我的僵尸观察笔记(原版)

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more of a personal note than a guide Preface This is just my personal notes, where I keep track of everything I’ve tested with zombies so far. I also include stuff I’ve noticed while actually dealing with them. almost everything you’re about to see isn’t officially confirmed by the game’s code yet, so take it with a grain of salt. Feel free to skip anything that doesn’t seem useful, just take what works for you. 📌 Note: This note is written for the Patch version 1.51.a Basic Info Wiki wiki[peak.wiki.gg] about the Zombies Zombies' Abilities (not covered by the wiki[peak.wiki.gg] page)Zombies are basically scout players controlled by AI. They share many traits with human players, but there are some key differences: Can’t use rope, chain, or vine. Immune to lava (why…). Can’t be pulled up with right-click while climbing. etc. Phase Behavior (Basic) Zombies have 3 phases (I made them up) Inactive Hunting Recovering 1.) Inactive When zombies spawn, they lie down and do nothing. Only players can wake them up. Their 2-minute lifespan starts once they wake up. After waking, they must detect a player before entering the hunting phase. 2.) Hunting Zombies hunt every awake player until they themselves die. They ragdoll each time they attack. 3.) Recovering Zombies enter the recovering phase when they ragdoll. They can get up again, but if their lifetime is up, they die instead. If they stay ragdolled for 1+ minute, they die in their sleep. Phase Behavior (Full) 1.) InactiveHas 3 sub-phases 1.1) Spawning Each seed has fixed zombie spawn points. Newly spawned zombies don’t have fully grown fungus yet, so they can look like a downed player. They won’t get up on their own, only a player can wake them. 1.2) Waking Up Zombies can’t be woken up by sound. A zombie wakes up if there’s a clear line of sight from its eyes to the player’s eyes. Ignore dead or passed-out players The range is ~20 meters The zombie’s eyes need to be in front of the player The line can be traced even when the player is looking straight up. The line can be blocked by terrain, walls, or deployed items like scout cannons, cloud/shelf fungus, magic beans, etc. The line cannot be blocked by teammates, other zombies, backpacks, held items, or golden bing bongs Each zombie lives for 2 minutes ⏱️, which starts from the first frame they wake up. 1.3) Scanning Once they stand upright, zombies start drawing lines from their eyes to every player’s eyes. Ignore dead or passed-out players Detection lines cover a full 360° around the zombie. Lines can be blocked by terrain, walls, or deployed items, but not by players, zombies, or backpacks (same as before). Lines have infinite range. If there is at least one valid line, the zombie targets that player and enter the Hunting Phase. If there are multiple valid lines, the zombie targets the nearest player. If no valid line can be drawn: The zombie just stands there. Turns on wallhack and stares through the terrain at its targeted player. Grunts nonstop. Keeps scanning every 10 seconds in case another player approaches from behind. 2.) Hunting Once zombies enter this phase: They don’t go back to the Inactive Phase. They have wallhack. They know where all players are on the map, no matter how far away. They ignore dead or passed-out players. There are 4 primary actions in this phase: Climb: when they collide with climbable obstacles. 🚶‍♂️ Walk: if the target is > 8m away. 🏃‍♂️ Sprint: if the target is < 8m away. 🗡️ Lunge: if the target is < 3m away. Every time a zombie enters its Hunting Phase, it must wait at least 3 seconds before they can sprint or lunge. If their mouth hits the target during a lunge, the target gets bitten. They always ragdoll after lunging. They retarget to the nearest player every 10 seconds. After the target player dies or passes out 😵, they immediately go after the nearest awake player. 3.) Recovering They enter the Recovering Phase whenever they ragdoll or pass out Before getting back up, zombies go through a game check: If their time is up, they die. ☠️ If they still have time left, they stand back up. 🚶🏃‍ If they remain passed out for over 1 minute, they die immediately, ignoring remaining lifetime. They usually take about the same time as scout players to start getting back up. The moment they start getting up, a 4–5 second lock prevents them from returning to the Hunting Phase. General Info Sound Cue After zombies wake up, they always make sounds to alert players of their presence. They occasionally make groaning sounds and can be heard from far away. Their climbing and footsteps sound the same as a scout player's (within the Roots biome). They also make sounds when they lunge, stunned and pass out Navigating to a Target No pathfinding, only blind following. Horizontal movement: zombies move toward their target in a straight line. If a target player is hanging on a vine, zombies will walk toward that player and spin in circles right underneath.

