Project Zomboid

Project Zomboid

Kayli's Evolution Mod [EXPERIMENTAL]
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Update: Jan 30, 2022 @ 3:43am

Evolution number now updates more frequently. This used to be every hour on the in-game clock, but it's now every minute. This is another change that's necessary now other evolution functions have been introduced, since quicker evolution can make sense for the cyclic function.

Update: Jan 29, 2022 @ 2:28pm

- Delay and starting progression can now take non-whole numbers.

Update: Jan 29, 2022 @ 6:00am

- Branding update

Update: Jan 29, 2022 @ 3:14am

- More accurate transmission evolution
- Fixed an issue that kept the mod from being multiplayer-compatible

Update: Jan 27, 2022 @ 7:49pm

- Introduce new evolution functions
- Introduce attribute lower bounds

Update: Jan 27, 2022 @ 1:09am

Fixed an issue where individual attribute factors don't apply correctly.

Update: Jan 26, 2022 @ 2:25pm

- Support for individual zombie deviation.

Update: Jan 26, 2022 @ 5:22am

Add version support for ZedEvolution moddata & sandbox vars so that it's automatically updated on load if an old format is detected.

Update: Jan 24, 2022 @ 7:24am

- Undo auto constraints, since I forgot to take into account the global evolution factor, which can also be negative. This feature will come back, but right now it breaks stuff so I removed it again.

Update: Jan 24, 2022 @ 7:18am

- Added attribute caps. They work for limiting both how strong and how weak zombies can get from evolution.
- Multipliers and attribute caps will now always try to retain a sane value when editing them in the sandbox settings (e.g. a negative multiplier only makes sense when the cap is lower than the zombie lore, so your multiplier will be made positive if the cap is changed to be higher.)