Welcome to the end of the world! I give you: Zombies. http://pastebin.com/raw.php?i=qQQx4x1J Zombies follows most usual set-ups of this scenario, survivors vs zombies, however military have been thrown in as people trying to wipe out everyone who is a potential threat for the outbreak. The village should focus on building up prs through the leader to survive, as the leader can only make 1 new role per night they should focus on lynching out as many threats as they can and then the leader can build up prs around that. Zombies should focus on getting bites in as much as possible and building up their numbers, they should only kill when absolutely necessary such as towards the end of a game. Soldiers need to focus on taking out zombies first to avoid their numbers dwindling massively. After that they can sweep through the rest of the village. Spoiler: Sides and Roles Village: Survivor- Regular citi, can be converted by leader. Survivalist- Kills anyone who attempts to protect or kill them. Vote of 1.5 and voteshield of +5. Can be converted by leader Leader- Can convert village roles into either a medic, guard or scientist. Vote of 3 Medic- Removes bleeding (poison) from up to 2 people each night, this also reveals the targets role if successful. Can be converted by leader. Guard- Protects (Also acts as safeguard) during the night, acts a as shield for curse so if the target gets bitten during that night, the guard gets bitten instead. Can be converted by leader. Scientist- Can remove infection from anyone (only works on infected obviously), this converts them to cured survivor. Can be converted by the leader. Cured Survivor- Vote of 0.1, voteshield of -1. Cannot be converted by the leader. Zombie Specialist- Can inspect and reveals target as either "Living" or as a "Corpse". Spoiler: Inspects as living: All human roles Fresh Zombie Spoiler: Inspects as corpse: Zombie Rabid Zombie Blistered Zombie Vengeful Survivor- Has a revealing daykill, can use it up to 6 times. Zombies: Zombie- Can eat (kill) or bite (curse) one person each night. Both are shared with team and only one can be done each night. Rabid- Can eat (kill) one person each night. Not shared with other zombies and outspeeds everything. Blistered- Kills anything that kills it, kills the first two people to kill it when it is lynched, inspects as a regular zombie. Fresh- Can eat (kill) one person each night (shared with regular zombies). Inspects as a survivor to the scout and as living to the specialist. Military: Solider- Can kill (shared with team) in the night and wound (poison, shared with role). Heavy Solider- Shared nightkill and has a 45% to evade nightkills Grenadier- Can use a flash grenade (distract) or frag grenade (kill) each night. Can only use each one twice. Scout- Can kill (Shared with team), and inspect. Infected: Survivor - Same as a regular survivor. Convert into zombies after 2 nights. Solider - Has a one shot kill with a 35% success rate. Convert into zombies after 2 nights. Spoiler: Spawn List 1 (4~4 players): █ Survivor (surv) █ Survivor (surv) █ Zombie (z) █ Guard (guard) List 2 (5~10 players): █ Guard (guard) █ Survivor (surv) █ Survivor (surv) █ Survivor (surv) █ Zombie (z) █ Survivor (surv) █ Survivor (surv) █ Zombie Specialist (spec) █ Guard (guard) █ Fresh Zombie (fz) List 3 (11~15 players): █ Guard (guard) █ Leader (leader) █ Survivor (surv) █ Survivor (surv) █ Zombie (z) █ Soldier (soldier) █ Survivor (surv) █ Survivor (surv) █ Zombie (z) █ Survivor (surv) █ Survivor (surv) █ Zombie (z) █ Soldier (soldier) █ Soldier (soldier) █ Survivalist (surv2) List 4 (16~40 players): █ Leader (leader) █ Survivor (surv) █ Guard (guard) █ Zombie (z) █ Survivor (surv) █ Soldier (soldier) █ Survivor (surv) █ Zombie (z) █ Survivor (surv) █ Zombie Specialist (spec) █ Fresh Zombie (fz) █ Heavy Soldier (soldier2) █ Survivor (surv) █ Grenadier (soldier3) █ Zombie (z) █ Scout (soldier4) █ Leader (leader) █ Survivalist (surv2) █ Rabid Zombie (rz) █ Soldier (soldier) █ Survivor (surv) █ Soldier (soldier) █ Vengeful Survivor (veng) █ Zombie (z) █ Guard (guard) █ Blistered Zombie (bz) █ Fresh Zombie (fz) █ Heavy Soldier (soldier2) █ Soldier (soldier) █ Grenadier (soldier3) █ Zombie (z) █ Survivor (surv) █ Survivor (surv) █ Zombie (z) █ Survivor (surv) █ Survivor (surv) █ Survivor (surv) █ Soldier (soldier) █ Zombie (z) █ Blistered Zombie (bz) Spoiler: Priority [1] Rabid Zombie (Eat) [2] Grenadier (Flash) [5] Guard (Protect) [15] Soldier (Kill) [16] Leader (Medic) [17] Leader (Guard) [18] Leader (Sci) [35] Heavy Soldier (Kill) [35] Scout (Kill) [50] Grenadier (Frag) [75] Scientist (Cure) [80] Fresh Zombie (Eat) [80] Zombie (Eat) [100] Zombie (Bite) [500] Infected Soldier (Kill) [900] Scout (Inspect) [998] Medic (Heal) [999] Soldier (Wound) [1000] Zombie Specialist (Inspect) Notes: 1) Team utilities are true for the following sides: Zombies, Military. 2) Spawn is set from 4-40, not sure how the balance is. 3) The zombies are now more fleshed out and less generic. Do they need more variety or are they ok now? 4) Not sure if which sides need a boost if any do. Changes: 1) Spawn set to cap at 40 now 2) Daykiller now added to the village side. 3) Inspectors added to military and village, the village one sees targets as living or as a corpse. 4) New zombie Fresh (miller for survivor) added in response to [3] Please let me know of ANY and ALL feedback for this theme please, even if it is a nitpick or a spelling correction it will be greatly appreciated.
