Project Zomboid

Project Zomboid

CDDA Zomboids
 This topic has been pinned, so it's probably important
DETOX  [developer] Aug 16, 2023 @ 10:37am
2
Update 1.0



Update 1.0.0

The full update name is: The Cataclysm: Dark Days Ahead V1.0
Since this is a huge update to the mod, I wanted to take more time to make sure certain things are adjusted balanced for most zombies and traits.

Testing it?

If you want to test the 1.0 before release, go here and check it out, its still in experimental but, the big issues have been already sorted.




Part One
Sandbox options, Volume slider, traits, reworked zombies, general fixes

Display UI Improvements

  • New option: Aim to draw Added option in (Mod-Options), this option is Defaulted to true it will let you chose draw freely the Nametags without having to aim or needing to aim, how does it work?Easy hover over with the mouse curser, and it will draw the nametag, this also fixes the i can't see zombie type inside a vehicle Client Only.
  • New option: Draw timer Added option in (Mod-Options), this option is Defaulted to 100 it will let you chose the timer in ticks that controls how many ticks has to pass for the nametag to vanish from the screen. Option is from zero ticks to 10,000 ticks Client Only.

  • NEW UI Descriptive zombie type With a key bind you set inside Options, Key Bindings, CDDA, Show Zombie Type. You can hover over the zombie name. It has be alone or not nearby many, you press the key and it should show up a descriptive text about the zombie type. Note that you need Show Zombie Type option to be enabled .
    • There are sandbox options to help or hinder character understanding of said type, located in CDDA: Character.
    • Enable Description: Enable or disabled descriptions ui for each zombie type.
    • Check Trait For Description: Check if you are Illiterate or Alzheimer or Skilled Liar or Truth Teller.
      • Take Account Traits: take account traits mentioned here:
        • Truth Teller: Truth teller will give more descriptive text for zombie abilities next evolutions.
        • Skilled Liar or Illiterate or Alzheimer: Describe the zombie type with unknown origin and no descriptive text.
        • Without any of these traits: Describe zombie type with normal lore description not much.
      • Only Truth Teller: Only the truth teller has access to descriptive UI
      • For Everyone: Everyone has the full description of zombie type.
      • Disable: Disables the UI selector.
    • Zombie Nametag color shuffler: this is used if you are Skilled Liar, Illiterate or Alzheimer.
    • Zombie Nametag shuffler: this is used if you are Skilled Liar, Illiterate or Alzheimer.



Moodle Status

New stuff if you use the MoodleFramework mod you will have some options inside Mod Options --> (Mods) --> Cataclysme Of Dark Days Ahead, Three New options Dice Roll moodle, Zombie Abilities Moodles, Character Moodles.

  • Dice Roll Moodle: A dice roll moodles will appear if this is enabled, note that this is to show what dice you rolled for the zombie to attack you a dice in red color means its a roll of special attack, a dice of green color its a safe roll meaning the zombie will do a regular attack. Small note a character without Truth teller or Skilled liar, will only see description like: Dice roll level "Dice roll level 1", and a bad one would look like "Dice roll level 4 unlucky."
    • Truth Teller: Show the exact number rolled.
    • Skilled Liar: Show an incorrect rolled number.
    .To remove the dice moodles you need move the player its based of player movement the dice will degrade until despairing.The dice will roll only if colliding with Zombie or On Zombie Attack.
  • Zombie Abilities Moodles: A status effect moodles will appear for each zombie special attack, lets say a hulk dived at you will see a moodle an indicator letting you know it has dived they all use moodle with pixel art behind it.Another example is a necromancer reviving a dead corpse it will show a moodle with a skull and purple fire around it to reflect necromance magic.
    Every zombie type with special abilities will have a separate moodle for it.
  • Character Moodles: A status effect moodles will appear for each custom trait, while the trait is active or passively active meaning some one like hoarder will see it, if hes or her inventory is not full/satisfied. (Martial arts Master, Masochist, Hoarder, Truth Teller, Skilled Liar, Wayfarer) Are common moodles if you use one of these traits.Only when active





TRAITS

After a longtime I have added some traits that where in the CDDA Game.Without overwriting existing mods that add them.
Right now there a few of them added with sperate Mod IDs to disable them any giving time.

