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ZOMBIE FORTRESS SINGLE-PLAYER RELEASED

Discussion in 'Announcements' started by MM, Mar 2, 2012.

  1. Spoolooni

    Spoolooni Shark Slayer

    Messages:
    501
    Maybe, if there was a zombie apocalypse in Jerusalem. :huh?:
     
    Froghead48 and keyofdoor like this.
  2. synthesispandabot

    synthesispandabot Bison Rider

    Messages:
    316
    god, forth time i died because archers can't aim.
    FIX IT.
     
  3. aaaaaa50

    aaaaaa50 Shark Slayer

    Messages:
    21
    Does anything happen if you destroy all the zombie spawners on a map?
     
  4. Dussan

    Dussan Builder Stabber

    Messages:
    12
    you cannot block of normal spawn points, destroying the dark altars (orwhatevertheyarecalled) will only stop them spawning from there.
     
  5. Rainbows

    Rainbows KAG Guard Forum Moderator Tester
    1. The Young Blood Collective - [YB]

    Messages:
    985
    5th day with 3 people a Zombie knight and 2 wraiths showed up... No survivors...
     
  6. The_Khan

    The_Khan Bison Rider

    Messages:
    757
    The map is very deep. I tried digging down all the way and it took a while.
     
  7. thebonesauce

    thebonesauce All life begins and ends with Nu Staff Alumni
    1. MOLEing Over Large Estates - [MOLE]
    2. The Ivory Tower of Grammar-Nazis

    Messages:
    2,554
    It says in the map generator config that the maps are only 118 tiles wide and 200 tiles deep. I think it's more than that though.
     
  8. Eeshton

    Eeshton Shopkeep Stealer

    Messages:
    90
    Well that's not very fun, that's the same exact thing as cheating bro.
     
  9. keyofdoor

    keyofdoor Haxor

    Messages:
    679
    What is to come from Zombie Fortress? Being a zombie? Zombie builders? Zombie Infectors?
     
  10. ComboBreaker

    ComboBreaker Horde Gibber

    Messages:
    392
    And babysitting migrants along the whole way is fun?
    Riiiight.
    Untill migrant's pathfinding gets improved I'll stick with this "cheating".
     
    thebonesauce likes this.
  11. Croco

    Croco Shark Slayer

    Messages:
    49
    Well, after screwing with this update for a while, I think I was able to make a better change log.



    ZOMBIE FORTRESS UPDATE

    GAMEMODES
    -Zombie Fortress (Singleplayer) - Survive as long as possible, recruit NPCs, order system (press R, use commands)
    -Deathmatch - Sword fight, with archer


    ZOMBIES
    - Skeleton - Most common, little damage, easy to kill, climb, break doors, stack on each other
    - Zombie - Somewhat common, medium damage, hard to kill (more health, must be destroyed while knocked down), climb, break doors
    - Wraith - When close, activates explosives, flys around and detonates close to the player, easy to kill
    - Zombie Knight - rare, very hard to kill, high damage, breaks blocks
    - Zombie Spawner - Building that spawns zombies, underground


    NEW ITEMS
    - Boulder - Big rock, destroys all skeletons in its path, (persistent)
    - Lanterns - Light up areas (color can be edited by server owners)
    - Powder Kegs - Blow up large areas, long fuse


    NEW BUILDINGS
    - Masonry Workshop - Build boulders
    - Mechanics Workshop - Build lanterns
    - Demolition Workshop - Build Kegs
    - Knight armory - Switch to knight
    - Archery Range - Switch to archer
    - Arrow Workshop - Buy arrows in bulk, cheaper


    NEW WORLD FEATURES
    - Randomly generated dungeons and caves
    - Randomly placed chest (zombie mode only)
    - Crumbly blocks (from explosions or generated with map)
    - Interiors to caves and buildings are dark, need lighting
    - Doors look different


    NEW GAMEPLAY FEATURES
    - Spikes wear out and disappear
    - Bomb explosions are different


    NOT INCLUDED IN THIS VERSION
    - Structures/Enemies not included are:

    Structures
    --Tunnel
    --Bank
    --Doorway
    --Nursery
    --Carpentry Shop

    Items
    --Medkit
    --Fire

    Creatures
    --Bison
    --zombie chicken
     
    illu likes this.
  12. thebonesauce

    thebonesauce All life begins and ends with Nu Staff Alumni
    1. MOLEing Over Large Estates - [MOLE]
    2. The Ivory Tower of Grammar-Nazis

    Messages:
    2,554
    Uh, there's a lot wrong with that. Zombie Spawners aren't limited to one per map, I've actually seen upwards of 10 on one map. They're randomly generated. Also, bomb jumping wasn't removed, just tweaked. You can still do normal bomb jumps, but I haven't been able to pull off a held bomb jump. Boulder doesn't destroy everything in it's path; it rolls through skeletons but stops with zombies and stone walls.
     
    Croco likes this.
  13. keyofdoor

    keyofdoor Haxor

    Messages:
    679
    I can easily bomb jump with the bomb held, what are you people talking about?
     
  14. thebonesauce

    thebonesauce All life begins and ends with Nu Staff Alumni
    1. MOLEing Over Large Estates - [MOLE]
    2. The Ivory Tower of Grammar-Nazis

    Messages:
    2,554
    Dunno, every time I tried I get killed.
     
  15. Croco

    Croco Shark Slayer

    Messages:
    49
    Thanks for the feedback! I think I fixed all of those errors, anything else?
     
  16. Auri

    Auri Tunnel Addict Donator Tester

    Messages:
    139
    [​IMG]

    Hey look what I found...
     
  17. Croco

    Croco Shark Slayer

    Messages:
    49
    Holy balls, that is insane. Good luck surviving that! :D
     
  18. Disrespekt

    Disrespekt Shark Slayer

    Messages:
    59
    You have to hold the shield above your head and jump into the air to do it right.
     
  19. Asterix

    Asterix Shopkeep Stealer

    Messages:
    97
    holy shit, want anymore quarters auri!?
     
    Auri likes this.
  20. Rayne

    Rayne ༼ つ ◕_◕ ༽つ Administrator Global Moderator Forum Moderator Tester

    Messages:
    1,916
    Incorrect, Zombie spawners are limited to one per wang section, you can define whether or not a wang section has a zombie spawner in the generator file.
    But, you can put many wang sections in one map, and toggle the dungeon flag in each one to have many zombie spawners.
    </br>--- merged: Mar 4, 2012 10:25 PM ---</br>
    how did you do that :huh?: