Please abide any glitches in this post. They are because the forum's editing software went crazy.
Fortress Defenders 2:
The Zombie Apocalypse
2 years after the minecraft monsters leader, the Enderdragon, was defeated, a general peace had settled over the country. However, soon, a new threat was to arise... and a small, elite battalion made of only the finest and most innovative soldiers would be at the center of the conflict...
Welcome to the game! This game is an RPG/adventure, with a team leveling system, and exciting battles against the zombies. A few notes before I get to the mechanics and rules:
This game will be using the L4D zombies as the "model" for the enemies, but this does not mean you have to have played/be familiar with L4D in order to understand and enjoy this game. The game is much, much closer to an RPG than a horror/shooter style game.
This game is a sequel to Fortress Defenders 2, which chronicles the battle between the players and the minecraft monsters. You do not need to read the topic to understand the story of this game, just know that the battle happened.
The idea and basic game mechanics were originally invented by Stickcrafter, although I currently manage the topic. Also, this huge list can be a lot to take in at first, but you don't have to read it all at once-you can just read the first few numbers(they explain the core mechanics), start playing, and look up anything you don't understand later.
Mechanics:
Turns: Each side(players, enemies, allies, and neutrals, in that order) will have a turn. Enemies and allies can generally only attack(or sometimes heal), but players have a number of things they can do with their turn, or do multiple things at once. The things a player can do are: Attack, heal, shop, or something else.
Attacking: Arguably the most important thing you will do. You can attack an enemy with your turn, and you can attack exactly once per turn. You have a minimum damage and a maximum damage, which is decided by the Team Level(we will get to that soon). How much damage it deals on that scale is based on how original the attack is. So if your minimum is 3 and your maximum is 8, Chuck Norris/a nuke/other overdone things will deal 3 damage almost always, while something more original like a paperclip slingshot will deal 6 damage. I will decide how much damage an attack deals, not you!
Healing and Health: Health is HP, and if it runs out, you are KO'd, and that means you can not do ANYTHING unless explicitly stated otherwise. You will be revived with 1 health when the wave is complete, or you can be revived with a special item(it must be specifically designed to revive the player-normal healing items will not work) Healing restores health to allies, and restores more based on team level. You can heal once per turn, but you can not attack AND heal, so you must choose one. You can not heal status effects without items. Items designed to heal can increase the speed of healing.
Shopping and items: Every turn, you can also purchase items from the shop. The shop is fueled by player-made researches, and you can purchase 2 items per turn, hold 1 of each kind, and store a maximum of three in your inventory. You can purchase and use an item in the same turn, but you can not use a normal attack and an item in one turn.
Researching: Player-made researches are the lifeblood of the shop, although you also get one bonus research by me at the end of each chapter/sidequest. A research can be just about anything, from a passive shield that protects you to a sword that helps you deal extra damage, to a cannon that slowly builds itself over time then blows enemies to oblivion! Each research must cost money based on how powerful it is. Here are three examples of research:
The basic sword:
$150
Deals 10 damage
3 uses
So it's pretty weak, but cheap.
Legendary Sword of Flame:
$500
Deals 35 damage
Has a 50% chance to set an enemy on fire
3 uses
More powerful, but more expensive.
Shield of Protection:
$450
Blocks 3 attacks directed against the user completely. Does not work against(X enemy type).
This a defensive research instead of an offensive one. Again, a research can be of almost any kind of utility. If your research is balanced and effective, it will be accepted. If it could not work without serious changes, it will be denied. A note: A research that deals damage will deal the damage in the description plus the minimum team damage. Keep this in mind when researching! Also, you can upgrade research if it needs a buff or is outdated. Upgrades are accepted or denied the same way as normal research. Keep in mind that, if a research turns out to be OP in practice, even if it looks OK in theory, I reserve the right to nerf it! I can do buffs if a research turns out to be under powered though.The shop can hold 20 player-made researches. Once it's full, the players can vote to remove old items if they want new ones. If 40% of the current playerbase is in agreement on removing the item, it's gone.
6. Chapters/Sidequests, waves, and bosses: Each chapter has a certain amount of waves. A wave is a group of enemies that you must defeat. At the end of a chapter, sometimes there will be a boss. Sidequests are special levels that do not NEED to be played, but can be helpful for extra researches, money, or levels. At the end of each chapter you will a get a report on how well you did, and if you do well you could get bonus stuff!
7. Money: You get money(and experience), as well as health equal to the team's heal, for completing a wave. Note that the moneybag in the "other" section increases all money earnings by 25%.
8. Team Leveling: Team Leveling is VERY IMPORTANT! At all times, the team will have a level. There will be an XP bar showing how close you are to leveling up again. You get XP to level up, and XP can be obtained by completing side objectives, completing waves, and defeating enemies. Shop researches can not provide XP. Once the team levels up, they will get a choice: Will they increase everyone's HP by 5(and the amount they heal by 1)? Or increase minimum and maximum attack damage by 2? Every other level, you get to choose a "skill". These skills are permanent, and provide bonuses to help the team. Every 5 levels, three skills will be added to the pool to choose from(the exception being 25, where you get 4, and there may be more exceptions later.) Team level maxes out at 50. The enemies get levels as well, but they only go up to 3, and are individual. Here are the currently available skills:
Offensive skill/s:
None
Defensive skill/s:
Dual Guard(allows you to guard 2 things at once)
Other skill/s:
Cover builder(allows you to "build" cover with your turn and get behind it. The cover will have 1-3 slots for players, and it's HP will be based on team level.)
Already chosen skills:Offensive skill/s:
Attack+2(flat+2 to minimum and maximum attack)
Gamble(allows you to use an ability that gives your attack a 70% chance of failing, but if it succeeds, it deals 250% damage. Note that this is NOT a passive.)
Raging Spirit(gives a level% chance to have your rage increase by 2 when you attack instead of 1)
Attack+4(flat+4 to minimum and maximum attack)
Rally Offense(allows you to spend your turn using Rally Offense instead of fighting or healing, which gives all teammates that go after you a +3 bonus to all of their attacks)
True Striker(attacks have double the chance to deal a critical hit)
Effect giver(allows you to give a themed special effect on your attacks, at the cost of dealing slightly less damage. Can be turned off if a player wishes.)
Defensive skill/s:HP+5(flat +5 to maximum HP)
Guardian spirit(you take 80% damage when guarding something else)
Heal Barrier(players healed with the regular team heal only take 70% of all damage for that turn. Stacks with guardian spirit.)
HP+10(flat+10 to max HP)
Rally defense(allows you to spend your turn using Rally Defense instead of fighting or healing, which makes everyone take 3 less damage from all attacks).
One-hit kill survivor(any attack that would kill you instead lets you survive with 1 health)
Other skill/s:
Coupon Hunter(gives you a level/3% chance to purchase an item for free when you purchase one.
Completionist(rewards for completing side-objectives are increased by 50%)
Heal+5(flat+5 to team heal)
Heal+3(flat +3 to team heal)
Spread heal(allows you to heal the entire team for 1/4 of the team heal. Does not apply heal blocking.)
Rally Heal(allows you to spend your turn using Rally Heal instead of fighting or healing, which gives everyone who goes after you a +5 Heal to any healing actions they do)
9. Environmental effects: If you shoot an environmental effect, it will generally have a positive effect, usually damaging an enemy. There is also cover, which has varying health and capacity(how many players it can hold). If you get behind cover, you only take 10% of all damage directed at you! But the other 90% of the damage is taken by the cover, and the cover is destroyed when it is out of health, leaving you and any other teammates that were taking shelter exposed!
10: Rage: It was acquired when the buff banner was purchased, so here is an explanation: Every attack you do, the red number next to your health bar increases by 1. When it reaches 5, your next 2 attacks deal 50% extra damage! It can be very effective if used properly.