Sorry there were no responses to this! If you're still interested in this theme, I'll go over grammar and whatever quickly. NITPICKING POWERS GO "winmsg": "Humanity has rallied together and fought off the horde of zombies, ~Players~ can look forward to canned beans and potential death for one more day..." The last part really doesn't make too much sense to me. I also think (?) it should be a semicolon and not a comma in between. "winmsg": "The last of humanity has fallen to ~Players~, soon the infected will rot to nothing and the planet will be empty once more..." Same here, semicolon I believe. Also, empty once more? "winmsg": "The zombie threat has been purged, all potential survivors with the plague have been shot down as well. ~Players~ have done well to stop the outbreak, and how have to roam to find other potential threats..." Insert "and" between the comma and "all potential". "msg": "Be more careful with your traps next time ~User~ got too close and is a pile of guts scattered across the room now...", Comma after time, and I'm not sure ~User~ is the right placeholder, but don't take my word for it. "targetmsg": "You tried to protect someone but in your eagerness to be generous you step on a well hidden mine, causing you to lose your limbs (and life) in the process..." Hyphen between well and hidden. Maybe a comma after someone. "targetmsg": "Well done, you found the enemy, however you failed to notice the pit they had dug into the ground, and you fell in. At least the spikes gave you a quick death..." Should read something along the lines of "Well done, you found the enemy! However, you failed..." etc. "Use /cure to try and cure someone who is infected this has a 35% chance to fail however." Should read "infected. This", and comma before "however". "help": "As one of the village guards, it is your duty to keep watch and make sure no survivors come to harm, you can do this with /protect. This also protects them from being wounded by soldiers, however if a zombie tries to bite them, you will sacrifice yourself for them.", Alright, this should just be "help": "As one of the village guards, it is your duty to keep watch and make sure no survivors come to harm. You can do this with /protect. This also protects them from being wounded by soldiers; however, if a zombie tries to bite them, you will sacrifice yourself for them." I find it a little weird that the Infected can win alone. Not important, though. "You are an infected soldier, you have been bitten in the fight to stop the zombie threat, and soon you will transform." soldier! You Having the kill of Infected Soldier broadcast to all roles is actually "*" I think, not "all". Also, if it broadcasts to all, everyone will have confirmation that they are indeed infected and will have an easy zombie lynch. If nothing else, you should at least warn the role (using the help message) that they broadcast their kill to everyone and should be careful. However, currently, they are converted to a Cured Survivor, which makes them a village member after starting as Mafia, which is a bit... unusual. If that's the point though, then that's okay. "You can infect up to two peopleeach night with /bite," space in peopleeach "You carry less firepower to maintain manoeuvrability," lol, maneuverability* There are a lotlotlot of generic Zombies in the largest games. Themes like Outbreak and Resident Evil which have tried the Zombie thing before and both generally succeeded had different kinds of Zombies (also a lot less in RE, however Outbreak had zombies as the village which was a cool touch) and made the side a lot more interesting. This is a very different approach to the Zombie/Vampire mafia idea, and it looks pretty cool. You could do well with a killusermsg and a killmsg, lynchmsg too, etc. considering the low amount of deaths/kills it could really add to the flavor. Not important. "summary": "It's the end of the world as we know it... The dead have risen up and are eating any living humans they can find. Some zombies kill for food while others take a bite and move on, leaving targets infected to die and convert overnight. Humanity takes refuge in their stronghold with a range of survivors defending the last trace of life. In an effort to wipe out all traces of infection, military action has been taken and armed forces are killing on sight, whether their targets are actually infected or not. Only one thing is certain in this final fight for life, only the strongest side will walk away alive (or dead) today.", Not too many changes here but I pasted it cause they were sorta spaced out. Changes that should be made are bold, awkward repetition of "trace" is underlined. Edit: Survivors theme, not Outbreak.
