors should be added to DF.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: BoredVirulence on March 28, 2015, 03:20:09 pm
... A human fist striking a armored opponent should not be equivalent of hitting someone with a mace, it should deal damage back to the hand based on how much force is used which would in turn limit how hard someone punches.

I'm just saying, the day this happens we won't have people reducing the force in their punches, we'll have people pulping their hands in regular combat. Mark my words! Of course, the next bug fix release would fix it, but it will be amusing the first time...
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Loud Whispers on March 29, 2015, 04:17:16 pm
I for one an rather pleased with undead being competent and threatening; it actually makes them interesting and well... Threatening. I don't see why there has to be a conflict of undead, if anything DF is more than capable of having both the living dead and the undead, competent critters and shambling corpses can both represent varieties much like how husks represent the unkillable soulless murdermachine out to end all life variety of undead.


One thing I would like to see return, is the option to unfix a certain bug involving werecreatures and undead. There was once a bug that meant werecreature bits that resurrected would still carry the curse, with the result being that if you chopped off the hands and head of a werecreature and resurrected those bits (or if an evil biome resurrected those bits, for example) upon the full moon those bits would become three fully formed and healed copies of were creature. The result would be an exponential increase in werecreature corpses that would inevitably swamp a Fortress unless the body parts were incinerated. This was a bug, yes - but it was of such a calamitous and entertaining scale that it would be amazing if it returned in some legitimately terrifying corner of the world where the civilized races dare not tread.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Ops Fox on March 29, 2015, 04:29:04 pm
I would imagine the Toady One will eventually add some system that procedurally generates zombies from a series of traits, such as retaining knowledge from past live, being able to learn, increased strength, not rotting, infectious, competent in combat skills etc etc. Then have undead of vary strengths, like a newly minted necromancer's zombies would get to pick two traits while older necromancer's zombies would get three or four traits. Undead caused by random events or evil biomes could take anywhere from one to three traits.

Then of course the game just wont tell you what sort of zombie your dealing with and you'd have to figure it out when it starts nomming on dwarfs.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: ComatosePhoenix on March 30, 2015, 10:50:50 am
I have mixed opinions here, on one hand I like that DF undead are more than just HHHHNNNG BRAAIIINS, and more like the magical skeleton soldiers of myth. Machines that will hack you to pieces. Going of of what someone said earlier about zombies originally being slave workers it would be interesting to see a less... "Chaotic Evil" necromancer tower where the zombies are employed in mundane tasks instead of murder.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: klefenz on March 30, 2015, 01:20:30 pm
it would be interesting to see a less... "Chaotic Evil" necromancer tower where the zombies are employed in mundane tasks instead of murder.

I think they supposedly do that, as in, the tower didnt build itself, and the necromancer didnt put the bricks in place.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: i2amroy on March 31, 2015, 04:56:44 pm
I have mixed opinions here, on one hand I like that DF undead are more than just HHHHNNNG BRAAIIINS, and more like the magical skeleton soldiers of myth. Machines that will hack you to pieces.
Indeed, to quote the Dresden Files:
Quote from: Harry Dresden
What's the use of a foot soldier who can't do anything but hobble along and moan about brains?

It's nice to see undead that can actually deal some damage (as opposed to your normal "brains" zombie, which pretty much only win through plot powers more than any powers of their own).
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Cobbler89 on March 31, 2015, 05:20:10 pm
I for one an rather pleased with undead being competent and threatening; it actually makes them interesting and well... Threatening. I don't see why there has to be a conflict of undead, if anything DF is more than capable of having both the living dead and the undead, competent critters and shambling corpses can both represent varieties much like how husks represent the unkillable soulless murdermachine out to end all life variety of undead.


One thing I would like to see return, is the option to unfix a certain bug involving werecreatures and undead. There was once a bug that meant werecreature bits that resurrected would still carry the curse, with the result being that if you chopped off the hands and head of a werecreature and resurrected those bits (or if an evil biome resurrected those bits, for example) upon the full moon those bits would become three fully formed and healed copies of were creature. The result would be an exponential increase in werecreature corpses that would inevitably swamp a Fortress unless the body parts were incinerated. This was a bug, yes - but it was of such a calamitous and entertaining scale that it would be amazing if it returned in some legitimately terrifying corner of the world where the civilized races dare not tread.
I could go for were+undead that don't regenerate the rest of the body, just transform the part that happens to be animated -- so, hack off a wereiguana's head, head and body both get reanimated as undead, on the full moon they transform into an undead iguana body and an undead iguana head, undead iguana head bites somebody and turns them into a wereiguana too... Something like that. Makes sense to me.

I could also see undead that grow back bodies as a particularly terrifying sort of undead regardless of werecurses (though, at that point, I don't think it would matter much if they retained werecurses too). Something like that. Makes sense to me.

I'll also second the notion that it's good to have undead that can do more than crawl around mumbling about grey matter -- and that this is more in keeping with traditional/classic undead anyway, skeleton warriors and the like.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: WillowLuman on March 31, 2015, 05:37:01 pm
IIRC that bug only worked if you chopped off the bits of the werecreature while it was in beast form

The thing about the powerful undead is not that they exist at all, but the basic zombies that necromancers raise by the dozens-to-hundreds are vastly more powerful than the supposedly endgame HFS (either in the underworld or in vaults). The other varieties of undead (except for husks, to which they are now basically identical) are much, much easier to dispose of.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Neonivek on March 31, 2015, 09:28:53 pm
I think the undead being so strong is actually really refreshing... and in fact it makes a lot of sense given how this game functions (where a unliving creature would actually be a major obstacle just due to the nature of not being alive).

I like that it makes you look at a herd of zombies and not go "Ohh they are just zombies" they make you go "Ohh no! Zombies!" and you have to reconsider your approach because you know they could do real damage on you.

I certainly do not think zombies should be slow, lumbering, and clumsy (as they do build necromancer towers).

I like to think that Zombies in this case should retain all the muscle memory skills that they had in life. So fighting skills and blocking skills sure. That way the bodies of the skilled are actually valuable to the necromancers giving them a sort of method to their madness. So they could attack a fortress to get at the bodies of the greatest heroes the fortress ever had.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: WillowLuman on March 31, 2015, 09:40:31 pm
They are nigh-indestructible, super strong (and oftentimes, fast!), any amputations do not hinder them but become more equally capable troops, and in the rare event one gets downed, necromancers can just infinitely re-raise it, since pulping is a rare occurrence against them. Zombified barely-not-vermin can solo an entire clowncar.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Neonivek on March 31, 2015, 10:11:09 pm
They are nigh-indestructible, super strong (and oftentimes, fast!), any amputations do not hinder them but become more equally capable troops, and in the rare event one gets downed, necromancers can just infinitely re-raise it, since pulping is a rare occurrence against them. Zombified barely-not-vermin can solo an entire clowncar.

Ohh don't get me wrong... They need to be fixed. Some aspects of them are just flat out broken.

But them being even better then living troops I actually like.

I do think Zombies shouldn't learn (unless they are intelligent undead) but retain all the skills they had in life (but have really low mental stats so intelligence based skills just flat out function badly).

