Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You have them at start or never
Only ones you can change are
Weight related...once normal weight, you are plain normal
Strengh and fitness related...only goes up
Somewhat cowardly...you will always have the debuff, but you get less and less sensitive to zombies, so, the debuff matters less
Having at least 1 point in a trait at start gives a huge XP boost to this trait for the whole game too
Can be worth considering sometimes
You can eventually gain fit / athletic or stout / strong if you play a character long enough...will take monthes or even years
Athletic run speed boost has been removed i think
All starting recipes granted by occupations can be gained via recipe books (herbalist, generators,...etc)
Only the ones from engineer are unique
So the prone to injury due to weight is a switch that can flick on and off as the criteria is met?
The last few games I had, I played as Overweight, only eating when the moodle told me my strength and healing was lowered, and just enough to bring it back up to 'can eat a horse hungry'. It takes forever to drop ONE pound! And the Stamina drain... That's atrocious!! Very dangerous when you get exerted so easily.. It makes for a very risky game.
This is also interesting.. So no books to make explosives? (Which I'm guessing are more complex than a molotov.)
Especially as you can peir very underweight with strong, negating its main downside (and getting strong for 'free' as bonus...)
Smoker is quite an easy trait to deal with
Cigarettes are quite common, even in the rarest loot settings
It would make sense to be able to lose it, even more as you are a small smoker (1-2 cigarettes a day.) but...nope
You cant become a smoker either
Engineer recipes are engineer only as far as i know
You can never learn them if you dont start as engineer
Everything else, there is a recipe book
Also...
Any comment on this?
E: Also, Lucky: after learning more, there are two tiers of loot as I understand, useful and less so. (pre-b41) This I gleaned from a dev post that I don't care to go digging after atm. Lucky, again as I've read in a wiki, increases the chance for spawned loot to be from the "rare"(useful) tier by 10%. Lots of variables in that description, enough that it may even be misinformation. How is "rare" loot controlled? What makes it "rare"?
The bitten chance has been debunked many times. Otherwise stacking lucky and thick skin well... you get the idea.
https://pzwiki.net/wiki/Traits
Loot is rolled when you enter the cell afaik. In MP I imagine things could get real screwy with this trait as a factor. All of those pissed off lucky players sifting through unlucky Joe's scraps.
The ongoing value of Lucky is the repair chance, if this wiki is correct. /e
Ok, my mistake. Apparently you can't build pipe bombs as a non enginnner, though you can install things such as timers to them thanks to magazines - which is where my confussion comes from.
Lucky gives more chance for any container to have rarer items
RNG based
In the long run, it adds up...you see the difference between a lucky and a normal character after a while
It helps a bit with repair too
It doesnt do anything against zombies or protection or anything like that
In Multiplayer I would see items in containers, my friend couldn't see because of I had lucky.
Also, loot isn't generated on world creation, but at the moment you first look inside a container, be it cupboard or ex-zombie.
The items that are unique to engineers are: Aerosol bomb, Flame trap and Pipe bomb. Everything else can be learned from magazines, including adding timers etc. to the items mentioned. (which outside of multiplayer is completely pointless)
Handy I believe adds +100 health to all your carpentry constructions and you build them faster.
Lumberjacks "Axe man" not only swings his axe faster, but chops down trees a lot faster too.
Brave trait is the same as desensitized from veteran.
Nutritionist can be picked as a seperate trait without picking fitness instructor.
None of the traits that do anything different then give an outright boost to a skill can be aquired or lost after spawning, with the exception of the weight and fitness/strength traits. All recipes and skills can be learned from magazines with the exception of the engineer items mentioned earlier.
These as I understand (again anecdotally from anecdotal data, I don't play either much) have a hidden stat penalty to str/fit limiting their maximums. I have noted that must be the extent of it (as opposed to a constant hidden str/fit penalty) as there is no change to carry weight capacity with these. I am very curious to know if the stamina penalty seems to fade over time, as lacking a carry weight change, I'm imagining there is a special modifier in play here.
No carry penalty, i get the 18 normal carry from 9 strengh from the start
Havent really noticed pushing zombies being hard either
Granted, 9 strengh, even with a hidden modifier from very underweight, is very high anyway compared to the normal 5... pushing is very easy from the start
The penalty, if there is any, goes away as soon as normal weight anyway
Sometimes, i add athletic too
Yep, makes sense, very underweight but strong and athletic ;D