Thanks for the notes Sky! In order: Spoiler: Edits: Spoiler "winmsg": "Humanity has rallied together and fought off the horde of zombies, ~Players~ can look forward to canned beans and potential death for one more day..." The last part really doesn't make too much sense to me. I also think (?) it should be a semicolon and not a comma in between. Changed to: "Humanity has rallied together and fought off the horde of zombies; ~Players~ can look forward to at least a bit of free time before the next horde attacks..." Spoiler "winmsg": "The last of humanity has fallen to ~Players~, soon the infected will rot to nothing and the planet will be empty once more..." Same here, semicolon I believe. Also, empty once more? Changed to: "winmsg": "The last of humanity has fallen to ~Players~; soon the infected will rot and the planet will be filled with nothing but corpses... Spoiler "winmsg": "The zombie threat has been purged, all potential survivors with the plague have been shot down as well. ~Players~ have done well to stop the outbreak, and how have to roam to find other potential threats..." Insert "and" between the comma and "all potential". Done Spoiler "msg": "Be more careful with your traps next time ~User~ got too close and is a pile of guts scattered across the room now...", Comma after time, and I'm not sure ~User~ is the right placeholder, but don't take my word for it. Added the comma, and the ~User~ is what the guide suggested to add, I will look into this though. Spoiler "targetmsg": "You tried to protect someone but in your eagerness to be generous you step on a well hidden mine, causing you to lose your limbs (and life) in the process..." Hyphen between well and hidden. Maybe a comma after someone. Done Spoiler "targetmsg": "Well done, you found the enemy, however you failed to notice the pit they had dug into the ground, and you fell in. At least the spikes gave you a quick death..." Should read something along the lines of "Well done, you found the enemy! However, you failed..." etc. Done. Spoiler "Use /cure to try and cure someone who is infected this has a 35% chance to fail however." Should read "infected. This", and comma before "however". Done. Spoiler "help": "As one of the village guards, it is your duty to keep watch and make sure no survivors come to harm, you can do this with /protect. This also protects them from being wounded by soldiers, however if a zombie tries to bite them, you will sacrifice yourself for them.", Alright, this should just be Done Spoiler I find it a little weird that the Infected can win alone. Not important, though. It was mainly set up at the start for the scenario where they were around but a survivor died to poison, will look at solutions. Spoiler "You are an infected soldier, you have been bitten in the fight to stop the zombie threat, and soon you will transform." soldier! You Done Spoiler Having the kill of Infected Soldier broadcast to all roles is actually "*" I think, not "all". Also, if it broadcasts to all, everyone will have confirmation that they are indeed infected and will have an easy zombie lynch. If nothing else, you should at least warn the role (using the help message) that they broadcast their kill to everyone and should be careful. However, currently, they are converted to a Cured Survivor, which makes them a village member after starting as Mafia, which is a bit... unusual. If that's the point though, then that's okay. Added the warning: "This kill will be broadcast to everyone, so only use if if you are certain that is what you want to do." Changed "All" to "*" The change is intentional at this point, as by the point the scientist is active, village will be trying to get as many members on their team as possible. It is a bit complicated I admit but can be removed if it is too unfair. Spoiler "You can infect up to two peopleeach night with /bite," space in peopleeach Done Spoiler "You carry less firepower to maintain manoeuvrability," lol, maneuverability* English vs American spelling, wasn't sure which to include tbh XD Spoiler There are a lotlotlot of generic Zombies in the largest games. Themes like Outbreak and Resident Evil which have tried the Zombie thing before and both generally succeeded had different kinds of Zombies (also a lot less in RE, however Outbreak had zombies as the village which was a cool touch) and made the side a lot more interesting. My biggest concern was getting the military balanced, I do have ideas for zombies (hax, high speed, avoid lynch, ect) to flesh them out and will start rolling them in