The one that makes zombies threatening - No more Bluetooth damage through walls
Previous versions of Roaming Zombies had infected bots that shambled around harmlessly — a bizarre touch-damage effect was the only way they could hurt you. v1.2.0 is a different mod. Melee zombies now actively hunt you, face you before each swing, and chain knife attacks. Pistol zombies engage from range with a Makarov using EFT’s standard shoot AI. Both vectors do real damage through EFT’s native pipeline, so armor class reduction works correctly.
⚠️ I cannot stress this enough — zombies are a real challenge now. A horde on Labs or night Factory will wipe you if you’re not paying attention.
What’s new
Melee zombies
- Real knife swing animations — proper animation, proper hit-cast, proper damage
- Active pursuit — zombies pathfind toward the closest human player and face you before each swing so the hit actually lands
- 1-second swing cadence — they’ll chain attacks if you don’t move
- Native damage — so armor class reduction works naturally (old reflection hack that bypassed armor is gone)
Pistol zombies (new)
- Spawn as a secondary horde
- Engage you from 15 m with a Makarov, using EFT’s standard shoot AI
- Configurable via new
pistolHordeSize config (default 1-2 per infected type)
Platform support
- Fika headless works end-to-end. Zombies hunt and attack the closest human player even when there’s no local player on the machine running bot AI. Just install the client DLL on the headless too.
- ABPS coexistence confirmed. The router re-injects zombies after ABPS’s post-raid wipe runs.
- SAIN coexistence confirmed. SAIN’s own
StrictExclusionList keeps it out of our zombies’ brains.
Fika users: the client DLL must be on whichever machine drives bot AI. For Fika headless sessions, that’s the headless — put the client DLL in <headless>/BepInEx/plugins/ZombieHorde/. Player machines can have it too for local notifications + audio.