Project Zomboid

Project Zomboid

Even More Traits
Hiển thị 41-50 trong 65 mục
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Cập nhật: 24 Thg05, 2023 @ 7:23pm

Moved Passive bonuses to their own function that handles them, passive bonuses will now clear if you lose the trait.

ADHD
Threshold for being "too distracted" changes from 99% to 90% once it triggers. It reverts back to 99% once you get below 90%
(90% is the threshold for the last tier of moodle)

New Positive Traits:

Natural Insulation -3
Your body naturally regulates its own body temperature better than normal
Get a 150% or 67% modifier to temperature gains and losses depending on if your hot or cold.


Negative Traits:

Warm Bodied +2
Your body generates more heat than normal
You have a permanent 150% temperature gain modifier and 67% temperature loss modifier

Cold Bodied +2
Your body generates less heat than normal
You have a permanent 67% temperature gain modifier and 150% temperature loss modifier.

Cập nhật: 22 Thg05, 2023 @ 9:30pm

Homebody:
Now reduces boredom gain rate by 30% while indoors
Now increases boredom loss rate by 30% while indoors (mostly applies to items or other mod effects)
Reduced Unhappiness drain from 0.2% of current to 0.1% of current

Wanderer
Now reduces boredom gain rate by 30% while outdoors (mostly applies to items or other mod effects)
Now increases boredom loss rate by 30% while outdoors.
reduced the amount of time needed to activate the trait and reach maximum drain rate by 33% and 40% ie: it activates faster so you recover more by walking around the block.

Composure
Fixed the trait, it now works as intended.
Previously it was giving you more bonus when highly panicked as opposed to the other way around.

Cardio
Now costs 5 points

Photophobic
Overhauled the panic gain entirely, instead of on/off behavior. it now scales dynamically with the world
The trait still requries you to be outside in order to gain panic
Clouds and Fog reduce the amount of panic gained by the trait, both scale exponentially. reaching 60% or 75% reductions in panic gain when at their max values.
(Fog reduction only begins scaling when fog is decently thick)
Instead of using the time of day, it now uses the global ambient light value to determine when it should activate.
Global light value also determines how strong the panic gain is, ranging from 0.6x to 1.35x what it used to be.
realistically this number is closer to 0.5x to 1.1x because clouds almost never fully go away.

Wearing Sunglasses or a Welding mask reduces panic gain by 50% or 65% respectively and should enable some longer living characters to avoid panic almost entirely. especially on cloudy or foggy days.

Necrophobic
Now refuses to pick up corpses

New Negative Trait:
ADHD -6
Prone to becoming bored, Can't focus on mundane tasks when bored.
has a 200% Boredom gain modifier
Gains boredom at a moderate rate when performing "mundane" or "boring" actions such as reading, washing, dissassembling, and crafting.
High boredom prevents the player from reading, dissassembling/moving furnature, dismantling inventory items, and crafting.
(in my testing, you can read 80-120 pages of a book per sitting, and dissassemble about 10 objects before it stops. this is without any speed bonuses like fast reader or quick worker)

Cập nhật: 20 Thg05, 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.

Cập nhật: 18 Thg05, 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.

Cập nhật: 13 Thg05, 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.

Cập nhật: 17 Thg03, 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.

Cập nhật: 25 Thg02, 2023 @ 2:31pm

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

Cập nhật: 25 Thg02, 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.

Cập nhật: 2 Thg02, 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

Cập nhật: 31 Thg01, 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.