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'''The Attack of the Hordes''' takes place every night at [[midnight]] (23:00 game time in the UK version), the zombies attack the town and attempt to kill citizens. Citizens who die outside during the night will be added to the horde. The citizens in town must build [[Construction_Sites|various defences]] to keep the shuffling, groaning masses at bay.
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'''The Attack of the Hordes''' takes place every night at [[midnight]] (23:00 server time), the zombies attack the town and attempt to kill citizens. The citizens in town must use various measures to safeguard their towns, e.g. build various defences at {{MetaInline|Construction Sites}} and/or assign some citizens to be {{MetaInline|Watchmen}}.
  
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How many zombies get in is simple. If the town's defense is more than the amount of zombies attacking, then you will be safe and the citizens inside town will suffer no damage. If the town's defense is lower than the amount of zombies attacking, then some zombies will be able to enter town and [[Death|kill]] or [[Terrorised|terrorise]] the citizens. Note that if the gates are left open, then the town defense does not matter and '''all''' the zombies will make it in.
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== The Hordes ==
 +
: ''See also [[Zombies#Midnight Zombies]]''
 +
The size of the Hordes has a relatively predictable pattern. It will steadily increase for two to three days, then suddenly "spike" approximately every four days to hope-crushing heights. On this spike, the size of the attacking horde will be larger than average, and it may be difficult to gather the needed defense. The day after the spike, however, the attack will return to average or below average for a day, possibly even decreasing in number temporarily.
  
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The attack has a relatively predictable pattern. It will steadily increase for two to three days, then suddenly "spike" approximately every four days to hope-crushing heights. On this spike, the size of the attacking horde will be larger than average, and it may be difficult to gather the needed defense. The day after the spike, however, the attack will return to average or below average for a day, possibly even decreasing in number temporarily.
+
Former citizens who die outside yesterday will come back to life as zombies during the midnight attack, but weird to say, they '''do NOT''' actually increase the size of the hordes. For example if the size of the hordes is 200, former dead citizens is 10. The size remained 200, not 210.
  
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Any zombies who make it into the town are randomly divided between the members of the town. Resisting these zombies is the duty of the defense rating of your house; 1 point of home defense = 1 zombie turned away. If you are assaulted in the night, but survive, you will start the next day {{MetaInline|Terrified}}.
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=== Attack Mechanism ===
 +
How many [[zombies]] get in is simple. If the town's defense is more than the amount of zombies attacking, then you will be safe and the citizens inside town will suffer no damage. If the town's defense is lower than the amount of zombies attacking, then some zombies will be able to enter town and [[Death|kill]] or [[Terrorised|terrorise]] the citizens. Note that if the gates are left open, then the town defense will be ignored and all zombies will make it in.
  
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However there is a small chance that you were attacked but did not get terrorized. In which case, the message from the Crow will be as followed:
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Any zombies who make it into the town will face the {{MetaInline|Watchmen}} first, the town's last line of defence, who will destroy a number of zombies depending on their equipped weapons and abilities. Watchmen risk getting killed, {{MetaInline|Wounded}} or {{MetaInline|Terrorised}}. The chance of death will greatly increase if zombies who make it into the town outsize the total defence of all watchmen. The more the worse it is.
  
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''"You were really sweating last night! You heard them groaning, banging around and yelling outside. Eventually your door gave way and you took refuge under your bed, clutching your remaining possessions, trying not to think about the situation. Then they left... Shaking with fear you eventually came out of your hiding place, grateful that you survived."''
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If there are too many [[zombies]] even for the {{MetaInline|Watchmen}} to handle, some of them will strike the town, and each of them picks a random citizen to attempt to eat. Resisting these zombies is the duty of the defense rating of your house; 1 point of home defense = 1 zombie turned away. If you are assaulted in the night, but survive, you will usually start the next day {{MetaInline|Terrified}}.  
  
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== Lazy zombies ==
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== Lazy Zombies ==
 +
It is an advanced concept that not all [[zombies]] make it into the gate will attack citizens all the time. They can sometimes become lazy. See [[Zombies#Midnight Zombies]] for details.
  
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There are several situations that can lead to lazy zeds. Let me clear up some terms I'll use first.
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== Misc ==
  
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Breach size refers to the zeds overflowing over your town's defense.
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=== During the attack ===
 +
During the attack, the game is inaccessible for 10-11 minutes, during which time a video will display instead, together with a description of the following:
  
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Attacking (atk) zeds refer to the number of zeds that actually attacked the town from your breach size. We have figured out how to predict atk zed number for specific cases. (see below)
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:''Hordes of zombies are attacking your town! They are everywhere, you hear citizens screaming in the night, the attackers clashing noisily against sheet metal... Hungry groaning from the starving masses... What's going to become of it?!''
 +
:
 +
:''Are you going to die2nite?!''
  