  • Trait: Martial Arts Master Derived from the Black belt trait and martial artist, this now damages the zombies depending in what levels you have in hand to hand combat strength and short blunts only with hands, And ignores some zombie special attacks like "Zombie Diving, Zombie Knocking you down, Pushes, Zombie Brute Force.", it does not affect the drag-down ability if enabled in sandbox options.
  • Trait: Truth Teller
    • Your character will let you know at random times what skill level is currently being leveled up or gaining experience.
    • If you character gets bit then your character will let you know instead of checking the health pannel each from each attack of a zombie.
    • Before Searching a container it will let you know if its empty or contains items at random times, also at a small chance can let you know whats inside.
    • Your character, if he or she doesn't have a watch, can, predict the current time of day, Also can sometimes predict how many days he or she survived.
    • You character shows more detailed description of zombie type inside of the Show Zombie Type UI with a clear information about its abilities and next evolutions.
  • Trait: Skilled Liar
    • Your character will lie at random times what skill level is currently being leveled up or gaining experience.
    • If you character gets bit then your character will lie from each attack of a zombie.
    • Before Searching a container it will lie about empty containers, full containers, and items inside at random times.
    • Your character, if he or she doesn't have a watch, can lie and predict the current time of day wrong, Also can sometimes predict how many days he or she survived wrong.
    • You character shows more a false description of the zombie.
    • At random times lies and give false tips and tricks to nearby players or him/her self.
    • Lies about current zombie type nametag.
    • Lies about Dice rolls.
  • Trait: Masochist The more pain you gain the less bored you are; and the less depressed the more pain you have.
  • Trait: Hoarder If your character doesn't not reach near maximum level of inventory weight gets more angry, bored, stressed, panicked, depressed. In other hand a weight higher than base inventory weigh will make him/her lose stress panic depression bordem.
  • Trait: Wayfarer Your character can not drive or start a car engine.





SANDBOX - Categories

  • Added New detailed description for each zombie directly from the game CDDA.
  • Re named Sandbox options to be more clear, Re ordered sandbox options.
  • New Sandbox categories to match vanilla style
    • CDDA - Core: All options related to Tick update, Debug, etc.
    • CDDA - Character: All options related to skills, traits, requirements, damage, etc.
    • CDDA - Zombie Lore: All options related to zombie lore customisable health, speed, etc.
    • CDDA - Zombie Abilities: All options related to zombie abilities.
    • CDDA - Zombie Fall: All options related to zombie keep standing "Shoving".
    • CDDA - Advanced Zombie Options: All options related to zombie population multiplier, spawning rates, disabling enabling zombies, etc.
    • CDDA - Dynamic Spawning System: Allow dynamic spawning system based on days fully configurable for each zombie type and what day and other options.

  • SANDBOX CDDA - Zombie Lore
    • Customise all zombie Health/Speed/Toughness/Hearing Before you could only chose between if you want to use CDDA Sandbox options to take over vanilla one wich was hardcoded and can't change speed health etc., Now you can change

    • For all these options you have a option Random.
    • Speed: The speed of zombies when giving chase: Crawler, Shambler, Fast Shambler, Sprinter.
    • Strength: How hard a zombie will hit when dealing damage to both the player and world objects: Weak, Normal, Superhuman.
    • Cognition: How effective zombies are at navigating to reach their target. Determine whether zombies will attempt to open doors, break windows or doors, or simply attempt to walk around to reach their target: Basic navigation, Navigate, Navigate + use doors.

    • Health: Zombie health: from 0 to 500.
    • Toughness: The hitpoints of zombies and how likely they are to fall over: Fragile, Normal, Tough.
    • Memory: How long a zombie will give chase before giving up: None, Short, Normal, Long.
    • Sight: How large the radius of the sight cone is, and therefore be able to spot a player from farther away, or in their peripherals: Poor, Normal, Eagle.
    • Hearing: The distance in which they were move towards a noise, such as broken windows or dying zombies: Poor, Normal, Pinpoint.
    • No-Teeth: If the zombie has teeth or not (can the zombie bite?)





DYNAMIC SPAWNING SYSTEM

Finaly this is a system now working each day as it counts how many days before this or that type of zombie should spawn
as for each zombie they have now a minimum and maximum day for each zombie type, how does it work well it counts each day until it hits the minimum day it will be at zero then goes from zero to maximum day it will go up until it hits maximum day for that said type of zombie at wich set its original spawning chance for example a Brute zombie has a spawning chance of 5 but a minimum start day of 22 and maximum of 30, before day 22 it will count up until hits 22 then set it to 0 after that it will add up until hits maximum at wich the base spawning chance is 5.
Note there are factors taken account (Zombie Population, Zombie Start Population, Day Counter, Additional Spawning Chance per day, Weather)
This is the math formula.
(original Zombie Type Spawning Chance + additional Spawning Chance per day) X (Zombie Population x Zombie Start Population)
X ((Current Day - Minimum Day) / (Maximum Day - Minimum Day )).

{b]All of these variables are configurable in sandbox options[/b]

  • SANDBOX CDDA - DYNAMIC SPAWNING SYSTEM
    • Spawning by time - enabler/disabler for dynamic spawning system
    • Day Counter wich system you want
      • World Age time in days this works in multiplayer and singleplayer it doesn't take survived days but the world age.
      • Character Survived days this could work in multiplayer but works fine in singleplayer its based on your current survived days and not the world this means if you die it will reset to 1.
    • Addional Spawning chance per day this is a number wich its add each for each zombie type base chance, this means at the end it will add up each day spawning more and more of said type defaulted +0.25%
    • Storm Detection System this is used for the Shocker Z and Shocker Beast Z zombies
      • No Storm detection:
      • Storm Detection Once: after one storm, set the multiplier always to X1.
      • Storm Detection Every Storm: set multiplier only during the storm otherwise set to 0.
      • Storm Detection Every Storm + Multiplier: set multiplier only during the storm X3 it will add up, otherwise set to 0.
      • Storm Detection One Storm + Every storm do Multiplier: After one storm, set the multiplier always to X1. only during storm set a multiplier of X3 otherwise set 1
    • Minimum starting day: The minimum day for said zombie to start counting until maximum day.
    • Maximum starting day: The Maximum day for said zombie to spawn.
  • CDDA - Advanced Zombie Options
    • Take Account Zombie Start Population: take the zombie population factor and times it by spawning chance.
    • Take Account Zombie Start Population: take the zombie population factor and times it by spawning chance.