now. Spoiler This is a very different approach to the Zombie/Vampire mafia idea, and it looks pretty cool. Thank you. I'm glad it doesn't come across as too generic. Spoiler You could do well with a killusermsg and a killmsg, lynchmsg too, etc. considering the low amount of deaths/kills it could really add to the flavor. Not important. Originally I left them out due to having various kills, but I worked something out with killmsg. I left out killusermsg in favour of adding killmsg to each kill. Not sure why I didn't add a lynch message before, it is now in. Spoiler "summary": "It's the end of the world as we know it... The dead have risen up and are eating any living humans they can find. Some zombies kill for food while others take a bite and move on, leaving targets infected to die and convert overnight. Humanity takes refuge in their stronghold with a range of survivors defending the last trace of life. In an effort to wipe out all traces of infection, military action has been taken and armed forces are killing on sight, whether their targets are actually infected or not. Only one thing is certain in this final fight for life, only the strongest side will walk away alive (or dead) today.", Not too many changes here but I pasted it cause they were sorta spaced out. Changes that should be made are bold, awkward repetition of "trace" is underlined. Added the changes and edited the second trace to be: "In an effort to wipe out all possible signs of infection" Edits have been made where noted, code updated ect ect. Currently working on: New types of zombies to vary the spawn a bit.
Oh, wow. I didn't know that. It looks very wrong to me o.o Go with whatever your natural spelling is.
Not entirely sure if I should change it or not seeing most of the people on the server are American I believe, will leave it for now but not a problem to change if needs be. And now Rabid and Blistered are in, OP will reflect this but here are the new roles: Rabid- Can eat (kill) one person each night. Not shared with other zombies and outspeeds everything. Blistered- Kills anything that kills it, kills the first two people to kill it when it is lynched. Next up: Editing the Medic/scientist to make them inspectors OR adding new ins roles specifically.
note: i'm on review for this theme now Regarding i'm not sure what you mean. the two new zombie roles look interesting. "You choose to bite anyone and convert them as this means more competition for your food!" choose not to, maybe? Blistered zombie has no issues I can see. Now, looking at the spawn, I find it odd that some roles actually spawn infected. Especially in roles2, where there are no Scientists and the role is just in danger of dying to zombie crossfire rather than automatically being on the Zombie team from the beginning and knowing its teammates.
Yay for finally getting reviewed I should have made this more clear; the next zombie addition is similar to a miller. Done Yeah I can see the problem with this, I think I set it up to get zombies going faster, but it would be better for smaller games. Not 100% sure why I put one in roles2, but I have changed the spawn around. OP updated with new spawn and prio.
I could see a oneshot inspect for someone. Maybe a leader converted role that has a failchance inspect (so there's not forty inspectors shouting out zombies and military) or some other limitation. I'd see more of a role that could find out if someone is dead or not, so they could still be a soldier if they're found to be living. You'd use dummies similar to trainers or something like c14 where roles just reveal as another role that is "translation": "Living", or something. However if you want to do millers for zombies an actual inspector might be useful. Detective?
You kind of hit the nail on the head with what I wanted to do. I had planned the inspects to come out as "Flesh" or "Corpse" with the millers being a diseased human who inspects as a corpse, and a fresh zombie, which comes across as flesh. At the moment I have edited the medic like so: Spoiler "heal": { "command": [ "detox", "inspect" ], But can change that if it is easier/more balanced to add a new inspector role.
Their role is already revealed to the medic though. "msg": "~Target~, the ~Role~ has been saved and is no longer bleeding out.", Right? I forget where this message goes.
The role is, but after deciding to make medic properly inspect, that will probably be changed. EDIT: I forgot to mention that Blistered reveals as Regular Zombie, but I will change this when the miller is added in.
