Project Zomboid

Project Zomboid

Kayli's Evolution Mod [EXPERIMENTAL]
正在显示第 1 - 10 项,共 12 项条目
< 1  2 >
更新于:2022 年 1 月 30 日 上午 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.

更新于:2022 年 1 月 29 日 下午 2:28

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

更新于:2022 年 1 月 29 日 上午 6:00

- Branding update

更新于:2022 年 1 月 29 日 上午 3:14

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

更新于:2022 年 1 月 27 日 下午 7:49

- Introduce new evolution functions
- Introduce attribute lower bounds

更新于:2022 年 1 月 27 日 上午 1:09

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

更新于:2022 年 1 月 26 日 下午 2:25

- Support for individual zombie deviation.

更新于:2022 年 1 月 26 日 上午 5:22

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

更新于:2022 年 1 月 24 日 上午 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.

更新于:2022 年 1 月 24 日 上午 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.)