I just like the fact that they aren't shambling fodder versions of the living creature. But rather incredibly scary undead versions of them that are hard to take down because they lack any sort of true anatomy. Things actually get stronger from being made into a zombie (well until their flesh rots off)

heck I even like that Necromancers can raise the body parts that fall off the zombies.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Dwarf4Explosives on April 01, 2015, 02:05:35 am
The necromancers get gifts from the gods to make them powerful. Meanwhile, HFS are just raised from the place where they trapped them occasionally. And anyway, it's kinda cool that someone who wants to become the most powerful creature alive can actually do that. Plus, a single fire imp can take down half a necromancers army permanently, and quite possibly kill the necromancer. Only dragons and similar can survive being flame-roasted.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Borge on July 04, 2015, 06:20:30 am
Just had a miller and a farmer have their heads pulped by a horse foal skin directly after butchery, then lost the rest of the fortress to the two dwarf corpses, including my four hammer wielding recruits. So bringing this topic back since undead need a serious looking into for how powerful they are.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: draeath on July 06, 2015, 05:31:38 pm
I'll agree. I think they should be dangerous, but getting pulped by skin? I'd call shenanigans like that bugs.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Loud Whispers on July 06, 2015, 05:35:57 pm
Getting pulped by reanimated skin sounds horrifyingly appropriate for DF. I wonder if DF takes into account that reanimated skin is missing the rest of the animal however? So a reanimated chicken skin is infinitely less harmful than the might of whale skin.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: i00n on July 07, 2015, 02:27:53 am
After embarking in terrifying region my last couple of games (in most of those I were just trying to dig instantly and move everything important underground then locking the door) and after succeeding to raise a fort and getting full steel squad with master skills I have noticed that that they weren't that much of a thread to those undeads. After seeing a caravan with guards getting decimated by a single dwarf corpse and a left hand I got worried. Well trying to deal with those undead ended my fort, one risen inside of my fort and I have failed to contain it even thoough I felt i was prepared.
The strength boost is somewhat okay (mabye just slightly too high), but the agility boost (resulting in constant dodging and very quick attacks) is too much. It feels more like fighting master warriors that can not be stunned than fighting a dead, dumb body. I could understand if they were like some damned, half dead half alive beigns with a working mind and just strenght boost from their curse but right now this does not seem to be the case. Even if it were then kinda... I don't like the fact that even someones arm poses a huge threat (untrained and unarmed civilans can't even dream about surviving such encounter from what I have seen).
I think they need a slight nerf or at least tweaking, right now I don't really see any point in embarking on an evil zone, in 0.34 things were fun (just slightly underpowered imo) but right now it's just plain silly.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: BoogieMan on July 08, 2015, 08:06:02 am
At the moment Undead are basically Bruce Lee if he became The Incredible Hulk. Avoid them no matter how well equipped and skilled you are because they are grossly overpowered.

I've cheated and made downright Godlike adventurers to fight them and have still gotten destroyed.


If you're in fortress mode, well, I hope you either have magma and/or a sea of weapon traps.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: k33n on July 08, 2015, 07:48:03 pm
What reason "should" the omnipotent Toad vandalize his game's setting with a bunch of smelly fantasy tropes? Keep it unique and challenging, please. Undead can be fast and strong, its cooler and makes for better stories.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: WillowLuman on July 08, 2015, 08:27:49 pm
Currently the only reason that necromancers don't take over the world whenever they appear is that offscreen battles are abstracted. Cool is a matter of opinion: in mine, its ridiculous.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: BoogieMan on July 09, 2015, 12:47:44 am
What reason "should" the omnipotent Toad vandalize his game's setting with a bunch of smelly fantasy tropes? Keep it unique and challenging, please. Undead can be fast and strong, its cooler and makes for better stories.

How it cool or a good story where no matter how good you are, no matter what armor you have, they can one-shot punch your head out of existence? How they can wreck squads of Steel-clad experienced warriors with ease?

Broken is broken. They are too strong and too fast, it's just a fact. Broken stats isn't a challenge, it's a bug.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Loud Whispers on July 09, 2015, 10:19:13 am
How it cool or a good story where no matter how good you are, no matter what armor you have, they can one-shot punch your head out of existence?
DF: It doesn't matter who you are, if you bleed you can die.

How they can wreck squads of Steel-clad experienced warriors with ease?
Because they're made by unholy lands that hate all life or they're made by necromancers who have discovered the secrets of life and death after having made pacts with strange gods whose interactions seem limited to cursing the mortals beneath them. These aren't exactly your standard goblins. And for that matter, DF goblins are a hell of a lot tougher than your "standard" fantasy goblins who are just mook food. DF goblins will also fuck up your seasoned veterans, because they are themselves seasoned veterans.

Broken is broken. They are too strong and too fast, it's just a fact. Broken stats isn't a challenge, it's a bug.
Or perhaps this is a problem that cannot be solved by charging into it headlong. Not everything can be solved by an axedwarf.
You can:
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: WillowLuman on July 09, 2015, 10:27:22 am
Though raven corpses being able to solo the entire HFS is probably a bug. I don't think undead were intended to be the toughest things in the game, but they are.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: BoogieMan on July 09, 2015, 10:27:55 am
That doesn't apply to Adventure mode. And some of those for Fortress mode aren't always possible, but that hardly the point anyway.


 The thing is, getting better in the game (better stats, gear) doesn't make much difference against the undead, while it does against everything else. Individually undead can be extremely powerful, and they often come in bigger swarms that anything else.

You can cheat and make yourself a ridiculously powerful adventurer in masterwork steel or adamantine and still get one shotted by average undead. Or getting killed by hair or a flap of skin when you make Conan the Barbarian look like a little pixie.

OP, and obviously incomplete implementation. End of story.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Loud Whispers on July 09, 2015, 10:45:08 am
Though raven corpses being able to solo the entire HFS is probably a bug. I don't think undead were intended to be the toughest things in the game, but they are.
Hahaha, true enough. Though to be fair, ravens are supernatural murder machines in life and death; several hundred of anything should be terrifying and this was in 34.11 where pulping didn't exist (so culmulative damage beyond fire couldn't eventually render a corpse incapable of being resurrected) and fire itself couldn't damage corpses.

I still think there could be much done to accommodate everyone's tastes with RNG corpses, so you have some that align more with quasi-intelligent undead retaining skills and are bog standard (by DF standards), some with skill rust and rotting, some that are weak like so many flaps of skin flailing in the wind and corpses which align more with husks and are bruce lees made out of iron.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Witty on July 09, 2015, 11:07:46 am
DF goblins are a hell of a lot tougher than your "standard" fantasy goblins who are just mook food. DF goblins will also fuck up your seasoned veterans, because they are themselves seasoned veterans.

wat. That isn't true at all. Like even in the slightest. DF goblin invaders are absolutely pathetic in the face of trained, equipped soldiers. They don't even have proper armor coverage, let alone decent skills.

Anyway, I honestly can't see where the pro-OP undead people are coming from. It's clearly unintended for them to be so ridiculously overpowered. Wasn't the entire point of the pulping mechanic to nerf undead?

Looking at some arena test fights, every single kill an undead got versus a better skilled, armored troop came from a punch to the head. Every single time. That's silly, and broken. There's really nothing else that can be said about it.

I can't wait for the day that DF can finally have invaders that aren't either mincemeat-waiting-to-happen or hyper broken unstoppable death machines
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Calidovi on July 09, 2015, 12:29:33 pm
DF goblins are a hell of a lot tougher than your "standard" fantasy goblins who are just mook food. DF goblins will also fuck up your seasoned veterans, because they are themselves seasoned veterans.

wat. That isn't true at all. Like even in the slightest. DF goblin invaders are absolutely pathetic in the face of trained, equipped soldiers. They don't even have proper armor coverage, let alone decent skills.

Anyway, I honestly can't see where the pro-OP undead people are coming from. It's clearly unintended for them to be so ridiculously overpowered. Wasn't the entire point of the pulping mechanic to nerf undead?