What i meant was that instead of adding the inspect and possibly complicating things you could leave it like that, as the role is already revealed. However if Blistered Zombie is going to behave like that then it works. Actually, regarding blistered zombie, I'd give him a vote of zero if I were you, because otherwise he's just super duper dangerous in every way and no one will want to get rid of him except soldiers with /wound, but they have no way to find him especially if he inspects as a regular zombie. If the inspector goes anywhere, I'd put it on military side in big games (read: games w/ blistered) and give the Flesh/Corpse inspector to the village... But that's really just my opinion
That actually sounds a lot better, I will add a scout/other name to the military, and revert medic back. Blistered I kind of want to give a positive voteshield to, so if it is randed by someone they have a higher chance of dying and taking people with them.
Scout sounds like a really good name, actually. +Voteshield works too, also makes it a lot easier to get rid of. Also a nice surprise for anyone trying to counter something ;) However, you might want to change it to first and last in that case (so it's possible just one will be lynched, also punish bussers). It's not too big a deal though. Looking at your notes: Notes: 1) Team utilities are true for the following sides: Zombies, Military. good 2) Spawn is set from 4-35, not sure how the balance is. working on it, but it's looking rather good, 40+ is preferred for spawn max 3) I was debating adding a daykilling role, but not sure which side needs it most, thoughts? military would, but with Scout it probably won't. Village has no killers if I'm not mistaken so it would be nice have a daykiller show up later in the spawn, not as a convert role, most likely not needed 4) Another idea I was debating was zombies gaining hax due to hearing enemies, thoughts? Zombies aren't exactly too bright, they wouldn't figure out what's going on just by noises. Up to you, doesn't really fit flavor IMO 5) The village may need a way to get connected and I am thinking of a scout ect to act as either a haxer or low powered ins flesh/corpse role (mortician?) will help with that a little, which is good. Also leader will know all of the converts it makes, which will connect them (however slowly) 6) Not sure if the military seem UP or not. Ehhhhhhh, with scout not so much.
2) After adding the scout and millers, it will be bumped up to 40 no problem 3) Will work on adding one soon. 4) Will leave out for now, if for some reason zombies are UP (highly doubt it) I will add in. 5) Adding the dummy ins for village soonish, just trying to work out how to make the dummy ins work. 6) Agreed, scout makes it a lot easier for the army to win. My main problem for the dummy inspection is I'm not 100% sure how to code it in (never used dummy before). Here is the village inspector. Name can be changed no problem, just posting to see if that is the best way to do the dummy inspect. Spoiler { "role": "spec", "translation": "Zombie Specialist", "side": "village", "help": "As a specialist in the field of zombies; the village turns to you for a lot of their problems. A lot of the time, these are merely things like how to identify a zombie (Which you take personal pride in being able to do). Use /inspect to determine if someone should be catalogued as a corpse or as a living being.", "info": "Can inspect to see if a player is living or a corpse. Sided with the Survivors.", "actions": {"dummy": { "mode": { "ignore" }, "msg": "±Info: ~Self~ looks like they are alive from here!"}, "night": { "inspect": { "command": "dummy", "target": "AnyButSelf", "common": "Self", "priority": 1000, "broadcast": "team", "broadcastmsg": "A scout is going to inspect ~Target~!" } }} },
"actions": {"dummy": { "mode": { "ignore" }, "msg": "±Info: ~Self~ looks like they are alive from here!"}, This coding is correct, and it should go in every role. See Mario and Trainers, i guess. However, if that's a village role it shouldn't broadcast to team. Also it can't inspect itself so evading dummy is kind of useless but it won't effect anything
That's a relief, removed the broadcast for that and added the dummy ignore to all roles. All humans and the fresh zombie have this: Spoiler "dummy": { "mode": "ignore", "msg": "±Info: ~Self~ looks like they are alive from here!" }, Whereas the remaining zombies have this: Spoiler "dummy": { "mode": "ignore", "msg": "±Info: ~Self~ looks like a corpse!" }, 1) I am currently debating on whether the infected survivors and infected soldiers should inspect as a corpse or not. 2) I decided to leave the specialist as having the dummy ignore on itself incase more get added to the spawn for whatever reason. 3) Added a 6 shot daykiller to the village side. They are revealed on doing this. Comes into play at 23. 4) Scout is in and shares a kill with their side. 5) With the scout, specialist, vengeful and millers, spawn is now capped at 40. I will shift things around a bit to balance it when I know what the key issues are. 6) As for spawn, my main concern is roles4, not sure if zombies are too overpowered and too many come in at the start as well as shortly after that.