11: Enemy tags: Enemies sometimes have tags that denote a special ability or effect the enemy has. Here are the currently faced tags and what they mean:
Controller 1: Can control a player to attack another player for the maximum team attack damage. Does not use up the player's turn, can not control players with shop items, make players buy shop items, make players attack allied NPCs, control players in cover, or make players leave or get in cover.
Controller 2: An upgrade on controller 1, enemies with this can control players behind cover, and make them get out from cover.
Controller 3: The next upgrade of controller, enemies with this can now make NPC allies attack you or other NPC allies.
Controller 4: These enemies can control players with shop items, and make them use them on their teammates(NOTE: does not work on every shop item. Specifically, things that would be weird, like the cloning kit or guardian.).
Controller 5: Controllers with this gain the ability to make guarding players un-guard things they are guarding, and even attack what they were initially guarding!
Controller 6: The ultimate form of controller, they can make players buy items from the shop and use them on their teammates! Luckily, they have a spending limit of $500.
Poisonous 1: Inflicts poison 1, which deals 5 damage per turn to the player for 2 turns. It does not affect players in cover.
Poisonous 2: Inflicts poison 2, which is like poison 1 but deals 10 damage per turn for 2 turns.
Poisonous 3: Deals 10 damage per turn for 3 turns.
Poisonous 4: Deals 15 damage per turn for 3 turns)
Poisonous 5: Deals 20 damage per turn for 3 turns.
Poisonous 6: Deals 20 damage per turn for 4 turns.
Self-destruct 1: If a boomer with this explodes, it deals 30 damage to the primary target and 10 to the things directly above and below it.
Self-destruct 2: Deals 50 damage to its primary target and 25 damage to its secondary targets.
Self-destruct 3: Deals 80 damage to its primary target and 50 damage to its secondary targets.
Super self-destruct 1: Hits 5 targets instead of 3! Deals 100 damage to it's primary target, 50 to its secondary targets, and 25 to its tertiary targets. Takes three turns to charge up instead of 2.
Super self-destruct 2: Deals 140 damage to its primary target, 80 to its secondary targets, and 50 to its tertiary targets,
Counter-attack: Enemies with this will counter-attack you with their regular attack every time you hit them, without using their turn! The only way to avoid it is by one-shotting them.
Super counter-attack: If this enemy counters you, they'll stun you in addition to dealing damage! be careful!
Regenerative: This unit regenerates HP every turn.
Producer 1: Zombie producers have this tag, and it makes them create 4 random zombies every turn that are level 1. They can create any zombie that has been seen at that point in the game, save for other bosses(like tanks).
Producer 2: Produces level 2 zombies, and has an extremely small chance of a giant or tank.
Producer 3: Produces level 3 zombies, and has an ever so slightly larger chance of a giant or tank.
Commanding aura: Enemies with this, as long as they are alive, will give all their teammates a +5 attack boost. If multiple enemies have it, it stacks. Prioritize enemies with this!
Super commanding aura: Units with this give all allied troops +10 to their attack. It stacks with other commanding auras, just like the regular one.
Armor plating: The armor of the tanks has a 25% chance to block any given attack, making it do 1 damage.
Double-attack(or dual-attack): The enemy gets to attack twice on their turn instead of once.
Triple-attack(or tri-attack): The enemy gets to attack three times on their turn instead of once.
Effect Proof: These enemies are immune to all negative effects besides basic damage.
Effect-taker: Enemies with this tag will have any negative effects that they have show up on their status, but they won't actually be effected by it. Instead, anything they hit receives the effect they have! They will throw your shop item effects back at you!
Anti-item: Items don't work on this enemy.
Hit-summoning: Every time you hit them, they summon a common infected of the same level as them. You can avoid this by 1-hitting them. They summon something every time they take damage, so using poison/multi-hit items is inadvised against them.
Indestructible: This unit can not be harmed outside of story events.
Regenerative: This unit regenerates large amounts of health every turn.
Boss: Enemies with this tag are usually chapter bosses. Enemies with this tag, being bosses, are immune to almost all detrimental status effects(no stunning, insta-killing, reducing to 1 health, or anything that would trivialize the fight. Some damage-over-time effects will still work, however.).
Mid-boss: The same as boss, used for lesser bosses.
12: Enemy reinforcements: In some waves, the enemy will receive reinforcements to bolster their number, that must also be killed before you can complete the wave! You don't know what reinforcements exactly are coming ahead of time, but they are always denoted by something in the "other" section(but some are red herrings!). The only way to stop them is to clear the wave entirely BEFORE they arrive(you will get bonus XP at the end of the wave if you do), or sometimes an environmental effect. To prevent fake difficulty, the reinforcements won't attack the turn they appear.
13: Capture cards: Capture cards are a new mechanic; you purchase one and use it on an enemy, and you could capture it depending on its health! Your chances are: 100 - % of enemies current health. So, if you tried to use a card on 60-health enemy with 30 health, it would have a 50% chance of working! Carded enemies die instantly and drop a card; the card contains detailed info on their characteristics and stats for all levels! This won't work on bosses. The info will be kept in this post. Try to card em all!
Card info:
Weak infected:
The really weak, really low XP giving minions of the zombies. You can cut through them with just about anything. With numbers they can be kind of threatening, but in small groups you won't lose unless you're trying. Level 1: 3 HP, 5 damage, +5 XP Level 2: 5 HP, 6 damage, +6 XP Level 3: 7 HP, 7 damage, +7 XP Elite level 1: 10 HP, 10 damage, +10 XP Elite level 2: 12 HP, 11 damage, +11 XP Elite level 3: 14 HP, 12 damage, +13 XP
Common infected: The basic, minion infected. They are more dangerous than weak infected, but still incapable of being effective without an extreme numbers advantage. You'll see them a lot, but all they really do is provide support for the stronger enemies. Level 1: 15 HP, 10 damage, +10 XP Level 2: 20 HP, 12 damage, +11 XP Level 3: 25 HP, 15 damage, +12 XP Elite Level 1: 30 HP, 20 damage, +15 XP Elite Level 2: 35 HP, 25 damage, +17 XP Elite Level 3: 40 HP, 30 damage, +20 XP
Jockeys: A slightly rarer type of infected, they have the unique ability to control you and turn your own strength against you. At higher levels, their control ability becomes more powerful, maxing at controller 6. If you have a high team attack but low team health, or have high-damage NPC allies in tow, beware! Level 1: 25 HP, controller 1, +25 XP Level 2: 30 HP, controller 2, +30 XP Level 3: 35 HP, controller 3, +35 XP Elite Level 1: 50 HP, controller 4, +40 XP Elite Level 2: 60 HP, controller 5, +45 XP Elite Level 3: 75 HP, controller 6, +55 XP
Smokers: Another uncommon type of infected, it is known for its great speed. Able to attack twice in one turn, with good damage each attack, makes for a dangerous enemy, especially if you are protecting sensitive targets such as civilians. They can eat through crowds in moments! Worse yet, they gain tri-attack at high levels! Level 1: 20 HP, 15 damage, +25 XP Level 2: 25 HP, 20 damage, +30 XP Level 3: 30 HP, 25 damage, +35 XP Elite Level 1: 40 HP, 30 damage, +45 XP Elite Level 2: 50 HP, 40 damage, +55 XP Elite Level 3: 60 HP, 45 damage, +70 XP
Boomers: A very tough and dangerous zombie, they have no regular attack, instead opting to hurt you by blowing themselves up. The lower level ones are not to much of a threat, but the elites super self destruct can decimate a team in a moment, not to mention their higher HP! The good news is, if you manage to kill them before they blow up, they drop loads of XP. But you get none if they explode! Level 1: 40 HP, self-destruct 1, +50 XP Level 2: 60 HP, self-destruct 2, +75 XP Level 3: 80 HP, self-destruct 3, +100 XP Elite level 1: 125 HP, super self-destruct, +175 XP Elite level 2: 200 HP, super self-destruct 2, +250 XP Elite level 3: 275 HP, super self-destruct 3, +325 XP
Chargers: A challenging zombie. they tend to have fair HP and attack...but what makes them unique is their ability to counter all of your hits! Powerful shop items can defeat them without too much trouble, but otherwise you might have to eat a hit! The elite ones are weaker, but they gain a more powerful tag that makes the counter-attack devastating! Level 1: 45 HP, 20 attack, +50 XP Level 2: 55 HP, 30 attack, +60 XP Level 3: 65 HP, 40 attack, +70 XP Elite level 1: 50 HP, 35 attack, +75 XP
Elite level 2: 55 HP, 45 attack, +80 XP
Elite level 3: 65 HP, 55 attack, +90 XP
Giants: Huge hulking monsters, with lots of health and they hit REALLY hard. If they have the boss tag, they will make mooks on their turn in addition to attacking. Don't let one live, or someone WILL go down eventually. If you do kill them, you get more than enough XP for your work! Level 1: 125 HP, 25 damage, +100 XP Level 2: 250 HP, 50 damage, +250 XP Level 3: 375 HP, 75 damage, +400 XP Elite level 1: 750 HP, 100 damage, +800 XP Elite level 2: 875 HP, 150 damage, +1100 XP Elite level 3: 1000 HP, 200 damage , +1500 XP
Tanks: One of the most powerful zombies in existence, tanks are not just tanks(with exceedingly high health) but also powerful offensive hitters, with tri-attack(quad-attack for elites!) giving them the ability to wipe out any party very quickly. Level 1: 250 health, 30 damage, +200 XP Level 2: 500 health, 45 damage, +300 XP
Level 3: 750 health, 60 damage, +400 XP
Elite Level 1: 1000 health, 80 damage, +500 XP
Elite Level 2: 1500 health, 110 damage, +750 XP
Elite Level 3: 2000 health, 150 damage, +1000 XP
Cult Healers:
Civilians kidnapped by the cult, they are forced to cooperate with the zombies, too weak to stand up to their captors...right? They are incapable of attacking, and are only slightly tougher than the average civilian, but will heal the zombies with shadowhealers. The elite ones get better shadowhealers with more uses. Sometimes, they can do more than just heal...