僵尸真的会执着于它们的直线路径,即使前方有落差。

垂直移动:僵尸在碰到可攀爬障碍物时会开始攀爬。如果它们的目标仍在障碍物或悬崖的同一侧,僵尸会直接翻越过去。否则,它们会先爬到与目标相同的高度,然后向目标跳跃(非突进攻击)。

在《根》中,如果玩家位于巨型红杉树的木质平台上,下方的僵尸会在其下方绕圈行走。若玩家过于靠近树干,僵尸会跟随玩家,猛撞树根,攀爬至玩家所在高度,然后从树上朝玩家跳跃。

Additional Attack Mechanics Zombies can’t change direction midair during a lunge (no curving or strafing) Lunges last ~1 second; bites can only happen within this window. ❗ A bite can happen on the very first frame of the lunge. ❗ Attack Restricted by Body Pose Zombies can only lunge where they can stand upright (even standing for a split second counts). Some examples of surfaces they can stand on: Sloped ground Crouching players Luggage Bounce fungus (usually when too many zombies are jumping on it) They cannot lunge while climbing, jumping off a climb, or when airborne. In the previous Redwood scenario, once the zombie jumps off the tree, it can lunge as soon as its feet touch the platform. Movement Speed Zombies walk & run slightly slower than players. Zombies lunge at roughly the same speed as a player's sprint jump. Zombies climb at the same speed as players but with infinite stamina. Ragdoll Mechanics Zombies usually make sounds when forced into ragdoll from being stunned, tripping, or similar effects. Things that make a player scout ragdoll also work on zombies: Stunnable objects like coconuts, flying discs, basketballs, Antidote, or Cure-All Sleep debuff reaching the threshold (Technically, it’s ‘pass out,’ like scout players, but whatever) Explosions from: Dynamite 🧨 Explosive Bombshroom Items that explode when cooked Opening a cooked energy drink Farting Falling from a high place and hitting the floor too hard Getting dragged by a rescue hook (distance doesn't matter) Geysers Waterfalls & water streams Jellyfish Zombies sometimes ragdoll when they try to climb into a scout cannon barrel (they usually get stuck rather than trip). 💤 Sleep Mechanics Zombies can tank the sleep debuff up to the equivalent of a full stamina bar of a scout player before they pass out. They also have a death timer when they pass out, similar to scout players. Theirs is 1 minute. Only blowguns and the Mandrake’s scream make them sleepy; NapBerry trees don’t. 1 blowgun can put them to sleep for 1+ minute (equivalent to 2 full stamina bars of a scout player). They receive the same sleep effect rate from Mandrake's scream as scout players. Their sleep debuff decays at the same rate as scout players. ⏱️ Lifetime Behavior Once their timer has started, it cannot be paused except by pausing the game (only in a ‘Play Offline’ lobby). Despawn Mechanics Zombies despawn when they are far enough from all scout players. 45 meters when in Inactive Phase AND not awake Otherwise, 100 meters A passed-out player can prevent nearby zombies from despawning. Despawned zombie players do not leave their skeleton behind, so the Book of Bones cannot be used on them. Useless facts about Sleep Mechanics Zombies can get up when their sleep debuff falls below one full stamina bar, but only if their two-minute lifetimer has not expired (not possible without someone deliberately curing them). Their sleep can be cured with: Exploded Cure-All (from cooking, throwing, or breaking on its own) Explosion from a Faerie Lantern 10+ explosions from Pandora Boxes Having 20+ activated Faerie Lanterns around them They only need to be cured twice, then let their sleep debuff decay below 100 points before their death timer & lifetimer expire. Tactics to handle chasing zombies A few notes before we go in... Zombies lunge in a straight line and cannot change direction midair. Zombies move toward their target in a straight line. 💨💀 Don’t forget about the wind. Tactic Info ⚠️Caution Dodge sideways! ⬅️🏃‍♂️🧟 Walk, sprint, or jump-sprint sideways when zombies are about to lunge. keep some distance; their lunge is too fast to dodge up close The further zombies are, the easier they are to dodge. The closer zombies are, the sooner players have to dodge. dodging is harder in super tight spaces ⚠️ When a player is on the same cliff, object, or platform a zombie is climbing, it can lunge on the first frame once they reach the top, catching inexperienced players off guard. Bait zombies into jumping off a cliff The most reliable way to remove zombie. Easy to do. Steps: 1. Make the zombie ragdoll first if players want to play it safe. 2. Keep some distance. 3. Stand near a ledge. 4. face the zombie 5. Dodge sideways when it lunges. ⚠️ The area shouldn’t be too tight, or the player will be forced to dodge the zombie’s lunge at very close range, which is extremely difficult. zombies won’t lunge right after they get up, timing the dodge can be tricky messing up a few times is totally normal 💨💀 Don’t forget about the wind. Crouch and let zombies stand on the head Best used when players are cornered on non-slope terrain or when guiding zombies to jump off a cliff. Steps: 1. Make zombies ragdoll first, then move in 2. Crouch and let them stand above

