Project Zomboid

Project Zomboid

[B42] Knox Event Expanded NPC mod [alpha v0.2.32]
Viser 11-20 af 32 forekomster
< 1  2  3  4 >
Opdatering: 23. mar. kl. 5:44

Patch 0.2.22
This patch requires an update to the class files.
  • Update for patch 42.5.1.
  • Check if world map instance exists before trying to clear the new safehouse off the map.
  • Make npcs finding food behavior use the kitchen area if close to the safehouse.
  • Fix some bugs where safehouse npcs would become stuck returning from scavenging, depending on which chunks were loaded.
  • Redesign zone assignments completely - Zone selection now uses the new system for animal zones, causing it to overall look way less janky. This new system also supports creating multiple zones for most zone types as well as allowing for selection of zones that are not ground level.
  • Improve corpse dumping so that npcs don't ignore corpses as often.
  • Add initial implementation of the "Organize" task. Right now, the npcs will only take logs from chop trees areas and place them in the storage zone.
  • Add initial implementaion of npcs washing themselves. Assign a wash area and they will try to wash themselves with water from that area. This is still WIP and they do get stuck sometimes, so it's recommended to lead them to e.g. a sink inside the wash area using the "Stay" command.
  • (Hopefully) fix occasional crash when shooting at the same time as a npc.
  • Update RU translations (Credit to @xylewood).

Opdatering: 11. mar. kl. 14:31

Patch 0.2.21
This patch requires an update to the class files.
  • Update for patch 42.5.0.
  • Add npc portrait to dialogue window.
  • Fix issue where bullets would miss all zombies during the zombie death animation.
  • Give the dialogue window a proper background.
  • Add dialogue option for asking how the npc is doing (if they are infected). Please keep in mind that they might lie to you.
  • Make npcs handle bandaging of lacerations properly.
  • Properly cap relationship to 100.
  • Make guarding npcs patrol in a random direction.
  • Make guarding npcs pick their starting guard direction randomly.
  • Make guarding npcs use square allocator i.e. they will not guard on same square anymore.
  • Make resting npcs use square allocator instead of periodically checking if resting square is occupied.
  • (Hopefully) fix resting npcs moving around and never actually resting.
  • Update ES translation (Credit to @Choko)

Opdatering: 7. mar. kl. 15:12

Patch 0.2.20
This patch requires an update to the class files.
  • Apply the new join group logic correctly i.e. relationship should count towards the chances of them joining you instead of against.
  • Fix combat memory calculations, so npcs handle trees better.

Opdatering: 7. mar. kl. 12:28

Patch 0.2.19
This patch requires an update to the class files.
  • Replace the static limit of 50 (Friendly) with a new formula that determines whether npcs will join you. This factors in family members in their group, how trusting they are as a person, and your current relationship with them.
  • Add new dialogues where npcs will tell you why they won't join you in case it is because of their family being in their group.
  • Prevent indoors zombies for npc safehouses.
  • Fix investigate button not being visible in the UI.
  • Fix broken movables tooltip.
  • Fix logic error that would make npcs loot safehouses. This will be a mechanic later in the mod's development.
  • Add debug option for forcing npcs to join your group.

Opdatering: 5. mar. kl. 11:28

Patch 0.2.18
This patch requires an update to the class files.
  • Update mod for 42.4.1.
  • Fix lua issues with ISEquippedItem.
  • Properly use the new npc joining groups logic (actual code was overridden for debugging reasons).
  • Fix a possible error in the finding food behavior.
  • Update ES translations (Credit to @Choko).

Opdatering: 2. mar. kl. 12:39

Patch 0.2.17
This patch requires an update to the class files.
  • Add npc scouting behavior. This can be used via the world map similarly to how scavenging works.
  • Rework handling of known safehouses so that both scouting and contacting survivors add buildings to a list of known safehouses. These are persistent and are redrawn every time you open the world map.
  • Draw player safehouse (still a bit WIP, will require deletion off some icons).
  • Fix bug where relationships could go outside of range. This would show as "null" in the dialogue window when speaking with those npcs.
  • Change so that any npc joining a group don't gain any relationship with any members, both the player and npcs, by doing so.
  • Change logic for npcs joining groups. It now has a fixed relationship requirement of 50 (Friendly).
  • Fix issue where npcs would be wiped unless you have claimed a safehouse.
  • Enable npc hunger and implement hunger.
  • Cap npc hunger to just below 0.7, so that it doesn't cause health damage. This will be removed once this feature is more thoroughly tested.
  • Improve scavenging when npcs are not in metaverse.
  • Allow npcs without bags to scavenge.
  • Fix distance calculation when determining which building is the closest when npcs are scavenging.
  • Make npcs not aim when approaching a downed zombie to execute them.
  • (Hopefully) fix bug where npcs would sometimes not shoot when zombies are approaching from some directions.