Sounds & Music

This is now a thing music and ambient sound effects or attacking sound effects, each zombie can emit a sound to the world.
This goes from Attacking sound effects, to abilities, death, player, ambient, etc....
And have gameplay ramifications as each sound has an emitter that can help call other zeds nearby.

  • Added options Call Distance: For each zombie playing ambient sounds or attacking sounds.
  • Added a section inside "Sounds/Advanced Sound": to lower/increase sound volume for each piece You, need True Music or any mod that enables Advanced sounds option inside Sounds also right now the game doesn't let you lower or increase volume for some reason?!Anyway, the option is here perhaps a patch from the game could fix this issue.
  • Added Ability sounds: For each zombie attacking or using an ability sound.
  • Added Ambient sounds: For each zombie that can have ambient around it, an ambient sound has been added.




Clothing update

Added new outfits to zombies that needed them, updated to fit new clothing/outfits mods
  • Handlebar's Preppers: As Survivors zombie type.
  • CRM Armor: As Soldier zombie type & Juggernaut zombie type.
  • TheyKnew And every mod similar: As Hazmat zombie type.
  • Authentic Z: Updated the full list of Hazmat zombie type, Obese zombie type.
  • Swat Armor: As SWAT zombie type.
  • [COS] SWAT: As SWAT zombie type.
  • zRe SWAT ARMOR by kERHUS As SWAT zombie type.
  • Birita's Armor Pack: As Bandit, Skeletal juggernaut, Soldier, Juggernaut, Predator outfits updated.
  • Small Town First Responders (Main MOD) & (Legacy) & (SUBMODS): As SWAT,COP,SHERIFF,FIREFIGHTER zombie type.




ZOMBIE TYPES REWORKED

The current text is not finished in this section


  • Zombies stats are ment to match CDDA Game: some zombies are now harder to kill some of them have pinpoint hearing some of them have long memory and eagled sight and some can open doors, some can deal more damage to the player and barricades, some can't bite.
  • Reworked most if not all zombie abilities: should be fine and good working no more clunky sht, cleaned bad functions.
  • Reworked outrageous abilities: No more death by RNG, instead its a fixed damage and the pool of damage is very small no more zombies that kill you in 2 seconds without touching the player, now the zombie has to touch/bite the player to have a chance to apply the bad effects.
  • Hard zombie types will chose certain moves instead of all at once RNG


DICE Chance System

Based on the CDDA Game, there will be always a dice chance behind the scenes.There will be NO UI, Sound effects or any indicator of the dice being played its all behind the scenes, and the chance will let the zombie either attack you with special abilities or do normal attack or be a regular zombie, until next dice chance has hit the correct number for it to attack you with special abilities.

Three types of dice rolls, one for players who have not taken the lucky or unlucky trait, one for players who have taken the lucky trait, one for players who have taken the unlucky trait. Knowing this, you must know that each dice is composed of quantity.
The player without traits is a dice quantity of two with a total possibility of one in 36 or 1/36.
The lucky one will have a dice quantity of three, giving a total possibility of one in 216 or 1/216.
The unlucky person will have a dice quantity of one, giving a total possibility of one out of six or 1/6.

The last calculation will be the number that you have configured in the options, if for example I set that the zombie launches its abilities only if the roll of dice has a number equal to 11 then the calculation will make a randomization between the number (1, 36) then see if the number is equal to 11 in which case launches the special attack.

Note that the roll of the dice is often counted in ticks by the game and only when you collide or get attacked or otherwise the calculation does not take part.

  • Enable Dice System: Enable or disable completely the dice chance system meaning its always will attack you with it special abilities disable this if you are looking for hard gameplay.
  • Take Account Lucky And Unlucky Traits: If you disable this, it will be always a dice of two and total possibilities of 1/36.
  • Regular dice number: The number in wich the dice has to roll for the zombie to activate abilities 1 to 36.
  • Lucky dice number: The number in wich the dice has to roll for the zombie to activate abilities 1 to 216.
  • Unlucky dice number: The number in wich the dice has to roll for the zombie to activate abilities 1 to 6.
  • Moodle for dice: Show a moodle for dice reflecting current number (skilled Liar and illiterate can't read it show).