Looking at some arena test fights, every single kill an undead got versus a better skilled, armored troop came from a punch to the head. Every single time. That's silly, and broken. There's really nothing else that can be said about it.

I can't wait for the day that DF can finally have invaders that aren't either mincemeat-waiting-to-happen or hyper broken unstoppable death machines

Armies don't scale. When civilizations develop as your own does, then challenging enemies will be easier to come by.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Robsoie on July 10, 2015, 12:26:53 pm
I agree that df2014 gobs are pathetics and they're attacking so rarely and in so small numbers that you can only lose a battle if you field new untrained or naked dwarves.
And let's not talk about adventure mode in which you can slaughter goblins by thousands without most of them even trying to fight back.

But past versions gobs (34.11 and earlier) often fielded several weaponmasters along them , and they were real troubles, not pushovers like they are now, weaponmasters were quite much as strong as legendary dwarven warriors.

Now undead, they're indeed broken as in simply not fun or interesting challenge, if your fort get an undead siege, what are your options if you want to continue your fort
- just turtle in and ignore the undead
- you have made tons of traps to catch them all

If you choose to meet them on the field to have some epic battle like in past versions (in which the power of undead was in their huge number and re-animated bodyparts as they were falling+ re-animating of your own dwarves when they were overwhelmed) , a single undead is able to one punch your legendary through its armor, chip the bone resulting in him getting unconscious and of course dead some turns later, that's not really leading into better story.

In adventure mode, multi attack is so overpowered (http://www.bay12forums.com/smf/index.php?topic=149437.msg6105693#msg6105693) that you can take several dozen of undeads (http://www.bay12forums.com/smf/index.php?topic=51245.msg5714508#msg5714508) around their necro tower by yourself if you apply that multi-attack accuracy exploit (http://www.bay12forums.com/smf/index.php?topic=151831.msg6364309#msg6364309), and if you try regular fight, at some point one of the undead will punch you through your nice armor and chip a bone -> direct unconsciousness, then of course dead.

Again, it does not contribute to any better story.

Hopefully goblins and undead will get some really good rebalance.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Loud Whispers on July 12, 2015, 05:11:52 am
wat. That isn't true at all. Like even in the slightest. DF goblin invaders are absolutely pathetic in the face of trained, equipped soldiers. They don't even have proper armor coverage, let alone decent skills.
Experiences may vary xP
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Urist Tilaturist on July 20, 2015, 12:05:05 pm
I agree that goblins need some better equipment and skills. Dogpiling (multiple fighters overwhelming a single, stronger opponent) should be better implemented as well. Fighting goblins is just too easy at the moment; enough are around, but they do not put up enough of a fight.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: kemoT on July 21, 2015, 05:36:30 pm
Honestly, I think that we lack a middle ground if it comes to difficulty of sieges. Goblins are too easy to defeat and zombies are OP. This leaves you with a choice of having no challenge at all, or getting massacred without a chance to fight back. IMO, we should have kobolds take the role of df2014 goblins. Greenskins themselves should be buffed and undead's agility nerfed.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Urist Tilaturist on July 21, 2015, 05:52:58 pm
Honestly, I think that we lack a middle ground if it comes to difficulty of sieges. Goblins are too easy to defeat and zombies are OP. This leaves you with a choice of having no challenge at all, or getting massacred without a chance to fight back. IMO, we should have kobolds take the role of df2014 goblins. Greenskins themselves should be buffed and undead's agility nerfed.

Rather than changing kobolds, just fix goblins and undead. No need to add more variables and make things even more complicated.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: StagnantSoul on July 21, 2015, 05:54:41 pm
Dogpiling actually works rather well. Five trogs killed a hammer lord of mine by simply dogpiling him. Goblins need a major buff, there needs to be kobolds as an actual cave civ with their banditry being secondary, and some challenge added to be a middle ground too- maybe make semi-megabeasts a bit stronger and more common?
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: kemoT on July 22, 2015, 03:30:16 am
Honestly, I think that we lack a middle ground if it comes to difficulty of sieges. Goblins are too easy to defeat and zombies are OP. This leaves you with a choice of having no challenge at all, or getting massacred without a chance to fight back. IMO, we should have kobolds take the role of df2014 goblins. Greenskins themselves should be buffed and undead's agility nerfed.

Rather than changing kobolds, just fix goblins and undead. No need to add more variables and make things even more complicated.
Well, kobolds in fact can siege you even in this version. My point is to make them do it more often so that they present a challenge in the early game. If we made goblins more powerful they could become new undead: strong and attacking fast.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: quekwoambojish on July 23, 2015, 06:47:17 pm
Combat in this version took an ugly turn into the all or nothing kind of gameplay.

Go ahead and engage a baddie in adventure mode or fort mode, chances are nothing short of these 3 things will happen:
1. Baddie cries and runs away.
2. Baddie doesn't fight back and you feel bad.
3. Baddie collapses any visible iron helmet with fist cannons.

There is the rare case that some funky beasty puts up a fight, but again normally this resorts to the usual all or nothing:
1. Funky Beasty is made of fairy dust.
2. Funky Beasty shoots webs.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Neonivek on July 24, 2015, 01:48:23 am
Yeah an undead should only be at least 2-3 times more dangerous then the creature it was animated from.

Maybe more, but not a one fort killing machine.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Loud Whispers on July 26, 2015, 06:04:11 am
Yeah an undead should only be at least 2-3 times more dangerous then the creature it was animated from.
Maybe more, but not a one fort killing machine.
Why? There is very little consistent logic towards what undead should be, flapping skins and skeletons in the wind or abominable end-game constructs to not be trifled with?
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: fomori on July 26, 2015, 01:30:44 pm
I reckon they should be threats, just not ludicrous, broken, illogical threats. Meddling with Advanced worldgen and the interaction_standard folder works for me right now, but sometimes I go back to 0.34 to ensure sieges and battles and the undead there are okay.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Neonivek on July 26, 2015, 03:01:56 pm
Yeah an undead should only be at least 2-3 times more dangerous then the creature it was animated from.
Maybe more, but not a one fort killing machine.
Why? There is very little consistent logic towards what undead should be, flapping skins and skeletons in the wind or abominable end-game constructs to not be trifled with?

Because an undead being can be stabbed without going down.

I know we are used to Resident Evil where Zombies are incredibly fragile and can go down with a punch to the gut (Somehow...)

But these aren't that kind of zombie. You are dealing with a unliving version of the creature, one who feels no pain, doesn't bleed, doesn't suffer organ damage, and won't fall unconscious.

That is 2-3 times more dangerous right there. A Undead Dragon is worth 2-3 Dragons :P
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Loud Whispers on July 26, 2015, 03:10:57 pm
Because an undead being can be stabbed without going down.
I know we are used to Resident Evil where Zombies are incredibly fragile and can go down with a punch to the gut (Somehow...)
But these aren't that kind of zombie. You are dealing with a unliving version of the creature, one who feels no pain, doesn't bleed, doesn't suffer organ damage, and won't fall unconscious.
That is 2-3 times more dangerous right there. A Undead Dragon is worth 2-3 Dragons :P
I see nothing wrong with this :D

One of my favourite DF moments of all time has to be when I beheaded a human corpse - to my surprise it did not die and its headless body just began killing me to death. Magma, vampire soldiers, supersoldiers and pulping squads, what a sight!
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: kemoT on July 26, 2015, 03:46:05 pm
But the op doesn't want to make zombies less tough. I loved the moment when a horde of undead walked through my trap-corridor, where they were getting chopped and sliced to pieces. Body parts were everywhere. And yet none of them stopped. They were still advancing, even when they lost legs, they were still crawling forward.
I think that the problem is incredible agility of undead. They are currently just too fast and hard to hit, which makes them op. You can't escape, you can't engage them them at a distance, you can't fight them unless you are incredibly strong. If they were slower and less agile you could at least fill them with bolts before finishing them off with military. I think it would make fighting them a lot more balanced.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Witty on July 29, 2015, 04:09:57 pm
The tissue paper skull issue (which is more of a bug with the combat system as a whole, and not undead in particular) is also a huge player in this problem. If undead actually killed other creatures consistently through more realistic means, it wouldn't be such an issue. On the other hand, if undead didn't quickly end an encounter via skull caving, I don't think they'd be considered nearly as OP as they are now.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: TheCheeseMaker on July 29, 2015, 06:55:41 pm
I honestly feel that the only problem with the undead is that their stats are buffed on reanimation. If the undead were exactly how they are now, but with the exact same strength and toughness as they had when they were alive, they would have proper difficulty.

