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Roll To Dodge / Re: Roll to stay alive (posted to the correct page this time)
« on: July 14, 2014, 01:37:17 pm »
Try to open the door with the crowbar.
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I do legs. They are a bigger target.Good point.These zombies are more capable than most you would see in our real-life media. They have the dexterity to handle weapons, climb trees, and open doors, for one. A zombie human already "sprints" only a little faster than a living human can run. They're a credible threat, even when out of a necromancer's reach, unlike 34. Although my supposed warriors not immediately breaking and running at the sight of five zombies would be nice.Are you sure it wasn't boogeymen ? they're using the same ñ symbol as undead, and they're very fast too.As far as I know, bogeymen are the only night creature that uses the ñ symbol; other kinds use differently-colored Ñs.
Personally, I think zombies should be limited to a jog at the most; when not in dead pursuit, they should be Strolling.
Zombies aren't cross-country sprinters.
Thankfully, attack speed is no longer directly related with movement speed, so a swift punch to their foot will, most likely, prevent them from sprinting (they'll still crawl at max speed, though).
In fact, punch EVERY enemy in the feet. Or stab. Or bash. Or slice.
Basically, feet are the best target. Especially with heavily-armed foes - hitting them in the foot will probably cause it to "explode in gore", which causes collapse from pain almost all the time.
It's how unarmed adventurers can curb-stomp entire camps.
I spawned with a copper spear as an elf in a forest retreat once, so I think something's changed about equipment gen--wasn't even a spearman either, he was a peasant with two ups in wrestling and no other combat skills (I was roleplaying a pickpocket elven immigrant to a human city).Spear is the default backup weapom, as far as I can tell.