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The only thing is the engine will require to have "basic survival gameplay" to re-import the insane amount of stuff of cdda. plus making all the models and animations i wish some day maybe!
an RPG would've worked better :)
No but i did it in a diffrent way, i did a check to zombie armor and if it matchs the type with armor against weapons it will modify thier health, but the issue persisted no matter what the zombie despawns or unloads after soaking bullets as if the game knows that this is not possible.
if i return modding i can try this idea with giving them good armor against bullets, since B42 has a new system with hitpoints maybe it could work nicely
You can uncheck the Immune to bullets inside abilities if you are a gun user
i have though out a multiplier for each tanking types
police with a 0.75, Swat 0.5 Jugg 0.25
but i stopped working on PZ
Juggernauts are clothing-based types; if you uncheck the box, they’ll revert to normal zombies.
The current system is too weak to properly manage spawn rates. I released an update to the experimental version but stopped working on it. That version included tougher zombies that spawn over time, along with options to control the days before spawn.
@Zara ♡ Hello no its not B42 but if you want to play the b42 version search for CDDA Zombies as the original is updated to b42
@Tactical there is no commands to spawn them, you can only spawn ztypes with outfits based zombies such as ccps, hazmats and more
(♥♥♥♥ that mod anyways, why the ♥♥♥♥ are all the screamers and screachers SANTA?)
Since I no longer have time to code or improve the codebase, this mod is released under fair use. That means anyone is free to re-upload, modify, or update it (including for builds b41 and b42).
Big thanks to HW_Lover for the original base code!
If the spawn rate errors out and they do spawn, another fix is to disable their abilities.
-Truth Teller
-Skilled Liar
(Both are configurable.)
Zombie immunities (configurable by the player):
-Long blunt weapons
-Short blunt (main hands only, including modded weapons and shoves)
-Firearms
-Spears and axes
-None
-All
Last time I checked Trello, Juggernauts were the only ones with bullet immunity. They're very slow and only spawn at military locations.
The Skeletal Juggernaut was going to be different. Since it’s made of sharpened bones, its main trait is immunity to long-range melee weapons like spears. It can still soak bullets like a cop zombie. These will have 3D models and only spawn near or inside military bases, and even then, very rarely.
In the experimental build, I had stopped development on the Hulk-type. It was overpowered in some cases and too weak in others. I added an info panel (like in CDDA) that gives you details about the type you’re fighting. Depending on your character’s traits, you can either describe it accurately or lie using lore-friendly text.
Currently, the "Immune to Bullets" ability is not a finalized mechanic. It was implemented primarily for convenience and performance reasons especially to reuse the effect across multiple zombie types. Due to engine limitations, too many bullet impacts can cause issues such as despawning or deloading zombies after being hit repeatedly.The "Immune to Bullets" mechanic will be removed from most high-protection zombie types.
For example:
- Cops will still take more bullets than regular zombies.
- SWAT units will soak up even more damage, with the bullet resistance clearly tied to their armor appearance.
This change aims to make bullet resistance feel logical and grounded rather than abstract or invisible.
Future Role of "Immune to Bullets":
It will become a very rare trait, possibly reserved for one or two of the largest and most powerful zombie types only.
The goal is to make it a special-case ability, not a generic stand-in for tankiness.
@Raccoon Tony, Screamers and Screechers Behavior
Screamers and Screechers share the same core ability, but Screechers have a slightly greater range. While both are designed to spawn less frequently than other zombie types, an unlucky spawn roll can still result in a noticeable number appearing.
The id of the type is the number of said type said type inside the large table of zeds 7 for brute
I tried by adding: " outfit = {"Brute01"}, "
But that results in preventing that zombie from spawing :/
Can someone help me?
Im still waiting for mp 42 to code the mod again
Or a Zomboid trhat is a russian roulette and it goes through every available zombie type until it stops at one?
-Emily
Take care mate!