8 special variants
Every specimen that spawns has a chance, rising with the phase, of drawing one of
8 variants with unique behavior: min(35%, 5% + phase × 1.5%). The type is drawn by
weighted random among the variants already unlocked at the current phase, then recorded persistently on
the specimen. By default, no name floats above its head: specialShowName =
false.
The 8 variants
| Variant | Type | Phase | Behavior |
|---|---|---|---|
| Sprinter | Passive | 2 | Infinite Speed level 2, +35% movement speed. |
| Leaper | Passive | 3 | Infinite custom LEAP effect level 3: markedly longer jumps. |
| Bomber | Active | 4 | Arms within 3 blocks of the target and freezes, a fuse of 1.5 to 6 s drawn at random, then detonates without breaking blocks, see below. |
| Screamer | Active | 5 | Rallies every targetless zombie within a 24-block radius toward its own target. |
| Healer | Active | 6 | Restores 2 health points directly to every wounded specimen within an 8-block radius. |
| Juggernaut | Passive | 6 | Max health ×2.0, infinite Resistance level 2 (tank via stats, no gear). Size ×1.4 only where the column above it is clear enough to hold it: under a low ceiling it keeps its health and resistance at normal size. |
| Necromancer | Active | 9 | Summons 1 to 2 child zombies (canceled beyond 40 zombies within 12 blocks, or if its pack has reached its maximum size). |
| Splitter | On death | 11 | Splits into 2 child zombies (size ×0.6, never special themselves). |
The Screamer, the Healer and the Necromancer share a cooldown of
specialActionInterval = 10 activations (bucketed by the scheduler, ~5 ticks each, so
the real rhythm depends on the LOD). The Bomber is not gated by that cooldown: its fuse is an absolute
game-tick deadline, so its length does not shift when the LOD does.
Recorded ceiling. Whatever the phase, never more than 35% of the specimens on record are special. A Splitter reproduces only once: its children are forced to type NONE, so no infinite chain of divisions is possible.
The Bomber in detail
It does not detonate on contact. Once armed it stops dead and its abdomen distends for a duration drawn at random between 1.5 and 6 seconds: that is the window to break away. The longer the fuse, the stronger the blast, and the further the filth carries.
- Blast: power rises with the fuse, never destructive to the terrain.
- Ring of filth: one and a half times the blast radius. Stepping out of lethal range is therefore not stepping out of the filth: distance buys hit points, not immunity.
- Cocktail drawn at random: each Bomber draws its own mixture of afflictions from seven, all crippling, none lethal on its own. Both the count and the intensity rise with the tier, under a ceiling. No two Bombers give the same mixture.
- Lingering pool: the filth stays on the ground, shrinks, and keeps dosing whoever stands in it. Fleeing the blast is no longer enough: you must not come back.
- Contagion: both the blast and the pool can transmit the contamination. The pool takes its chance only once per victim, otherwise a few seconds standing in it would make infection certain.
Configuration
| Field | Description | Default |
|---|---|---|
| specialEnabled | Enables special zombies. | true |
| specialBaseChance | Base chance (phase 0). | 0.05 |
| specialPhaseScale | Chance bonus per phase. | 0.015 |
| specialMaxChance | Chance ceiling. | 0.35 |
| specialShowName | Displays the variant name above the zombie. | false |
| specialActionInterval | Cooldown (in activations) of active types. | 10 |
| specialBomberArmRange | Distance to the target at which the Bomber arms. | 3.0 |
| specialBomberFuseMinTicks | Shortest fuse, in ticks. | 30 (1.5 s) |
| specialBomberFuseMaxTicks | Longest fuse, in ticks. | 120 (6 s) |
| specialBomberPowerMin | Blast power of the shortest fuse. | 2.0 |
| specialBomberPowerMax | Blast power of the longest fuse. | 5.0 |
| specialBomberSplatterMul | Filth radius, as a multiple of the blast radius. | 1.5 |
| specialBomberInfectChance | Contamination chance at maximum intensity. | 0.5 |
| specialBomberBlindThreshold | Intensity from which blindness may be drawn. 1.0 disables it. | 0.75 |
| specialBomberEffectCountCeiling | Maximum number of afflictions in the cocktail. | 4 |
| specialBomberEffectCountDecay | How fast the affliction count rises with the tier. | 0.90 |
| specialBomberEffectAmpCeiling | Maximum amplifier of an affliction. | 2 |
| specialBomberEffectAmpDecay | How fast the amplifier rises with the tier. | 0.92 |
| specialBomberPuddleInfect | The lingering pool may transmit the contamination. | true |
| specialHealerRadius | Healing radius of the Healer. | 8.0 |
| specialHealerRegenTicks | Healing scale per activation (with the amplifier). | 100 |
| specialHealerRegenAmp | Amplifier of the healing scale. | 0 |