KeeperRL

KeeperRL

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Estalagmita Sep 27, 2023 @ 11:50am
Zombies shoudn't die to the sun.
Either tehy shouldn't die to the sun or they should go back to base automatically before the sun rises, or at least not stay under the sun and die like they are unmelted chocolate waited to be blasted by the hot rays of light.

It's kinda sad to have zombies die when collecting resources and it's bothersome to micromanage them especially on bigger forts.
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Showing 16-30 of 30 comments
Rat Jan 21, 2024 @ 11:59am 
Originally posted by Stoltverd:
Originally posted by Rat:
all unholly beast must die by the sun :Rat_Laugh::Rat_Laugh::Rat_Laugh::brotherskull:
nah.
It's annoing af
mortal prisoners solving this little problem ahah . actually im playingf as a rat skaven lkeeper, lots of crippled zombies i have
yuriski1st Jan 23, 2024 @ 5:56am 
Instead of dying, maybe just make all undead weaker under the sun? That way, it's still a bad idea to raid anything during the day, but at least it's not as punishing being caught outside.
Target_Drone Feb 13, 2024 @ 6:04pm 
Originally posted by Michal Brzozowski:
I'll try to think of a lesser penalty for them for being out in the sun.
Make them 'dry out' and move slower and slower. Then you'd need to 'water' your zombies to get them squishy again.
Stoltverd Feb 13, 2024 @ 9:54pm 
Originally posted by Target_Drone:
Originally posted by Michal Brzozowski:
I'll try to think of a lesser penalty for them for being out in the sun.
Make them 'dry out' and move slower and slower. Then you'd need to 'water' your zombies to get them squishy again.
That actually sounds even worse.
Tikigod Feb 14, 2024 @ 7:20am 
I'm not entirely sure why Zombies need to any kind of penalty when out in the sun?

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.
0xBADDAD Feb 20, 2024 @ 10:39am 
I have a degree in zombiology, so hear me out.

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!
Phenian Feb 20, 2024 @ 6:20pm 
Dev build has a new difficulty curve. Much sharper. And zombies still die to the sun randomly going outside. You almost need to ignore the trees outside and only dig down as necro keeper.
Draken Feb 21, 2024 @ 12:29am 
Originally posted by Phenian:
Dev build has a new difficulty curve. Much sharper. And zombies still die to the sun randomly going outside. You almost need to ignore the trees outside and only dig down as necro keeper.

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.
Tikigod Feb 21, 2024 @ 6:40am 
Originally posted by Draken:
Originally posted by Phenian:
Dev build has a new difficulty curve. Much sharper. And zombies still die to the sun randomly going outside. You almost need to ignore the trees outside and only dig down as necro keeper.

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.
Last edited by Tikigod; Feb 21, 2024 @ 6:47am
Draken Feb 21, 2024 @ 6:46am 
Originally posted by Tikigod:
Originally posted by Draken:

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.

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.
Tikigod Feb 21, 2024 @ 6:50am 
Originally posted by Draken:
Originally posted by Tikigod:

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.

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.
Tanchyon Feb 29, 2024 @ 3:19am 
Originally posted by Tikigod:
Originally posted by Draken:

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...
Tikigod Feb 29, 2024 @ 3:28am 
Originally posted by Tanchyon:
Originally posted by Tikigod:

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?
Zephyr Mar 2, 2024 @ 2:26am 
So, I had a stupid idea... But please listen me out.
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.
UNLIMITED POWA Mar 2, 2024 @ 7:31am 
Maybe do something like Army of the dead where they come back to life when it rains.
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Date Posted: Sep 27, 2023 @ 11:50am
Posts: 30