Project Zomboid
Even More Traits
กำลังแสดง 41-50 จาก 63 รายการ
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อัปเดต: 20 พ.ค. 2023 @ 4: 17am

5/20/2023
Redesigned the code that handles vitamin junkie and addicts pill taking.
the old system has been completely removed, the new system uses timed actions to determine when pills are taken as opposed to repeatidly scanning the inventory for a change in remaining uses of valid items.
essentially;
fixed the issue where the last use from vitamins, painkillers, and sleeping tablets would not register with the relevant traits
fixed the issue where vitamin junkie would bug out heavily when vitamins were "poured" or "combined" with other vitamins, resulting in the bottle that lost uses activating the trait, and the bottle that gained uses being unable to activate the trait until the item was consumed back to where it was before being filled.

อัปเดต: 18 พ.ค. 2023 @ 5: 50pm

5/18/2023
Sentimental now waits 3 in game minutes before generating the sentimental item apon first spawning in, this should fix the issue with deprived deleting your sentimental item.
Adding a new sandbox setting "Sentimental: Enable Item Recreation". if enabled, holding a Tree Branch in your secondary hand with no items in your main hand for 3 in-game minutes will force a new sentimental item to be generated for your character as well as delete any existing ones from your inventory.

Fixed some missing translation info for Vitamin Junkie sandbox settings.

อัปเดต: 13 พ.ค. 2023 @ 12: 50am

5/13/2023
Added sandbox settings for a large number of the traits
Minor bugs should be expected due to the large number of variables that just got added to the code. its likely that i've typo'd or messed something up without realising it.

Balance changes:
Restrictive's endurance loss reduction when "lightweight" (20% or less average protection) reduced from 20% to 10% and can now be disabled in sandbox settings

Quicksilver's Nimble XP on kill reduced by half. it still scales with nimble, but it shouldnt have unintended stacking problems with other mods that mean to fix the nimble xp gains. This can also be disabled entirely now.

อัปเดต: 17 มี.ค. 2023 @ 2: 34am

3/17/2023
Fixed an oversight in the code that prevented Vitamin Junkie from detecting when you take vitamins when you didn't have an active painkillers effect (oops)
This bug also applied to Sleeping Tablets for addict, which have also been fixed.

อัปเดต: 25 ก.พ. 2023 @ 2: 31pm

Removed Sandbox Settings for Insanity;
They were disabled in the last update, but i forgot to actually remove them.

อัปเดต: 25 ก.พ. 2023 @ 3: 16am

Library Changes;
Added Unhappyness to the player variables for active bonus calculation.
LEnduranceMaximumModifiers is now a playerdata variable that sets a multiplier to the max endurance of your character. currently used by Addict.

Vitamin Junkie:
Reduced point cost from 6 to 5
Taking Vitamins now immediately restore 10% endurance in addition to the buff.


Addict;
Starting Addiciton level has been made more random. going from 85-100% to 80-120%.
Addiction has always had a maximum value of 120%, but you had to take pills to get there.

Withdrawls' maximum endurance code has been changed. now it actually sets a maximum value for your endurance rather than draining it passively if your above that value.

Fixed an issue where using any mod that would combine painkillers together without removing one of the pill items would cause addict to falsely trigger the AddictPillsTaken() function


Night Runner;
Fixed an error in the trait description, the bonus is 50%. not 40%


Insanity;
The trait is now complete.
Cost changed from +8 to +18

Mood swings;
Insane characters now have a 500% modifier for stress gain and unhappiness gain, and a 300% modifier for stress loss and unhappiness.
Mood swings happen more frequently, but are less extreme. Every 90-180 in game minutes.

Item Rejecting/Dropping;
Insanity now occasionally makes your character decide an item is not worth keeping, causing them to immediately drop the item. they will also refuse to carry the item if you pick it back up.
They will eventually forget that they didn't want the item anymore and it can be retrieved. repeatidly trying to pick the item up speeds up this process.

Mania:
Sandbox settings for mania have been removed, there does not seem to be any issues with the mechanics so the failsave doesnt need to exist.
Mania lasts longer, but is less frequent now, a manic episode lasts between 2 and 3 in game hours (5-8 minutes on default time scale) and should happen every 12ish days.
During Mania you will now drop items out of your inventory and backpacks. Anything can be dropped except for the key ring.

Dillusions
There is a small chance that your character will not actually complete an action they are performing. Chance is affected by Stress ranging from 0.1% to 1%

New Positive Trait;
Composure; 4 cost
Gain up to 40% bonus Combat EXP based on panic. Higher panic gives less XP bonus

New Negative Trait;
Sentimental -2 cost
Spawn with an item that your character is attached too. losing this item will cause you to gain unhappiness until you get it back.