Because I think having undead be a challenge for late game is good, as there aren't very many other threats besides HFS, but they certainly shouldn't kill my entire legendary+++ army while only taking 3 casualties.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Neonivek on July 29, 2015, 10:31:44 pm
But the op doesn't want to make zombies less tough

He wants to make them the slow, stupid, suicidal, easy zombies.

Guess what! It doesn't matter how strong you are... if you don't swing fast, you don't do damage.

Which I strongly oppose because Dwarf Fortress is a breath of fresh air.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: kemoT on July 30, 2015, 01:55:05 am
Slow and less agile doesn't mean easy. They keep their superhuman strength and are still invulnerable to being killed in other way than pulping, or chopping off their limbs. Making them slower just gives you some way of at least avoiding a fight you can't win.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Robsoie on July 30, 2015, 03:56:54 am
34.11 undead were perfect, they were strong enough  and adding sheer number to constant re-animating from the multiple necros hiding around their legions (or evil auto re-animating area) of severed body parts and fallen dwarves, were a very good challenge for your dwarves.
And let's not talk about the stronger undead like the husks, they were scary in every way for a dwarf fortress.

No idea why Toady suddenly decide to overpower the lesser undead so badly in df2014.

When the only way to fight with any undead is to either exploit a badly broken combat mechanic in adventure mode (the df2014 multi-attack) or in fort mode to simply close the bridge and never fight (because any df2014 undead can one-punch your guy through their amor at any time and chip their bones, rendered them unconscious then dead) and wait until they leave, it's just broken gameplay.

Toady should just bring back the 34.11 undead (and goblins, trolls and bandits, they were a lot more of a challenge than the pathetics ones of df2014), it was the most fun sieges and adventure were.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: pisskop on July 30, 2015, 04:56:13 pm
Zombies in DF dont bother me as much as others.


Im guessing they were ramped up bc of pulping body parts.  From my own experience a competent adventurer and proficient fortressdwarves should be okay against a similarly sized, non-armored zombie.


Id like more than pulping kill them, however.  Or less of a buff to their attribuites.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: quekwoambojish on July 30, 2015, 07:11:26 pm
Zombies in DF dont bother me as much as others.


Im guessing they were ramped up bc of pulping body parts.  From my own experience a competent adventurer and proficient fortressdwarves should be okay against a similarly sized, non-armored zombie.

Id like more than pulping kill them, however.  Or less of a buff to their attribuites.

Sorry, but a competent skilled adventurer will get absolutely obliterated in ANY case against even the smallest of zombies let alone one your own size. Legendary skills is nigh mandatory, and even then one lone zombie is still likely to take you out.

Proficiently skilled fortressdwarves will have an incredibly hard time as well, even 2v1.

Are you maybe talking about last releases zombies?
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: pisskop on July 30, 2015, 07:15:25 pm
Nah.  Though fortress dwarves are ai controlled and your mileage may vary.

Try dodging out of the zombies way, slashing off their flying/leggy parts, hacking off any weapons, then gibbing at the head.

1v1 or even v2 it can be done.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: quekwoambojish on July 30, 2015, 07:48:31 pm
Nah.  Though fortress dwarves are ai controlled and your mileage may vary.

Try dodging out of the zombies way, slashing off their flying/leggy parts, hacking off any weapons, then gibbing at the head.

1v1 or even v2 it can be done.

Unless you're exploiting the multi attack dodge mechanic, or wearing full steel/adamant, you're absolutely going to be trashed as a competent adventurer 1v2. It's not even a question at that point.

Either that, or everyone except you is doing it wrong.

Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Urist Tilaturist on August 04, 2015, 01:12:36 pm
All this talk of reverting to 34.11 is beside the point. Reducing the deadliness of undead may be a good idea, but that is going forwards, not backwards. The game has changed. The same applies to giving goblins better skills and equipment, something I am in favour of.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Chevaleresse on August 20, 2015, 12:47:46 am
I'll chime in here.

1. The whole thing with goblins, etc being incredibly weak is a bug, or at the very least an oversight resulting from armies actually existing rather than just sort of popping into existence on your doorstop. Commenting on the difficulty of DF2014 goblins isn't really logical since their weakness results from several mechanics that (probably) aren't quite working as intended.

2. I agree with the notion that zombies should remain incredibly threatening. Any person who plays adventure mode (or pays attention to combat logs at all) knows that soldiers are rarely felled because they were rendered incapable of being alive or fighting due to organ damage; they die because they feel pain, they get tired, and they bleed. Simple removal of those things is enough to render almost anything into a dangerous killing machine. Think about how much damage a simple house cat could cause to a fully grown human if it didn't feel pain or immediately die/fall unconscious upon having a limb crushed or removed.

3. Undead are still -absurdly- powerful. I understand giving them slight buffs to strength, since your physical power is in part limited due to the fact that you feel pain. But the massive increases in strength on top of the most important stat in DF (agility) makes them ridiculous. They are outrunning (and therefore outfighting) ridiculously strong modded adventurers consistently. To take a peek at this particular creature's stats:
Code: [Select]
[BODY_SIZE:12:0:360000]
[PHYS_ATT_RANGE:STRENGTH:1000:1300:1550:1900:2300:2550:3000]             +++
[PHYS_ATT_RANGE:AGILITY:450:950:1150:1250:1350:1550:2250]               +
[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]             +
[PHYS_ATT_RANGE:ENDURANCE:450:950:1150:1250:1350:1550:2250]             +
[PHYS_ATT_RANGE:RECUPERATION:700:1200:1400:1500:1600:1800:2500]         ++
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:50:150:600:800:900:1000:1100]        --
[MENT_ATT_RANGE:INTUITION:450:950:1150:1250:1350:1550:2250]             +
[MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]                ++
[MENT_ATT_RANGE:PATIENCE:50:200:400:600:800:1000:1200]                  --
[MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250]                +
[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]        ++
[MENT_ATT_RANGE:KINESTHETIC_SENSE:700:1200:1400:1500:1600:1800:2500]    ++
[MENT_ATT_RANGE:EMPATHY:150:600:800:900:1000:1100:1500]                 -
[MENT_ATT_RANGE:SOCIAL_AWARENESS:150:600:800:900:1000:1100:1500]        -
On top of four arms flagged with independent multiattacking, i.e. five free attacks in one turn without penalty. Undead overpower and outpace a creature at the very top of these ranges at adult size. (I should mention that this creature's attacks are so powerful that you're better off simply punching things to death rather than using a weapon, as said punches are capable of removing limbs from basically anything smaller than you.)