Level 1: 15 HP, 10 heal, +1 XP
Level 2: 20 HP, 15 heal, +2 XP
Level 3: 25 HP, 20 heal, +3 XP
Elite Level 1: 45 HP, 50 heal, +4 XP
Elite level 2: 55 HP, 60 heal, +5 XP
Elite Level 3: 65 HP, 70 heal, +6 XP
Cult militants:
Heavily clothed humans wielding guns, you don't know much about them, but you do know they're part of an evil cult, and that you must kill them! As far as stats go, they aren't super tough, and they don't have any tags, but they are unique in that they almost always appear with a shop item, ranging from useless to lethal. Prioritize the ones with good items!
Level 1: 30 HP, 15 damage, +35 XP
Level 2: 40 HP, 20 damage, +40 XP
Level 3: 50 HP, 25 damage, +45 XP
Elite level 1: 65 HP, 35 damage, +75 XP
Elite Level 2: 80 HP, 45 damage, +85 XP
Elite Level 3: 100 HP, 60 damage, +100 XP
Cult tanks:
Big, heavy monstrosities. Their armor makes them hard to kill, and they deal lots of damage! Luckily, your side has them too.
Level 1: 125 HP, 100 damage, +150 XP
Level 2: 135 HP, 110 damage, +160 XP
Level 3: 150 HP, 120 damage, +170 XP
Elite level 1: 175 HP, 130 damage, +200 XP
Elite level 2: 185 HP, 140 damage, +225 XP
Elite level 3: 200 HP, 150 damage, +250 XP
Cult commanders:
You can practically see the aura of motivation they project to all of their allies! These units have very high health and attack, as well as an aura that boosts the attack of all enemy units in the field as long as they are alive. As such, you might want to target them first... And be VERY wary when you see an elite commander!
Level 1: 50 HP, 40 attack, +65 XP
Level 2: 75 HP, 55 damage, +80 XP
Level 3: 100 HP, 70 damage, +95 XP
Elite level 1: 150 HP, 100 damage, +175 XP
Elite level 2: 175 HP, 120 damage, +200 XP
Elite level 3: 200 HP, 140 damage, +225 XP
Zombie producer:
The source of the zombies! In battle, they are incapable of hurting you themselves, but they create tons of minions which are more than capable of killing you! Don't let them live too long, or the minions will flood over you!
Level 1: 500 HP, producer 1, +300 XP
Level 2: 800 HP, producer 2, +450 XP
Level 3: 1100 HP, producer 3, +600 XP
Elite Level 1: 1500 HP, producer 4, +900 XP
Elite Level 2: 2000 HP, producer 5, +1200 XP
Elite Level 3: 2500 HP, producer 6, +1500 XP
Military marines: The basic military soldiers who will occasionally aid you in missions. They aren't very strong, but can be effective at finishing off zombies you have weakened. Level 1: 10 HP, 5 damage. Level 2: 15 HP, 7 damage. Level 3: 20 HP, 10 damage. Elite level 1: 25 HP, 15 damage. Elite level 2: 30 HP, 17 damage. Elite level 3: 35 HP, 20 damage.
Civilians: Helpless innocents caught up in the conflict, they have little HP and are incapable of attacking. They are nothing but a liability in battle, but there are always rewards if you save them. The elite ones even reward more! Level 1: 10 HP Level 2: 15 HP Level 3: 20 HP Elite level 1: 40 HP Elite level 2: 50 HP Elite level 3: 60 HP
14: Achievements: Not only will there be achievements for each mission(which lead to extra rank and money when completed), but there are also game-wide achievements that give money when completed! Here are the currently available achievements(the ones highlighted in green are complete):
1: Beginner Carder: $500: Capture the cards of 5 types of units. 2: Competent Carder: $1000: Capture the cards of 10 types of units. 3: Advanced Carder: $1500: Capture the cards of 15 types of units 4: Master Carder: $2500: Capture the cards of all enemy units(progress: 15/??). 5: Shop researcher: $500: Fill the shop to full once. 6: Completionist: $2000: Complete all of the side-quests(progress: 3/4).More achievements may be added as time goes by!
15: Combo Force: When you want to attack a powerful enemy, you can also say: I start a combo on this enemy! Then, you state your attack normally. Then, another person/s can aid your attack, or finish the combo, by saying they join your combo and then attacking on their own! There are 3 types of combos: 2-post, 3-post, and 4-post. Different people must join in for each post(so if Ragno starts a 2 post combo, he can't finish it the next day). Also, if not enough people join in(for instance, you start a 4-post combo and only 2 people join in with you) then the combo fails and does nothing! So...what is the benefit to all this risk and complexity? Simple! If a combo does succeed, I take the combined damage of all the attackers(yes, shop items can be used in combos) and multiply it! Here are the multipliers for the various types:
Bio: I start a 4-post combo with a 60-damage attack!
Cappycot: I join in, with another 60-damage attack!
Stickcrafter: I also join in, but my attack does 55 damage!
Ragno: I complete the combo and use a powerful shop item dealing 100 damage!
The attacks would all combine and get multiplied to deal 550 damage! So there is a risk-reward element!
All the game mechanics have been revealed now!
Other rules and notes:
1: No attacking other players out of malice!
2: No godmodding-if an attack hits you, it hits you.
3: You are allowed to suggest things or give constructive criticism, but ranting about how horrible this game is will not be tolerated.
4: The entire team shares a collective money account, so keep in mind that spending too much when it is unnecessary hurts the team, and you do not have the unarguable rights to every dollar in the account!
5: Feel free to ask questions-this game can be confusing at first!
