Project Zomboid

Project Zomboid

Even More Traits
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Update: Jun 14, 2023 @ 9:25pm

Added sandbox settings for Ambitious, Spartan, and the new traits.
Added some missing text for sandbox settings.

New Positive Traits;
Anabolic Boost; -4
Your body conditions and builds muscle faster.
gains 50% more strength and fitness XP at all times.
uses 50% less endurance while exercising


New Negative Traits;
Codependant; +6
Gains unhappiness afer being alone for extended periods of time. extreme levels of unhappiness can be lost by being near people.


Betrayed; +4
Gains stress when near other players, scales with distance and number of players.
Gains low stress when unarmed.


Existing traits;
Fixed a typo with "Spartain"

Restricted; now gives +8 trait points instead of +6 (comparing it to thin skinned)

Update: Jun 10, 2023 @ 8:06pm

New Traits;
Ambitious; -4
Gain 20% more crafting skill XP,
leveling a crafting skill gives a permanent 2% increase to the bonus.

Spartain; -15
Dramatically increases spear effectiveness
Gains 10% damage and 40% durability per level of spears
Spears minimum range is decreased by 0.04 tiles per level (this is the range that you are forced to push instead of attack)
Spears maximum range is increased by 0.02 tiles per level.
gains +1 multi-hit at spear level 6, and +2 multi-hit at spear level 10.
does not gain crit bonuses (spears already instakill on crits with a 30% crit chance)

loses 25% of current panic when getting a melee kill.
+2 fitness
+2 spears

Update: Jun 9, 2023 @ 4:08am

Update: Jun 1, 2023 @ 7:13pm

PTSD;
changed penalty for combining with smoker
smoker stress gain changed from +100% to +40% (servers created with the old value will need to be changed in sandbox settings)
smoker stress loss changed from -35% to -50%

ADHD:
fixed a mistake where hitting 100 boredom with ADHD would immediately cause you to gain 100 unhappiness.

Update: May 30, 2023 @ 9:03pm

Juggernaut;

The first time you push a zombie you will deal 33% of its current health as damage to it.
As long as you have no endurance moodles, Blunt and Axe weapons wielded with 2 hands stagger zombies they hit. (similar to being pushed)

ADHD:
Increased Trait points from +6 to +8, After playing with it for a while i like where its at currently but i feel the trait management is a bit much for the points it gives.
The following actions types are now considered "Mundane", meaning they will add boredom when performed;
"ISUninstallVehiclePart" "ISInstallVehiclePart" "ISBuildAction" "ISRepairClothing"

The following action types are now blocked by being "too distracted"
"ISUninstallVehiclePart", "ISBuildAction", "ISRepairClothing"


Boredom gained from "Mundane" actions is reduced by up to 50% based on the current level of the relevant skill. Scales linearly.
Professions also have static 40% or 80% reductions to boredom gain for relevant actions

note: this was so much harder to accomplish than it sounds, trying to figure out what the player is currently doing with context is such a nightmare. you can detect certain types of actions like ISReadABook or ISCraftingAction but discerning what specific book you are reading or what item is being crafting is nearly impossible.
I figured out that you can pull the item being used in the action from the animation that it plays. but if the animation doesnt require the item then your SOL. ripping clothing is a good example of this. as far as i can tell, it is impossible to detect that the player is specifically ripping clothing vs any other crafting action.
all-in-all this is a patch job that sort of works most of the time, but the most common and lengthy actions are covered and thats good enough for me.

Being "too distracted" no longer applies to actions with items that reduce boredom. This does require the item to be involved in whatever animation is playing for the same reasons as mentioned above. so items that do not appear in your hands during their use will not work if you've already hit the "too distracted" threshold.
(previously this was hard coded to only ignore the vanilla red book, comic book, and newspaper. But i figured out a better way of doing it)

Mundane tasks now prevent you from losing boredom while they're being performed
This should hopefully solve the wierd scaling problem with indoor vs outdoor tasks and allow much better control over the boredom gain rate from actions in general. It is still slightly more efficient to do things indoors but its much less noticable now. 8.7% boredom increase outdoors vs 8.4% boredom increase indoors for dissassembling something with no reductions.

Update: May 28, 2023 @ 9:48pm

ADHD
Boredom penalty caused by clearing boredom with panic changed,
Decay rate is doubled at 0 boredom and halved at >10 boredom. panic no longer affects decay rate.


PTSD
Changed the stress reduction penalty from -50% to -65%
(Due to how sandbox settings work, this will not automatically change on active servers or sandbox presets.)