Opdatering: 23. feb. kl. 14:07

Patch 0.2.16
This patch requires an update to the class files.
  • Optimize npcs by spreading them out in "buckets" i.e. not all npcs will be run on every tick. This should possibly allow people with lower spec PCs to play with more npcs and player with higher spec PCs to get less frame drops.
  • Enable all npcs scavenging for food.
  • Rewrote movement handling in order to make actions less janky.
  • Enable the job priority panel for npcs in the safehouse (experimental). If you run into issues with npcs becoming stuck, please report them together with a screenshot. These actions also don't work in the metaverse i.e. you need to be present for any of them to work.
  • Change player attacking npc behavior: Hostile npcs will always be hit when attacking. Non-hostile npcs can only be attacked by turning friendly fire off (green icon).
  • Set game speed to 1x if the game speed is > 1x and the player is being confronted for trespassing.
  • Make sure that soldiers and bandits don't appear on map when using radio to contact nearby survivors.
  • Add short-term combat memory for npcs (npcs will remember seen enemies for some time).
  • Use short-term combat memory to move npcs out of trees and bushes, so they can fight more safely.
  • Add progress text that is updated during procedural generation.
  • Make npcs not see other npcs and players in the dark.
  • Make npcs clearing corpses will ignore animal corpses.
  • Make npcs not shoot until they are actually pointing the gun at the enemy.
  • Fix error when npc tries to follow another npc that is in the metaverse.
  • Fix error when a player or npc shoots quickly at a zombie that is dropping some kind of clothing e.g. a hat.
  • Make robbed npcs run a much further distance from the robber (10 squares -> 40 squares).
  • Fix bug where robbing a npc without a weapon will cause the npc to freeze in place.
  • Add sandbox option to enable/disable spawning bandits.
  • Remove old, unused sandbox options for bandits.
  • Fix dump loot action, so it dumps loot in available containers correctly, and finishes the action once done.
  • Improve automatic placement of loot that was looted in metaverse.
  • Try to update loot container appearance after placement (WIP, it's better than before, but some are still bugged).
  • (Hopefully) fix npcs not bandaging some wounds unless they are bleeding.
  • Add sandbox option that allows player-controlled nps to treat other players e.g. from split-screen as friendly.
  • Make safehouses claimable after all npcs in that safehouse has joined your group.
  • Disable store protect events due to being too buggy.
  • Fix npcs randomly getting bit by disabling meta event where zombies randomly attack safehouses.
  • Fix crash when loading in a new area with a npc safehouse.

Opdatering: 11. feb. kl. 11:33

Patch 0.2.15
This patch requires an update to the class files. This is a breaking change, meaning your npcs will reset/you have to reset your npcs.
  • Update for 42.3.0.
  • Try to fix bug where some items dropped by npcs are not possible to be picked up without reloading the save.
  • Add new implementation of npc personalities.
  • New personality traits are bravery, calmness, charisma, compassion, honesty, loyalty, morality, trusting.
  • Make personality traits hereditary.
  • Infer relationships outside of direct descendants (grandparents, aunts/uncles, and cousins).
  • Fix "Alabama bug" where siblings could get married and have children during procedural generation.
  • Add saving of npc to npc relationships and relationship types.
  • Remove max cap for npc relationship gains from normal interactions.
  • Add a timeout to relationship gains when speaking to npcs.
  • Remove the old bandit safehouse attack mechanic.
  • Use the bandits generated during procedural generation and put them into the world.
  • Fix some invalid items in the Bandit preset.
  • Add some new masks to bandits that were added in B42.
  • Give all npcs keys to their safehouses to avoid them becoming stuck.
  • Fix npcs weight to 80 kg, so they don't become underweight and eventually die.
  • Make npcs bandage non-bleeding scratches.
  • Make npcs auto-replace bandages that are dirty.
  • Add option to switch safehouses.
  • Fix clicking npcs in basements.
  • Fix npcs entering and exiting vehicles with less doors than seats.
  • Add a square allocation algorithm, so that only one npc can be at once square at the time.
  • Disable collision detection for npcs unless there are zombies or hostile players/npcs nearby.
  • Give correct ZombRand interval when dressing bandit and survivor npcs.
  • Remove ISVehicleDashboard.onExitVehicle null check override since it was fixed in patch 42.2.0.
  • Update ES translation (credit to @Choko).

Opdatering: 28. jan. kl. 14:11

Patch 0.2.14
This patch requires an update to the class files.
  • Update for patch 42.2.0.
  • Fix bug with backpacks dropped by npcs not being possible to pick up.
  • Make npcs close the car door(s) when exiting the vehicle.
  • Fix bug where player npcs were not saved unless a npc had dumped loot in the safehouse while it is in the metaverse.

Opdatering: 27. jan. kl. 9:22

Patch 0.2.13
This patch requires an update to the class files. This is a breaking change due to issues with the data format.
  • Update for patch 42.1.1.
  • Fix chef dialogue when asking about profession.
  • Add saving of cleaning area.
  • Add saving of kitchen area.
  • Add saving of storage area.
  • Remove sandbox var for disabling npcs, since it makes little sense to have it. To remove npcs, simply disable the mod.
  • Add basic npc logic for equipping a weapon if no weapon is currently equipped.
  • Make it a requirement for npcs to have an axe in their inventory in order to chop trees.
  • Fix an issue where the spare meta npc list is not reset between loading saves, causing the list (and save file) to grow uncontrollably, eventually causing issues due to running out of memory when trying to save.
  • Give npc safehouses initial loot that is stored in the metaverse and loaded in once the safehouse is seen by the player.
  • Make items looted by npcs while in the metaverse be placed in the world once the safehouse is loaded in.
  • Rebalance bag spawns so good bags e.g. military bags are a lot less frequent and npcs can also spawn without bags.
  • Fix lua errors introduced in patch 42.1.1 where the same error is spammed when you die until you either leave the game or create a new character.