[quote=“deoxy, post:6, topic:12052”][quote=“Coolthulhu, post:4, topic:12052”][quote=“deoxy, post:3, topic:12052”]Not sure if it applies to necros rezing, but normal zombies rezzing themselves ARE affected by the condition of the corpse, rather dramatically if the damage is high.
But then, if you barely kill them, they leave an undamaged corpse, so the next time they get up, they’re all better. (Is that what you were talking about?) Not sure what to do about that…[/quote]
Like what I said: making them retain some sort of mutilated status could be used to keep the track of body damage.
Then damaged corpses would produce mutilated zombies, who would die and become slightly more damaged corpses, until pulping.[/quote]
Damaged corpses DO produce mutilated zombies - their stats are reduced (including speed), so they are MUCH easier to kill. Just need to make the corpse drop take that into account. And probably give necros or masters the ability to SLOWLY heal them, or something…
Does that prevent the necros from rezzing? Being on fire?
What I do (which is quite a bit harder with hulks around! they see farther than the others, draw them away) is use advanced inventory management to move the corpses onto my own square as soon as they fall - can’t rez corpses with something on top of them. A little harder to manage with acid around, but not impossible.[/quote]
This could be done by giving them several ‘versions’ of scarred zombies they can evolve into, but Im not sure how much the effort it will be worth when I rarely see scarred zombies.