4. 40.24 combat seems broken in general. A dwarven adventurer who was a legendary fighter dressed in full steel, with artifact steel mail shirt was easily disassembled by a simple spearman, if I am remembering correctly. Bogeymen remain as stupidly powerful as ever, shattering skulls with single punches despite being a couple inches tall. It's impossible to tell hostiles from friendlies, and even successfully doing so still gets you branded as a murderer.

5. Speaking about 1v1 situations with undead is absurd. The smallest group of undead I have ever encountered in any mode was around 40, from a necromancer siege.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: angelious on August 20, 2015, 02:43:35 pm
why should the undead be slow and clumsy?


df is known for being "a difficult game" i dont really see any reason to make it easier just because people are having hard time with it...
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Robsoie on August 20, 2015, 03:14:34 pm
In DF undead have never been "slow and clumsy" and have always been perfectly able to kill unprepared dwarf.

The difference in df2014 is that undead are able to one hit - unconscious (as a bone will be hit = instant unconscious) any dwarf (then easily kill after that) through whatever armor your dwarves are using, unless you're playing in adventure mode and abuse the multi-attack exploit (that the AI in fortress mode has no idea on how to do) in which case the undead will nearly never hit you squarely.

So in Fortress mode when the only viable way to fight an undead horde invading your fortress is to actually just close the doors and/or make traps for them all (or wait for them to become bugged and stay where they are forever), it makes it for extremely boring gameplay, as it offers no actual choice for the player.
Especially as there's no real invasion alternative, goblins nearly never coming.

Something that didn't happened in 34.11 in which it was dangerous and would get your troops casualties but it was possible to fight and defeat an invading horde assuming you were able to deal with the stealthy necromancer fast enough (or the re-animation of your own fallen and the undead body parts would get you) , while hoping that necromancer was alone and not with other stealth necromancer friends.

And that without even mentionning the husks and what they could do to your dwarves.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Witty on August 20, 2015, 03:17:02 pm
1. The whole thing with goblins, etc being incredibly weak is a bug, or at the very least an oversight resulting from armies actually existing rather than just sort of popping into existence on your doorstop. Commenting on the difficulty of DF2014 goblins isn't really logical since their weakness results from several mechanics that (probably) aren't quite working as intended.

Goblin difficulty isn't just about the bugs introduced in .40. The issues a lot of people (myself included) have with goblins stems back to the previous version and earlier. Goblins (and all soldiers really) have, and always have, the bare minimum amount of equipment. No full armor coverage. The skill of siegers are consistently awful and subpar - made even more apparent when you can train any dwarf from nothing to legendary within two years. Yes, 34.11 had some hard coded stuff to negate this, like properly designated sqauds and weapon masters (which obviously don't exist anymore), but these still didn't do much. The fact is, 5 legendary dwarves equipped with decent gear can destroy entire goblin armies. This has always been the case, and it's clearly quite broken. The issue really has its roots in many places (invader equipment, skills in general, combat bugs, etc.), but it's still valid to talk about goblin difficulty in DF2014, because there would still be many issues even if you fixed all the mechanics DF2014 broke.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: angelious on August 20, 2015, 03:21:43 pm
In DF undead have never been "slow and clumsy" and have always been perfectly able to kill unprepared dwarf.

The difference in df2014 is that undead are able to one hit - unconscious (as a bone will be hit = instant unconscious) any dwarf (then easily kill after that) through whatever armor your dwarves are using, unless you're playing in adventure mode and abuse the multi-attack exploit (that the AI in fortress mode has no idea on how to do) in which case the undead will nearly never hit you squarely.

So in Fortress mode when the only viable way to fight an undead horde invading your fortress is to actually just close the doors and/or make traps for them all (or wait for them to become bugged and stay where they are forever), it makes it for extremely boring gameplay, as it offers no actual choice for the player.
Especially as there's no real invasion alternative, goblins nearly never coming.

Something that didn't happened in 34.11 in which it was dangerous and would get your troops casualties but it was possible to fight and defeat an invading horde assuming you were able to deal with the stealthy necromancer fast enough (or the re-animation of your own fallen and the undead body parts would get you) , while hoping that necromancer was alone and not with other stealth necromancer friends.

And that without even mentionning the husks and what they could do to your dwarves.


you can actually hack the zombies into pieces and pulp so there just isnt anything left to stay reanimated...or create magma cannons. or pitfall traps.


also honestly,i dont think nerfing things in this game JUST because they are difficult is needed...the difficulty is one of the funnier aspects of the game.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: malvado on August 20, 2015, 04:28:40 pm
The main problem is that this game isn't just about Fortress mode , it's also about Adventure mode , as such things needs to be a bit more balanced in order to make both modes entertaining and playable for everyone.

I can't say that I find a game very enjoying if you have to save scum and hope you don't encounter Zombies even if you are fully armored and have legendary skills , it should be difficult ( mainly because of the inmense numbers of undeads ) but not impossible and you should have an option.

That was the good thing about Fortress mode before Zombies became the most deadly thing on Dwarfland even before the circus , you somewhat knew that you would be challenged and if you did dig too deep you would risk being smashed to pulpy dwarf bits pretty fast by the circus clowns.

Ive enjoyed both Adventure mode and Dwarf mode and I have to honestly say that this current release is the one i find less enjoyable even though it has a lot more than the other versions , then again it's not because of one problem but a multitude of problems that adds a bit to the playability of the current version one by one :

*Zombies : As other people has stated , way too strong and deadly. Should be stronger than a normal sentient being , but not that overpowered as they currently are.
*Bugs : Quite a few small bugs that either crashes your game or impacts some aspects of the game. At least they might get fixed over time.
*Game speed : It's very hard to enjoy a game that slows down over time and once you hit a certain speed everything seems to crawl to a stop. I've been down to 10Fps and it was very hard to continue to play that fortress even though it was only a few years old and had almost reached 125 dwarves.

I am faithfull that Toady will be able to correct some of these problems and perhaps in a few months time we won't remember the problems we had in this release.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: angelious on August 20, 2015, 04:45:59 pm
The main problem is that this game isn't just about Fortress mode , it's also about Adventure mode , as such things needs to be a bit more balanced in order to make both modes entertaining and playable for everyone.

I can't say that I find a game very enjoying if you have to save scum and hope you don't encounter Zombies even if you are fully armored and have legendary skills , it should be difficult ( mainly because of the inmense numbers of undeads ) but not impossible and you should have an option.

That was the good thing about Fortress mode before Zombies became the most deadly thing on Dwarfland even before the circus , you somewhat knew that you would be challenged and if you did dig too deep you would risk being smashed to pulpy dwarf bits pretty fast by the circus clowns.

Ive enjoyed both Adventure mode and Dwarf mode and I have to honestly say that this current release is the one i find less enjoyable even though it has a lot more than the other versions , then again it's not because of one problem but a multitude of problems that adds a bit to the playability of the current version one by one :

*Zombies : As other people has stated , way too strong and deadly. Should be stronger than a normal sentient being , but not that overpowered as they currently are.
*Bugs : Quite a few small bugs that either crashes your game or impacts some aspects of the game. At least they might get fixed over time.
*Game speed : It's very hard to enjoy a game that slows down over time and once you hit a certain speed everything seems to crawl to a stop. I've been down to 10Fps and it was very hard to continue to play that fortress even though it was only a few years old and had almost reached 125 dwarves.