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And lazy zeds refer to the number of zeds that should have attacked but didn't. So breach size minus atk zeds equals lazy.
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Below the text, it offers you two randomly chosen actions. Clicking either action refreshes the page and brings up other actions. There's no real value to this; just something to amuse yourself while waiting to see how your town fared.
  
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Okay! To understand lazy zed, you also need to understand how our attack algorithm works! If you're up for it, then continue.
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List of actions:
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*Hug your rucksack
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The game has a pre-determined atk zed number for various range of citizens in town (# cit). These are simple rules that we figured out.  
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*Scream
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*Wail like a banshee
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If #cit is 1 to & including 10, then expected atk zed = 150
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*Grind your teeth
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*Hug a broken guitar
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For #cit between 10 to & inc 24 (not sure about 25), expected atk zed = 15*#cit
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*Cry nervously
 +
*Scream and panic
 +
*Hide behind the wreckage
 +
*Hold the door
 +
*Wait under the sheets
 +
*Call for help
 +
*Yell “help”
 +
*Hide in a box
 +
*Hide under the bed
 +
*Wait calmly...
 +
*Curl up in the fetal position
 +
*Sing at the top of your voice, alone
 +
*Pray for your life
 +
*Clench your cheeks
  
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Here's where lazy zed comes in. If the breach size is larger than the expected atk zed, then the difference becomes lazy zed.  
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When the attack is over, the server becomes accessible again. The page will refresh automatically and display another video with the following description:
 +
: ''Last night, Hordes of starving zombies descended on your town!''
 +
:
 +
: ''The "good news" is that you appear to still be alive... For the time being at least. ''
  
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For example, SoB has 10 inside today, facing an overflow of 3,000 zeds. The expected atk zed is 150 for #cit=10. Since the overflow is greater than the expected atk zed, 3,000-150=2,850 will be lazy zed. The 10 at SoB is guaranteed to face 150 zed today.
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And there is a button below the text which says "Back into the fray...".
  
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What if the breach size is lower than the expected atk zed? Then all the breached zeds will attack! Take that example above with SoB, if the breach size is 145, then all 145, no lazy zed, will attack the 10 inside.
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Funny enough, even if you actually die on that night, the page will still refresh and says you are alive if you keep the page open during the attack. Then when you click the button to continue, it says "''Congratulations, you are DEAD!''". But if you access the main page after the attack is over, it will display correctly and says "''Congratulations, you are DEAD!''".
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How about for when #cit is 26 or more? (we're not sure about 25) Can we also predict atk zed and lazy zed? The answer is no. The 15*#cit no longer predicts the atk zed. The atk zeds for #cit 26 or higher is always less than the predicted 15*#cit.
 
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So 3 things we know when #cit is 26 or more
 
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there will always be lazy zed, from the breach size (even for very low breach)
 
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the atk zed will always be lower than 15*#cit
 
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there is no obvious pattern relating breach size, atk zed, and #cit.
 
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Hope this explains how the new attack algorithm works (as far as we know)!
 
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== Special messages ==
 
  
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=== Special messages ===
 
If, during an attack, zombies get in (it doesn't matter how many) and no one dies, it will be called "a miracle". If, during an attack, zombies get in and only one citizen die, it will be called "a stroke of luck"
 
If, during an attack, zombies get in (it doesn't matter how many) and no one dies, it will be called "a miracle". If, during an attack, zombies get in and only one citizen die, it will be called "a stroke of luck"
  
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[[File:Die2Nite_Stroke_of_luck.png|right|500px|thumb|One death, some citizens call it a stroke of luck]]
 
[[File:Die2Nite_Stroke_of_luck.png|right|500px|thumb|One death, some citizens call it a stroke of luck]]
  
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== What can I do during the attack? ==
 
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During the assault, the game is inaccessible for 10-20 minutes, during which time a video will display instead, with two randomly chosen actions. Clicking either action refreshes the page and brings up other actions. There's no real value to this; just something to amuse yourself while waiting to see how your town fared.
 
−
 
 
−
List of actions:
 
−
 
 
−
*hug your rucksack
 
−
*scream
 
−
*wail like a banshee
 
−
*grind your teeth
 
−
*hug a broken guitar
 
−
*cry nervously
 
−
*scream and panic
 
−
*hide behind the wreckage
 
−
*hold the door
 
−
*wait under the sheets
 
−
*call for help
 
−
*yell “help”
 
−
*hide in a box
 
−
*hide under the bed
 
−
*wait calmly...
 