Bullet Immunity System Rework
Cop Z, Soldier Z, Sheriff Z, SWAT Z, JUGGERNAUT Z Rework

After some time I finally managed to finish the bullet immunity system with options you can customize.
This option will affect Cop Z, Soldier Z, Sheriff Z, SWAT Z, Juggernaut Z, i'm making a new system exclusive to Skeletal Juggernaut zombie.

The Immunity system works by additional HP default in sandbox options, for each zombie type mentioned above they have a specific multiplier based on their armor and status.
Consist of shooting the zombie and adding health each hit.
Note in MP Multiplayer this ability will work but it will make the zombie Stale, meaning it will make the zombie disappears without killing it after many taking hits if you reload the region or chunk, rejoining, the zombie will be there.

  • These options are separated for each type: Cop Z, Soldier Z, Sheriff Z, SWAT Z, Juggernaut Z
  • Bullet Immunity System Selector:
    • Disable Zombie Hitbox: This is used to make the zombie hitbox none existent unless you hit it back with other weapon other than a firearm.
    • Adding Zombie Health: This is used for the zombie if it takes hits from a firearm it will add HP to the current health with a specified multiplier for each hit taken, you can reset the zombie health if it goes above 25 and the weapon should not be a firearm, you will hear a sound effect breaking zombie ability reset to 5.
    • Avoid Damage: This is used for the zombie to avoid incoming damage by a firearm. You can reset the Avoid damage ability by using another weapon other than a firearm.
    • Disable Ability: Only use it if you want to disable Bullet Immunity System.
  • Health Multiplier: This is only used with Adding Zombie Health, it will multiply the current health with this health multiplier.
  • Take Account Traits: This is used for each option above and it will take several traits account to bypass this ability.
    • Hunter bypass immunity.
    • Gun Specialist bypass immunity.
    • Specialization: Guns bypass immunity.
    • Prowess: Guns bypass immunity.
    • Terminator bypass immunity, 1/3 to say HASTA LA VISTA BABY ! and killing the zombie with it.
    • Deaf only used to avoid playing sound effects
  • Play Sound Effects: This is used to emit sound effects from the zombie if youj can't hit them with a firearm, also used for the break ability if you reset zombie health, deaf traits is taken account here.
  • Character Aiming Skill: Take account the player aiming skill if its higher level you can damage the zombie by default its level 7 aiming. This option is customizable in sandbox options, from one to 10.


World Zombie SFX & Music System Rework
Screamer Z, Screecher Z, Predator Z, Nightmare Z Rework

Re quoting what have been said before:
Music and ambient sound effects or attacking sound effects, each zombie can emit a sound to the world.
This goes from Attacking sound effects, to abilities, death, player, ambient, etc.
And have gameplay ramifications as each sound has an emitter that can help call other zeds nearby.
Added a section inside "Sounds/Advanced Sound": to lower/increase sound volume for each piece You, need True Music or any mod that enables Advanced sounds option inside Sounds also right now the game doesn't let you lower or increase volume for some reason?!Anyway, the option is here perhaps a patch from the game could fix this issue.


Screamer Z and Screecher Z
Share these options but separated for each one of them.

  • Ability Enabler: Enable or disable completely the screaming or screecher ability it will make these zombies useless{/i].
  • Attraction Sound Range X Axis: Distance in the X axis for the attraction sound from one to 500 maximum value.
  • Attraction Sound Range Y Axis: Distance in the Y axis for the attraction sound from one to 500 maximum value.
  • Take Account Traits: Take account traits that can lower the gain or puts a higher gain in some sounds.
    • Deaf: results to no sound playing from the zombie.
    • Hard Of Hearing: Results to very muffled and low in gain sounds from the zombie
    • Keen Hearing: Results to very high gain sounds from the zombie.
  • Take Account Head Gear: If enabled it will check if you have headgear before playing the sound, the sound will low and muffled.
  • Screecher Head Stiffness: enable if you want the screecher to be more powerful than a screamer at wich the sounds played add stiffness damage to your ears. The stiffness takes account traits hard of hearing & keen hearing, wearing the headgear will result to no stiffness.


NIGHTMARE Z REWORK

Renamed the Charred Nightmare to Nightmare since its a zombie, not a creature.

Nightmare Z - Gameplay

- The Nightmare Z will die under sunlight, depending on what you have configured unless its inside a building, by default
It can only survive 23 to 5.
- If you have a Light source item equipped in both hands or primary weapon it can deal damage to the nightmare z, if it's turned on.


Nightmare Z - Ability

It has the ability to play ambient sounds, and when attacking adding stress and panic to the character.After it attacks you
it plays random music from library silent hill.