6: I will edit this post as necessary.
7: Players will be removed if they are gone for too long.
8: Occasionally popping in to say "I use(expensive item x) on weakest/strongest enemy" does NOT count as playing.
Now, to the actual game!
CURRENT MISSION:
Sidequest 4: Large-scale battle nother town was attacked! We thought it was prepared, being a large center of military operations...we were wrong! The zombies overpowered our forces and took over a very large portion of the city. They're still fighting, and we might be able to win if you backed them up! Reward: $3000 and 1500 XP, "Vibroblade" research Notes: None
PAST MISSIONS:
MAIN MISSION 4: Strike the source: We've found the location of the cult base! We'll launch an assault with a few squadrons of marines, but we'll count on you guys to seize the important documents and defeat a large portion of the forces. Let's find their leader "The Conqueror", and take him out! Reward: $2500 and 1000 XP, "combo power" research Status: COMPLETED
Side Quest 3: Old foes: In order to get the atomic fire research, you'll have to infiltrate the "cave of old research". The entrance is a giant hole in the ground, where we dump the documents and specifics for research that is voted out of the shop, discarded for an upgrade, or something the shop simply doesn't have room for. As we've discussed, the cave was recently discovered to be populated by the minecraft monsters, but there aren't many. We need you to wipe them out as you search, to deal with this threat permanently! Reward: $2000 and 800 XP, "atomic fire" research
Status: COMPLETED
MISSION 3: Train of Terror We have a particularly powerful zombie producer that we need your help to take care of. We'll transport you to its location via train. The cult we saw in the last mission has a heavy presence in the area... Reward: $2000 and 500 XP, as well as the "crit-a-cola" research. Status: COMPLETED
Side Quest 2: Mayor Zombie Recently, there was an attack on a city. The zombies quickly cut a path through what small resistance there was, but when we got a much larger team there, the zombies had occupied the town hall. Many civilians were inside at the time, and worse yet, the mayor was in there too. We don't have much beyond a vague estimate of the strength of the zombies in there, so we're sending you in instead of the regular mooks marines. Be careful! Reward: $2000 and 200 XP Status: Completed
Main Mission 2: The Tunnels
We've decided we need to find the source of the zombies. We're sending you into the sewers, where all the attacks started. We don't know what you'll find in there, so be careful!
Reward: $1500 and 150 XP
Status: Completed
Side Quest 1: High Ground A small city was attacked by zombies! It is mostly made up of scholar types and has many schools, so the defenses in the city fell quickly. Save the civilians!Waves: 8 Reward: 1000$ and 120 XP, as well as the "Lightning strike" research. Notes: The first "gimmick" mission. Status: Completed
Main Mission 1: The First City
The infected you reported about were not just sighted there... in fact, immediately after you were picked up, hundreds of the zombies began to crawl out from the sewers in quite a few cities, an more are being sighted elsewhere! The military is in a panic trying to defend everything, and decides to send you to help in the defense of Begannart city.
Waves: 6
Reward: 1000$, 100 XP, and the "Capture Card" research
Notes: None
Status: Completed
FIRST MISSION:
NOTE: This is the first mission of the game, and is merely kept for posterity. The mission currently being done by the players is above, and you can see what the current status is by looking at my most recent post here.
Prologue: The beginning of the end?
You are enjoying the relative peace and quiet of the new times, but there are still things to worry about, and missions to do. The military decided to dispatch you here, to hunt down a small rogue group of the minecraft monsters that was sighted here, while attempting to deal with the uprising of a surprisingly well-equipped cult and the mysterious disappearance of sewer workers themselves. You are in an abandoned town, and you begin to move forward as you see the monsters round a corner in the distance.
WAVE 1:
You move forward after the monsters, but then you see some shambling monsters crawl out of the wreckage. Looking close, they appear to be... zombies of some kind? They obviously aren't friendly. Take them out!
Current status:
Team XP: 0{++++++++++}30
Team Attack: 1-6 damage
Team Heal: +10 HP per heal
Hey, TT. "Weak Infected LV1"?! That is NOT how the L4D Zombies works!
Remember: L4D, not L2D.
I do the Hulk Smasher on an enemy.
Also, look at how much you modified the game! I expected it to be the same until the final battalion. Plus, Vs Minecraft Mobs is NOT a single game, it's just one of the 6 battalions you have to fight.
Nice, a new thread, TT! I'll play, the idea seems cool. I grab a flamethrower that spews holy water at a zombie. Since it is undead, the holy water will damage it.
I take out my old duel weild unenergized energy blade from the minecraft mobs and finally break it while attacking the infected with the (still sharp) edge.
Hey, TT. "Weak Infected LV1"?! That is NOT how the L4D Zombies works!
Remember: L4D, not L2D.
I do the Hulk Smasher on an enemy.
Also, look at how much you modified the game! I expected it to be the same until the final battalion. Plus, Vs Minecraft Mobs is NOT a single game, it's just one of the 6 battalions you have to fight.
I know this is different, but I'm not really sure if its possible to emulate a shooter/horror game in the forum game style format. I think the game is more interesting with the modifications. Thanks for telling me, I'll correct that. 2 damage to a weak infected! Also, the weak infected are only here to be really weak early game enemies so the common infected later can be stronger.
Nice, a new thread, TT! I'll play, the idea seems cool. I grab a flamethrower that spews holy water at a zombie. Since it is undead, the holy water will damage it.
I take out my old duel weild unenergized energy blade from the minecraft mobs and finally break it while attacking the infected with the (still sharp) edge.
I pretend to be one of Thor's trio missiles and fly into an enemy.
They are all dead!
WAVE COMPLETE! +100$, 5 XP, and 10 health for wave completion!,
WAVE 2:
You move around the corner into a slightly larger street. More of the zombies shamble towards you, but you don't see the minecraft monsters...they must have drawn ahead. Kill these guys and keep moving! Looking around, you can see some debris pieces that might be able to be used for combat...
Current status:
Team XP: Level 1: 20{++++++++++}30
Team Attack: 1-6 damage Team Heal: +10 HP per heal
A hole in the ground appears, down which a very long mineshaft can be seen, as well as me climbing out of it. I then re-seal the hole to avoid anything getting in it. " 'ello, ya'll. What'd i miss?" I then proceed to whack a stupid zombie with my trusty pickaxe.
A hole in the ground appears, down which a very long mineshaft can be seen, as well as me climbing out of it. I then re-seal the hole to avoid anything getting in it. " 'ello, ya'll. What'd i miss?" I then proceed to whack a stupid zombie with my trusty pickaxe.
If the infected is still alive, I crush it with an anvil.
If not, I heal whoever needs it.
Either way, I vote for the health and heal increase.
I also research the Defibrillator.
$200
Revives fallen teammates with 25 health
Breaks after 1 use
Twinbuilder healed! +1 vote for health! Research accepted, with a small price increase.
WAVE COMPLETE! +100$, 10 health, and 7 XP!
WAVE 3:
You continue along the streets, wary of these new things. How many of them are there? Once the mission is complete, you will report these to your superiors... although if these are the only ones, it may prove irrelevant. As you approach the town square, you see the monsters you are chasing huddled in the middle. As you get closer, they flee again in the opposite direction you came in, and enter an abandoned building at the end of the street. As you arrive in the square, more zombies shamble out the other 2 exits and attack you! You'll have to defeat these before moving on, no sense in leaving them around... You see a large statue in the middle of the square. It may be resilient, but if shot properly, it may be able to crush some infected.
Vote on which stat to increase: +5 HP and +1 to heal(2 votes) +2 to minimum and maximum attack(1 votes)
Voting will be closed next post!
