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Tell me, do you intend to keep the Difficulty Level really that high?
It may be worthwhile to consider another image. For some time I couldn't get the motivation to try it.
the new types are: rock throwers, capable of ranged attacks, weaker overall
boosters, capable of boosting other zombies in different ways
zombified dogs, fewer HP but more move, high lvl ones may reduce your
move when they hit you
reworked the base zombies a little bit, some minor stat changes and new attacks that can penetrate armor for higher level zombies, their bleeding ability now ignores armor using DC abilities
At the moment I'm redoing a complete set of items, weapons/spells/consumeables/armor specificaly for this UGC which is super time consuming but after that I'll be back to work on more noticeable changes, first of which will be some alternate zombie types so there are varying kinds coming at you every wave instead of just the basic ones I started with.
there are some pretty cheap weapons in Building 1(available to enter wave 3 or later with a 1 Bartering to get the Merchant to deal with you).