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Headwear isnt a dumb idea thought since Zombies sometimes slap you there
https://www.youtube.com/watch?v=hTOUy7fjoS4
Mods and more mods...
Avoidance:
Workshop only mods (Sadly None of these exist at the base game) :
If you use ranged weapons it is less likely you will get bitten. Bow and arrows with its unique crafting mods (Much wiser than melee)
Polearms for melee range. Worse then bows, better than all other melee for the shove away animation and reach. However unmodded spears are not that good since its reach is still melee and they break very easy at base game.
Trap mods that can be used to lure zombies and take them out after spending some time to craft then lure groups of zombies.
Mc Gyver style, Fire and explosive weapons. Only under mods. Crafting receipt mods.
Light sabers and similar fantasy weapons only under workshop mods. Crafting receipt mods.
Workshop only, creative armors:
Only at workshop. Makeshift armors for neck protection, body and leg protection and forearms protection. Some mods come with defensive animations.
What I can advice without breaking fantasy and 'Realism' balance. (Where Rotting Corpses Walk and Fight , which is ,allready, No where Realistic... lmao)
https://www.youtube.com/watch?v=JYSNZWfTeV8
Rambo mode: (Workshop ony)
Meanwhile there are mods for unlimited ammo firearms with low maintenance return but also armored vehicle mods to the extreme to go full , feeling insecure, Rambo fantasy. Literally, name it whatever you like. Rambo, Doom, Quake.
Realism and zombies ?!
Special powers mods makes sense where the undead can walk, run, jump, climb; are more powerfull then humans. They have got memory and know how to team up aswell instead of falling apart as if rotten meat puddings: (Workshop only)
https://www.youtube.com/watch?v=Zcu4KFZOKtM
There is also special ability mods where you can use telekinetic power to lift and drop many zombies at sight. Another one to control zombies as if puppets but cant physically attack them, directly. Even invisibilty mods under certain conditions. Which can all be balanced by using negative traits and settings related to mods themselves which consumes the player character's energy with each attempt. (We could even achieve the ability to Turn undead and Destroy undead. Because we allready have got the actual live Undead)
https://www.youtube.com/watch?v=AD6LIBdqRGs
Out of jokes and the facts, you shall try the creative mods at workshop for weapons, armors and special powers. Base game doesnt have any of those (fighting rotting undead may feel sucky), for now...
Meanwhile, even at base game you can turn zombification off, under sandbox settings as well as the chance to get bitten at the neck from behind or the chance to get pulled down by group of zombies.
https://www.youtube.com/watch?v=Q9aM9Ch97U8
Have fun !
To keep it kindof short, When you take a hit from a zombie, it randomly rolls to see what body part it hits, and then checks against your strength/endurance/etc to see if you can shove them off, and then if that fails, checks if your clothes would protect you from the hit. If you have 100% scratch protection and it would've been a scratch or laceration, it will instead rip a hole in that part of the clothing and reduce protection there to 0% but not damage the player. If you have 100% bite protection on the targeted part, similarly, it will put a hole in the protective coating and drop it to 0% in that spot.
For sub 100 percentages, there's just a growing chance it will rip a hole in the clothing and do damage directly anyway. So you get a hole in the clothes either way.