Current status:
Team XP: Level 1: 18{++++++++++}75
Team Attack: 1-6 damage Team Heal: +10 HP per heal
Tip: Old statue: You can attack it like you would a normal zombie, and if a player depletes its health, it has a 50% chance to instantly kill each enemy! You might be able to take out half or more of these guys by toppling the statue... however, the infected will also attack it, and if they destroy the statue, it has a 50% chance to deal 10 damage to each player!
Money: 200$
Shop(1/20): Defibrillator: $300: Revives a fallen teammate with 25 health. Breaks on the first use.
Fortress Defenders 2:
Welcome to the game! This game is an RPG/adventure, with a team leveling system, and exciting battles against the zombies. A few notes before I get to the mechanics and rules:
$150
Deals 10 damage
3 uses
So it's pretty weak, but cheap.
Legendary Sword of Flame:
$500
Deals 35 damage
Has a 50% chance to set an enemy on fire
3 uses
More powerful, but more expensive.
Shield of Protection:
$450
Blocks 3 attacks directed against the user completely. Does not work against(X enemy type).
This a defensive research instead of an offensive one. Again, a research can be of almost any kind of utility. If your research is balanced and effective, it will be accepted. If it could not work without serious changes, it will be denied. A note: A research that deals damage will deal the damage in the description plus the minimum team damage. Keep this in mind when researching! Also, you can upgrade research if it needs a buff or is outdated. Upgrades are accepted or denied the same way as normal research. Keep in mind that, if a research turns out to be OP in practice, even if it looks OK in theory, I reserve the right to nerf it! I can do buffs if a research turns out to be under powered though.The shop can hold 20 player-made researches. Once it's full, the players can vote to remove old items if they want new ones. If 40% of the current playerbase is in agreement on removing the item, it's gone.
6. Chapters/Sidequests, waves, and bosses: Each chapter has a certain amount of waves. A wave is a group of enemies that you must defeat. At the end of a chapter, sometimes there will be a boss. Sidequests are special levels that do not NEED to be played, but can be helpful for extra researches, money, or levels. At the end of each chapter you will a get a report on how well you did, and if you do well you could get bonus stuff!
7. Money: You get money(and experience), as well as health equal to the team's heal, for completing a wave. Note that the moneybag in the "other" section increases all money earnings by 25%.
8. Team Leveling: Team Leveling is VERY IMPORTANT! At all times, the team will have a level. There will be an XP bar showing how close you are to leveling up again. You get XP to level up, and XP can be obtained by completing side objectives, completing waves, and defeating enemies. Shop researches can not provide XP. Once the team levels up, they will get a choice: Will they increase everyone's HP by 5(and the amount they heal by 1)? Or increase minimum and maximum attack damage by 2? Every other level, you get to choose a "skill". These skills are permanent, and provide bonuses to help the team. Every 5 levels, three skills will be added to the pool to choose from(the exception being 25, where you get 4, and there may be more exceptions later.) Team level maxes out at 50. The enemies get levels as well, but they only go up to 3, and are individual. Here are the currently available skills:
Offensive skill/s:
None
Defensive skill/s:
Dual Guard(allows you to guard 2 things at once)
Other skill/s:
Cover builder(allows you to "build" cover with your turn and get behind it. The cover will have 1-3 slots for players, and it's HP will be based on team level.)
Already chosen skills:Offensive skill/s:
Attack+2(flat+2 to minimum and maximum attack)
Gamble(allows you to use an ability that gives your attack a 70% chance of failing, but if it succeeds, it deals 250% damage. Note that this is NOT a passive.)
Raging Spirit(gives a level% chance to have your rage increase by 2 when you attack instead of 1)
Attack+4(flat+4 to minimum and maximum attack)
Rally Offense(allows you to spend your turn using Rally Offense instead of fighting or healing, which gives all teammates that go after you a +3 bonus to all of their attacks)
True Striker(attacks have double the chance to deal a critical hit)
Effect giver(allows you to give a themed special effect on your attacks, at the cost of dealing slightly less damage. Can be turned off if a player wishes.)
Defensive skill/s:HP+5(flat +5 to maximum HP)
Guardian spirit(you take 80% damage when guarding something else)
Heal Barrier(players healed with the regular team heal only take 70% of all damage for that turn. Stacks with guardian spirit.)
HP+10(flat+10 to max HP)
Rally defense(allows you to spend your turn using Rally Defense instead of fighting or healing, which makes everyone take 3 less damage from all attacks).
One-hit kill survivor(any attack that would kill you instead lets you survive with 1 health)
Other skill/s:
Coupon Hunter(gives you a level/3% chance to purchase an item for free when you purchase one.
Completionist(rewards for completing side-objectives are increased by 50%)
Heal+5(flat+5 to team heal)
Heal+3(flat +3 to team heal)
Spread heal(allows you to heal the entire team for 1/4 of the team heal. Does not apply heal blocking.)
Rally Heal(allows you to spend your turn using Rally Heal instead of fighting or healing, which gives everyone who goes after you a +5 Heal to any healing actions they do)
9. Environmental effects: If you shoot an environmental effect, it will generally have a positive effect, usually damaging an enemy. There is also cover, which has varying health and capacity(how many players it can hold). If you get behind cover, you only take 10% of all damage directed at you! But the other 90% of the damage is taken by the cover, and the cover is destroyed when it is out of health, leaving you and any other teammates that were taking shelter exposed!
10: Rage: It was acquired when the buff banner was purchased, so here is an explanation: Every attack you do, the red number next to your health bar increases by 1. When it reaches 5, your next 2 attacks deal 50% extra damage! It can be very effective if used properly.
11: Enemy tags: Enemies sometimes have tags that denote a special ability or effect the enemy has. Here are the currently faced tags and what they mean:
Controller 1: Can control a player to attack another player for the maximum team attack damage. Does not use up the player's turn, can not control players with shop items, make players buy shop items, make players attack allied NPCs, control players in cover, or make players leave or get in cover.
Controller 2: An upgrade on controller 1, enemies with this can control players behind cover, and make them get out from cover.
Controller 3: The next upgrade of controller, enemies with this can now make NPC allies attack you or other NPC allies.
Controller 4: These enemies can control players with shop items, and make them use them on their teammates(NOTE: does not work on every shop item. Specifically, things that would be weird, like the cloning kit or guardian.).
Controller 5: Controllers with this gain the ability to make guarding players un-guard things they are guarding, and even attack what they were initially guarding!
Controller 6: The ultimate form of controller, they can make players buy items from the shop and use them on their teammates! Luckily, they have a spending limit of $500.
Poisonous 1: Inflicts poison 1, which deals 5 damage per turn to the player for 2 turns. It does not affect players in cover.
Poisonous 2: Inflicts poison 2, which is like poison 1 but deals 10 damage per turn for 2 turns.
Poisonous 3: Deals 10 damage per turn for 3 turns.
Poisonous 4: Deals 15 damage per turn for 3 turns)
Poisonous 5: Deals 20 damage per turn for 3 turns.
Poisonous 6: Deals 20 damage per turn for 4 turns.
Self-destruct 1: If a boomer with this explodes, it deals 30 damage to the primary target and 10 to the things directly above and below it.
Self-destruct 2: Deals 50 damage to its primary target and 25 damage to its secondary targets.
Self-destruct 3: Deals 80 damage to its primary target and 50 damage to its secondary targets.
Super self-destruct 1: Hits 5 targets instead of 3! Deals 100 damage to it's primary target, 50 to its secondary targets, and 25 to its tertiary targets. Takes three turns to charge up instead of 2.
Super self-destruct 2: Deals 140 damage to its primary target, 80 to its secondary targets, and 50 to its tertiary targets,
Counter-attack: Enemies with this will counter-attack you with their regular attack every time you hit them, without using their turn! The only way to avoid it is by one-shotting them.
Super counter-attack: If this enemy counters you, they'll stun you in addition to dealing damage! be careful!
Regenerative: This unit regenerates HP every turn.
