Undead Horde V1.1.2 €? GOG

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Edwin Bores

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Aug 18, 2024, 9:25:33 PM8/18/24
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Zombie Master is a multiplayer Half-Life 2 modification, centred around a zombie-apocalypse, which throws all but one player in the shoes of human survivors. Pitched against a relentless tide of rotting flesh, they must scavenge for weaponry and equipment just to stay alive. But that one player, chosen randomly at the beginning of the round, is not bound by mortal restraints.

Undead Horde v1.1.2 GOG


Download File https://lpoms.com/2A2T9S



To speak his name is to invite the wrath of hell - but most call him the 'Zombie Master'. He is nigh omnipotent. His invisible hand controls the legions of undead like puppets on strings; slowly closing the net on the humans while they run to and fro like rats in a maze.

* A wide range of weapons to scavenge such as shotguns, molotov cocktails, rifles and more
* A number of challenging objectives that encourage players to team up and work together
* The ability to interact with the environment to build barricades and carry objects

* Real Time Strategy gameplay; create and command your own undead horde
* A wide variation of zombie units encourages the ZM to adopt complex tactics
* Environmental "manipulates" allow the ZM to interact with the world in devilish ways
* Mysterious powers let the ZM manifest his power in a more direct fashion... for a price

The new version is only available as a full installer download. You do not need any previous versions of the mod installed. If you're new to ZM, do make sure you own a Steam game that includes the Source SDK Base. Most Valve games like HL2, TF2 and L4D do include this, so if you own one you are ready to play.

I'm a original player, I try to get on now and then to see if people will ever get on again and it would be really amazing if people got into this game again. from the funny moments to the clutching a game, obstacles, ZM controll... Probably the funnest and funniest zombie game ever but Zombie Panic still tops this.

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Raising his maul, the dwarf brings it crashing down onto the shambling skeleton before him. As the bones rattle onto the ground, the dwarf feels his shadow armor hum as more undead close in. The dwarf motions with his hands and unleashes a freezing wind into the undead horde, the ice and sleet stopping them in their tracks as onlooking soldiers shout and cheer.

Knocking an arrow to their bow, a drow fires an arrow at a troglodyte lurking in the shadows before them. As the arrow hits, lightning erupts from the impact toward another troglodyte nearby. As the troglodytes screech in pain, the drow chuckles while ethereal wings sprout from their back that lift them soaring into the air.

A human stares in awe at a massive statue of an ancient hero before kneeling in its presence, having journeyed far to see it in person. As she kneels, the human begin to feel a surge of magical power course through her body, the magic resembling that once wielded by the hero whose statue stands before her.

Exemplars strive to become legends in their own right, revering heroes, paragons, and ancient icons who came before them. Many who become exemplars begin with a humble origin, simply longing to one day be a hero. Others are descended from legendary figures and wish to carry on their legacy. Regardless of their origin, the drive to become something greater than themselves is at the heart of every exemplar.

Driven by their desire to be like the legends of old, the life of an exemplar is one of adventure. An exemplar lives for ways to prove their worth and to be remembered for ages to come. Many seek out evil forces or mythical monsters to vanquish. Some seek to perform feats of strength or undertake ancient journeys that are dangerous to most mortals. Others still seek to embody the qualities of their most revered heroes, instilling upon themselves a code of honor that an exemplar will live to uphold till their final breath.

The first thing you need to consider which combat form best suits your character. Every exemplar is trained with martial weapons, so be sure to work with your DM to figure out how your character became skilled in combat, and then choose a style of combat that best suits you and how you want to play.

Additionally, while you don't gain access to them at 1st level, begin to think about which aspects best suit your character, both in their personality and their fighting style. Your exemplar might be one that swaps between many aspects as it suits them day to day, or you might dedicate yourself to one, and only swap when you absolutely have too.

