Project Zomboid

Project Zomboid

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Reactive Zombies
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3.215 MB
Apr 30, 2023 @ 12:54pm
May 12, 2023 @ 4:09am
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Reactive Zombies

Description
Reactive Zombies
Zombie attributes and behavior change with your actions. Too aggressive? Zombies become stronger and tougher. Too passive? They get smarter.



Description:
After months of slaying zombie after zombie, you may feel like they're too weak, they don't respond to your actions, they're just walking/sprinting things wanting to eat your brain, but that's it. They won't change, their strength is the same at day 1 and day 365. If they are about to die, they behave the same as if nothing is happening. Well, time to change all that!.

This mod is part of my mod collection, which goal is to make the world as reactive to your actions and playstyle as possible. Check it out!.

Mod Content:
Zombie attributes and behavior are now dynamic. Long gone are the days where zombies were just the same on day 1 and after 6 months. First, let me explain what mechanics the mod use for zombie attributes and behavior to change with time:
  • Demolisher Mode: If a player isn't seen by zombies in a day, make the zombies more destructive (these stats revert a stage if the player is seen by zombies again);
  • Last Resort: If a zombie is about to die, there's a chance it becomes stronger and faster, as a last resort to try to survive.
    • Last Resort can happen if a hit zombie's HP is below 100;
    • Base probability is 1%;
    • Probability increases if:
      • Chasing Zombies: If chased by 3 or less zombies, increase probability by 1%-2%-3% as zombies chasing goes down to 1;
      • Player Health: Increase chance by 2% for every 25% HP the player loses (up to 6%, 75% max HP loss);
      • Player Weapon: If the player hit the zombie with a ranged weapon, increase chance by 2%;
      • Player Wounds: Every unbandaged wound increases chance by 3% (12% max), if it's bandaged, it's 1% (4% max).
    • After a last resort zombie dies, it emmits a sounds with a radius up to 50 tiles, attracting other zombies, so be careful!
  • Player Playstyle:
    • Zombies can become stronger on a X:1 kills/days survived ratio (customizable in Sandbox Settings);
    • Zombies can become tougher on a X:1 kills/days survived ratio (customizable in Sandbox Settings).
  • Time elapsed:
    • If enabled, each day there's a probability that zombie fire resistance increases to a maximum (customizable in Sandbox Settings). Zombies take x4 damage to fire at the start of the game;
    • If enabled, each day there's a probability that zombie mortality increases, making zombification faster (customizable in Sandbox Settings);
  • Time of Day: At night, zombies see less;
  • Weather: Zombies may be more blind, slower and less perceptive during stormy, foggy, rainy and snowy days.
Every zombie attribute (strength, toughness, cognition, etc.) and behavior depends on these mechanics.

Compatibility:
Reactive Zombies, as of Version 1.22, is now compatible with CDDA_Zomboid, Night Sprinters, Personalized Zombies, Random Zombies and The Darkness Is Coming!.
  • You MUST use ModManager for this to work. This way we make sure these mods load before Reactive Zombies. Mod order should be:
    • other mods;
    • ...
    • CDDA_Zomboid OR Personalized Zombies OR Random Zombies;
    • Night Sprinters (if used);
    • The Darkness Is Coming! (if used);
    • Reactive Zombies OR Reactive Zombies - CDDA_Zomboid Patch.
  • CDDA_Zomboid: Enable the CDDA_Zomboid Patch version. DO NOT ENABLE THE MAIN VERSION OF MY MOD. ONLY ENABLE THIS ONE
  • TDiC: Built-in compatibility. The Darkness Is Coming has a sandbox option called "Update zombie lore on start of events". If this is true, TDiC will handle zombie attributes, my mod will handle zombie behavior, else, my mod will handle Zombie Lore;
  • NS, PZ and RZ: Built-in compatibility. All zombie attributes will be handled by them, zombie behavior will be handled by Reactive Zombies.