I am faithfull that Toady will be able to correct some of these problems and perhaps in a few months time we won't remember the problems we had in this release.

the fps death is a common problem that i doubt will be fixed anytime soon...


zombies..i honestly dont see the slag. there has been numerous animals that are supposed to be weak that have turned out stronger than god. true some of these were nerfed, but mostly it was never on purpose nerf but rather they got nerfed along some other major patch in as a side effect.i seriously am againts nerfing things just because they are difficult. thats just needles pandering.


also df isnt really supposed to be fair...
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Dorsidwarf on August 21, 2015, 04:35:16 am
DF may not always be fair, but it is supposed to be fun.

Zombies right now are not fun at all. It's not "needles pandering" to explain that a self-replicating common enemy can one-shot kill legendary swordsmasters through adamantium full-plate reliably, every time.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: angelious on August 21, 2015, 06:32:01 am
DF may not always be fair, but it is supposed to be fun.

Zombies right now are not fun at all. It's not "needles pandering" to explain that a self-replicating common enemy can one-shot kill legendary swordsmasters through adamantium full-plate reliably, every time.



i have had people wrapped in iron armor slaughter a horde of zombies...are you sure you didnt just anger the rng gods?
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: malvado on August 21, 2015, 12:25:39 pm

i have had people wrapped in iron armor slaughter a horde of zombies...are you sure you didnt just anger the rng gods?

I have had peasants with 250 strenght one shot goblins in one hit to the skull.
I honestly believe something is wrong , but if we are going to have zombies like this in the game I'd like the possibility to adjust their difficulty myself.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: angelious on August 21, 2015, 02:44:54 pm

i have had people wrapped in iron armor slaughter a horde of zombies...are you sure you didnt just anger the rng gods?

I have had peasants with 250 strenght one shot goblins in one hit to the skull.
I honestly believe something is wrong , but if we are going to have zombies like this in the game I'd like the possibility to adjust their difficulty myself.

i dont think i have ever had any dorf with 250 anything since i normally quit my forts the moment i reach year 5.


and i doubt you will see difficulty settings for df anytime soon. so your best bet is to play with the coding...
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: ShinQuickMan on August 21, 2015, 07:18:47 pm
250 strength is less than a fourth the average strength of a dwarf.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: pisskop on August 21, 2015, 07:19:19 pm
More importantly, 250 reflected an untrained body.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Robsoie on August 21, 2015, 09:56:35 pm
Speaking about those lethal punching, i wonder it's not the undead that are overpowered silly but something that is just broken with punch&kicks. On the battle logs i often see someone punching an armored guy and the part hit collapsing, and those are common guys, not superdwarven or undead things.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: pisskop on August 21, 2015, 10:07:18 pm
well yea in arena testing modded critters dwarves consistently score killing kicks, and as an adventurer I frequently take points in kicking cuz snap-kicks work wonders.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Robsoie on August 21, 2015, 10:25:54 pm
Bogeymen are often scoring thos bodypart "collapse in lump of gore" punches and kicks.
And that despite they're much smaller than a dwarf.

Hmm, i'll have to try an adventurer with punch/kick skills instead of weapon skills and see if the results are indeed broken.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Neonivek on August 21, 2015, 11:30:24 pm
Speaking about those lethal punching, i wonder it's not the undead that are overpowered silly but something that is just broken with punch&kicks. On the battle logs i often see someone punching an armored guy and the part hit collapsing, and those are common guys, not superdwarven or undead things.

It all boils down to the fact that a chipped bone generally knocks you out. The game cannot tell the difference between a hairline fracture, something people often don't notice, versus having your bone suddenly shatter.

Heck it isn't unusual for people to break bones without noticing (ribs is a common one).

---

Though I am glad more people are suggesting that nerfs to Zombies come in the "generally make them not so overwhelmingly amazing" versus the "Lets make them slow, clumsy, boring husks that shamble towards you"

Not that I am against Shamblers... But that DFs "Undead are an improvement over the original" is rather unique.

Heck I wouldn't mind Shamblers in addition, though they would be pointlessly fodderish.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Chevaleresse on August 22, 2015, 04:52:06 am
I think I have to agree with something about punching being insanely broken as well. Granted, I usually adventure as gigantic modded creatures because I'm bad, but even using steel picks and such I'm usually just better off punching whatever I fight because it shatters bones and pulps parts.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Geltor on August 25, 2015, 03:30:39 am
I dont remember ever being killed in advmode by anything other than punches to the head... even by other weaponmasters
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: quekwoambojish on August 25, 2015, 10:34:33 am
It's more than just the issue with unarmed combat. Everything can do unarmed combat, but when you combine

1. the ability for night creatures/undead to detect anything, and have significantly increased stats

2. the weird ability for stuff to punch/kick/bite through anything especially with night creature/undead stats

3. the escalated effectiveness of wrestling due to increased night creature/undead stats

4. the raw punishment an undead unit can take

5. necromancers

It gets silly. I fully encourage Toady to release more challenging content for DF players, but I find it hard to believe that necromancers should be able to summon an army of demi god equivalents with the flick of a wrist and small pet cemetery.

Maybe make some forms of wandering undead really really strong, being infused with some demon god's hatred, or maybe an undead kings guard (you get the idea)...But these necromancers man, some are ex-cheese makers you're talking about.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: pisskop on August 25, 2015, 10:36:20 am
1 doesnt happen.  With the exception of mummies, who hone in on desecrators.

You can sneak up (http://www.bay12forums.com/smf/index.php?topic=146523.msg5874677#msg5874677) on undead towers.



video 2 showcases that.  Well, it showcases how smoke breaks their detection.  I snuck up on them to lay down the fire.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: ZM5 on August 26, 2015, 06:14:55 am
Myself I'm for the balancing solution of there being multiple zombie types.
Have the current insanely powerful zombies be found in the HFS as some type of Doom-style zombie thats more like a possessed human than an actual zombie (but showing some unnatural features, i.e glowing eyes of various colors, pale skin and hair, runes on the body) and maybe have them be not randomly spawned per-se but give them names of historical figures. Also make them MUCH fewer in number.

Husks/thralls should remain as is.

The weaker zombies should be the ones raised by necros. They should have slightly enhanced strength but only that, they should be really slow and also only be able to see via what remains of their eyes instead of having the extravision tag (or an altered variation that doesn't give them wallhacks). That said, they should have some different variations as well. Fresh corpses would obviously be stronger than decayed ones due to still having muscles and whatnot, also because the necromancer would divert less of their magic to keep them from falling apart. Then there would be skeletons which obviously would be the weakest.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: WordsandChaos on August 26, 2015, 07:52:18 am
The zombies, as they are, act more like revenants, in terms of raw capabilities, than zombies. You could essentially just change the name and then put in a new version of the zombie that more closely matches a zombie.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: quekwoambojish on August 26, 2015, 09:38:21 am
1 doesnt happen.  With the exception of mummies, who hone in on desecrators.

You can sneak up (http://www.bay12forums.com/smf/index.php?topic=146523.msg5874677#msg5874677) on undead towers.



video 2 showcases that.  Well, it showcases how smoke breaks their detection.  I snuck up on them to lay down the fire.

Interesting, I'll have to try this thanks!

I don't entirely know what you mean by 1 doesn't happen though? I have snuck into a necro tower before without disturbing and zombies, but there's 2 I've been re-attempting recently, and they start chasing me from a fair distance away....I was thinking it maybe had to do with what you said here,

"It appears to not be an infinite range for spotting you, its just that the initial plop-in from fast travel leaves in in terrible sneaking position"

Can you elaborate for me please?
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: pisskop on August 26, 2015, 01:19:19 pm
Drop out of fast travel a tile or two before you are forced to, get on the ground, and sneak.

