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.
This commit is contained in:
Okram0
2026-06-17 14:39:46 -05:00
committed by GitHub
parent 3de419fba9
commit 39be429815
2 changed files with 5 additions and 2 deletions
@@ -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