อัปเดต: 2 ก.พ. 2023 @ 8: 41pm

Quicksilver;
Now gives up to 100% bonus Sprinting XP based on time spent running
Now gives nimble XP on zombie kill, Amount of XP gained is half your Nimble level, and is affected by any bonuses including from this trait. Should offset the problem of killing zombies quicker giving you less time to get xp.

Night Walker;
Renamed to Night Runner, since the name fits its effects
Minimum tile brightness increased slightly. from 0.65 to 0.67
Removed Endurance Bonuses at night
Added 50% bonus Sprinting and Fitness XP at night.


New Positive Trait;
Cardio; -4
Use 25% less endurance at all times.
Gain endurance 30% faster at all times.
Mutually exclusive with Asthmatic, Out of Shape, and Unfit

อัปเดต: 31 ม.ค. 2023 @ 5: 16pm

Addict;
Recovery Phase now starts at day 4, previously day 4.5
Recovery Phase now takes longer, You lose 1 addiction every 1 hour. Previously 1 every 45 minutes (in-game time)
Beta Blockers now speed up the recovery phase by 100%. (1 every 30 minutes, while active)

Quicksilver;
Bonus for nearby zombies is now capped at 3x (i seriously underestimated how many zombies you could cram next to your character safely)
Added a 2% XP multiplier for each chasing zombie. capped at 3x bonus
Total Formula is now: 1.3 x (1.1^CloseZombies up to 3) x (1.02^ChasingZombies up to 3)


Juggernaut;
Price increased from -12 to -15
Crit Rate Bonus reduced from 3% per skill level to 1%.
Endurance cost penalty increased from 25% to 35%
The only issue i have with juggernaut is that a skill level 3 character with an axe can go on a rampage of instakills as soon as they spawn. I will plan on tweaking juggernaut to be more exponential with level growth at some point.
The cost will be readjusted when i do.

อัปเดต: 26 ม.ค. 2023 @ 6: 56am

Fixed Consumable based perks not tracking in bags, also fixed a bug where giving a consumable trait item to a player without the trait, having them consume it, and giving it back would trigger the trait as if you had consumed the item.

Fixed a bug where apon using a perk item and then reloading the world, the perk item would be used immediately apon spawning in. Note to self, and to other modders, item usage Delta's are rounded down some ammount when saving its state.

Known issue: the last use of an consumable trait item doesn't work with the trait. I wasn't able to find a fix for this.


Vitamin Junkie reworked.
Effect duration increased by 50-100% at all buff levels, However the buffs are significantly weaker. Buff is now an additive 10% stacking bonus to regen and consumption per buff level.
Vitamin Junkie now grants an XP multiplier for Fitness, Strength, and Sprinting while active.
XP bonus scales with buff level. +40% > +80% > +160% > +320%
Duration in in-game minutes reduces with buff level. 360 > 180 > 90 > 45
Vitamin Junkie trait Cost increased from -4 to -6. now that it gives pretty significant XP bonuses both semi-passively or for grinding with, its worth a lot more.
Note: Vitamin junkie buff levels are every 2 pills taken. Each buff level has its own duration and this duration stacks for each pill taken. When the duration runs out, the buff level is lowered and the timer is reset appropriately.


Stress eater has been tweaked and slightly rebalanced. It gives less stress now and follows a similar cap to Smoker. being too hungry will increase the cap.
Stress gain is now proportional to missing hunger, so you wont have gained 70% stress 2 minutes after noticing you were hungry.
overall it should be less annoying when you hit the threshold to trigger the stress gain, but it will ramp up if ignored.
Hunger penalty for mid and high stress was reduced from +100% and +200% to +50% and +100%.

Tweaked Restrictive, Now applies a reduced endurance regeneration rate at each of the 3 thresholds above the lowest. (10%,30%,50%)




New Traits;

Quicksilver -5 points
Gain 30% bonus XP in all Agility skills (Sneaking, Lightfooted, Nimble, Sprinting)
Gain an additional 10% multiplicitive bonus to Agility XP gain per zombie that is very close to you. (~3 tiles away)
Trait gives +1 to nimble, and +1 to sprinting.



Necrophobic +4 points
Become panicked while being chased by zombies.
Minimum panic value equal to 20 times the number of zombies currently chasing you. 5+ zombies keeps you at 100% panic indefinitely

อัปเดต: 18 ธ.ค. 2022 @ 4: 44pm

Update; 12/18/2022

Fixed Photographer causing the Mechanics Ui to break once it had triggered.
Photographer no longer attempts to calculate the quality of the sunset, this is what was breaking the mechanics ui. (i'm still confused)

Fixed compatibility between this mod and More Traits having a perk named "Second Wind" these perks should appear seperately now.