  • Nightmare Z Ability: Enable or disable the nightmare zombie ability.
  • Attacking SFX: Enable or disable the sound after getting hit by it.
  • Stress: Stress factor each time it gets closer to you adds stress.
  • Stress Additional: The factor for the stress as it adds it while getting closer to the character, note that it takes account your traits.
  • Panic: Panic factor each time it gets closer to you adds panic.
  • Panic Additional: The factor for the Panic as it adds it while getting closer to the character, note that it takes account your traits.
  • World Sound: The cries that it shouts at you if you get hit, does it add the sound to the world.
  • World Sound Range X: The world sounds range in X from one to 500.
  • World Sound Range Y: The world sounds range in Y from one to 500.
  • Take Account Traits: The traits that it takes account to ignore or hinder the character.
    • Brave The multiplier is x0.15 for Stress and Panic.
    • Desensitized The multiplier is x0.15 for Stress and Panic.
    • Cowardly The multiplier is x3 for Stress and Panic.
    • Fearful The multiplier is x3 for Stress and Panic.
    • Paranoia The multiplier is x3 for Stress and Panic.
    • Schizophrenia The multiplier is x3 for Stress and Panic.
    • Deaf You will not hear the ambient or attacking sounds.


GRABBER Z REWORK

Reworked the Grabber Z, to take account additional traits so it can either help you escape it easily or hinder you slows you down by huge portion.

  • Sandbox options: Enable or disable options or factors to take account while grabbing ability is on.
  • Take Account Traits: Take account these traits to hinder or help escape the grab ability.
    • Adrenaline Junkie: The grab ability will do nothing to an adrenaline junkie.
    • Athletic: The slow factor is 10%.The slow timer is 1 tick.
    • Fit: The slow factor is 30%.The slow timer is two ticks.
    • Runner: The slow factor is 50%.The slow timer is three ticks.
    • Unfit: The slow factor is 70%.The slow timer is five ticks.
    • Overweight: The slow factor is 80%.The slow timer is six ticks.
    • Out of Shape: The slow factor is 90%.The slow timer is seven ticks.
    • Obese: The slow factor is 100%. The slow timer is eight ticks.
  • Regular Slow factor: The number in wich the slow factor takes account.
  • Regular Slow time: The time in wich the slow timer takes account.


MASTER Z REWORK

Reworked the Master Z a bit, added options for minimum in squares or maximum in squares for evolving zombies. Sound effect.

  • Sandbox options: Enable or disable options the master zombie ability to evolve set it to zero to disable it.
  • Minimum tiles: The minimum tiles for the master z ability to reach others evolving them.
  • Maximum tiles: The maximum tiles for the master z ability to reach others evolving them.
  • Sound effect: If your character is not deaf when a master z is evolving a zombie nearby plays a sound effect.
  • Moodle: shows a moodle to in the character moodles tab to let you know the master zombie is doing something.


NECROMANCER Z REWORK

Reworked the Necromancer Z a bit, added options for minimum in squares or maximum in squares for evolving zombies. Sound effect.

  • Sandbox options: Enable or disable options the Necromancer zombie ability to revive corpses that are not skeletons.
  • Minimum tiles: The minimum tiles for the necromancer z ability to reach others reviving them.
  • Maximum tiles: The maximum tiles for the necromancer z ability to reach others reviving them.
  • Sound effect: If your character is not deaf when a necromancer z is reanimating a zombie nearby plays a sound effect.
  • Moodle: shows a moodle to in the character moodles tab to let you know the necromancer zombie is doing something.


CHILD Z - REWORK

Reworked the child zombie, to be more realistic and have no 100% depression it will depend on traits and configured options you set.

  • Sandbox options enabler: Enabler or disable child z, options.
  • Take account traits: Take account traits from vanilla or modded to hinder or help the character.
    • Brave: The depression penalty is none existent, but you will gain slowly Anger each landed hit.
    • Desensitized: The depression penalty is none existent, but you will gain slowly Anger each landed hit.
    • Pacifist: The depression penalty is more then ever depending on what you set by default its 25% each landed hit.
    • Cowardly: The depression penalty is more then ever depending on what you set by default its 25% each landed hit.
    • Depressive: The depression penalty is more then ever depending on what you set by default its 25% each landed hit.
    • Self-destructive: The depression penalty is more then ever depending on what you set by default its 25% each landed hit.
  • Depression level additional: Add the depression or character unhappiness to your character this additional is for none-traits players.
  • Depression levels additional Traits: Add the depression or character unhappiness to your character this additional is for Depressive, Cowardly, Pacifist, Self-destructive players.
  • Anger levels additional Traits: Add the anger to your character.This additional is for Brave, Desensitized players.
  • Verbous Character: If enabled your character will say random words based on his traits.


BURNER Z - REWORK

Reworked the burner zombie, to be more fair play other than crazy overpowered since fire in Zomboid is overpowered for zeds and players.
It will depend on traits and configured options you set.

