Project Zomboid

Project Zomboid

Evolving Traits World (ETW) [B41/B42] - alternative to "Dynamic Traits"
Showing 11-20 of 104 entries
< 1  2  3  4 ... 11 >
Update: Dec 24, 2024 @ 5:55am

v.9.0.1

Fixes:
- Fixed all repairing-related code. Means now repairing cars gives progress to earning traits that require it. Also means Restoration Expert is actually working now.
- Fixed submod breaking auto-sort in mod menu.
Translations:
- Fixed old translation files for b42 (also you should use english while b42 is unstable, I will not be asking translators to update translatons until b42 is out)

Update: Dec 23, 2024 @ 4:14am

v.9.0.0 - b42 update

General:
- Compatability update for b42
- Mod options are no longer needed for b42, same for TchernoLib

Info can be found here: https://steamcommunity.com/workshop/filedetails/discussion/2914075159/595136072544954599/

Update: Oct 8, 2024 @ 5:57am

v.8.5.2

Fixes:
- Fixed error in ETWCommonLogicChecks.lua
- Fixed a harmless warn on server requiring "ETWModData"
Translations:
- DE, CN, CH translations updates

Update: Sep 16, 2024 @ 4:46pm

v.8.5.1

Fixes:
- Fixed error in food sickness function (ETWByHealth.lua line # 59)
Translations:
- KO update

Update: Sep 16, 2024 @ 2:59pm

v.8.5.0

General:
- Reworked Cold Illness System into Immune System, now it's just a counter that you increase by having cold. Additionally, having Knox infection also contributes to it now. So running mods that let you fight infection (for example, Antibodies) can help with this
- Added Outdoorsman counter increase multiplier which was missing from sandbox, now added
- Outdoorsman System and Fear of Locations System now get progress when killing stuff (read sandbox description for more details)
- Normal sickness now contributes to Food Sickness System. Sandbox options are present, default contribution multiplier is 25%
Balancing:
- Reduced default Herbalist counter and decay (1000 -> 250 and 1 -> 0.2)
- Reduced default Axeman counter (500 -> 250)
- Reminder that defaults changes do not apply to existing saves, use mods to change them, if you want

Update: Sep 15, 2024 @ 8:16am

v.8.4.1

Fixes:
- Fixed harmless error on server launch
- Fixed Rain counter behaving weirdly sometimes.
Translations:
- KO, CN, CH translations update

Update: Sep 10, 2024 @ 1:30pm

v.8.4.0

General:
- Refactored weather functions a bit
- Making kills while in the rain or in the fog now gives progress to Fog System and Rain System traits
- Moved a bunch of stuff around, looks like everything is still working
Balancing:
- Lowered defaults for Item Transfer System
- Slightly adjusted the distance at which you get maximum Bloodlust meter fill
Fixes:
- Fixed Bloodlust system being reset to 0 if player wears no clothes
- (Possible) Fix on some client-side code being run on server in MP and throwing errors every now in then in server console.
- Fixed Sewer/Tailor trait check not being triggered on ripping enough clothes.
Mod Conflicts:
- When moving items with negative weight (for example, mod items used to artificially increase size of containers) it no longer reduces your Item Weight Moved progress in Inventory Transfer System

Update: Sep 8, 2024 @ 1:59pm

v.8.3.1

Fixes:
- Fixed UI breaking on first character load

Update: Sep 8, 2024 @ 12:10pm

v.8.3.0

General:
- Sewer now also requires you to rip unique clothing. Probably compatible with modded clothes (tested with AuthenticZ and Britas Armor Pack)
- Added a Readme in UI to save people trouble of asking for things that are already in the mod.

Update: Sep 7, 2024 @ 7:30am

v.8.2.2

Fixes:
- Fixed Bloodlust bar on UI having labels in incorrect position
Mod Conflicts:
- Fixed error when zombie killed by someone else than a player (like NPC from Bandits mod)
Translations:
- KO update, looking for more maintainers of existing languages, they are lagging behind a bit. Ping me on discord if someone wants to help.