From 39be429815b5dd4fd5588f3d16415effa0dc9bb7 Mon Sep 17 00:00:00 2001 From: Okram0 <97817526+Okram0@users.noreply.github.com> Date: Wed, 17 Jun 2026 14:39:46 -0500 Subject: [PATCH] Zombie buffs (#96387) ## About The Pull Request Infectious zombies no longer suffer from mood, and have had their speed increased moderately (Still slower than a spaceman, but no longer agonizingly so). Also, they now have a large amount of stam resistance. ## Why It's Good For The Game Every time I have seen zombies they die instantly against a crew with even the slightest modicum of skill. They cannot infect anyone most of the time due to crew powerwalking away and then they just get killed by lasers or stunned and then killed with melee in perfect safety. Indeed the only time I have seen zombies metastasize into an actual threat is when an admin spawned several hordes of like 8 in maintenance and even then they got only a minimal amount of victims for the amount of them (I think only like 5 people died and most zombies got killed for most of the waves). In short, for what their supposed to be (An option for nukies or what a tot is investing their entire supply of TC into) they are incredibly underpowered unless you are doing something cheesy with them. (Xenobio to make enough monkey zombies the server lags is a popular one). These changes should make them an actual credible threat, and maybe sec will actually have to pull out armory gear instead of just disabling a zombie and harm batoning it to death. --- code/modules/mob/living/carbon/human/species_types/zombies.dm | 3 +++ .../modules/surgery/bodyparts/species_parts/misc_bodyparts.dm | 4 ++-- 2 files changed, 5 insertions(+), 2 deletions(-) diff --git a/code/modules/mob/living/carbon/human/species_types/zombies.dm b/code/modules/mob/living/carbon/human/species_types/zombies.dm index 3307bc4215a..7d1b374c90d 100644 --- a/code/modules/mob/living/carbon/human/species_types/zombies.dm +++ b/code/modules/mob/living/carbon/human/species_types/zombies.dm @@ -113,6 +113,7 @@ // INFECTIOUS UNIQUE TRAIT_STABLEHEART, // Replacement for noblood. Infectious zombies can bleed but don't need their heart. TRAIT_STABLELIVER, // Not necessary but for consistency with above + TRAIT_APATHETIC, // They don't have the brains for mood. ) // Infectious zombies have slow legs @@ -134,6 +135,7 @@ new_zombie.set_combat_mode(TRUE) // Needs to be added after combat mode is set ADD_TRAIT(new_zombie, TRAIT_COMBAT_MODE_LOCK, SPECIES_TRAIT) + new_zombie.physiology.stamina_mod *= 0.33 //Zombie stam resist // Deal with the source of this zombie corruption // Infection organ needs to be handled separately from mutant_organs @@ -162,6 +164,7 @@ REMOVE_TRAIT(was_zombie, TRAIT_COMBAT_MODE_LOCK, SPECIES_TRAIT) qdel(was_zombie.GetComponent(/datum/component/mutant_hands)) qdel(was_zombie.GetComponent(/datum/component/regenerator)) + was_zombie.physiology.stamina_mod /= 0.33 /datum/species/zombie/infectious/check_roundstart_eligible() return FALSE diff --git a/code/modules/surgery/bodyparts/species_parts/misc_bodyparts.dm b/code/modules/surgery/bodyparts/species_parts/misc_bodyparts.dm index 888e9e790a8..12099cda6fa 100644 --- a/code/modules/surgery/bodyparts/species_parts/misc_bodyparts.dm +++ b/code/modules/surgery/bodyparts/species_parts/misc_bodyparts.dm @@ -206,12 +206,12 @@ /obj/item/bodypart/leg/left/zombie/infectious limb_id = SPECIES_ZOMBIE should_draw_greyscale = FALSE - speed_modifier = 0.8 //braaaaains + speed_modifier = 0.5 //braaaaains /obj/item/bodypart/leg/right/zombie/infectious limb_id = SPECIES_ZOMBIE should_draw_greyscale = FALSE - speed_modifier = 0.8 //braaaaains + speed_modifier = 0.5 //braaaaains ///PODPEOPLE /obj/item/bodypart/head/pod