So we’ve been discussing this a good bit in chat, and we’d like to do a bit more with zombies. First, there’s all the spawning changes - tile-based pop counts, roaming mobs, etc.
But there’s also the types of zombies and the lore behind them and the breakdown.
Our conversation right now splits it into 2 different types - population-based and situation-based.
Population-based zeds: These zeds appear everywhere there’s enough zombies, because the slime has decided it needs them.
Necro zombies: Appear every 60 zeds. The mass of zombies results in a zombie who feeds off their connection to the subprime plane.
Shriekers: Appear every 30 zeds. With this many zombies, specialized types are worth the energy investment.
Hunters: With a keen increase in planning, these zombies are meant to deal with enemies that have proved to wily for the normal type. Will follow at a distance until success is guaranteed, alerting other zombies to your presence.
Leapers: An increase in mobility allows for access to those who might otherwise have escaped.
Situation-based zeds: These zeds may appear simply based on group size, but also respond to their environment.
Brutes: When corpses resurrect near a source of biomass (such as other corpses or even chunks), they can merge together into a kind of monstrosity called a brute, as the biomass allows for an increase in options.
Hulk: Like brutes, but with more biomass.
Abomination: When enough corpses are next to each other, they will merge into this insane tangle of limbs and faces and legs, which is slow moving but deadly and nearly impossible to kill.
Spitter: Zombies raised in water turn the water in their lungs and gut into a powerful acid. Beware the riverside!
Boomers: Bloated zombies raised from the corpses of the morbidly obese.
Shockers: Zombies raised from beings with cybernetic enhancements or who had electronics absorbed into their body when raised.
Toxic: These zombies were raised with high levels of toxin in their body, likely from beestings. They have weaponized this opportunity.
Partial People: These zombies are missing limbs or chunks, and are less effective than normal.
In addition, with this change zombies would get a bit more… hardy. All zombies that are killed (but not butchered or burned) will eventually get back up, and depending on their conditions, may end up a bit worse than when you first killed them. Even removing their head isn’t enough to stop the zombies for good, as they will eventually repair or work around the damage as the slime within them is given time.
Enough damage, as in the case of butchering or burning, will be enough to truly “kill” the slime holding them together, though, meaning they can’t be brought back to life… though they may be absorbed into a hulk, brute, or abomination.