Project Zomboid

Project Zomboid

Superb Survivor 2024 BETA (SP Only) (V41 ONLY)
Showing 11-20 of 53 entries
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Update: May 21, 2024 @ 12:53pm

Fixed logging causing lag when barricading

Update: May 21, 2024 @ 10:27am

Fixed Barricading not working
Cleanup
Small performance buffs

Update: May 20, 2024 @ 6:47pm

Hotfix
Better Task Management system that handles 0 Task case better
Name rendered more often

Update: May 20, 2024 @ 6:34pm

Pile Corpses, Equip Weapon Fix

Comment removal on unnecessary commented code.
Fixed Equip weapon Task not equiping from inventory
Simplified dropping corpse or broken weapon to equip weapon from inventory.
Simplify isEnemy check logic.
AI no longer immune to fire (molotovs)
Disabled brute force fix for stuck in melee - for performance
Disabled some logging for better performance (slightly)
FIxed issue where zombies interupting tasks would delete previous task
AI now rerequip weapon before attacking if they need a weapon. Will not reequip when piling corpses
AI will drop broken weapon and corpses when equiping new weapon.
AI will actual hold 2 handed weapons with 2 hands when reequiping
Reequiping searches more inventory to find guns - got stuck before.



Update: May 20, 2024 @ 10:34am

Brute forced Wander task moved to AI-Manager for better performance
Simplified Task validation - Less code to work with

Update: May 18, 2024 @ 10:22pm

Russian Translation redone with Chat GPT - All of it was corrupted - Had to translate 2000+ lines from the english version

Improved group cohesion - AI should try not to run into you when fleeing towards the group but rather to the side of you

AI weapon range can now be capped (gun) because they are kinda op.

Update: May 15, 2024 @ 10:45pm

AI now only pursues if enemy is beyond max range
AI can now shoot out of windows and from stairs

Update: May 15, 2024 @ 9:28pm

Hotfix null issue

Update: May 15, 2024 @ 7:52pm

Fixed issue where ai stays stuck in aim mode after attack
Fixed issue where ai starves randomly when they arent supposed to need food
Small optimization

Testing group cohesion - AI to flee with some biased to the center of their group
Fixed major memory leak where groups accumulate infinite members and the game loops over hundreds of dead empty slots

Update: May 14, 2024 @ 5:11pm

Fixed Issue of player not being assigned to group 0.
Fixed issue where npc do not spawn if players group does not exist

WIP More robust flee task
Fixed Issue where ai prioritized reloading over close zombie. They should now try to walk away if 2 zombies are too close and the distance to the closest one is too small