1) I am currently debating on whether the infected survivors and infected soldiers should inspect as a corpse or not. Nah, they're still Human 2) I decided to leave the specialist as having the dummy ignore on itself incase more get added to the spawn for whatever reason. That works 3) Added a 6 shot daykiller to the village side. They are revealed on doing this. Comes into play at 23. Will be interesting to see how that works out. Six shots why? 4) Scout is in and shares a kill with their side. Fixed everything wrong with Military (Y) 5) With the scout, specialist, vengeful and millers, spawn is now capped at 40. I will shift things around a bit to balance it when I know what the key issues are. I'll look into that when you make changes accordingly 6) As for spawn, my main concern is roles4, not sure if zombies are too overpowered and too many come in at the start as well as shortly after that. At the beginning of roles4, it's 4v4v8, which is kinda bad. village has voting power with leader, but not much after that. Try to bump it up by one maybe so both leaders spawn at that size? Small games (4) work. Zombie bites someone, vote at 4, even if they hit zombie infected person converts and they have to lynch him right away. 2 lucky guesses. Or Zombie kills someone, vote at 3. Another lucky guess. Or, Zombie keeps hitting guarded people and there's no vote at 4 and nothing ever happens. This all works cause of the size, I guess. Five, same thing, only it works a little more with the convert thing, they're allowed a mislynch if guard is on the ball. However, seven to nine... is sixv1 7v1 8v1. With a role as relatively weak as a zombie that probably won't go too well. Espeically considering the Zombie spec comes in before Fresh Zombie does, and a second guard... I'd move Fresh WAYY up. Considering 4 and five/six/seven are the same with an added survivor, you could remove roles1 or switch roles 1 up to six players from roles 2 to make Spec and Fresh spawn together. so it would be like Roles1: Zombie, Guard, Survivor, Survivor, Survivor, Survivor, i'd put another zombie here maybe, minplayers 4 Roles2: Zombie, Guard, Survivor, Survivor, Specialist, Survivor, Fresh Zombie, Survivor would all spawn at once with roles1 being six at max. Then probably survivor zombie survivor survivor (thinking) Spoiler: all conjecture, doesn't have to be done This (at eleven max players) would allow list3 to: A) always spawn 3 zombies and a soldier against the leader, and here soldier might be weak and this first soldier would be better off as a scout or heavy, most likely a heavy to protect him from zombies. At 13 he gets a soldier partner, adding a death and a vote. Third soldier could be scout but that might be too much. or preferred B) Switch a survivor here to a soldier, making it List 3(11~15 players): █ Guard (guard) █ Leader (leader) █ Survivor (surv) █ Survivor (surv) █ Zombie (z) █ Soldier (soldier) █ Soldier (surv) █ Survivor (surv) █ Zombie (z) █ Survivor (surv) █ Survivor (surv) █ Zombie (z) (all of these 12 spawn always) █ Survivor (surv) █ Soldier (soldier) █ Survivalist (surv2) █ Survivor (surv) This would push list 4 to minimum of 17, always spawning two leaders and giving village much needed voting power. You could even put a specialist in this spawn at 13/sixteen or sub a survivor out earlier. In this case the soldier at 14 could be a different kind to spice things up and make the side a bit stronger, most likely a Heavy or Scout. I'll tackle the last part later, it looks better.