Producer 1: Zombie producers have this tag, and it makes them create 4 random zombies every turn that are level 1. They can create any zombie that has been seen at that point in the game, save for other bosses(like tanks).
Producer 2: Produces level 2 zombies, and has an extremely small chance of a giant or tank.
Producer 3: Produces level 3 zombies, and has an ever so slightly larger chance of a giant or tank.
Commanding aura: Enemies with this, as long as they are alive, will give all their teammates a +5 attack boost. If multiple enemies have it, it stacks. Prioritize enemies with this!
Super commanding aura: Units with this give all allied troops +10 to their attack. It stacks with other commanding auras, just like the regular one.
Armor plating: The armor of the tanks has a 25% chance to block any given attack, making it do 1 damage.
Double-attack(or dual-attack): The enemy gets to attack twice on their turn instead of once.
Triple-attack(or tri-attack): The enemy gets to attack three times on their turn instead of once.
Effect Proof: These enemies are immune to all negative effects besides basic damage.
Effect-taker: Enemies with this tag will have any negative effects that they have show up on their status, but they won't actually be effected by it. Instead, anything they hit receives the effect they have! They will throw your shop item effects back at you!
Anti-item: Items don't work on this enemy.
Hit-summoning: Every time you hit them, they summon a common infected of the same level as them. You can avoid this by 1-hitting them. They summon something every time they take damage, so using poison/multi-hit items is inadvised against them.
Indestructible: This unit can not be harmed outside of story events.
Regenerative: This unit regenerates large amounts of health every turn.
Boss: Enemies with this tag are usually chapter bosses. Enemies with this tag, being bosses, are immune to almost all detrimental status effects(no stunning, insta-killing, reducing to 1 health, or anything that would trivialize the fight. Some damage-over-time effects will still work, however.).
Mid-boss: The same as boss, used for lesser bosses.
12: Enemy reinforcements: In some waves, the enemy will receive reinforcements to bolster their number, that must also be killed before you can complete the wave! You don't know what reinforcements exactly are coming ahead of time, but they are always denoted by something in the "other" section(but some are red herrings!). The only way to stop them is to clear the wave entirely BEFORE they arrive(you will get bonus XP at the end of the wave if you do), or sometimes an environmental effect. To prevent fake difficulty, the reinforcements won't attack the turn they appear.
13: Capture cards: Capture cards are a new mechanic; you purchase one and use it on an enemy, and you could capture it depending on its health! Your chances are: 100 - % of enemies current health. So, if you tried to use a card on 60-health enemy with 30 health, it would have a 50% chance of working! Carded enemies die instantly and drop a card; the card contains detailed info on their characteristics and stats for all levels! This won't work on bosses. The info will be kept in this post. Try to card em all!
Card info:
The really weak, really low XP giving minions of the zombies. You can cut through them with just about anything. With numbers they can be kind of threatening, but in small groups you won't lose unless you're trying.
Level 1: 3 HP, 5 damage, +5 XP
Level 2: 5 HP, 6 damage, +6 XP
Level 3: 7 HP, 7 damage, +7 XP
Elite level 1: 10 HP, 10 damage, +10 XP
Elite level 2: 12 HP, 11 damage, +11 XP
Elite level 3: 14 HP, 12 damage, +13 XP
Common infected:
The basic, minion infected. They are more dangerous than weak infected, but still incapable of being effective without an extreme numbers advantage. You'll see them a lot, but all they really do is provide support for the stronger enemies.
Level 1: 15 HP, 10 damage, +10 XP
Level 2: 20 HP, 12 damage, +11 XP
Level 3: 25 HP, 15 damage, +12 XP
Elite Level 1: 30 HP, 20 damage, +15 XP
Elite Level 2: 35 HP, 25 damage, +17 XP
Elite Level 3: 40 HP, 30 damage, +20 XP
Jockeys:
A slightly rarer type of infected, they have the unique ability to control you and turn your own strength against you. At higher levels, their control ability becomes more powerful, maxing at controller 6. If you have a high team attack but low team health, or have high-damage NPC allies in tow, beware!
Level 1: 25 HP, controller 1, +25 XP
Level 2: 30 HP, controller 2, +30 XP
Level 3: 35 HP, controller 3, +35 XP
Elite Level 1: 50 HP, controller 4, +40 XP
Elite Level 2: 60 HP, controller 5, +45 XP
Elite Level 3: 75 HP, controller 6, +55 XP
Smokers:
Another uncommon type of infected, it is known for its great speed. Able to attack twice in one turn, with good damage each attack, makes for a dangerous enemy, especially if you are protecting sensitive targets such as civilians. They can eat through crowds in moments! Worse yet, they gain tri-attack at high levels!
Level 1: 20 HP, 15 damage, +25 XP
Level 2: 25 HP, 20 damage, +30 XP
Level 3: 30 HP, 25 damage, +35 XP
Elite Level 1: 40 HP, 30 damage, +45 XP
Elite Level 2: 50 HP, 40 damage, +55 XP
Elite Level 3: 60 HP, 45 damage, +70 XP
Boomers:
A very tough and dangerous zombie, they have no regular attack, instead opting to hurt you by blowing themselves up. The lower level ones are not to much of a threat, but the elites super self destruct can decimate a team in a moment, not to mention their higher HP! The good news is, if you manage to kill them before they blow up, they drop loads of XP. But you get none if they explode!
Level 1: 40 HP, self-destruct 1, +50 XP
Level 2: 60 HP, self-destruct 2, +75 XP
Level 3: 80 HP, self-destruct 3, +100 XP
Elite level 1: 125 HP, super self-destruct, +175 XP
Elite level 2: 200 HP, super self-destruct 2, +250 XP
Elite level 3: 275 HP, super self-destruct 3, +325 XP
Chargers:
A challenging zombie. they tend to have fair HP and attack...but what makes them unique is their ability to counter all of your hits! Powerful shop items can defeat them without too much trouble, but otherwise you might have to eat a hit! The elite ones are weaker, but they gain a more powerful tag that makes the counter-attack devastating!
Level 1: 45 HP, 20 attack, +50 XP
Level 2: 55 HP, 30 attack, +60 XP
Level 3: 65 HP, 40 attack, +70 XP
Elite level 1: 50 HP, 35 attack, +75 XP
Elite level 2: 55 HP, 45 attack, +80 XP
Elite level 3: 65 HP, 55 attack, +90 XP
Giants:
Huge hulking monsters, with lots of health and they hit REALLY hard. If they have the boss tag, they will make mooks on their turn in addition to attacking. Don't let one live, or someone WILL go down eventually. If you do kill them, you get more than enough XP for your work!
Level 1: 125 HP, 25 damage, +100 XP
Level 2: 250 HP, 50 damage, +250 XP
Level 3: 375 HP, 75 damage, +400 XP
Elite level 1: 750 HP, 100 damage, +800 XP
Elite level 2: 875 HP, 150 damage, +1100 XP
Elite level 3: 1000 HP, 200 damage , +1500 XP
Tanks:
One of the most powerful zombies in existence, tanks are not just tanks(with exceedingly high health) but also powerful offensive hitters, with tri-attack(quad-attack for elites!) giving them the ability to wipe out any party very quickly.
Level 1: 250 health, 30 damage, +200 XP
Level 2: 500 health, 45 damage, +300 XP
Level 3: 750 health, 60 damage, +400 XP
Elite Level 1: 1000 health, 80 damage, +500 XP
Elite Level 2: 1500 health, 110 damage, +750 XP
Elite Level 3: 2000 health, 150 damage, +1000 XP
Cult Healers:
Civilians kidnapped by the cult, they are forced to cooperate with the zombies, too weak to stand up to their captors...right? They are incapable of attacking, and are only slightly tougher than the average civilian, but will heal the zombies with shadowhealers. The elite ones get better shadowhealers with more uses. Sometimes, they can do more than just heal...
