Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
They're corpses animated by magic, where exactly is the susceptibility to sunlight coming from?
It almost sounds like false equivalence thinking..... that because some especially powerful undead are susceptible to sunlight, that all undead must have that weakness because of the shared undead trait.
But those undead that are susceptible to the sunlight aren't really susceptible to it because they're undead, that's just a additional trait they happen to have that other creatures share with them.
Like if a particular sub-race of humans had perfect darkvision but was entirely blind in sunlight, that wouldn't mean all human races had to have perfect darkvision and be entirely blind in sunlight.
It's true, zombies could die due to sunlight but it would take several days of constant sun to burn them to a crisp. So forget the sun, there has to be more to it.
We are observing zombies for 3 years now and we found out something very odd. Every burned zombie corpse we examined had broken legs, some were completely mangled! But what's really strange, we found lots of deer hair and sometimes deer corpses laying around. Did they try to go deer hunting at daytime? Probably.
One day my little friend Tsiru got into a very strange mood. He was running around babbling collecting all kinds of stuff. Things like a big rock, a rat skull, a block of soap and a brilliantly cut diamond... At this point I grabbed my sword and positioned my self right behind him, just in case he turnes into a zombie. But then he started to work furiously babbling and laughing and after a while he presents me...
...a big rock with soap and the rat skull on top, everything held together with duct tape.
The diamond was missing.
He looked at me with his eyes wide open and sayd: Deeeeer...!!! I made a step back, another one, carefully walked backwards to the door and locked it from outside!
So yeah, this all goes in a direction I don't like and I quit my effords to get behind this stupid zombie thing. All I got out of this is that you get mad if you stick your nose into it.
Cheers!
You have to control the zombies at the start of the game a bit. Doing things like only harvesting a couple of trees a time during the night.
Later I just slap darnkess, speed and infinite carry capacity on my carrier zombies and they don't care about the sun anymore.
My miner zombies just get faster mining and maybe speed.
In the 1.0 feedback build. I personally just never touch zombies.
Dwarves, Vampire warrior, Warewolves and a mix of the 3 key goblins feel very much like the best of all worlds mix that makes any other unit types kind of redundant and only something you'd pick for roleplay or dungeon narrative reasons.
There's just no positive up-side to the likes of Zombies and similar creatures as a unit when they suffer from the same negative aspects as the more powerful units and just lack the same standalone power.
Yes you can get them to work, but for the same effort and time investment needed to make them viable, you can just enhance the aforementioned key units to be even stronger picks.
What would be needed to make something like Zombies work as a unit if they're to still suffer all the same negative aspects of stronger undead like they do presently, is if the stronger units required significantly more upkeep or took up more population capacity to sustain each unit compared to the weaker offerings such as the Zombie.
There is the Necromancer, who only has zombies as work force.
He can also enhance them, which makes them actually pretty good at their respecive jobs.
Sure, but the game can only really be balanced and reviewed as a whole. Not just for one niche starting scenario.
If Zombies are really only a viable unit for the necromancer scenario, and have no real purpose in any other situation other than that, then either something needs adjusting with units like the Zombie to bring them up to having a purpose..... or they could always just be made into a necromancer only unit offering that's unique to that playstyle.
If only there was some kind of relationship between Zombies and Necromancers... hmm what could it be...
??
Not sure you read my whole post, or maybe you didn't quite understand what I was saying?
Sombreros. And umbrellas.
One for the head slot, one for the shield slot. Craft them, put one of them on the zombies and while it would alter their combat capacity negatively, blamo! Zombies in the sun.
Because silly problems require silly solutions! And I do know a little bit about silly.