More Information:
Currently SP-only. For more information about:
  • Changelog;
  • Compatibility;
  • Mod mechanics.
Check Reactive Zombies (Version x) in GitHub[github.com]

Help! This doesn't work:
  • Make sure you are subscribed and ENABLED my mod;
  • If you started a world with this mod enabled, and the mod updates, don't worry, it's save compatible.

Planned Features:
  • Add save compatibility for created worlds; DONE
  • Add compatibility with POPULAR mods. Suggest in the comments sections mods I should make compatible with this!; MOSTLY DONE
  • Add a new mechanic: If a player is badly injured, nearby zombies become faster to try to kill him (AKA Forced Last Resort);
  • Change the way zombies gain fire resistance. Instead of gradually gettings more resistant to fire by default, make it so the more zombies you kill with fire, the more resistant they become;
  • Add compatibility with other mods. It's kind of hard to do this, as it requires to know what mods I should make this compatible with. Right now, this should work with most mods, but if a mod is similar to this one (changes zombies attributes or behavior), a patch isn't going to be possible.

Credits:
  • The Indie Stone, for making this beautiful game.


Workshop ID: 2969542746
Mod ID: ReactiveZombies
Mod ID: ReactiveZombies_CDDAZomboid
Popular Discussions View All (1)
13
Jul 6, 2024 @ 11:51am
PINNED: Bugs & Errors Fixing
JulianFVM
111 Comments
Gojita Apr 26 @ 11:25pm 
This mod DOESN'T support MP/Multiplayer!
8hoursofsleep Mar 23 @ 9:37pm 
Such a cool concept! I hope it gets updated to B42!

Any chance you could make a way to know the zombie state? like, the character metioning that the zombies now act a different way?
marshmallow justice Mar 17 @ 4:29am 
Hey, regarding this: "NS, PZ and RZ: Built-in compatibility. All zombie attributes will be handled by them, zombie behavior will be handled by Reactive Zombies."

So does it mean that I as the user should NOT mess with the settings like "Strength Ratio", "Toughness Ratio" (and maybe the fog/rain/snow intensity settings too?) as this will NOT be utilized when Reactive Zombies detects RANDOM ZOMBIES and similar?

Right now I'm using Random Zombies Day And Night + The Darkness (with darkness's zombie lore module deactivated, so it's purely RZ doing the work, and it works great).

On a side note, is it possible for the Rally group changes (zombie behaviour) to have a full toggle? as it stands, without being able to set Maximum Rally Group Size to 0 as well like Minimum, the author of Wandering Zombies says it won't work together. So CORE gets disabled with RZ+TD, ZB doesn't work with WZ, but Mod Mechanics should be okay.
marshmallow justice Mar 15 @ 3:29am 
holy crap this sounds amazing, but regarding Random Zombies ... Does it also work with the Night & Day patch of Random Zombies ...? Because that one allows adjustment to fragile, smart level, toughness, etc, which this mod obviously does .. So would it be correct to assume that you can only use the NORMAL Random Zombies (so speed only) if you want to use this mod also?
DUCK Jan 31 @ 11:24am 
AFTER HOURS OF SEARCHING I FOUND DD_ZOMBIE


https://steamcommunity.com/sharedfiles/filedetails/?id=2861841643
Lucky Sep 13, 2024 @ 6:33pm 
Server keeps spamming "Reactive zombies: modData still not set" this has been happening a while and i suspect its causing performance issues
Lord Accokstorm Aug 10, 2024 @ 10:05am 
How does this mod affect performance? If at all
Rathadin Jul 13, 2024 @ 4:12pm 
When I go to this mod in the folder in game it tells me I can not activate it because I need the mod DD_Zombie but I can not find it
null Jul 11, 2024 @ 12:08pm 
@Xgongiveittoya but the description says SP only
Xgongiveittoya Feb 22, 2024 @ 9:34pm 
this mod works in mp volmen.