Project Zomboid

Project Zomboid

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Update: Sep 3, 2018 @ 3:31pm

Added: Prowess Traits, which provide a boon to a particular skill. Currenlty only have Boons for Blunt, Blade, and Firearms. Non-weapon skills planned for future.
Changed: Martial Artist - Bare handed attacks now deal damage. Scales with Blunt skill. Price 3 -> 5.
Changed: Bouncer - Whenever you are surrounded by at least two zombies, your player will automatically attempt to push them away. Price 3 -> 5.
Note on Bouncer: Technically, you have to be holding a weapon to make an attack, but by default, the game gives you a "Bare Hands" weapon which is equipped when you aren't using a weapon. But in order for you to get the Bare Hands weapon, you need to shove at an enemy before it swaps initially. So this trait doesn't work until you either equip a weapon or push a zombie for the first time. Minor issue. Doubt anyone will have trouble with this.
Changed: Drinker Point Value 8 -> 10

Update: Aug 16, 2018 @ 5:58pm

Hotfix for Specialiation Traits destroying correct XP values.

This is a butchered fix, but one that should forcibly restore correct XP values.
In my code, everything calculates correctly, but when I pass the new XP value to the character, something within Project Zomboid's
https://projectzomboid.com/modding/zombie/characters/IsoGameCharacter.XP.html
Class seems to modify the value I send to it, which ultimately results in a further reduction of XP values beyond what is intended.

I do not know what the cause is. For now, this fix seems to work, but I don't like it. I basically have a Loop which checks to make sure the correct XP values were added. In the event that the game mucked up calculations, it forcibly adds XP points back until the intended value is reached. Obviously, Loops are bad for performance, but it's what I got for now...

Update: May 2, 2018 @ 7:55pm

Added trait: Indefatigable, which restores you to full health when your health falls below 10%. Can only proc once every 7 days.
Added trait: Bad Teeth, which causes pain when consuming food.
Added Trait: Drinker, works similarly to Smoker trait. You have an alchohol dependence, which must be sated daily.
Adjusted Trait: Injured 4 -> 2 points
Adjusted Trait: Broke 6 -> 4 points
Adjusted Trait: Evasive was benefiting from Lucky trait far too much. Is more balanced now.
Known Issue: Evasive sometimes "dodges" injuries when removing bandages.

Update: Apr 15, 2018 @ 6:42pm

Modified Specialization Traits : XP calculation was incorrect due to unknown variables interfering with xp subtraction. Due to this indeterminant variable, XP calculation is now simply done such that there is a 25% chance every time XP is earned for the XP to not be given, rather than modifying all XP earned to 25% of its value.
Added Trait: Gordanite, which improves your effectiveness with Crowbars.
Added a couple more items to the Anqitues list.
Fixed issue with Injured and Broke Leg traits when used in conjuction with Evasive, potentially "dodging" the damage.
Fixed issue with Specialization: Melee Weapons taking up too much space on the trait screen.

Update: Mar 24, 2018 @ 5:06am

Modified Depressive trait: Your sadness stops stacking once you remove the Sadness moodle, instead of when you get your sadness to 0, as this was confusing since the sadness moodles doesn't first appear until your sadness level is 25, which could leave you still Depressed even if you removed the moodles.

Added Specialization Traits, which allow you to "specialize" in a certain area, allowing you to start with many points in a particular perk, but at the expense of a 75% reduction in all other skills xp gain.

Nerfed some of the Antique items, as they were too powerful.

Update: Feb 23, 2018 @ 2:10pm

Added Evasive trait, which gives you a 33% chance to dodge an incoming attack. (This trait took the better part of two days of programming for various reasons related to the difficulties in programming in Lua versus how easy it would be in Java. There's no reason it should have taken as long as it did, but the LuaJava interface is difficult to grasp at times, and unnecessarily complicated at other times.)
Added Depressive trait, which makes the player occasionally experience bouts of depression, during which their unhappiness increases and continues to stack until removed.
Added Self-Destructive trait, which makes the player's health decline to a certain maximum while sad.
Added Blissful, which gives the player a constant hapiness buff.

Update: Feb 20, 2018 @ 4:51pm

Packager trait is now Prepared: Pack, costs 1 point, and starts you with a Big Hiking Bag.
Packer Bag now added to random unique loot available for Antique Collector trait.
Packer Bag buffed due to its new rarity.
Olympian and Runner are now mutually-exclusive to one another to prevent massive sprinting stacking.
Nerfed Maul, unique from Antique Collector.
Nerfed Prepared: Camp, as it contained too many items.
Added Prepared: Cars, which starts you off with car supplies. (Currently, the Experimental Build gives you car supplies anyway, but this will eventually be more useful)

Update: Feb 15, 2018 @ 8:38pm

Adjusted the value of various perks for balance.

Broke Leg now properly breaks your leg and imposes movement penalty.

Injured no longer has a chance to lodge glass shards or deep wounds.

Injured and Broke Leg are now randomized in terms of recovery time, initial damage, and severity. Luck also now plays a role in how severe your wounds are.

Prepared Traits are now mutually-exclusive to one another--you can only have one.

Fixed bug with character spawning sometimes not processing starting items and stats. (Multiplayer Respawn Issue)

Fixed Tinkerer trait causing issues with non-vehicles builds. It now checks if Mechanics skill exists before adding to game.

Fixed Prepared weapons - It wasn't giving you a shovel.

Update: Feb 14, 2018 @ 10:50pm

Adjusted reduced value of Broke trait.

Increased value of Butterfingers trait.

Adjusted amount of food given for Prepared: Food

Adjusted chance of Butterfingers to trigger. It now triggers less often.

Adjusted variables for certain traits to be affected by character traits such as lucky or unlucky.

Added:
Scrounger - You tend to find more loot in containers
Incomprehensive - You tend to find less loot in containers
Antique Collector - You have a rare chance to find unique loot. (Work in progress, only a few rares available from random pool)

Update: Feb 12, 2018 @ 3:13pm

Added:

Scrapper
Tinkerer
Wildsman
Natural Eater
Practiced Swordsman
Thuggish
Butterfingers