  • Enable Abilities: Enable or disable completely all abilities with a simple button.
  • Saftey Check: A safe feature that will look and search if you have disabled Fire. For your server or your SP world.
  • Collidier Ability: Collision ability when colliding with a burner zombie do this ability.
    • Take Account Traits: Take account traits and helps or hinder character depending on the trait.
      • Burned: If you are burned patient the burner zombie will lose the sense of blood only smells burned flesh not recognizing you as prey.Total immunity to burner zombie.
      • Lucky: Entering in collision with burner z, you have a small chance to start burning.
      • Unlucky: Entering in collision with burner z, you have more chance to start burning.
    • Chance in ticks for collision: Set the chance in ticks wich the actual chance will be set.
    • Actual chance in ticks: This is the actual chance that will run the ability.
    • Lucky Chance in ticks for collision: Set the chance in ticks wich the actual chance will be set.
    • Lucky Actual chance in ticks: This is the actual chance that will run the ability.
    • Unlucky Chance in ticks for collision: Set the chance in ticks wich the actual chance will be set.
    • Unlucky Actual chance in ticks: This is the actual chance that will run the ability.
    • Distance needed: The distance needed for the collider ability to run in tiles from 1 to 10.
  • Character Weapons: Take account character weapons. Wooden weapons will lose durability hitting the burner zombie, also if you are not wearing any hand clothing item gloves for example can apply a small burn.
    • Distance with Weapon: The distance for it take start applying damage or burns from 1 to 10
      • List of Wooden weapons affected:
      • Pencil
      • Wooden Spear
      • Crafted Spear
      • Stake
      • Wooden Mallet
      • Table Leg
      • Spiked Pickaxe Handle
      • Rolling Pin
      • Pickaxe Handle
      • Drumstick
      • Chair Leg
      • Spiked Plank
      • Pool Cue
      • Plank
      • Broom
      • Baseball Bat
    • Weapon Lose Durability Multiplier: A number in wich it take weapon durability and multiplies it below from 0 to 1.
    • Burn damage: Can it set your hands to burn
  • Zombie Attacking: The Burner Z was an extremely deadly attacking zombie since at random times set you on fire or damages your bodyparts, killing you in seconds..This has now changed the set on fire function has a time multiplier lower than the vanilla making sure you have more time to escape it and heal yourself before dying. The multiplier still can be set to 1.0 as vanilla but this is very deadly, also the attacking zombie will take account how many tiles away you are, traits.
    • The traits that are taken account are to set a higher number or lower the number of Random numbers.
    • Lucky: Lucky has more chance to avoid being on fire or lowers the chances of the burner z to damage your body or set you on fire.
    • Unlucky: The chance of being damaged is severely up.
    • Burned Patient the burner zombie ignores you.
    • Evasive has more chance escape the attacking ability of burner zombie.
    Note the set on fire function is only applied if the zombie gets a hit on you not just walking or nearby.

WRESTLER Z REWORK

Removed fracture from main ability only applies to Hindering traits in wich bodypart its only the neck.

- Reworked the Wrestler Zombie to match the og cdda game, now will check for more traits not only one or two but several traits to hinder or help the character kill it escape it or be more indangered by it.
- Additional sound effects.
- Animation selector and more stuff regarding the wrestler zombie.
- Moodles Status, separate Mod if you choose to play with MoodleFrame mod you will have option to enable UI Status effects in Mod Options (options).
- This used to be a mere copy of brute but softer, now its different and acts differently from the brute zombie.

