Project Zomboid

Project Zomboid

[B41] Knox Event Expanded MP NPC mod [alpha v0.2.1]
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Update: Jan 10 @ 6:08am

Minor backport patch
This patch requires an update to the class files.
  • Backport new method of distributing npcs around the map. This option is default on in the sandbox settings.
  • Backport fixed version of survivor preset where the frequency of guns is more reasonable (~5% instead of ~50%).

Update: Jan 5 @ 2:22am

B41 MP minor hotfix
Selection of which cells to spawn npcs in requires an update to class files to work, but updating is not urgent, since it should work without updating.
  • Port fix for exceptions when running meta events.
  • Readd possibility to choose which cells to spawn npcs in.

Update: Dec 28, 2024 @ 2:19pm

Patch 0.2.1
This patch requires an update to the class files.
  • Rework the entire dialogue system to support more situational dialogues.
  • Npcs will now greet and say goodbye differently depending on your relationship with them.
  • Rework the meta event system so that it runs (mostly) in lua.
  • Make npcs call for help (within 200 square range) when they get a meta event (currently only zombies).
  • Redesign the npc preset API so that it is easier to use in lua.
  • Remake survivor npc presets so that they can actually be women.
  • Add chance to give npc guns (aside from certain professions that always get guns).
  • Narrow building/room criteria for spawning store protect meta events.
  • Add robbing of npcs - npcs can now be robbed. If they have friends nearby or are brave, they will not let you rob them. If they get robbed, they will wait for a moment before dropping their weapon and backpack, then run away. Npcs can also resist getting robbed. If you attack them, they will fight back.
  • Add spawnarmypatrol command for MP. This command will spawn an army patrol of 4 soldiers that will guard their spawn area.
  • Remove loner condition when recruiting npcs to make it easier to find npcs.
  • (MP) Some minor fixes for errors popping up in rare situations.

Update: Dec 19, 2024 @ 10:08am

Patch 0.2.0 hotfix
This patch requires an update to the class files.
  • Fix issue where saving while the game is running will cause the game to hang.
  • Update RU translation

Update: Dec 19, 2024 @ 8:00am

Patch 0.2.0
This patch requires an update to the class files. This patch will wipe the npcs in your group. This is necessary for all new features to work correctly.
  • Add first version of procedural generation of npcs - The simulation starts in 1953 with 200 couples who work and gain skills, and have children, who continue to do the same.
  • Add migration events - To replicate npcs that die over time, procedural generation will generate plenty of npcs and save the extra ones. Once the world drops below a certain threshold, new one will be spawned from the spare pool to populate the world.
  • Add npc memories - npcs will remember things that happened to them before the game starts (from procedural generation) as well as things that happen to them in the game. Some examples will follow.
  • Add migration memory (npcs will remember migrating into Knox Country and where from, randomly selected)
  • Add trespass memory (npcs will remember players trespassing)
  • Add death memory (npcs will remember players and npcs dying)
  • Add zombie bite memory (npcs will remember being bit by zombies)
  • Add bandit raid memory (npcs will remember bandit raids)
  • Add small zombie horde raids memory (npcs will remember small zombie hordes attacking their safehouse)
  • Add big zombie horde raids memory (npcs will remember big zombie hordes attacking their safehouse)
  • Revamp how npcs are saved - Use a format similar to players which saves everything, including appearance, items including their current state, relationships, memories etc.
  • Add event system which makes npcs react to things happening around them (noises, screams, players/npcs attacking players/npcs)
  • Fix Loot Building action via right-click context menu.
  • Make sure that chop trees area is saved properly.
  • Make npc selection cover a 1 square radius and give each npc a submenu.
  • Fix npcs becoming stuck turning when approaching an attack target
  • Add eating survival behavior (still a bit scuffed on occasion, feel free to report any issues)
  • Modify ranged friendly fire relation penalty outside of combat to -30 per shot
  • Lower relation penalty in combat
  • Recalculate job queue when changing a work area (e.g. if you change chop trees area, jobs will be repopulate immediately)
  • Make sure that curfew soldiers are actually a part of the military faction when spawned
  • Add more dialogue options for small talk
  • Add dialogue options for asking about recent events (memories!)
  • Move join group dialogue to the dialogue window, accessible via "Speak" in right-click context menu.
  • Make stop dialogue behavior more consistent (npc won't follow you even after saying goodbye)
  • (SP) Fix npcs not saving when exiting the game to desktop
  • (MP) Fix bug where newly recruited npcs will overwrite existing npcs in the list
  • (MP) Remove friendly fire penalty for pushing npcs (use this to trigger chopping trees in case they become stuck)

Update: Dec 12, 2024 @ 12:07pm

Patch 0.1.14
This patch requires an update to the class files.
  • Don't spawn bullets for npcs when they rack a weapon that is already chambered (to avoid creating huge number of bullets).
  • (MP) Use new and more reliable method for determining if a safehouse belongs to a player. This will hopefully fix npcs claiming player safehouses.
  • (MP) Reduce number of npcs spawned in store mob event to reduce server lag.

Update: Dec 6, 2024 @ 9:39am

Patch 0.1.13
This patch requires an update to the class files.
  • Make npcs escape when they end up in trees. This will hopefully fix the issue where they back into a tree and just stop and die.
  • Fix npcs using weapons that don't have fire modes

Update: Dec 2, 2024 @ 1:28pm

Patch 0.1.12
This patch requires an update to the class files.
  • Fix npcs becoming stuck inside of buildings
  • Fix some npc targeting logic
  • More improvements to npc climbing over walls
  • Add group scheduler that enables npcs to do the same job at the same time without trying to interact with the same object e.g. two npcs trying to grab the same corpse
  • Properly disable npc stats fatigue, endurance, stress, thirst, and hunger
  • (MP) Add synchronization of some item parameters i.e. weapon condition, ammo, magazine, chambered bullet when transferring items.
  • (MP) Redesign inventory context menu to avoid various kinds of duplication all together

Update: Nov 26, 2024 @ 12:23pm

Patch 0.1.11
This patch requires an update to the class files.
  • Fix non-dedicated MP via the client
  • Fix npcs becoming stuck when trying to escape
  • Increase npc target range to 10 squares
  • Cap backpedaling range to 5 squares, to give npcs a better opportunity to hit their shots with firearms
  • Make backpedaling npcs jump over fences behind them
  • Fix npc movement speed
  • Fix issue where npcs will become stuck jumping over walls when moving to certain coordinates
  • Make npcs return to safehouse automatically if they are too injured
  • Make npc escape condition scale with number of nearby players or npcs in the same group that they can see.
  • (SP) Fix enabling of mod features so that the hosting client for non-dedicated MP can actually join the server
  • (MP) Make sure that npcs are only bitten by one zombie if too many zombies get too close to them

Update: Nov 24, 2024 @ 11:54am

Patch 0.1.10
This patch requires an update to the class files.
  • Optimize npc attack hit checks by a factor ~1000x
  • Fix trespassing logic (no "get of my lawn" npcs)
  • Fix compatibility with Brita/Gunfigheter's assault rifles by setting the correct firing mode (still lots of things to fix, but it fixes the military npcs)
  • (MP) Add sandbox var to make npcs with PvP on or off (default is on, requires server restart to apply to all npcs)
  • (SP) Increase npc vision to ~20 squares in any direction
  • (SP) Fix compatibility with Brutal handworks (npcs don't use it, but it will not give errors anymore)
  • (SP) Fix a bug where safehouses were marked as occupied when loading into a second save (or any save there)