AFTER WE FALL
REAL PLACES. REAL SURVIVAL.
WIKI · 0.7.1.16.0

Combat & Zombies

Encounters, melee, noise, infected pressure, lootable remains and former survivors.

Encounters

Once a survivor is in an infected encounter, normal navigation should not let the player erase the danger by pressing the browser Back button. The situation must be resolved through encounter actions such as fighting or evading.

Still human

Combat does not use inflated MMO health. Good equipment, positioning and preparation matter because everyone remains physically vulnerable.

Noise

Combat and especially firearms can produce noise that attracts infected pressure. Fast or powerful options can therefore create wider consequences.

Generic infected

Ordinary zombies remain scalable cell-level pressure/alertness plus temporary encounters. The 0.7 Living World selectively promotes important infected into persistent authoritative entities rather than making every zombie a permanent database row.

Lootable remains

Defeated infected can leave searchable remains. Eligible item ownership transfers to the looter rather than being duplicated.

Hordes are aggregate persistent infected populations that can move lazily, respond to noise and create regional consequences without simulating every individual footstep continuously.

Hordes

Former survivors

The 0.7 architecture supports persistent former-survivor zombies in applicable online worlds: exactly one authoritative identity/location, local movement/noise response, possible horde membership and physical remains whose item ownership transfers rather than duplicates.

Combat and Living World model current through 0.7.1.16.0.