Project Zomboid

Project Zomboid

[B42/B41] Bandits NPC
Viser 101-110 af 199 forekomster
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Opdatering: 9. okt. 2024 kl. 11:13

  • bandit movement run start/end animations
  • bandit will recognize player weapon and adjust his behavior
  • bandit shove will not always make the player fall down
  • fixed zombies knowing player location when bandits are near
  • bandit will no longer spawn with visible facial damage but may get them when hit by player

Opdatering: 5. okt. 2024 kl. 14:37

  • minor fixes

Opdatering: 5. okt. 2024 kl. 11:10

  • bandit weapon while aiming will align properly
  • bandit idle to aim animations
  • bandit chance of stepping into fire limited
  • bandit melee hit will take slighly less damage
  • fixed "Bandit.Can" error
  • bandit speech phrases have assigned chance not to be spoken to avoid group saying the same things at the same time
  • friendlies will spot enemies easier by not looking the other way

Opdatering: 4. okt. 2024 kl. 15:44

  • the function that forbids bandits to spawn in buildings that players have visited in last 7 days will now work correctly
  • bandit can't hop over high fences that are unhoppable for players

Opdatering: 3. okt. 2024 kl. 15:42

  • VOICE TRANSLATIONS FOR MALE3

Opdatering: 3. okt. 2024 kl. 14:41

  • Zombies will now be attracted by bandits just like by the player.
  • Ammo amount dropped by bandits will now be correct
  • Added human voice male 3 (by Shadesz)

Opdatering: 29. sep. 2024 kl. 6:54

  • body loot fix

Opdatering: 28. sep. 2024 kl. 13:28

  • low aiming animations
  • new code for door/window open/unbarricade/smash/destroy


Opdatering: 26. sep. 2024 kl. 10:21

  • bandit fishing
  • friendlies will open windows and not destroy them
  • bandits will now be capable of opening locked doors from inside the building, just like players
  • removed "unknown zone type" warning message
  • fixed zombies attacking bandits from different floors

Opdatering: 22. sep. 2024 kl. 12:26

  • player can recruit a civilian to become his companion (civilians are present only in Day One mod)
  • player can order a companion to leave him and become a civilian again
  • admin options and debug options are now separate (to avoid accidently using the clear space option by admins)
  • bandit DNA to introduce more variability (individuals will have better or worse endurance/sight/bravery/tendency to sneak etc)
  • setting correct attack position will make bandit play the right animation when receiving damage
  • bandit that has moved or performed any non shooting task will have to spend more time on aiming (avoid stop and immediate shoot problem)
  • bandit cars are now hotwired (no missing key in ignition)
  • bandits make less damage to cars
  • more outfits for desperate citizens and criminals
  • more weapons for desperate citizens
  • bandit may sneeze (may attrack zombies)
  • removed wait time after clip drop animation