Level 1: 15 HP, 10 heal, +1 XP
Level 2: 20 HP, 15 heal, +2 XP
Level 3: 25 HP, 20 heal, +3 XP
Elite Level 1: 45 HP, 50 heal, +4 XP
Elite level 2: 55 HP, 60 heal, +5 XP
Elite Level 3: 65 HP, 70 heal, +6 XP
Cult militants:
Heavily clothed humans wielding guns, you don't know much about them, but you do know they're part of an evil cult, and that you must kill them! As far as stats go, they aren't super tough, and they don't have any tags, but they are unique in that they almost always appear with a shop item, ranging from useless to lethal. Prioritize the ones with good items!
Level 1: 30 HP, 15 damage, +35 XP
Level 2: 40 HP, 20 damage, +40 XP
Level 3: 50 HP, 25 damage, +45 XP
Elite level 1: 65 HP, 35 damage, +75 XP
Elite Level 2: 80 HP, 45 damage, +85 XP
Elite Level 3: 100 HP, 60 damage, +100 XP
Cult tanks:
Big, heavy monstrosities. Their armor makes them hard to kill, and they deal lots of damage! Luckily, your side has them too.
Level 1: 125 HP, 100 damage, +150 XP
Level 2: 135 HP, 110 damage, +160 XP
Level 3: 150 HP, 120 damage, +170 XP
Elite level 1: 175 HP, 130 damage, +200 XP
Elite level 2: 185 HP, 140 damage, +225 XP
Elite level 3: 200 HP, 150 damage, +250 XP
Cult commanders:
You can practically see the aura of motivation they project to all of their allies! These units have very high health and attack, as well as an aura that boosts the attack of all enemy units in the field as long as they are alive. As such, you might want to target them first... And be VERY wary when you see an elite commander!
Level 1: 50 HP, 40 attack, +65 XP
Level 2: 75 HP, 55 damage, +80 XP
Level 3: 100 HP, 70 damage, +95 XP
Elite level 1: 150 HP, 100 damage, +175 XP
Elite level 2: 175 HP, 120 damage, +200 XP
Elite level 3: 200 HP, 140 damage, +225 XP
Zombie producer:
The source of the zombies! In battle, they are incapable of hurting you themselves, but they create tons of minions which are more than capable of killing you! Don't let them live too long, or the minions will flood over you!
Level 1: 500 HP, producer 1, +300 XP
Level 2: 800 HP, producer 2, +450 XP
Level 3: 1100 HP, producer 3, +600 XP
Elite Level 1: 1500 HP, producer 4, +900 XP
Elite Level 2: 2000 HP, producer 5, +1200 XP
Elite Level 3: 2500 HP, producer 6, +1500 XP
Military marines:
The basic military soldiers who will occasionally aid you in missions. They aren't very strong, but can be effective at finishing off zombies you have weakened.
Level 1: 10 HP, 5 damage.
Level 2: 15 HP, 7 damage.
Level 3: 20 HP, 10 damage.
Elite level 1: 25 HP, 15 damage.
Elite level 2: 30 HP, 17 damage.
Elite level 3: 35 HP, 20 damage.
Civilians:
Helpless innocents caught up in the conflict, they have little HP and are incapable of attacking. They are nothing but a liability in battle, but there are always rewards if you save them. The elite ones even reward more!
Level 1: 10 HP
Level 2: 15 HP
Level 3: 20 HP
Elite level 1: 40 HP
Elite level 2: 50 HP
Elite level 3: 60 HP
14: Achievements: Not only will there be achievements for each mission(which lead to extra rank and money when completed), but there are also game-wide achievements that give money when completed! Here are the currently available achievements(the ones highlighted in green are complete):
1: Beginner Carder: $500: Capture the cards of 5 types of units.
2: Competent Carder: $1000: Capture the cards of 10 types of units.
3: Advanced Carder: $1500: Capture the cards of 15 types of units
4: Master Carder: $2500: Capture the cards of all enemy units(progress: 15/??).
5: Shop researcher: $500: Fill the shop to full once.
6: Completionist: $2000: Complete all of the side-quests(progress: 3/4).More achievements may be added as time goes by!
15: Combo Force: When you want to attack a powerful enemy, you can also say: I start a combo on this enemy! Then, you state your attack normally. Then, another person/s can aid your attack, or finish the combo, by saying they join your combo and then attacking on their own! There are 3 types of combos: 2-post, 3-post, and 4-post. Different people must join in for each post(so if Ragno starts a 2 post combo, he can't finish it the next day). Also, if not enough people join in(for instance, you start a 4-post combo and only 2 people join in with you) then the combo fails and does nothing! So...what is the benefit to all this risk and complexity? Simple! If a combo does succeed, I take the combined damage of all the attackers(yes, shop items can be used in combos) and multiply it! Here are the multipliers for the various types:
2-post: x1.2 damage
3-post: x1.5 damage
4-post: x2.0 damage
Here is an example:
Bio: I start a 4-post combo with a 60-damage attack!
Cappycot: I join in, with another 60-damage attack!
Stickcrafter: I also join in, but my attack does 55 damage!
Ragno: I complete the combo and use a powerful shop item dealing 100 damage!
The attacks would all combine and get multiplied to deal 550 damage! So there is a risk-reward element!
All the game mechanics have been revealed now!
Other rules and notes:
1: No attacking other players out of malice!
2: No godmodding-if an attack hits you, it hits you.
3: You are allowed to suggest things or give constructive criticism, but ranting about how horrible this game is will not be tolerated.
4: The entire team shares a collective money account, so keep in mind that spending too much when it is unnecessary hurts the team, and you do not have the unarguable rights to every dollar in the account!
5: Feel free to ask questions-this game can be confusing at first!
6: I will edit this post as necessary.
7: Players will be removed if they are gone for too long.
8: Occasionally popping in to say "I use(expensive item x) on weakest/strongest enemy" does NOT count as playing.
Now, to the actual game!
CURRENT MISSION:
Sidequest 4: Large-scale battle
nother town was attacked! We thought it was prepared, being a large center of military operations...we were wrong! The zombies overpowered our forces and took over a very large portion of the city. They're still fighting, and we might be able to win if you backed them up!
Reward: $3000 and 1500 XP, "Vibroblade" research
Notes: None
PAST MISSIONS:
MAIN MISSION 4: Strike the source:
We've found the location of the cult base! We'll launch an assault with a few squadrons of marines, but we'll count on you guys to seize the important documents and defeat a large portion of the forces. Let's find their leader "The Conqueror", and take him out!
Reward: $2500 and 1000 XP, "combo power" research
Status: COMPLETED
Side Quest 3: Old foes:
In order to get the atomic fire research, you'll have to infiltrate the "cave of old research". The entrance is a giant hole in the ground, where we dump the documents and specifics for research that is voted out of the shop, discarded for an upgrade, or something the shop simply doesn't have room for. As we've discussed, the cave was recently discovered to be populated by the minecraft monsters, but there aren't many. We need you to wipe them out as you search, to deal with this threat permanently!
Reward: $2000 and 800 XP, "atomic fire" research
Status: COMPLETED
MISSION 3: Train of Terror
We have a particularly powerful zombie producer that we need your help to take care of. We'll transport you to its location via train. The cult we saw in the last mission has a heavy presence in the area...
Reward: $2000 and 500 XP, as well as the "crit-a-cola" research.
Status: COMPLETED
Side Quest 2: Mayor Zombie
Recently, there was an attack on a city. The zombies quickly cut a path through what small resistance there was, but when we got a much larger team there, the zombies had occupied the town hall. Many civilians were inside at the time, and worse yet, the mayor was in there too. We don't have much beyond a vague estimate of the strength of the zombies in there, so we're sending you in instead of the regular
mooksmarines. Be careful!Reward: $2000 and 200 XP
Status: Completed
Main Mission 2: The Tunnels
We've decided we need to find the source of the zombies. We're sending you into the sewers, where all the attacks started. We don't know what you'll find in there, so be careful!
