Project Zomboid

Project Zomboid

Kayli's Evolution Mod [EXPERIMENTAL]
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Update: 30 jan 2022 om 3:43

Evolution number now updates more frequently. This used to be every hour on the in-game clock, but it's now every minute. This is another change that's necessary now other evolution functions have been introduced, since quicker evolution can make sense for the cyclic function.

Update: 29 jan 2022 om 14:28

- Delay and starting progression can now take non-whole numbers.

Update: 29 jan 2022 om 6:00

- Branding update

Update: 29 jan 2022 om 3:14

- More accurate transmission evolution
- Fixed an issue that kept the mod from being multiplayer-compatible

Update: 27 jan 2022 om 19:49

- Introduce new evolution functions
- Introduce attribute lower bounds

Update: 27 jan 2022 om 1:09

Fixed an issue where individual attribute factors don't apply correctly.

Update: 26 jan 2022 om 14:25

- Support for individual zombie deviation.

Update: 26 jan 2022 om 5:22

Add version support for ZedEvolution moddata & sandbox vars so that it's automatically updated on load if an old format is detected.

Update: 24 jan 2022 om 7:24

- Undo auto constraints, since I forgot to take into account the global evolution factor, which can also be negative. This feature will come back, but right now it breaks stuff so I removed it again.

Update: 24 jan 2022 om 7:18

- Added attribute caps. They work for limiting both how strong and how weak zombies can get from evolution.
- Multipliers and attribute caps will now always try to retain a sane value when editing them in the sandbox settings (e.g. a negative multiplier only makes sense when the cap is lower than the zombie lore, so your multiplier will be made positive if the cap is changed to be higher.)