  • Sandbox options: Not only two options any more but everything listed down here has a sandbox option to customize it at your will and liking. Including the master switch wich disable everything with one press if choose to run the mod without wrestler zombies.
  • Animation Selector Zombie: This is a system in wich you can choose the animation of the wrestler attacking ability.
    • No Falling Animation: the wrestler zombie will not fall after activating the ability, meaning it can bite you afterwords.
    • Safe Falling Animation: The wrestler zombie will fall after activating the ability, meaning you are more in safety afterwords and can escape it or stay on top of it not allowing it to get backup. Small note:Maybe in next updates I can make the animation take down the player with it as one single animation and not separate functions., (the animation is supposed to represent the wrestler going for your neck and knocking/grabbing you down with it).
    • Huge Falling Animation: Derived from Tripping from Sprinting animation, the zombie will do a falling to the ground animation from the tripping from sprinting animation.It's safe but not safer as Safe Falling animation as that one uses, Fence Window fall animation.
    • Random Animations: This is a new option that takes all other falling animations and apply it randomly.
    • There will be more custom animations as I'm coding with Variables and looking how other modders do and create custom animation as you can see in other mods, this means I can create my own in future updates and have custom anims.
  • Animation Selector Player: This is a system in wich you can choose the animation of the player hit reaction.
    • No Falling Animation: The player will not fall after a hit.
    • Bump Animation: This is new animation that allows the wrestler to bump the player knock you to the ground staggering back it take your current angle position and stance.
    • Lunge Animation: Derived from the Attack from window lunge animation, the player will do a falling to the ground animation from the lunge animation.
    • Random Animations: This is a new option that takes all other falling animations and apply it randomly.
    • There will be more custom animations as I'm coding with Variables and looking how other modders do and create custom animation as you can see in other mods, this means I can create my own in future updates and have custom anims.
  • Sound Effects: If the player is not deaf, you can hear a sound effect played from each special lunge attack from the wrestler zombie.
  • Take Account Traits: This option enables you if you want the trait to be taken account before attacking such as Black belt, Strong, etc. The list here is only for positive negative traits have there own option.
    • Brawler: Immunity for the pushing effect, the lunge animation will never play and you it can not knock you down, BUT loses more stamina the more lunges are.
    • Stout: Immunity for the pushing effect, the lunge animation will never play and you it can not knock you down, BUT loses more stamina the more lunges are.
    • Bouncer: Immunity for the pushing effect, the lunge animation will never play and you it can not knock you down, BUT loses more stamina the more lunges are.
    • Evasive: Immunity for the pushing effect, the lunge animation will never play and you it can not knock you down, BUT loses more stamina the more lunges are.
    • Martial Artist: Immunity for the pushing effect, the lunge animation will never play and you it can not knock you down, BUT loses more stamina the more lunges are.
    • Black Belt: Immunity for the pushing effect, the lunge animation will never play and you it can not knock you down, BUT loses more stamina the more lunges are.
      .
    • Strong: Total Immunity against the wrestler. You will only gain small percentage of pain.
    • Athletic: Total Immunity against the wrestler. You will only gain small percentage of pain.
    • Martial Arts Master: Total Immunity against the wrestler. You will only gain small percentage of pain.1/3 chance to destroy the zombie limbs killing.
  • Take Account Hindering Traits: Option for you to disable or enable hindering traits to be taken account this may injure the player more.
    • Weak: The wrestler zombie has more chance to grab you also applies slowness. And have more limbs to grab on. (neck) These bodyparts can be fractured at a random chance lucky and unlucky are not taken account here.
    • Unfit: The wrestler zombie has more chance to grab you also applies slowness. And have more limbs to grab on. (neck) These bodyparts can be fractured at a random chance lucky and unlucky are not taken account here.
    • Feeble: The wrestler zombie has more chance to grab you also applies slowness. And have more limbs to grab on. (neck) These bodyparts can be fractured at a random chance lucky and unlucky are not taken account here.
    • Very Underweight: The wrestler zombie has more chance to grab you also applies slowness. And have more limbs to grab on. (neck) These bodyparts can be fractured at a random chance lucky and unlucky are not taken account here..
    • Obese: The wrestler zombie has more chance to grab you also applies slowness. And have more limbs to grab on. (neck) These bodyparts can be fractured at a random chance lucky and unlucky are not taken account here.
  • Wrestler Main Ability: Allow the wrestler to grab the player, meaning after the lunge effect has chance to apply stiffness. The chance of both is low. Its a 1/3.If options above are enabled hindering traits and good traits will be taken account before applying these effects. (As the main game, CDDA, thee wrestler can strangle the player on the ground.This ability is here reflecting on it.)


This is it for the wrestler I didn't want to be a big mob or anything that is game breaking.Small challenge depending on your character strength and weight.


DECAYED Z MENTION

This zombie has no abilities yet, trying to think how to make it safe and fair.



SURVIVOR Z MENTION

No abilities other than being your old character or based on outfits from other mods/vanilla.
Note I'm trying to workout a bandit compatibility I'm thinking to move bandits to survivor zombies


BOOMER Z REWORK

- The complete rework of boomer z is here and its a bit dangerous than before mainly to reflect the actual zombie boomer, in the CDDA game: A rotund human body, bloated beyond belief and layered in rolls of fat. It emits a horrible odor, and a putrid pink sludge dribbles from its mouth.
Difficulty: 6 (Mildly dangerous.)

- The funny thing is I really though they ment a boomer human like some one old thats why I added the sweating effect near them to imply you are cringing or something like hehe, but no I was totally wrong and its more dangerous than the current.

- So I changed everything to match the og game, adding Sound effects for gore explosions, fake infection. (This is to make players think they are totally dead but in reality its a fake fever or virus.) Of course the checking of traits is what in dangerous the player or helps them.I have found some effects (Pacifist, Desensitized, Brave, Cowardly, depressive, self-destructive) that don't actually make a difference or make sense in this situation, so I opted for. (prone to Illness, Weak Stomach, Resilient, Iron Gut)

  • Main Ability Enabler: Enable or disable boomer zombie abilities, it has only two for now one before getting hit and other one when getting hit.
  • Ability Fake Infection: This is an ability in wich the player or character can receive a fake infection and will add up until it hits 100% in wich starts to go down, note that this has no effect in game only to fake out a bite effect or fever effects no health lose or damage is noted here.Only visual stuff.Away some traits can actually add corpse decay % not in a fatal way although you can customize it at your will. ONLY WHEN BOOMER Z DIES/IMPLODE NEARBY YOU: .
    • The list of traits that are taken accounts some here down had other sandbox options related to customize at your will and liking.
    • Prone to illness: The blood effects and air make you fake sick alot more than a normal character.And it adds actual fever sickness by a very small by default Random number from zero to 2% each explosion.
    • Weak Stomach: While nearby the boomer before imploding near you adds corpse decay sickness by a random number by default from zero to 2%.
    • Resilient: NO fake sickness or fever sickness or any hindering only adds panic before imploding.Total immunity.
    • Iron Gut: All though you can receive the fake sickness the corpse decay sickness is not present in the air/entering your mouth.
    • No Traits: The player will receive fake sickness only.
  • Implosion Sound effects: If your character is not deaf can hear a random sound effect from a lib of gore flesh explosions after death.
  • Bloating Sound effects: If your character is not deaf can hear a random sound effect from a lib of sucking air near you.
  • Ability Sweating: Make your character sweating. (See it as blood all over you, air with bloated blood all over you.) The more you get closer.
  • Ability Stress: Make your character stressed out the more you get closer.
  • Ability Unhappiness: Make your character unhappy the more you get closer.