−
*curl up in the fetal position
 
−
*sing at the top of your voice, alone
 
−
*pray for your life
 
−
*clench your cheeks
 
  
 
==External links==
 
==External links==
−
*{{officialhelp|the_attack_of_the_hordes}}
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*{{Help|the_attack_of_the_hordes}}
  
 +
[[Category:Concepts]]
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Latest revision as of 15:29, 8 January 2014

The Attack of the Hordes takes place every night at midnight (23:00 server time), the zombies attack the town and attempt to kill citizens. The citizens in town must use various measures to safeguard their towns, e.g. build various defences at Item metal beam.gifItem metal beam.gifConstruction Sites Construction Sites and/or assign some citizens to be R guard.gifR guard.gifWatchmen Watchmen.

The Hordes

See also Zombies#Midnight Zombies

The size of the Hordes has a relatively predictable pattern. It will steadily increase for two to three days, then suddenly "spike" approximately every four days to hope-crushing heights. On this spike, the size of the attacking horde will be larger than average, and it may be difficult to gather the needed defense. The day after the spike, however, the attack will return to average or below average for a day, possibly even decreasing in number temporarily.

Former citizens who die outside yesterday will come back to life as zombies during the midnight attack, but weird to say, they do NOT actually increase the size of the hordes. For example if the size of the hordes is 200, former dead citizens is 10. The size remained 200, not 210.

Attack Mechanism

How many zombies get in is simple. If the town's defense is more than the amount of zombies attacking, then you will be safe and the citizens inside town will suffer no damage. If the town's defense is lower than the amount of zombies attacking, then some zombies will be able to enter town and kill or terrorise the citizens. Note that if the gates are left open, then the town defense will be ignored and all zombies will make it in.

Any zombies who make it into the town will face the R guard.gifR guard.gifWatchmen Watchmen first, the town's last line of defence, who will destroy a number of zombies depending on their equipped weapons and abilities. Watchmen risk getting killed, Status wound.gifStatus wound.gifWounded Wounded or Status terror.gifStatus terror.gifTerrorised Terrorised. The chance of death will greatly increase if zombies who make it into the town outsize the total defence of all watchmen. The more the worse it is.

If there are too many zombies even for the R guard.gifR guard.gifWatchmen Watchmen to handle, some of them will strike the town, and each of them picks a random citizen to attempt to eat. Resisting these zombies is the duty of the defense rating of your house; 1 point of home defense = 1 zombie turned away. If you are assaulted in the night, but survive, you will usually start the next day Status terror.gifStatus terror.gifTerrified Terrorised.

Lazy Zombies

It is an advanced concept that not all zombies make it into the gate will attack citizens all the time. They can sometimes become lazy. See Zombies#Midnight Zombies for details.

Misc

During the attack

During the attack, the game is inaccessible for 10-11 minutes, during which time a video will display instead, together with a description of the following:

Hordes of zombies are attacking your town! They are everywhere, you hear citizens screaming in the night, the attackers clashing noisily against sheet metal... Hungry groaning from the starving masses... What's going to become of it?!
Are you going to die2nite?!

Below the text, it offers you two randomly chosen actions. Clicking either action refreshes the page and brings up other actions. There's no real value to this; just something to amuse yourself while waiting to see how your town fared.

List of actions:

  • Hug your rucksack
  • Scream
  • Wail like a banshee
  • Grind your teeth
  • Hug a broken guitar
  • Cry nervously
  • Scream and panic
  • Hide behind the wreckage
  • Hold the door
  • Wait under the sheets
  • Call for help
  • Yell “help”
  • Hide in a box
  • Hide under the bed
  • Wait calmly...
  • Curl up in the fetal position
  • Sing at the top of your voice, alone
  • Pray for your life
  • Clench your cheeks

When the attack is over, the server becomes accessible again. The page will refresh automatically and display another video with the following description:

Last night, Hordes of starving zombies descended on your town!
The "good news" is that you appear to still be alive... For the time being at least.

And there is a button below the text which says "Back into the fray...".

Funny enough, even if you actually die on that night, the page will still refresh and says you are alive if you keep the page open during the attack. Then when you click the button to continue, it says "Congratulations, you are DEAD!". But if you access the main page after the attack is over, it will display correctly and says "Congratulations, you are DEAD!".

Special messages

If, during an attack, zombies get in (it doesn't matter how many) and no one dies, it will be called "a miracle". If, during an attack, zombies get in and only one citizen die, it will be called "a stroke of luck"

No deaths due to lazy zombies, a miracle happens
One death, some citizens call it a stroke of luck

External links