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The traits don't, but you gain panic reduction the longer you stay alive which isn't tied to your character like it's supposed to, it's tied to how much time has passed on the save/server. This means that after around 3-4 months has passed, claustrophobic/agoraphobic stop doing anything even when you create a new character, as the reduction is higher than the passive gain from the traits, making them free points. Same goes for anything panic related.
Granted, it is a vanilla bug, but with a trait overhaul that implements all kinds of dynamic things based on actual time your character is alive, I was kinda hoping you would have also managed to fix that issues.
As for the stress, the main issue is that I keep chain smoking because I don't notice my character is covered in blood - mind you it works because even with a 151% stress a single cigarette is capable of resetting all the way down to 0 no matter how caked in blood I am, but like hunger & thirst, the craving to smoke feels like worthy of its own moodlet.
That's why I add earning Brave and Desensitized.
Maybe I will add removing Claustro/Agoraphobic traits in future patches.
It "doesn't work" because it's tied to how much time has passed on the server, not because it wouldn't reduce your panic gain. https://www.reddit.com/r/projectzomboid/comments/vffaqu/agoraphobicclaustrophobia_and_coward/id3lrh3/
I did test it myself: on a fresh server, full panic bar takes around 55 seconds to clear, and sitting in a 2x6 room with claustrophobic fills your panic in 7 seconds. Accelerate time four months, now the panic bar takes just 6 seconds to drain, meaning that 2x6 room can not make you claustrophobic. Kill that character and create a new one, still 6 seconds to drain -> claustrophobic follows server time, not character time.
My claustrophobic detective doesn't mind though as it's free trait points - https://i.imgur.com/cHxNkkX.png
No idea how easy it would be to fix them to use the time your character has stayed alive from the game side, or if fixing it would require rewriting the traits somehow though.
Well. Then it means they fixed it like five months ago or something like.
Even Retanaru it in their videos says that panic traits working in MP and no matter how much time passed.
I need to check it myself. But anyway if that's true, I can't fix it anyway.
*Shrug*
Also occupation have 6 free potions to spend. Even occupation looks slightly "empty" its does not need any buffs because occupation balanced overall.
I also really like the idea of the priest occupation but his special skill is also just about useless given he needs materials to use it and it's essentially just writing your own less effective magazines which are plentiful along with books. Perhaps if the priest had an action instead to be able to pray which boosted happiness and reduced stress and boredom etc, or maybe allow him to pray out loud and it can effect other players in MP or take wine and bread to create the Eucharist, otherwise the class doesn't offer all that much
Lastly and perhaps a minor nitpick but the US army doesn't really train in bladed combat, you train in bayonets for a time as well as hand to hand combat but no knifework so the short blade boost to the soldier is kind of out of place, perhaps spears may be more appropriate with the bayonet training
Otherwise great work so far, makes me wish I had the patience to mod stuff
The Generator Expert trait isn't worthwhile because you are able to find the magazine to earn it for free. This trait is only useful when playing an illiterate character, which itself is only for meme challenge runs
Additionally, there is no reason to level Electrical beyond level 5 which is when you are able to convert lamps into battery powered. Even then, most people don't pursue Electrical beyond level 1 which is for vehicle hotwiring.
Overall, I cannot see any reason why someone would choose the Electrician occupation when the skill provides so little benefits
Some people like to RP as Electrician.
Its not mod problem that Electrician skill not worth to grab.
Niche with +2 Electrician should be filled anyway.
Adding anything to occupation will increase it cost. I prefer to leave people to pick traits themselves.
If that's the case, you might want to remove the part of the mod description that says it aims to make all vanilla occupations worthwhile to pick
+2 Electrician and free Generator Expert for 4 points leaving you with solid 6 points to spend.
Vanilla cost -4 for 3 Electrician and generator book.
SOTO cost +6 for 2 Electrician and generator trait. Especially when you can earn +1 more Electrician later.
I think difference more than noticeable.
Further conversation have no sense.
2- Why Engineer has Burglar? would make more sense if he had something related to constructions, like handy or a even better version of handy.
you can remove pacifist after 5000 or so kills, i did this in my game