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-Truth Teller
-Skilled Liar
(Both are configurable.)
Zombie immunities (configurable by the player):
-Long blunt weapons
-Short blunt (main hands only, including modded weapons and shoves)
-Firearms
-Spears and axes
-None
-All
Last time I checked Trello, Juggernauts were the only ones with bullet immunity. They're very slow and only spawn at military locations.
The Skeletal Juggernaut was going to be different. Since it’s made of sharpened bones, its main trait is immunity to long-range melee weapons like spears. It can still soak bullets like a cop zombie. These will have 3D models and only spawn near or inside military bases, and even then, very rarely.
In the experimental build, I had stopped development on the Hulk-type. It was overpowered in some cases and too weak in others. I added an info panel (like in CDDA) that gives you details about the type you’re fighting. Depending on your character’s traits, you can either describe it accurately or lie using lore-friendly text.
Currently, the "Immune to Bullets" ability is not a finalized mechanic. It was implemented primarily for convenience and performance reasons especially to reuse the effect across multiple zombie types. Due to engine limitations, too many bullet impacts can cause issues such as despawning or deloading zombies after being hit repeatedly.The "Immune to Bullets" mechanic will be removed from most high-protection zombie types.
For example:
- Cops will still take more bullets than regular zombies.
- SWAT units will soak up even more damage, with the bullet resistance clearly tied to their armor appearance.
This change aims to make bullet resistance feel logical and grounded rather than abstract or invisible.
Future Role of "Immune to Bullets":
It will become a very rare trait, possibly reserved for one or two of the largest and most powerful zombie types only.
The goal is to make it a special-case ability, not a generic stand-in for tankiness.
@Raccoon Tony, Screamers and Screechers Behavior
Screamers and Screechers share the same core ability, but Screechers have a slightly greater range. While both are designed to spawn less frequently than other zombie types, an unlucky spawn roll can still result in a noticeable number appearing.
The id of the type is the number of said type said type inside the large table of zeds 7 for brute
I tried by adding: " outfit = {"Brute01"}, "
But that results in preventing that zombie from spawing :/
Can someone help me?
Im still waiting for mp 42 to code the mod again
Or a Zomboid trhat is a russian roulette and it goes through every available zombie type until it stops at one?
-Emily
Take care mate!
I would love to see an actual zombie cosplaying of Hulk or biters having slasher or clown outfits
since i have no free time to fix it and add stuff
Mod options and MoodleFramework since experimental brings alot of changes most of them are broken in b42 and i have no time to fix them but slowly
one of them is coding i have limited knlowdge of coding and the game limites my creative ideas because zombies are most of the hardcoded to have certain paramaters to not change or adjusted only by few numbers.
in experimental there are alot of options without translation becuase there lot of code hehe all of it just works out at the end i hope they are readable for you.