Smoker + PTSD now has new unique combo penalties;
Cigarette stress gets a reduction penalty of -35%
Smoker gains Cigarette stress twice as fast at all times, meaning you will have to smoke more often.
Regular stress turns into cigarette stress at a rate of 0.5% per in-game minute, meaning that normal stress slowly becomes only removeable with cigarettes.

essentially, Smoker and PTSD now combine to make your character a chain smoker who needs to smoke a ton of cigarettes to deal with stress.

Update: May 24, 2023 @ 7:23pm

Moved Passive bonuses to their own function that handles them, passive bonuses will now clear if you lose the trait.

ADHD
Threshold for being "too distracted" changes from 99% to 90% once it triggers. It reverts back to 99% once you get below 90%
(90% is the threshold for the last tier of moodle)

New Positive Traits:

Natural Insulation -3
Your body naturally regulates its own body temperature better than normal
Get a 150% or 67% modifier to temperature gains and losses depending on if your hot or cold.


Negative Traits:

Warm Bodied +2
Your body generates more heat than normal
You have a permanent 150% temperature gain modifier and 67% temperature loss modifier

Cold Bodied +2
Your body generates less heat than normal
You have a permanent 67% temperature gain modifier and 150% temperature loss modifier.

Update: May 22, 2023 @ 9:30pm

Homebody:
Now reduces boredom gain rate by 30% while indoors
Now increases boredom loss rate by 30% while indoors (mostly applies to items or other mod effects)
Reduced Unhappiness drain from 0.2% of current to 0.1% of current

Wanderer
Now reduces boredom gain rate by 30% while outdoors (mostly applies to items or other mod effects)
Now increases boredom loss rate by 30% while outdoors.
reduced the amount of time needed to activate the trait and reach maximum drain rate by 33% and 40% ie: it activates faster so you recover more by walking around the block.

Composure
Fixed the trait, it now works as intended.
Previously it was giving you more bonus when highly panicked as opposed to the other way around.

Cardio
Now costs 5 points

Photophobic
Overhauled the panic gain entirely, instead of on/off behavior. it now scales dynamically with the world
The trait still requries you to be outside in order to gain panic
Clouds and Fog reduce the amount of panic gained by the trait, both scale exponentially. reaching 60% or 75% reductions in panic gain when at their max values.
(Fog reduction only begins scaling when fog is decently thick)
Instead of using the time of day, it now uses the global ambient light value to determine when it should activate.
Global light value also determines how strong the panic gain is, ranging from 0.6x to 1.35x what it used to be.
realistically this number is closer to 0.5x to 1.1x because clouds almost never fully go away.

Wearing Sunglasses or a Welding mask reduces panic gain by 50% or 65% respectively and should enable some longer living characters to avoid panic almost entirely. especially on cloudy or foggy days.

Necrophobic
Now refuses to pick up corpses

New Negative Trait:
ADHD -6
Prone to becoming bored, Can't focus on mundane tasks when bored.
has a 200% Boredom gain modifier
Gains boredom at a moderate rate when performing "mundane" or "boring" actions such as reading, washing, dissassembling, and crafting.
High boredom prevents the player from reading, dissassembling/moving furnature, dismantling inventory items, and crafting.
(in my testing, you can read 80-120 pages of a book per sitting, and dissassemble about 10 objects before it stops. this is without any speed bonuses like fast reader or quick worker)

Update: May 20, 2023 @ 4:17am

5/20/2023
Redesigned the code that handles vitamin junkie and addicts pill taking.
the old system has been completely removed, the new system uses timed actions to determine when pills are taken as opposed to repeatidly scanning the inventory for a change in remaining uses of valid items.
essentially;
fixed the issue where the last use from vitamins, painkillers, and sleeping tablets would not register with the relevant traits
fixed the issue where vitamin junkie would bug out heavily when vitamins were "poured" or "combined" with other vitamins, resulting in the bottle that lost uses activating the trait, and the bottle that gained uses being unable to activate the trait until the item was consumed back to where it was before being filled.

Update: May 18, 2023 @ 5:50pm

5/18/2023
Sentimental now waits 3 in game minutes before generating the sentimental item apon first spawning in, this should fix the issue with deprived deleting your sentimental item.
Adding a new sandbox setting "Sentimental: Enable Item Recreation". if enabled, holding a Tree Branch in your secondary hand with no items in your main hand for 3 in-game minutes will force a new sentimental item to be generated for your character as well as delete any existing ones from your inventory.

Fixed some missing translation info for Vitamin Junkie sandbox settings.