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'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.
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.
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.
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
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.
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.
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.
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.
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?
... 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.
it would be interesting to see a less... "Chaotic Evil" necromancer tower where the zombies are employed in mundane tasks instead of murder.
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:
What's the use of a foot soldier who can't do anything but hobble along and moan about brains?
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.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.
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.
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.
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?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.
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.
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.
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
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
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.
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.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.
Yeah an undead should only be at least 2-3 times more dangerous then the creature it was animated from.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?
Maybe more, but not a one fort killing machine.
Yeah an undead should only be at least 2-3 times more dangerous then the creature it was animated from.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?
Maybe more, but not a one fort killing machine.
Because an undead being can be stabbed without going down.I see nothing wrong with this :D
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
But the op doesn't want to make zombies less tough
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.
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.
[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.)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.
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.
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.
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?
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.
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.
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.
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.
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.I haven't actually seen that post but that sounds like an interesting idea.
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.
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...
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.
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.)
One thing I would consider is if there were - wait, that's just husks and thralls! Those and zombies need to be separated more.
thralls in 40 are about as dangerous as undead in 34, and undead in 40 are more like thralls in 34.Are they? Basing on the interaction examples raws they seem basically the same, stat-wise.
besides, ive been under the impressions that thralls are necessarily 'dead' so much as 'souless biomass that murderizes'
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.)
It's happening!!!
It's happening!!! (http://puu.sh/gXnys.webm)
It's happening!!!
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.
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.
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.
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.
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.
...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.
this sounds awful.
youll accept that skeletal harpies can fly but not dodge?