Project Zomboid

Project Zomboid

Even More Traits
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Mis à jour le : 9 nov. 2022 à 2h34

(Hopefully) Fixed any further issues with Addict and pill detection. Addict now checks your inventory specifically for the painkillers and sleeping tablets items. rather then tracking the buffs they add.

Wander/Homebody got reworked
Both of their costs were reduced from -3 to -1
They now reduce stress/unhappiness by a portion of the current value, making them less likely to overpower most gains until a certain amount of each stat is reached.
Wander is now much more strict on its paramaters. walking in circles shouldnt work anymore.
Both Traits now work with Moodle Framework, and give moodles to show their current state.

Mis à jour le : 7 nov. 2022 à 20h02


Generalized how some of the gain/loss modifier's work, so they can stack. Bonuses and penalties stack multiplicatively.

Added functionality for Moodle Framework.
Berserker, Addict, and the new traits Vitamin Junkie and Second Wind have moodles.

Berserker now resists stress and panic gain once you start raging. based on the current streak. (stress reduction -25% to -50%, panic reduction -25% to -75%)

Addict got several changes again
Addict's withdrawl level is displayed with a moodle if the Moodle Framework mod is enabled.
Readjusted its Stress/Unhappiness gains at all levels of withdrawl. you dont start gaining unhappiness until the maximum withdrawl level.
Fixed an oversight in the code that prevented the trait from properly giving the player starting pills in worlds that weren't already running prior to spawning. (someone caught this a while ago but i just figured it out)
Added a new buff to addict that reduces Stress gain by 50% for a while after taking pills. (Displayed with moodle)
Adjusted Stress/Unhappiness recovery from taking pills. you now recover 100% stress and 30% unhappiness in total. half instantly, half over time.

Fixed PTSD and smoker causing issues again.
PTSD no longer tries to do anything with the smoker trait and simply ignores the stress gain from it.

New Positive Traits;
Vitamin Junkie -4
Taking vitamins grants a scaling buff to your Endurance gain and loss

Second Wind -5
Gain a burst of energy when you need it most.

New Negative Traits;
Restrictive +6
Use significantly more endurance when heaviliy protected by clothing.

Photophobic +4
Gains panic when outside during the day.

Mis à jour le : 2 nov. 2022 à 3h15

Fixed Issues with the gradual stat change system caused by the game running several Minute updates for each Tick update. (sleeping causes this)
This was causing Addict to drain your Endurance to 0 every time you slept.
Changed Addict's Scale values to make it much less of a free point trait. Withdrawls now start earlier and reach their maximum a day faster than before. Time to begin recovering has not changed, but the speed of recovery was reduced by 33%. you'll now spend about 1.5 days at full withdrawls before you start recovering, and it will take about 3 days to fully lose the trait. Previously these numbers were half a day at full withdrawl and 2 days to recover.
Fixed a typo in Addict's code that caused it to recover nearly 300% total Unhappiness each time you take pills. This restoration mechanic has been reworked.
Taking pills as an addict now restores 20% Unhappiness immediately, and ques another 20% to be restored over time and also restores 40% Stress immediately, and ques 40% stress to be removed over time.

Mis à jour le : 11 sept. 2022 à 3h28

Change Log; v1.3
Sandbox Settings/Mod Mod Options have had their settings moved around. Previous Settings are not saved and will have to be redone.


Positive Traits:

Juggernaut now only affects blunt/axe weapons, Previously affected all weapons
Juggernaut now increases weapon durability by 5% per skill level
Juggernaut gains +2 to strength and +1 to long blunt/axe at the start of the character
Juggernaut now makes your pushes stronger regardless of held weapon.

New Trait; Psychopath
Psychopath dramatically inproves blade weapon effectiveness
Psychopath grants massive damage and durability increases for short and long blades.
Killing zombies improves mental state

New Trait; Night Walker
Night Walker greatly boosts brightness of the world in the dark, and grants superb endurance when outside at night.
20% increased endurance regeneration and 20% reduced endurance consumption at all times.
Buffs are boosted to +50% regen when sitting, and to -40% consumption when sprinting. (not running)
(Once i learn how to impliment a reduced detection range that will be added as well. and the trait cost will increase to 6 or 7)


Negative Traits

PTSD/Smoker synergy; Smoking cigarettes with the smoker trait now partially ignores the Stress reduction penalty of PTSD.

Anorexic; Reduced penalties slightly. Maximum Calories increased from 2700 to 3000, Reduction in carbs/fats gain changed from -50% to -30%

New Trait; Addict
Addict will make your character reliant on sedatives like painkillers and sleeping tablets to remain mentally functional.
Not taking these pills will dramatically reduce your mental status and will cause intense muscle pain and cramping as withdrawls.
Beta blockers and Alchohol reduce the severity of withdrawls for a time.
(withdrawls cannot kill you directly, but can easily get you eaten if not careful)

Mis à jour le : 6 sept. 2022 à 8h14

v1.22 hotfix
Fixed Juggernaut crashing whenever any weapon was equipped that already has a tooltip. (i forgot to pull the saved tooltip value properly)
New issue: Juggernaut may break existing tooltips if they use the game's built in translator function to shortcut translations. I do not see a way of fixing this at the moment.

Mis à jour le : 5 sept. 2022 à 8h33

v1.2 update;
Juggernaut now scales based on your weapon skill, level 1-3 stats are lower than they used to be 4+ is higher depending on the weapon.
note: the maximum hit bonus is removed at level 0. at skill level 4 it comes back, and at skill level 8 it becomes +2.
Juggernaut now displays its current buffs using its tooltip.
Juggernaut had its swing speed increase removed (it stopped working in testing and i don't have time to fix it right now)
Juggernaut is now disabled below 50% endurance instead of 45% missing hunger.

Fixed insanity.
Insanity mood swings randomness now lean more toward the oposite of your current mood. ie: if your under a lot of stress. it is more likely to swing you back to low stress than to add more.

Mis à jour le : 4 sept. 2022 à 9h54

Fixed Stress gain (again)

Mis à jour le : 4 sept. 2022 à 8h40

Hotfix, last patch broke the entire mod (Still pretty new to publishing mods, oops)

Mis à jour le : 4 sept. 2022 à 0h56

Fixed an issue with Smoker and PTSD causing infinite maximum stress values if you had any stress from not smoking.

Insanity’s mood swings are now more gradual and happen more frequently. They can also improve mood or reduce it now. Stress and Unhappiness each have a 50/50 chance to be affected. And each have a 50/50 chance of being increased or decreased by anywhere from 50% to 100%

Mis à jour le : 3 sept. 2022 à 20h37

v1.1 Hotfix
Fixed a crash caused by holding any non-weapon in the primary hand slot (how did i not think to test this?)