Reward: $1500 and 150 XP
Status: Completed
Side Quest 1: High Ground
A small city was attacked by zombies! It is mostly made up of scholar types and has many schools, so the defenses in the city fell quickly. Save the civilians!Waves: 8
Reward: 1000$ and 120 XP, as well as the "Lightning strike" research.
Notes: The first "gimmick" mission.
Status: Completed
Main Mission 1: The First City
The infected you reported about were not just sighted there... in fact, immediately after you were picked up, hundreds of the zombies began to crawl out from the sewers in quite a few cities, an more are being sighted elsewhere! The military is in a panic trying to defend everything, and decides to send you to help in the defense of Begannart city.
Waves: 6
Reward: 1000$, 100 XP, and the "Capture Card" research
Notes: None
Status: Completed
FIRST MISSION:
NOTE: This is the first mission of the game, and is merely kept for posterity. The mission currently being done by the players is above, and you can see what the current status is by looking at my most recent post here.
Current status:
Team XP: 0{++++++++++}30
Team Attack: 1-6 damage
Team Heal: +10 HP per heal
Wave: 1 of 4:
Location: Abandoned Town Street
Zombies:
Weak infected Lv 1: 3/3
Weak infected Lv 1: 3/3
Weak infected Lv 1: 3/3
Players:None
Other: None
Money: 0$
Shop: None
Check out my bad CTM map reviews here.
"Hey, guys. What'd I miss?"
I pull out my signature Type 25 and empty a mag into an infected. I then slit my victim's throat. Very slowly. With a chainsaw.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
Remember: L4D, not L2D.
I do the Hulk Smasher on an enemy.
Also, look at how much you modified the game! I expected it to be the same until the final battalion. Plus, Vs Minecraft Mobs is NOT a single game, it's just one of the 6 battalions you have to fight.
There's no kill like overkill.
Weak infected killed! +5 XP!
I know this is different, but I'm not really sure if its possible to emulate a shooter/horror game in the forum game style format. I think the game is more interesting with the modifications. Thanks for telling me, I'll correct that. 2 damage to a weak infected! Also, the weak infected are only here to be really weak early game enemies so the common infected later can be stronger.
Weak infected killed! +5 XP!
Weak infected killed! +5 XP!
They are all dead!
WAVE COMPLETE! +100$, 5 XP, and 10 health for wave completion!,
WAVE 2:
You move around the corner into a slightly larger street. More of the zombies shamble towards you, but you don't see the minecraft monsters...they must have drawn ahead. Kill these guys and keep moving! Looking around, you can see some debris pieces that might be able to be used for combat...
Current status:
Team XP: Level 1: 20{++++++++++}30
Team Attack: 1-6 damage
Team Heal: +10 HP per heal
Wave: 2 of 4:
Location: Abandoned Town Street 2
Zombies:
Weak infected Lv 1: 3/3
Weak infected Lv 1: 3/3
Weak infected Lv 2: 5/5
Weak infected Lv 1: 3/3
Weak infected Lv 1: 3/3
Players:
Bioshockrules: 40/40
Stickcrafter: 40/40
Twinbuilder: 40/40
Secretscribe: 40/40
Fearthekumquat: 40/40
Other:
Small Ceiling Shingle
Small Ceiling Shingle
Tip: Small ceiling shingle: If you attack it, it will fall on to a random zombie and deal 5 damage.
Money: 100$
Shop: None
Check out my bad CTM map reviews here.
Edit: Wow, i never make it to first turn..
Keep in mind that i am quite silly quite often. If you don't like what i'm saying, please calmly point it out to me. I wish it said "Soarvivor"
There's no kill like overkill.
Weak infected killed! +5 XP!
It falls and kills a weak infected! +5 XP!
It falls and kills the level 2 weak infected! +6 XP!
It is dead, so you hit a normal weak infected instead and kill it! +5 XP!
The last weak infected attacks Twinbuilder for 5 damage!
Team Level Up!
Vote on which stat to increase:
+5 HP and +1 to heal(0 votes)
+2 to minimum and maximum attack(0 votes)
Voting will be closed in 2 posts!
Current status:
Team XP: Level 1: 6{++++++++++}75
Team Attack: 1-6 damage
Team Heal: +10 HP per heal
Wave: 2 of 4:
Location: Abandoned Town Street 2
Zombies:
Weak infected Lv 1: 3/3
Players:
Bioshockrules: 40/40
Stickcrafter: 40/40
Twinbuilder: 35/40
Secretscribe: 40/40
Fearthekumquat: 40/40
Bwolf: 40/40
Fseftr: 40/40
Kazar: 40/40
Other:
none
Money: 100$
Shop: None
Check out my bad CTM map reviews here.
There's no kill like overkill.
If not, I heal whoever needs it.
Either way, I vote for the health and heal increase.
I also research the Defibrillator.
$200
Revives fallen teammates with 25 health
Breaks after 1 use
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
2 damage to the weak infected! +1 vote for health!
Weak infected killed! +5 XP! +1 vote for attack!
Twinbuilder healed! +1 vote for health! Research accepted, with a small price increase.
WAVE COMPLETE! +100$, 10 health, and 7 XP!
WAVE 3:
You continue along the streets, wary of these new things. How many of them are there? Once the mission is complete, you will report these to your superiors... although if these are the only ones, it may prove irrelevant. As you approach the town square, you see the monsters you are chasing huddled in the middle. As you get closer, they flee again in the opposite direction you came in, and enter an abandoned building at the end of the street. As you arrive in the square, more zombies shamble out the other 2 exits and attack you! You'll have to defeat these before moving on, no sense in leaving them around... You see a large statue in the middle of the square. It may be resilient, but if shot properly, it may be able to crush some infected.
Vote on which stat to increase:
+5 HP and +1 to heal(2 votes)
+2 to minimum and maximum attack(1 votes)
Voting will be closed next post!
Current status:
Team XP: Level 1: 18{++++++++++}75
Team Attack: 1-6 damage
Team Heal: +10 HP per heal
Wave: 3 of 4:
Location: Abandoned Town Square
Zombies:
Weak infected Lv 1: 3/3
Weak infected Lv 1: 3/3
Weak infected Lv 1: 3/3
Weak infected Lv 1: 3/3
Weak infected Lv 1: 3/3
Weak infected Lv 2: 5/5
Weak infected Lv 2: 5/5
Players:
Bioshockrules: 40/40
Stickcrafter: 40/40
Twinbuilder: 40/40
Secretscribe: 40/40
Fearthekumquat: 40/40
Bwolf: 40/40
Fseftr: 40/40
Kazar: 40/40
Other:
Old Statue: 20/20
Tip: Old statue: You can attack it like you would a normal zombie, and if a player depletes its health, it has a 50% chance to instantly kill each enemy! You might be able to take out half or more of these guys by toppling the statue... however, the infected will also attack it, and if they destroy the statue, it has a 50% chance to deal 10 damage to each player!
Money: 200$
Shop(1/20):
Defibrillator: $300: Revives a fallen teammate with 25 health. Breaks on the first use.
Check out my bad CTM map reviews here.
There's no kill like overkill.
I then research some items.
Razor Launcher
$250
10 damage
Causes bleeding
Does not cause bleeding on armored enemies
Runs out of ammo after 4 uses
Lightning Strike
$350
60 damage
Can hit three enemies at once
Can only be used once per wave
1 use
Pain Pills
$100
Restores 50 health to user
Restored health is temporary
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
I pick up a minigun and deplete my ammo reserves into the Old Statue.
Keep in mind that i am quite silly quite often. If you don't like what i'm saying, please calmly point it out to me. I wish it said "Soarvivor"