Late-Game Undead Concept (Design Only, No Code Yet) Name Lock - Final name: Draugrhaugr. - Meaning fit: undead + grave mound/barrow. Core Fantasy - A single colossal undead mass made from many bodies in a grave-mound pile. - Slow, relentless, and extremely dangerous if it reaches the player or barricade. - Endgame pressure unit, not a common enemy. Spawn Rules - Earliest appearance: Day 20. - Night-only spawn. - Max active at once: 1. - Max spawns per night: 1. - Start with low chance at day 20, then ramp slowly by day. - Suggested chance curve (draft): - Day 20: 4% per eligible spawn check Increases by 4% daily to 100% Encounter Notifications - First warning (pre-spawn): "Something large is causing the ground to buckle and heave." - Suggested warning sound: small avalanche/earth-shift style rumble. - Spawn notify line: "A Draugrhaugr has been spotted." Stats (Draft Targets) - Health: 125 baseline (allowed tuning range 100-150). - Attack damage: 20-25 per hit. - Attack range: 3 tiles. - Move speed: slow (slower than normal zombies/bandits). - Intended threat profile: low frequency, high punishment. Behavior (Draft) - Prioritizes player when player is outside base and in range. - Otherwise advances toward base/barricade. - Can attack barricade from its attack range once in range. - Does not use standard undead terrain footstep switching. - Can consume nearby undead and absorb them into the mass: - Valid consume targets: zombies, wights, vampyrs. - Consumed target is removed. - Draugrhaugr heals when consume succeeds. Audio Requirements - Movement step sound: one giant stomp sound for all terrain. sounds/terrain/draugrhaugr_step.ogg - No terrain-dependent step audio. Sound Asset Checklist (Gather Before Implementation) - `sounds/enemies/draugrhaugr1.ogg` (required) - `sounds/enemies/draugrhaugr_attack.ogg` (required) - `sounds/enemies/draugrhaugr_hit.ogg` (required) - `sounds/enemies/draugrhaugr_consume.ogg` (required) - `sounds/enemies/draugrhaugr_dies.ogg` (required) - `sounds/enemies/draugrhaugr_warning.ogg` (recommended pre-spawn avalanche/ground buckle cue) - `sounds/enemies/draugrhaugr_spawn.ogg` (optional emergence sound) Balance/Encounter Goals - Should feel like a "night boss-lite" event, not routine pressure. - Player should have time to react due to slow speed. - If ignored, it causes severe consequences quickly. Open Decisions Before Implementation - Final HP target: 100, 125, or 150. - Final attack damage model: fixed 20, fixed 25, or random 20-25. - Exact spawn chance curve and whether chance is per night or per hourly check. - Consume heal amount per target and whether it differs by target type. - Consume range/cooldown. - Whether kill reward should be special (favor, rare drop, both, or none). - Whether it should have special resistances or just raw stats. - How many numbered voice variants to support at launch (minimum 3 suggested). Implementation Note - When implementation starts, treat this as a separate undead type with strict singleton/night spawn limits, dedicated stomp audio handling, and explicit consume-heal logic for undead targets.