玩家可以通过移动到僵尸下方来改变其突进方向,就像转动铅笔底部来改变顶部方向一样。 当僵尸位于上方时,它们的攻击总会打空位于下方的玩家。 僵尸可能会滑落,需要调整位置以保持它们在上方。 【注意】如果僵尸掉落,它们会咬到玩家。

队友使用此技巧时,避免站在僵尸的突进路径上。 玩家也可以引导僵尸向队友突进进行报复。 此技巧不适合全年龄段。 不要忘记风的影响。 使用跳跃助推将它们推下平台。用于僵尸突进但未完全到达平台边缘的情况。 步骤: 1. 让它们在边缘附近进入布娃娃状态,然后靠近。 2. 跳跃助推前,让僵尸位于玩家和目标边缘之间。 3. 跳跃助推将它们推下平台。 蹲在僵尸的躯干处,而非头部,以最大化发射高度。

需要3-4次尝试 在平坦地形效果最佳;斜坡可能会帮助它们滑下或阻止它们滑动 不要忘记风的影响 藤蔓和链条+巨大落差 抓住藤蔓并在巨大落差上方移动

消耗耐力 ⚠️ 僵尸仍能攻击到悬挂位置过近、处于其突袭范围内的玩家

引诱它们从边缘掉落。这和藤蔓的技巧相同,不过是利用地形。玩家在缺口的对面站位。玩家可以使用云朵或层架真菌快速搭建平台。【注意】不要站在边缘附近,否则僵尸会猛冲过缺口。不要忘记风的影响。阻挡攀爬的僵尸。步骤:1.站在平台的边缘。2.阻挡僵尸登上平台。

在带有明显边缘的平台上效果最佳,例如: 红木平台 巨型架状真菌 云真菌 僵尸会尝试将玩家推开一点以获得地面;玩家需要持续反击。 ⚠️不要阻挡那些没有在攀爬的僵尸

远离它们的突进范围,引诱它们掉下悬崖。 不要忘记风的影响。 跳到巨型弹跳蘑菇上,僵尸通常在跳跃时无法攻击。 玩家可以持续跳跃,恢复耐力,并规划下一步行动。 物品不会弹跳,但会滑落。 【注意】行李可以放在弹跳蘑菇上,如果僵尸落在那里,它们可以向玩家突进。 【注意】僵尸可以从附近的地形突进,并在半空中咬到玩家。 如果玩家在巨型弹跳蘑菇上弹跳时发生布娃娃状态,通常就完蛋了。 在极少数情况下,僵尸可能不会按预期跳跃,而是会行走或突进。 不要忘记风的影响。 对抗追击僵尸的物品 物品信息【警告】注意

