Project Zomboid

Project Zomboid

[B41] Knox Event Expanded MP NPC mod [alpha v0.2.1]
Showing 21-30 of 34 entries
< 1  2  3  4 >
Update: Oct 12, 2024 @ 3:07pm

Patch 0.1.1
  • Adjust survivor npc job schedule. They will now better alternate between resting and guarding the safehouse (credit to @okkg)
  • Add Improved Projectiles compatibility. Npcs can now be hit and the correct damage model is applied, but npcs use the vanilla damage model. The only npcs with guns is currently the soldiers at the western Louisville checkpoint.
  • Npcs in the same family will now have the same surname.
  • Npcs in a player group should now not be stealable by other players.
  • Npcs will now attack any target that is hostile to anyone in their group, including the player.
  • Properly add the node that clears the escape condition, so that npcs will not become stuck after finishing escaping from danger.
  • Fix translation typo.
  • Add RU translation (credit to @Spiffich).

Update: Oct 11, 2024 @ 11:17am

Map mods hotfix 0.1.0
  • Make map mods which adds buildings to cells outside of (0,0) to (66,53) not crash the server on start (if you are not using map packs, there is no need to install this).

Update: Oct 11, 2024 @ 7:55am

Initial public release version 0.1.0
  • Public release! The server files are now available.
  • Families will now have children that haven't moved out, resulting in bigger groups initially.
  • Adjust minimum distance between npcs spawning initially, making npcs spawn more densely.
  • Fix bug where npcs drinking water would spawn large amounts of water bottles (typically 100+).
  • Fix npcs getting stuck when phased into objects (still not 100%, but a lot better than before).
  • New dialogue options for death, friendly fire, and "can't carry anymore" (credit to @okkg).
  • Some combat tuning (changes approach and backpedal distances).
  • Add PTBR translations (credit @SrPignata).

Update: Oct 8, 2024 @ 3:24pm

Recent fixes (Deployed 9/10 ~00:25 CEST)
  • Make npcs search the fridge for food if they get hungry and are at the safehouse
    (credit to @okkg)
  • Further optimization updates to targeting
  • Small but important optimization where npcs will not be sent to connecting players. This should greatly reduce lag when connecting.
  • Fix storekeeper meta event that broke after refactoring
  • A guard area can now be defined the same way as clear and dump corpses. The zone must end within 20 squares away from the safehouse for it to work (current limitation). (credit to @okkg)
  • Add loners i.e. npcs that don't want to join you.
  • Revert experimental change to combat movement, specifically backpedaling.

Update: Oct 6, 2024 @ 1:12pm

Recent fixes (Deployed 6/10 ~22:15 CEST)
  • Make npcs send an extra update every time they are hit. This is a bit experimental, but hopefully this will reduce desyncing somewhat.
  • Fixed critical issue with bags previously equipped by npcs spontaneously despawning, including the contents inside.
  • Added more dialogue options when npcs escapes/flees (credit to @okkg)
  • Add dialogue options for joining group (credit to @okkg)
  • Refactor events and add some new ones around (credit to @okkg)
  • Make triggered meta events reappear after some time (random 1 - 3 hours).
  • Fix initial spawning of npcs in March Ridge. Turns out they actually survived.
  • Add soldiers. With guns. Big guns. They will be guarding the western Louisville checkpoint. They will fire warning shots if you approach, and open fire if you get too close. Be very careful.
  • Add miss chance for npcs
  • Fix swing sounds (and gunshot sounds) to npcs
  • Add (some) support for ranged combat (for the soldiers). This will be extended to regular npcs in the future.
  • Asking the npc to Stay will now make them return to their original spot e.g. if they get into combat.
  • Improve backpedaling when enemies get too close to npcs

Update: Oct 4, 2024 @ 5:22pm

Combat update (Deployed 5/10 ~2:25 CEST)
  • Improve targeting system, so it becomes faster and more consistent.
  • Meta events have been improved and a brand new type of metaevent have been added at the MegaMart around 12598, 2568 (Credit to @okkg for refactoring and improving)
  • Npcs will now drink and eat if they are thirsty or hungry
  • Npcs will now spawn in all major town (expect March Ridge, all npcs there are already dead) (Credit to @okkg for adding all the waypoints)
  • Npcs will now have some random dialogue options. This will be extended in further updates. (Credit to @okkg for adding the dialogue system)
  • Npcs will move in a more intelligent way when fighting. Instead of just running right into the zombies, they will carefully approach, and back off it they get to close. This will improve their survivability.
  • Npcs will now run away if they get injured. If they get too injured, they will also try returning to their safehouse.
  • Player corpses will no longer despawn when killed by npcs
  • Npcs now take more damage than players (default ~4x). This can also be changed in sandbox settings for additional tuning.

Update: Oct 1, 2024 @ 3:41pm

Recent fixes (Deployed 2/10 ~0:40 CEST)
  • Make npcs spawn in rural areas south of Louisville (Credit to okkg for mapping out the new areas)
  • Increase number of npcs to 1000
  • Add more variation for Survivors (Credit to okkg for the new presets)
  • Fix friendly fire issue for npcs (friendly npcs could accidentally hit players)
  • Make npcs yell out in terror as they perish from the undead

Update: Sep 30, 2024 @ 1:18pm

Recent fixes (Deployed 30/9 ~22:30 CEST)
  • Fix Looting command
  • Fix Scavenging command
  • Add new option to tell Npcs to ignore potential attackers (zombie, players, and Npcs). This can be toggled using the "period"-key.
  • Add hotkey, the "command"-key, to toggle group aggressiveness (fight on sight)
  • Add GUI for group overview. This can be toggled using the "semicolon"-key or via the right-clicking on the Npc overlay and selecting "Settings"
  • Move clear and dump corpse selectors to the group overview window.
  • Add a basic dialogue system. Currently, the only real difference is that it will throttle messages, so some spammy messages are suppressed (e.g. "Healing!").
  • Make Npcs more forgiving with friendly fire e.g. pushing a Npc will only result in a minor relation loss instead of them leaving the group and attacking immediately.

Update: Sep 29, 2024 @ 11:21am

Recent fixes (Deployed 29/9 ~20:30 CEST)
  • Add option to make Npc stay in one place
  • Make Npcs sneak if the player they're following is sneaking
  • Fix a crash issues because of Npcs sending packets they shouldn't be sending when they're out of range
  • Implement basic suppor for medical checks
  • Increased total number of Npcs to 500
  • Added Npcs to West point

Update: Sep 27, 2024 @ 10:24am

UI fixes
  • Add area selector for clearing and dumping corpses. This can be accessed via the context menu from the Npc overlay to the right of the screen.

Server fixes
  • Improve initial Npc spawning speed and consistenty. Npcs will now be spread out more and the number of Npcs is increased to 300. This will hopefully make it easier to find Npcs to interact with.
  • Added bandit ambush proof of concept at 13629, 2861 (beware, they are aggressive)
  • Add 16 store protection events where an angry storekeeper will a attack you if you enter their store.
  • Fix a bug where Npcs would create a huge number of items for first aid when healing themselves.
  • Improve Npcs following in and out of vehicles. Npcs will still become stuck in the car if they are assigned to a new task, but exiting the car before reassigning them is an easy workaround for now.
  • Add support for clearing and dumping corpses from specific areas rather than a static preset based on the safehouse.