I dont think undead actually 'see', but the darker it is the closer to the ground you are, the more veggitation there is, and the better your skill is the easier it is.  You will need some sneak skill to get too close to the tower, but with sufficient skill you can get to the door with no problem.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: ZM5 on August 26, 2015, 02:01:52 pm
The zombies, as they are, act more like revenants, in terms of raw capabilities, than zombies. You could essentially just change the name and then put in a new version of the zombie that more closely matches a zombie.

That'd be a good solution as well IMO.

I feel the biggest problem with current zombies is that they come in massive numbers, too much for being so powerful. I normally don't mind a lack of balance in games like this, but, it's really not fun even in the DF sense of the word when you randomly get one shot because a zombie falcon punches your brain out of your skull. Especially after you've already killed 50 zombies and still had 50 more to go. Splitting them into different variants would probably be the best way to balance this.

"Revenant" undead should be rare, not as much as thralls/husks but still rare enough so when you see one you go "oh crap".

Regular zombies should be slightly stronger than an average member of their race but not enough to be able to punch through steel helms just with their bare hands.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: WordsandChaos on August 27, 2015, 07:56:08 am
The zombies, as they are, act more like revenants, in terms of raw capabilities, than zombies. You could essentially just change the name and then put in a new version of the zombie that more closely matches a zombie.

That'd be a good solution as well IMO.

I feel the biggest problem with current zombies is that they come in massive numbers, too much for being so powerful. I normally don't mind a lack of balance in games like this, but, it's really not fun even in the DF sense of the word when you randomly get one shot because a zombie falcon punches your brain out of your skull. Especially after you've already killed 50 zombies and still had 50 more to go. Splitting them into different variants would probably be the best way to balance this.

"Revenant" undead should be rare, not as much as thralls/husks but still rare enough so when you see one you go "oh crap".

Regular zombies should be slightly stronger than an average member of their race but not enough to be able to punch through steel helms just with their bare hands.

I think Toady has talked about Revenants before, and how giving them specific tasks and goals -because revenants exist because they want something - was something he'd have to look at.

As for zombies, I think if they were toned down and still came in their giant hoardes, thatd'd be fine. You don't even have to mnake them strong, their whole schtick is that they are slow, stupid, falling apart, and there are more of them than you have bullets/bolts/arrows/bodies for. They are attrition made flesh, so to speak. Albeit the flesh is falling onto the floor in maggot-eaten chunks.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: ZM5 on August 27, 2015, 03:40:53 pm
I think Toady has talked about Revenants before, and how giving them specific tasks and goals -because revenants exist because they want something - was something he'd have to look at.

As for zombies, I think if they were toned down and still came in their giant hoardes, thatd'd be fine. You don't even have to mnake them strong, their whole schtick is that they are slow, stupid, falling apart, and there are more of them than you have bullets/bolts/arrows/bodies for. They are attrition made flesh, so to speak. Albeit the flesh is falling onto the floor in maggot-eaten chunks.
I haven't actually seen that post but that sounds like an interesting idea.

To be fair though, that sounds a bit like it'd be more quest material in the sense that you could help the revenant achieve their goal to put them to rest, instead of being the target of "there's a undead monster somewhere in the jungles of clenching; it's big, deadly, and totally awesome, GO KILL IT" type quests. So I'm not sure if that helps a lot with balancing zombies, it'd feel like kind of a waste to give revenants the current zombies physical attributes only for them to be easily skippable.

To be honest, I didn't make the exact distinction at first as the only types of revenants I'm familiar with are the ones from Warcraft and Mortal Kombat, neither of which are the "classic" depiction of being undead with a purpose.

As for regular zombies, I do agree they should come in large numbers (despite the lag, but I suppose that is inevitable - oh God I said it), that's a basic principle of zombies, they just shouldn't be AS strong as they are now, maybe only slightly stronger than a generic human/elf/dwarf/goblin so they wouldn't be entirely useless against armored adventurers, but also not having the power of a jackhammer in each limb.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: WordsandChaos on August 28, 2015, 07:56:23 am
"Do you hear that, Mr. Anderson? That is the sound of inevitability."

I think it came up in a DF talk ages ago, and there might be something on the 'long-arse list of stuff we'd like to code' page. Yeah, they should definitely be toned way down. Especially when you've got things like  autonomous undead rat skins with the power of ten thousand enraged elephants. I don't know if the power is constrained based on mass or something? I might be vastly underestimating how in depth the undead physics are, but I'd assume it'd just be 'take dead thing's dealiness and times by the mass of the sun, on ressurection.'
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: ZM5 on August 28, 2015, 02:47:37 pm
Especially when you've got things like autonomous undead rat skins with the power of ten thousand enraged elephants.
That's a sentence I never thought I'd ever hear or read. Only in DF...
Mind if I sig it?
On a more serious note, I assume that's a glitch, as I've never seen skins ever do any amount of damage.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: WordsandChaos on August 29, 2015, 03:59:18 am
Sig: Go wild.

Yeah I haven't played in a while, but random dismembered bits of undead can do some surprising damage...
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: MobRules on September 01, 2015, 01:24:29 pm
So I'm not sure if that helps a lot with balancing zombies, it'd feel like kind of a waste to give revenants the current zombies physical attributes only for them to be easily skippable.

Having a purpose doesn't mean they're always easily skippable. Sure, sometimes you might be able to help one out. But they might not always able and/or willing to communicate what they need to accomplish, might not always be interested in your aid, and might have goals diametrically opposed to your own.


(In fact, it sets up the possibility of something you kill coming back at a future date as a revenant with an agenda against you, personally, and hungry for revenge.)
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Dozebôm Lolumzalìs on September 01, 2015, 02:40:24 pm
One thing I would consider is if there were - wait, that's just husks and thralls!  Those and zombies need to be separated more.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: ZM5 on September 02, 2015, 01:19:21 am
So I'm not sure if that helps a lot with balancing zombies, it'd feel like kind of a waste to give revenants the current zombies physical attributes only for them to be easily skippable.

Having a purpose doesn't mean they're always easily skippable. Sure, sometimes you might be able to help one out. But they might not always able and/or willing to communicate what they need to accomplish, might not always be interested in your aid, and might have goals diametrically opposed to your own.


(In fact, it sets up the possibility of something you kill coming back at a future date as a revenant with an agenda against you, personally, and hungry for revenge.)

True, I suppose. The idea with people raising from the dead to kill your adventurer in revenge would be awesome though, would probably discourage random killing sprees because a bunch of powerful revenants may come your way...but perhaps that would encourage those sprees even more.

One thing I would consider is if there were - wait, that's just husks and thralls!  Those and zombies need to be separated more.

I agree on that. I think husks/thralls should remain as is though - powerful, rare undead creatures - because as I and other people have been suggesting its mostly zombies that need changing.
Slightly off-topic, but I would like seeing other types of evil weather that result in different creatures that aren't necessarily undead - mutants or the like who aren't completely mindless but can still be agressive.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: pisskop on September 02, 2015, 01:44:23 am
thralls in 40 are about as dangerous as undead in 34, and undead in 40 are more like thralls in 34.

besides, ive been under the impressions that thralls are necessarily 'dead' so much as 'souless biomass that murderizes'
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: ZM5 on September 02, 2015, 08:07:39 am
thralls in 40 are about as dangerous as undead in 34, and undead in 40 are more like thralls in 34.

besides, ive been under the impressions that thralls are necessarily 'dead' so much as 'souless biomass that murderizes'
Are they? Basing on the interaction examples raws they seem basically the same, stat-wise.