吹箭枪 射击僵尸使其进入睡眠状态。僵尸会昏迷1分钟以上并在睡梦中死亡。射击可能会 miss。⚠️玩家瞄准期间僵尸可能会发起攻击。难以找到。恶意玩家可以治愈僵尸的睡眠状态。

侦察炮步骤: 1. 处于不太狭窄的区域 2. 使僵尸进入布娃娃状态 3. 将侦察炮尽可能垂直向上设置 4. 远离火炮 5. 引诱僵尸使其经过炮管路径 6. 让僵尸留在炮管内 7. 继续前进 8. 让僵尸自行消失

玩家可以通过将加农炮放置在僵尸体内来软锁定僵尸,此方法可能对多个僵尸有效!

最大容量:1只僵尸 首先让它们进入布娃娃状态,这样安装加农炮时僵尸就不会攻击。 【警告】不要站得太近,否则僵尸会从炮管里扑出来。

风会将玩家推向桶里的僵尸。

强化牛奶 提供15秒无敌效果(烹饪后+10秒) 效果持续期间,可防止因僵尸咬伤导致孢子值增加。 稀有物品 v1.46.a

椰子 spam投掷可击退并眩晕僵尸 需要33%以上充能才能造成眩晕和击退效果 充能33%-40%时: 直接命中不会破碎 充能40%以上时: 直接命中会破碎

击中僵尸的中心通常能将它们击退得更远。这需要良好的瞄准。 玩家在蓄力投掷时移动速度会变慢,因此很难躲避冲锋的僵尸。 僵尸猛冲→玩家慌乱→投掷失手→被咬伤→得不偿失。 【注意】避免在僵尸准备猛冲时投掷。 僵尸倒地后,大约需要3秒才会开始起身。若在这3秒后再次将其击晕,它会立即尝试起身。 风会影响投掷椰子的速度和轨迹。以33%蓄力投掷的椰子,若风向与投掷方向一致,可能会在撞击时破碎。

锁链发射器 用于改变僵尸的移动路径;通常可引诱它们走向悬崖掉落。也可用于逃至其他位置。⚠️若锁链离玩家站立位置过近,僵尸能够接近并攻击玩家。

救援爪 射击僵尸以拖拽它们。 僵尸被救援爪拖拽时会呈现布娃娃状态。 切换到其他物品槽位可取消拖拽,这可能导致僵尸中途掉落。 玩家可以使用救援爪逃到其他位置 【注意】如果射击未命中,使用者会飞向僵尸;如果距离过近,僵尸可能会发起攻击 【注意】如果射击未命中,使用者可能会飞出去并坠落死亡

任何有助于攀爬的物品 快速攀爬速度=摆脱僵尸。需要技巧、创造力和良好的随机数生成。前方地形通常不可预测。其他可击晕物品

雪球 - 需要5–10%的充能才能造成眩晕

当电量在8%左右或更高时会损坏(不确定) 中到大尺寸能将僵尸击退很远 实际上,一个中等大小的球就足以将僵尸击退相当远的距离 非常大的球在击中僵尸后在地面滚动时会变得更大;如果变得太大,就无法再被捡起

飞盘 不会损坏;可多次使用 需要70%以上充能才能造成眩晕

解毒剂 需要15%以上充能才能眩晕 使用后会损坏并永久消失

全效治愈 需要15%以上充能才能造成眩晕 【使用后即损坏并永久消失】

篮球 不会损坏,可多次使用 需要70%以上充能才能造成眩晕 必须通过模组生成 需要良好的瞄准 连续投掷耗时且效率低下 【警告】玩家在蓄力投掷时移动速度变慢,难以躲避冲锋的僵尸 僵尸猛冲→玩家慌乱→投掷失手→被咬伤→得不偿失 飞盘和篮球的蓄力时间过长 僵尸倒地后,大约需要3秒才会开始起身。若在这3秒后再次将其击晕,它会立即尝试起身