You can make an exemplar quickly by following these suggestions. First, make either Strength or Dexterity your highest ability scores, depending on the kinds of weapons you plan to use, followed by the ability you choose as part of your Aspiring Legend feature. If you're unsure, choose Charisma. Finally, choose the Folk Hero background.

Intelligence. Your exemplar ability modifier is Intelligence, as you study the deeds of heroes of old. You gain proficiency in the History skill, and learn one language of your choice.

Wisdom. Your exemplar ability modifier is Wisdom, as you meditate on the actions of past legends. You gain proficiency in the Religion skill and one set of artisan tools of your choice.

Charisma. Your exemplar ability modifier is Charisma, as you personify the heroics of legends past. You gain proficiency in the Performance skill and one musical instrument of your choice.

You use your exemplar ability modifier as part of your class, subclass, and aspect features. In addition, you use your exemplar ability modifier when setting the saving throw DC for an exemplar feature you use.

At 1st level, your skill with your weapons allows you to use them to effortlessly parry strikes as you weave in and out of combat. While you're holding a weapon and not wearing any armor, your Armor Class equals 10 + your Strength modifier + your Dexterity modifier. You can use a shield and still gain this benefit.

Also at 1st level, you choose a combat form, which defines the kinds of weapons you fight with. Choose either the Crusader, Gladiator, Marksman, or Partisan, each of which are detailed at the end of the class description.

Also at 2nd level, you can adopt an aspect that empowers you. Each aspect is an embodyment of a source of power. Many gods, otherworldly beings, and arch-devils and demons consider at least one of these aspects as part of their sphere of influence.

Each heroic aspect has an associated Aspect Rite, which imbues you with a lasting power that embodies your adopted aspect. While you have adopted an aspect, you gain the benefits of its associated Aspect Rite.

At 3rd level, you can focus your aspect, refining your capabilities to suit your situation. You learn one exalted boon, which must be of an aspect you've adopted. Each of the exalted boons are listed below their associated aspect. When you gain certain exemplar levels, you can learn additional boons, as shown in the Boons Known column of the Exemplar table.

You can change your known exalted boons when you finish a long rest, choosing from the boons available to you by your chosen aspects. If you adopt a new aspect when you finish a long rest, you must replace any boons you know with boons from an aspect you're associated with.

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.

At 9th level, when you make a saving throw or ability check using Strength or Dexterity, you can add both your Strength and Dexterity modifiers to it. You can use this feature after you roll, but before the DM says whether the roll succeeds or fails.

At 13th level, your ability to channel your aspect's power allows you to take on sublime boons. When you finish a long rest, you can choose a single sublime boon, which must be of an aspect you've adopted. A sublime boon doesn't count against the total number of boons you know.

You're able to rise above death. You regain hit points equal to 1d6 + your exemplar ability modifier if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.

Your lightning arcs across the battlefield as you effortlessly control it. When you use your Arcing Storm rite, the initial target of the attack also takes the rite's damage. Additionally, you can have two lightning bolts arc from the initial target towards two different targets. The distance you can have the lightning arc increases by 15 feet.

You cause a large pair of magical wings sprout from your back, granting you a flying speed equal to half your current speed.
You can create these wings as a bonus action on your turn.
They last until you dismiss them (no action required).

At 14th level, your force of will is undeniable. If an effect that allows you to make a saving throw at the end of each of your turns, ending the effect on a success, you have advantage on the saving throw.

At 15th level, your adventures have started to become legend. When you spend at least 3 days in a settlement, a number of commoners equal to your exemplar ability modifier approach you and offer to perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas, and will stop aiding you endanger or abuse them. They'll also stop aiding you once you leave the settlement.

Each exemplar takes on a combat form that defines how they fight. Crusaders march forth with weapons that allow them to make use of shields, or keep a hand free. Gladiators rush into battle with a war cry and a heavy weapon. A marksman skirts along the edges of the battlefield, with a bow or crossbow in hand, and a partisan moves in and out of combat as if dancing.

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