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@WifeTookMyDog, it will usually wear off if you stay for too long in the rain.
@Nippytime, thanks for taking the time to look under the hood, the calculations you see are indeed hardcoded to strike a balance between ‘feeling fair’ and still being a bit overpowered, it’s by design, i appreciate your feedback on the rounding math, and while I might fine-tune it in future updates, the current approach intentionally keeps camouflage potent yet straightforward to manage.
@jostave, the mod’s detection system is designed so that zombies really only ‘activate’ if you do something noticeable, like running, firing a weapon, or turning on a car engine, if you quietly move just outside their immediate detection range, they’ll often lose interest, it can feel a bit odd, but that’s the balance i went with to emphasize stealth and camouflage.
@Siberian Frontier, well, we can’t 100% prevent bugs, especially in a multiplayer environment, i’m not saying you’re playing MP, but you should know that multiplayer always increases the chances of issues cropping up, in theory, the mod should attract zombies when you start a car, even if you’re fully camouflaged, it’s likely some quirk or conflict that’s letting you drive around unnoticed, but i’ll keep an eye on it for future fixes anyway.
@Peni4, your answer to @Siberian Frontier is spot on, this issue is a legacy from the original mod, however, I’ve done some workarounds in my version to minimize it, it’s still not fully removed, but thanks for your feedback.
@DefinitelyNotRipley, yes.
@Azazeal, Peni4 is correct, thats just how the zeds AI works.
@Peni4, your answer to @Azazeal is correct.
@nuo, Haha, thanks for your comment, always happy to bring a little ‘Walking Dead’ vibe into Project Zomboid. <3
@Joux, thanks for the heads-up, i’ll look into optimizing that so it doesn’t tank your FPS, in the meantime, you could try stashing your ammo in containers instead of your main inventory to reduce the load, appreciate the bug report, thanks.
@{playername(-1)}, you're welcome. :)
@Bored and Tired Gamer, thank you for your feedback, i'm glad you liked it. :)
@Azazeal, hey, no worries about the double post, i appreciate the elaboration, this mod mainly focuses on the camouflage mechanics and doesn’t delve too deeply into overhauling the core zombie vision range,if you’re looking to cut that sight radius in half by default, your best bet is still tweaking the vanilla Sandbox settings (Memory, Vision, Hearing, etc.), unfortunately, there aren’t many mods that specifically reduce default zombie vision without also changing a bunch of other AI elements, i might consider exploring it in the future, but for now i’m sticking to the camo system rather than rewriting how zombies detect players on a global scale.
@Freddie Da Gamer, since Build 42 isn’t fully stable yet, and isn’t even properly playable in multiplayer, i’m keeping the mod maintained for Build 41 for now, once the final, stable Build 42 is out, i’ll either update this mod or create a separate Build 42 version from the ground up, but thanks the heads up.