曼德拉草会用尖叫让僵尸昏昏欲睡。 除非玩家处于骷髅形态,否则实用性不高。只有玩家能触发曼德拉草的尖叫,僵尸无法触发。 只有骷髅形态的玩家对尖叫免疫。 ⚠️僵尸比耐力未满的玩家更能忍受睡眠状态。 ⚠️僵尸的睡眠状态衰减速度与玩家相同。背着沉重背包的玩家可能会比僵尸先醒来。 僵尸应对的一般思路: 通常的策略如下: 初期可以无视僵尸,让它们跟随并耗尽自身的存在时间。 躲避它们的攻击。 利用地形或物品摆脱它们。 如果无法快速摆脱僵尸,或者它们可能在之后造成麻烦,就将其消灭。核心思路是不要在直接对付它们上花费太多时间,反正击杀它们也没有奖励。玩家可以在僵尸跟随期间去做其他事情。当僵尸追上来时,玩家可以闪避或引诱它们离开。引诱僵尸掉下悬崖大约需要4-15秒。让僵尸再次追逐以消耗它们的生命值。一旦僵尸的计时结束,玩家就可以将其消灭。团队领袖应该知道如何高效应对僵尸,因为他们通常是第一个吸引仇恨的。如果僵尸仇恨转移到经验不足的玩家身上,很可能会直接或间接对其造成伤害。经验不足的玩家应避免让自己陷入被僵尸困住且没有移动空间的境地。例如:悬崖峭壁、巨大落差上方悬挂的树根、充满危险的区域等。 如果前方地形看起来危险,而当前区域足够安全,玩家可以等待僵尸主动靠近再进行应对,无论僵尸是从后方追赶而来还是在前方生成。 如果前方地形和当前区域都很危险:可以先绕道再处理僵尸,玩家在撤退时应持续躲避所有威胁。 如果前方地形看起来更安全,那么玩家可以向前移动并在那里应对僵尸。(罕见且有时可能产生误导) 有经验的玩家可以冒险进入复杂地形来摆脱僵尸,通常是利用巨大落差上方悬挂的树根,有时也会利用悬崖峭壁。如果玩家陷入绝境无法立即逃脱,但仍有躲避空间,可以不断闪避僵尸直到它们死亡。每次僵尸倒地时,玩家可以进行治疗、将它们推下去、规划路线等。这取决于具体情况:如果无法摆脱僵尸,或者它们可能在之后成为麻烦,就当场消灭它们。有经验的玩家会吸引仇恨并消灭僵尸,经验不足的玩家则会避免吸引仇恨和其他危险。 基本概念:玩家的攀爬速度与僵尸威胁 早在梅萨更新之前……快速的攀爬速度意味着更少担心减益效果、雾气、食物、资源等问题。 这一点在【Roots】更新中同样适用于僵尸。 快速的攀爬速度可以让你摆脱它们,降低它们的威胁,有时甚至能让它们消失。 会动态改变攀爬速度的因素: - 移动技能、恐慌等级、玩家和队友的当前状态 - 意外事件 - 平坦地形突然变得难以通行 - 沿途发现的能动态改变攀爬速度的物品 - 队友数量。玩家越多,需要的食物、治疗物品、辅助攀爬工具和额外资源收集就越多,这可能会减慢攀爬速度。 如果玩家经常陷入困境,就要准备好应对追逐的僵尸。 这并不意味着必须保持快速的攀爬速度。 有时僵尸在追上玩家时可能已经到了存在时间的尽头。它们只是需要考虑的额外因素之一,如果玩家根据情况谨慎行事,这并不是什么大问题。 按地图区域划分的情境策略 如果攀爬速度基本稳定且很少下降,本部分可以跳过。 或者,干脆变成“猴子”,在树间跳跃。 在asc5+中,浪费时间对付僵尸通常是不值得的。 在继续之前,这里有一些快速提醒: - 我们的攀爬过程通常比它们慢 - 僵尸拥有无限耐力 - 2分钟生命周期 - 生命周期结束时死亡+ ragdoll - ragdoll持续1分钟以上,100米范围消失 - 风 我喜欢按高度划分地图。 我将其分为3个层级:下层、中层和顶层。