Lore-wise, don't really know. I was under the impression that by "soulless, lifehating biomass" they're more or less an undead offshot. Basically like the Resident Evil zombies - not "true" undead, but not truly living either.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: tonnot98 on September 02, 2015, 01:15:25 pm
I'm pretty sure it's hard coded right now. The only thing I can say to change is to go into Advanced Worldgen and take away the Secrets, since those create Necromancers in the first place.
But then again, it's extremely easy to avoid them in the first place. The only way to encounter zombies is to willingly embark near or adventure towards a tower.

We could have 3 kinds of zombies, though. We could have husks which are still husks, but the current zombies should be called "Damned Dead" or something of the sort and have those reside within carnival spires, while the 34.11 undead which were still pretty damn deadly could be the default for necromancers and mummies. Maybe the normal undead could have different strength bonuses depending on if they still have a majority of their flesh and muscle-mass or not. (Looking at you, tombs.)

Reposting because it's still relevant.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Chevaleresse on September 02, 2015, 10:48:17 pm
To contribute once more. Toady has said that the current difficulty of undead is not fully intended, so we will likely see changes in new versions.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Borge on January 18, 2016, 07:27:13 pm
It's happening!!!
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Salmeuk on January 19, 2016, 05:08:39 am
It's happening!!!

There is something oddly satisfying about an OP returning to his year-old complaint thread (and what a valid complaint it was), having received his due.

Also,

Spoiler (click to show/hide)
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Orange Wizard on January 19, 2016, 05:16:40 am
It's happening!!! (http://puu.sh/gXnys.webm)
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: quekwoambojish on January 19, 2016, 12:57:51 pm
It's happening!!!

I still can't believe how many people were trying to pull the "Oh but undead are better/make more sense as god-slayers!"..."Just look, all you have to do is *MANY OBSCURE TECHNIQUES IN FULL ARMOR* and you've got a 50/50 chance!"

...I swear, if Toady accidentally made flowers land mines, a decent chunk of the community would believe it's a feature and a completely normal/reasonable way of life.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Moonshadow101 on January 19, 2016, 02:49:46 pm
It's happening!!!

I still can't believe how many people were trying to pull the "Oh but undead are better/make more sense as god-slayers!"..."Just look, all you have to do is *MANY OBSCURE TECHNIQUES IN FULL ARMOR* and you've got a 50/50 chance!"

...I swear, if Toady accidentally made flowers land mines, a decent chunk of the community would believe it's a feature and a completely normal/reasonable way of life.

"All Dwarves have incredibly severe pollen allergies. That's just canon, and you're an idiot for suggesting otherwise."
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Broseph Stalin on January 28, 2016, 03:38:40 pm

I still can't believe how many people were trying to pull the "Oh but undead are better/make more sense as god-slayers!"..."Just look, all you have to do is *MANY OBSCURE TECHNIQUES IN FULL ARMOR* and you've got a 50/50 chance!"

...I swear, if Toady accidentally made flowers land mines, a decent chunk of the community would believe it's a feature and a completely normal/reasonable way of life.
There was a brief period in DF 2012 where adventure mode was impossible because almost every step you took started an ambush. A lot of people were of the opinion that this was just making the game more "fun" or even "realistic" and insisted that everybody else just needed to man up.
 It's not unique to dwarf fortress though, hell it's not even unique to games. When you go to any forum for a thing there are people who will insist beyond all reason that everything is perfect. Like go to the forum for a piece of software and I'd say about half of all responses are telling people what assholes they are for daring to question the developers.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Calidovi on January 30, 2016, 02:55:57 pm

I still can't believe how many people were trying to pull the "Oh but undead are better/make more sense as god-slayers!"..."Just look, all you have to do is *MANY OBSCURE TECHNIQUES IN FULL ARMOR* and you've got a 50/50 chance!"

...I swear, if Toady accidentally made flowers land mines, a decent chunk of the community would believe it's a feature and a completely normal/reasonable way of life.
There was a brief period in DF 2012 where adventure mode was impossible because almost every step you took started an ambush. A lot of people were of the opinion that this was just making the game more "fun" or even "realistic" and insisted that everybody else just needed to man up.
 It's not unique to dwarf fortress though, hell it's not even unique to games. When you go to any forum for a thing there are people who will insist beyond all reason that everything is perfect. Like go to the forum for a piece of software and I'd say about half of all responses are telling people what assholes they are for daring to question the developers.

DF manages to gather so much rabid teeth-gnashing because a lot of people consider it to be a 'sekrit club' of sorts.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Chevaleresse on January 30, 2016, 08:43:39 pm
I've gotta say though, the undead are rather. . . disappointing now. Like I expected them to be taken down to "challenging" rather than "essentially impossible" but a reasonably skilled adventurer can carve a swathe through them with little effort.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Orange Wizard on January 31, 2016, 04:52:07 am
They're about as dangerous as they were in .34 and earlier, I think. The difference being that they don't go down in exactly two hits, but the corpse and any severed bits can't be reanimated once pulped. I remember losing fortresses to endlessly reanimating hair.
Thralls and mummies are still deadly; they're essentially .40 zombies but only form from evil clouds or in tombs, respectively.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Putnam on January 31, 2016, 05:02:04 am
0.34 zombies didn't go down in exactly two hits, IIRC it was something to do with hit force or something along those lines. A Super Saiyan could always manage to oneshot zombies in Sparking while a human punching would take much longer.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Orange Wizard on January 31, 2016, 05:28:26 am
Oh yeah, they had hitpoints or something I think? I don't recall it ever taking more than two hits, for what it's worth.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Loud Whispers on March 31, 2016, 05:51:31 pm
...I swear, if Toady accidentally made flowers land mines, a decent chunk of the community would believe it's a feature and a completely normal/reasonable way of life.
Not gonna lie, that sounds like awesome idea for evil biomes. You pick up a flower, hear a click and BOOM, melting slime in your face.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: ZM5 on March 31, 2016, 06:23:25 pm
That reminds me, one thing I noticed about current zombies after streaming a few days ago - they seem to go down even from injuries that are non-lethal even for still-living beings.

I've seen zombies take arrows that merely tear the stomach and such, and they get "shot and killed" even though they are still in usable condition and can be raised again immediately.

Also, in the previous version you'd have to sever the head and the arms or hands for a zombie to be rendered unusable without pulping it - now I noticed if you sever just the head or just one arm/hand they go down, although they can be raised again immediately, unless they're already missing both of the other "required" parts.

I'm confused, since I'm not sure if these are bugs or balancing features.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Dozebôm Lolumzalìs on April 02, 2016, 11:14:32 pm
Seems like a regression, but maybe a good one.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Urlance Woolsbane on April 02, 2016, 11:38:29 pm
I've been adventuring recently, and I've noticed that zombies, while still a force to be reckoned with, are all too vulnerable to being jumped into.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: pisskop on April 03, 2016, 02:57:01 am
this sounds awful.

youll accept that skeletal harpies can fly but not dodge?
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Dozebôm Lolumzalìs on April 03, 2016, 07:22:19 pm
Meh, just because things are magic means they should be OP. And I don't think the undead should fly.
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: Calidovi on April 18, 2016, 05:59:28 pm
this sounds awful.

youll accept that skeletal harpies can fly but not dodge?

how do you fly with bone wings and no membrane/feathers

walking is a different thing entirely, your skeleton can stand if poised properly with locked joints
Title: Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
Post by: pisskop on April 18, 2016, 06:00:43 pm
I dont mind skeletal fliers, nor skeletal dodgers.


But Id drop the skeletal fliers before the the dodgers.
  All in all, I assume husks are still badass