SHOCKER Z REWORK
Currently not documented, comeback later.


SHOCKER BRUTE Z REWORK
Currently not documented, comeback later.


BRUTE Z REWORK
Currently not documented, comeback later.


PREDATOR Z REWORK
The Predator zombie, a hostile zombie With, its joints in odd places and angles, this humanoid creature prowls across the landscape with surprising speed.Its teeth and arms are sharpened into fine points, and black ooze seeps out from cuts between its muscles.
Its special ability allows it to impale you.

  • The Enabler: Enable or disable the ability to lacerate/do the special ability it has.
  • Damage: Set how many damage point it deals to selected bodypart, defaulted minimum is 1 and the maximum is set from a sandbox option, the damage pool picks a random number in-between.A higher number can kill the player depending on what bodypart takes damages.
  • Take Account Traits: Does the Biter zombie take account your traits, checks what bad and good traits you have before doing the special attack!.
    • The list of traits is listed down here.
    • Thick Skinned or Thick blood: With one of them, the player has less chance to get damaged only, meaning the lacerating effect is not present only deep wounds.And the bodypart selected always is only the Groin.And it will not damage/deep wound it if it's already damaged.
    • Thin skinned or Immunocompromised or Anemic: The bodypart pool is larger All bodyparts, A chance of laceration higher than normal from 1/5 if chance is lower than 3 meaning its 60%.Of random bodypart to get lacerated and deep wounded applies random small damage.
    • Without Traits: The pool is Neck Groin Left Thigh Right Thigh, lacerations and deep wounds.
      Chance is 10% 1/10.
    • The chances will be configurable for each selected bad, good, neutral traits.
  • Animation: Derived from Eat body animation the zombie will play this animation letting you know it has eaten some parts of your body.
  • SFX Idle: Sound effect when idle or running towards you, from lib of silent hill.
  • SFX Impale Sound effect when Predator impales the player.


SLAVERING BITER Z REWORK

The slavering biter rework, just some few changes and added checks in traits, this is supposed to be less lethal than a predator or the middle tier of difficulty.
Its special ability allows it to bite you, and sometimes bite you nastily.

  • The Enabler: Enable or disable the ability to lacerate/do the special ability it has.
  • Damage: Set how many damage point it deals to selected bodypart, defaulted minimum is 1 and the maximum is set from a sandbox option, the damage pool picks a random number in-between.A higher number can kill the player depending on what bodypart takes damages.
  • Take Account Traits: Does the Biter zombie take account your traits, checks what bad and good traits you have before doing the special attack!.
    • The list of traits is listed down here.
    • Thick Skinned or Thick blood: With one of them, the player has less chance to get damaged only, meaning the lacerating effect is not present only deep wounds.And the bodypart selected always is only the neck.And it will not damage/deep wound it if it's already damaged.
    • Thin skinned or Immunocompromised or Anemic: The bodypart pool is larger going from Upper Arms to Torso, Neck, Groin, Head.A chance of laceration higher than normal from 1/5 if chance is lower than 3 meaning its 60%.Of random bodypart to get lacerated and deep wounded applies random small damage.
    • Without Traits: The pool is Upper arms, torso, Neck.And only lacerations.
      Chance is 10% 1/10.
    • The chances will be configurable for each selected bad, good, neutral traits.
  • Animation: Derived from Eat body animation the zombie will play this animation letting you know it has eaten some parts of your body.


HAZMAT Z REWORK
Currently not documented, comeback later.


HULK Z REWORK
Currently not documented, comeback later.


JUGGERNAUT Z REWORK
Currently not documented, comeback later.


SKELETAL JUGGERNAUT Z REWORK
Currently not documented, comeback later.





FIXES / LAG REDUCTION

You might have noticed some updates to fix data overflow, lag in MP, and functions that break sometimes.
I have worked some system that help reduce lag and improve on performance with CDDA Mod.
Those updates from 0.5.0 to 0.5.4 (Currently in Experimental is (0.9.2).Not all systems are included in public version for now all of them are in experimental until release 1.0.
I checked every function for scripts, etc. So its safe to say It will not easily break you might have an extreme large horde to see errors even in those situations its extremely rare now. Since there are multiple checks based on current player position, how far is the zombie, is it even loaded, tiles away, etc. the game can not do stuff behind the scenes it will always need the player around zombies now.

I will try and document every single fix you might need to come back to see further documentation on this.


Last edited by DETOX; Aug 10, 2024 @ 11:20am