Six shots in a magnum, they only have six bullets. Part flavour and part so they don't go off randing and have to think about how they kill. Spawn has been edited and seems more balanced. Spoiler: roles1 List 1 (4~7 players): █ Zombie (z) █ Guard (guard) █ Survivor (surv) █ Survivor (surv) █ Survivor (surv) █ Survivor (surv) █ Zombie (z) Spoiler: roles2 List 2 (8~12 players): █ Zombie (z) █ Guard (guard) █ Survivor (surv) █ Survivor (surv) █ Zombie Specialist (spec) █ Survivor (surv) █ Fresh Zombie (fz) █ Survivor (surv) █ Survivor (surv) █ Survivor (surv) █ Zombie (z) █ Survivor (surv) Spoiler: roles3 List 3 (13~16 players): █ Guard (guard) █ Leader (leader) █ Survivor (surv) █ Survivor (surv) █ Zombie (z) █ Heavy Soldier (soldier2) █ Soldier (soldier) █ Survivor (surv) █ Zombie (z) █ Survivor (surv) █ Survivor (surv) █ Zombie (z) █ Survivor (surv) █ Soldier (soldier) █ Survivalist (surv2) █ Zombie Specialist (spec) Spoiler: roles4 List 4 (17~40 players): █ Leader (leader) █ Leader (leader) █ Guard (guard) █ Zombie Specialist (spec) █ Survivalist (surv2) █ Survivor (surv) █ Survivor (surv) █ Survivor (surv) █ Survivor (surv) █ Survivor (surv) █ Zombie (z) █ Blistered Zombie (bz) █ Fresh Zombie (fz) █ Soldier (soldier) █ Soldier (soldier) █ Scout (soldier4) █ Heavy Soldier (soldier2) █ Rabid Zombie (rz) █ Survivor (surv) █ Fresh Zombie (fz) █ Survivor (surv) █ Survivor (surv) █ Vengeful Survivor (veng) █ Grenadier (soldier3) █ Medic (medic) █ Soldier (soldier) █ Blistered Zombie (bz) █ Survivor (surv) █ Survivor (surv) █ Survivalist (surv2) █ Zombie (z) █ Survivor (surv) █ Survivor (surv) █ Rabid Zombie (rz) █ Heavy Soldier (soldier2) █ Heavy Soldier (soldier2) █ Survivor (surv) █ Scout (soldier4) █ Rabid Zombie (rz) █ Vengeful Survivor (veng) Spoiler: roles4 vs 17 = 10v3v4 18 =10v4v4 19=11v4v4 20=11v5v4 21=12v5v4 22=13v5v4 23=14v5v4 24=14v5v5 25=15v5v5 26=15v5v6 27=15v6v6 28=16v6v6 29=17v6v6 30=18v6v6 31=18v7v6 32=19v7v6 33=20v7v6 34=20v8v6 35=20v8v7 36=20v8v8 37=21v8v8 38=21v8v9 39=21v9v9 40=22v9v9
Looks better, a lot better. You might have to switch 10 and 11 in roles2 in the future but it could work for now. Anyway, with all the work that's been done to make it more interesting and balance it, this deserves a Test [1] from me. edit: i might go bug other reviewers, they're slacking
Granted this theme a special testing period to make transitioning to the new QC system faster and smoother.
"killmsg": "You have been devoured by zombies!", This message is broadcast to everyone when that role kills someone, so you should either change it or remove it.
/roles Zombie implies it only has one convert not the two that are coded. Also really unbalanced. Also had a problem with deaths (6p by zombie) not flipping.
There is a bug with the kills. The important thing is that you see that Guard was killed. Anyway, two humans shouldn't be infected at once in Small games. .-. Spoiler (15:51:19) *** *********************************************************************** *** (15:51:19) ±Side: The Infected Humans consists of: Infected Soldier, Infected Survivor. (15:51:19) ±Side: The Military consists of: Grenadier, Heavy Soldier, Scout, Soldier. (15:51:19) ±Side: The Survivors (Village) consists of: Cured Survivor, Guard, Leader, Medic, Scientist, Survivalist, Survivor, Vengeful Survivor, Zombie Specialist. (15:51:19) ±Side: The Zombie Horde consists of: Blistered Zombie, Fresh Zombie, Rabid Zombie, Zombie. (15:51:19) *** *********************************************************************** *** (15:51:21) Fiery Espeon: i am clean (15:51:24) Leonez: >converting in 2 nights (15:51:25) Fiery Espeon: what are you talking about? (15:51:25) VirajVora: No they are not in our team anymore (15:51:28) *************************************************************************************** (15:51:28) ±Current Roles: Guard, Infected Survivor, Infected Survivor, Survivor, Zombie. (15:51:28) ±Current Players: Blanc., Fiery Espeon, Leonez, VirajVora, Windblown. (15:51:28) ±Current Team: Infected Survivor, Infected Survivor (15:51:28) ±Time: Day 1 (Voting) (15:51:28) It's time to vote someone off, type /Vote [name], you only have 30 