降低难度:中等(黄色) 在这一地面层级, 高度技巧效果不佳,且没有可行的方法让僵尸消失。 不过,玩家仍可使用以下物品永久清除僵尸: 吹箭筒 侦察兵加农炮 实际操作中,玩家可以让僵尸跟随,通过闪避和引诱将它们引开,待其计时器结束后将其消灭。 如果玩家不赶时间(例如在普通难度下游玩),可以将僵尸耗至死亡。 在前往中层之前, 【注意】如果攀爬速度较慢、僵尸距离较近,且玩家在复杂地形中难以闪避,建议先将僵尸消灭,这样会更安全。经验丰富的玩家吸引仇恨并应对敌人 新手玩家应避免吸引仇恨和其他危险 避免在狭窄区域战斗: 在树根下、悬崖环绕处或1.5平方米的空间内很难闪避。 将僵尸引至开阔区域(撤退时注意不要被咬)。 不要忘记风的影响。 ☠️中级难度☠️ 难度:最高(红色) 复杂地形(巨大落差、狭小作业区域、难以穿越的地形、死胡同) 同时面临多种威胁(孢子云、蜘蛛、甲虫、孢子灌木等) 更多僵尸刷新点 还有风…… 队长应具备在复杂情况下应对僵尸的丰富经验。 吹箭筒和侦察炮可以立即消灭僵尸。藤蔓在这部分非常有用。玩家可以这样使用藤蔓: - 引诱僵尸掉落 - 到达更高的地方,让僵尸浪费时间攀爬 在这一中间区域的早中期阶段,玩家可以利用高度技巧瞬间消灭僵尸,但僵尸通常不会消失,它们只会掉到20-60米以下的地方。如果玩家经常卡住,僵尸就会缩短距离追上来。玩家在躲避或引诱僵尸时应该更加注意周围环境,因为地形更加复杂且充满危险,他们需要同时应对很多威胁。玩家可以避开危险区域的僵尸: - 孢子云 - 巨大落差上方的悬挂树根 - 悬崖峭壁 - 非常小的平台(大约1-2个侦察兵宽度) - 易刮强风的陡峭悬崖 - 蜘蛛和甲虫 - 孢子灌木和爆炸灌木 如果当前区域足够安全,可以选择停留。 绕道或前进时可能会发生不好的事情,但并非总是如此。 熟练的玩家可以利用巨大落差上方的悬挂树根将僵尸晃下去。这非常危险,但树根区域毕竟只是第二个生物群系。重新游玩海岸区域也没什么大不了的。或许值得一试。 对于中上层区域: 由于高度增加,地形引诱战术变得更加有效。 当僵尸掉落时,它们可能会落到中下层或下层区域。它们可能会消失。 它们可能会被困在下面。 或者,至少,它们会耗尽所有时间,让玩家可以轻松地消灭它们。 ⚠️ 注意风。记住上次刮风的时候。 这是中部区域的一些地形示例:

好的,登顶 难度:简单?(绿色) 当玩家到达顶部时,可能仍有僵尸在追赶他们。 如果僵尸是从中段追上来的,它很可能已经耗尽了追赶的时间,直接解决掉它就行了。 吹箭筒和侦察炮依然好用,如果玩家计划很快进入下一个生物群系,可以使用它们。 如果遇到新生成的僵尸(是的,它们可能会在顶部的左右边缘生成),有几种应对方法: 1. 耗尽它们的生命值,这里有足够的空间躲避,且几乎没有其他威胁。 2. 利用地形技巧消灭它们。在这个高度,僵尸掉落足够远的距离就会触发消失逻辑。 3. 除非队友还在下面……那就是他们的问题了。然而,风又一次……请小心。 结尾