# Have Zombies' speed been increased?

**URL:** <https://discourse.cataclysmdda.org/t/have-zombies-speed-been-increased/25431>\
**Category:** The Bunker\
**Created:** [November 30, 2020, 11:00am UTC](https://discourse.cataclysmdda.org/t/have-zombies-speed-been-increased/25431 "2020-11-30T11:00:51Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![Valase](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/valase/32/6972_2.png) [@Valase](https://discourse.cataclysmdda.org/u/Valase)\
**Post date:** [December 2, 2020, 4:23am UTC](https://discourse.cataclysmdda.org/t/have-zombies-speed-been-increased/25431/5 "2020-12-02T04:23:35Z")

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> [@Sperg](#):
>
> Meanwhile if you spawn a bio in a straight line and run in a straight line you’re both mostly about even, as it should be going by the numbers.

There’s a really, [really old bug](https://discourse.cataclysmdda.org/t/just-experienced-most-unfair-death-in-over-2-years-of-playing-slight-change-to-this-game-mechanic-would-be-nice/21846/10) (0.C+) - which might not have been fixed yet - that caused monsters to move at higher speeds and also caused “jumping”.

While I wasn’t able to observe “jumping” behavior like that anymore, at least not in the last few versions that I’ve checked, I’ve seen Feral Humans move 1 tile every second when I’ve set the speed of them to 1%… which would indicate that there’s probably still a bug. Maybe you’ve experienced that one?

> [@0x91](#):
>
> In other words, where do the extra points you spent on movement go?

They are subtracted from the points you have for your next turn…

> [@0x91](#):
>
> By the way, how does the movement system work?

To my understanding:  
A “turn”, equal to an ingame second.  
Moving from one tile to another does cost move points (well, all actions, really).  
Different terrain have different costs, as seen by the “Move cost” value if you look at a terrain (default keys: `x` or `;`).  
All beings in the game has something that (for this explanation) we will call a “move point account”… Each turn that passes will set the being’s account to the current speed value and subtract the cost of the action taken.  
If the player’s character move point account reaches 0 or he “ends” the turn (by pressing `5` or `.`), the next turn will start and - in case that the player’s character made an action that takes up more move points than it had on its account before the turn ended - substracts the remainder of the move cost from the account.  
The move/action only finishes or gets executed if its remaining cost is zero.

Since I’ve explaind that very complicated, let’s take an example:

> **Mathematical example**
>
> Disclaimer: It’s possible that I’ve mixed up a few things, like the order or that actions would take place before the turn ends… But nonetheless, it should be accurate in its base…
> 
> ```
> Start of a fresh turn...
> Acc = Character's move Account: 100
> Speed = Character's base Speed: 100
> Cost = Move cost of the ground: 100
> 
> Character gets ordered to move one tile...
> Acc = Acc - Cost = 0
> Turn ends (character hasn't moved yet).
> 
> New turn beginns.
> Acc = Speed = 100
> Acc = Acc - (remaining) Cost (which is 0) = 100
> Action done, character moves 1 tile.
> 
> Waiting for the next order.
> 
> ```
> 
> Now let’s add in a few more things: The `Base Move Cost` as shown in the character sheet (`@`) and also two monsters, a fast one and a slow one.
> 
> ```
> Start of a fresh turn...
> Cost = Move cost of the ground: 100
> C_Acc = Character's move Account: 100
> C_Bmc = Character's Base Move Cost: 106
> C_Speed = Character's base Speed: 100
> FZ_Acc = Fast Zombie's move Account: 150
> FZ_Speed = Fast Zombie's Speedt: 150
> SZ_Acc = Slow Zombie's move Account: 95
> SZ_Speed = Slow Zombie's Speed: 95
> 
> Character gets ordered to move one tile...
> Actual move cost = (Cost / 100) * (C_Bmc / 100) * 100 = 106
> C_Acc = C_Acc - Actual move cost = -6
> Character's remaining cost = 6
> Character's account reached 0 and it didn't move.
> Character did all it could, now monsters move...
> 
> Fast Zombie tries to move towards player...
> FZ_Acc = FZ_Acc - Cost = 150 - 100 = 50
> Fast Zombie's remaining cost = 0
> The fast Zombie still has points left in his account and no remaining cost...
> Fast Zombie moves a tile.
> Fast Zombie tries to move towards player, again...
> FZ_Acc = FZ_Acc - Cost = 50 - 100 = -50
> Fast Zombie's remaining cost = 50
> 
> Slow Zombie tries to move towards player...
> SZ_Acc = FZ_Acc - Cost = -5
> Slow Zombie's remaining cost = 5
> Slow Zombie didn't move.
> 
> All accounts reached 0, turn ends.
> Moved tiles: Character: 0, Fast Zombie: 1, Slow Zombie: 0
> 
> New turn beginns.
> C_Acc = C_Speed = 100
> FZ_Acc = FZ_Speed = 150
> SZ_Acc = SZ_Speed = 95
> 
> C_Acc = C_Acc - Character's remaining cost (which is 6) = 94
> Action done, character moves 1 tile.
> Waiting for the next order...
> 
> Let us assume it should move another tile...
> C_Acc = C_Acc - Actual move cost = 94 - 106 = -12
> Character's remaining move cost = 12
> 
> Character's done, let's move the monsters...
> FZ_Acc = FZ_Acc - Fast Zombie's remaining cost = 150 - 50 = 100
> Fast Zombie moves one tile...
> FZ_Acc = FZ_Acc - Cost = 0
> Fast Zombie (technically) moves another tile...
> 
> SZ_Acc = SZ_Acc - Slow Zombie's remaining cost = 95 - 5 = 90
> Slow Zombie moves one tile...
> SZ_Acc = SZ_Acc - Cost = 90 - 100 = -10
> Slow Zombie's remaining cost = 10
> 
> Turn end...
> Total tile's moved: Character: 1, Fast Zombie: 2 (or 3), Slow Zombie: 1
> 
> And so on, and so forth...
> 
> ```

Based on all above (and the mathematical example), the Bio-Operator with a speed of 95 should slowly catch up to this character, but not really at the speed of a Zombie Dog…

> [@Sperg](#):
>
> Is there more than goes into action cost to move than what the turn history is displaying?

If your character’s coughing or vomiting (and possible some other things too), it takes up move points (or even waste a turn). But I guess this isn’t the case here…

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