seconds! : (15:51:28) *************************************************************************************** (15:51:33) Fiery Espeon: we are conspirator (15:51:34) Fiery Espeon: s (15:51:36) Blanc.: i have been cought (15:51:38) Windblown: it's in zombie's best interests to help our side (15:51:39) Blanc.: caught8 (15:51:41) Blanc.: ** (15:51:42) ±Game: Fiery Espeon voted for VirajVora! (15:51:43) ±Game: VirajVora voted for Blanc.! (15:51:45) Stocke changed names and is now known as Stocke - AFK. (15:51:45) ±Game: Windblown voted for VirajVora! (15:51:47) VirajVora: I m survivor (15:51:49) ±Game: Blanc. voted for VirajVora! (15:51:50) Fiery Espeon: no ur not (15:51:52) Windblown: not my problem (15:51:53) Fiery Espeon: ur bad (15:51:53) VirajVora: i m (15:51:57) Blanc.: i have no idea about this theme (15:51:58) *************************************************************************************** (15:51:58) Times Up! : (15:51:58) ±Game: VirajVora (Survivor) was accused of being infected and executed to avoid further infection! (15:51:58) *************************************************************************************** (15:51:58) ±Current Roles: Guard, Infected Survivor, Infected Survivor, Zombie. (15:51:58) ±Current Players: Blanc., Fiery Espeon, Leonez, Windblown. (15:51:58) ±Current Team: Infected Survivor, Infected Survivor (15:51:58) ±Time: Night 2 (15:51:58) Make your moves, you only have 30 seconds! : (15:51:58) *************************************************************************************** (15:52:05) Leonez:Fiery Espeon and Windblown (15:52:08) Leonez: win it for me (15:52:08) *** Fiery Espeon brings out the Guillotine (15:52:09) Leonez: :) (15:52:13) Fiery Espeon: no (15:52:15) ±Game: You are a Infected Survivor! (15:52:15) ±Game: You are an infected human, unfortunately you have been bitten and will slowly turn into a zombie. But not all is lost, if a scientist has found the cure, he can cure you although it may not be successful all the time. (15:52:16) Leonez: o (15:52:18) Fiery Espeon: i win it for (15:52:20) Fiery Espeon: waer (15:52:21) Leonez: i am zombie (15:52:28) *************************************************************************************** (15:52:28) Times Up! : (15:52:28) ±Kill: You have been devoured by zombies! (15:52:28) ±Game: You will convert in 1 days. (15:52:28) *************************************************************************************** (15:52:28) ±Current Roles: Infected Survivor, Infected Survivor, Zombie. (15:52:28) ±Current Players: Blanc., Fiery Espeon, Windblown. (15:52:28) ±Current Team: Infected Survivor, Infected Survivor (15:52:28) ±Time: Day 2 (Standby) (15:52:28) You have 30 seconds to debate who are the bad guys! : (15:52:28) *************************************************************************************** (15:52:30) ±Dratini: ENZOO was mysteriously kicked by Gunvolt! [Channel: Tohjo Falls] (15:52:32) caosg forfeited against A Random Llama phone. (15:52:35) ±Dratini: Spinduh was mysteriously kicked by Gunvolt! [Channel: Tohjo Falls] (15:52:36) Windblown: >I have been devoured by zombies (15:52:41) Windblown: >guard disappears (15:52:41) Fiery Espeon: ^ (15:52:49) Windblown: what if (15:52:51) Fiery Espeon: disable (15:52:52) Windblown: infected win alone (15:52:52) Fiery Espeon: bugs (15:52:56) Fiery Espeon: pls
5p games p broken too, zombie converts two villagers and it's in the zombie's interests to vote with them because they'll convert to his side anyways
Thank you fuzz <3 Removed it, should be no more issues. Replaced it with "msg" which should now broadcast appropriately. Why not, do they get outnumbered too quickly? Do they 1) Fixed the /roles 2) Can you go into more detail please? Thanks for the log fiery. Fixed the kill msg and changed how zombie works in small games. Changed how the zombie works, they now only infect one person each night and cannot kill at all in small games. Fixed all issues mentioned. Please let me know if anything else is wrong, broken or out of place. I've also swapped out a survivor in 5p for the zombie specialist (inspector), it should make it a lot more balanced.
Seeing as this theme is pretty much dead, Lead QC has decided to nuke it since Dreadpool's last sign in date was Oct 8, 2014. Rip in pepperonis.