Project Zomboid

Project Zomboid

[B42/B41] Bandits NPC (v2)
 This topic has been pinned, so it's probably important
Slayer  [developer] Mar 27 @ 10:05am
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MOD REWORK (BANDITS2?)
Bandits will soon have a major update. You can expect many bug fixes, new features but also some features being changed.

All this will work for B42 and B41 (single, and multiplayer)

Here is what to expect!

Bandit Creator
Players are be able to create clans and its members. Creator enables customization of:
  • Clothing for each body locattion including jewellery and accessories.
  • Customize tint of clothing that suports it
  • Customize appearance (skin color,hair / beard style and color)
  • Customize the following parameters: health, sight(affects weapon accuracy), endurance(affects when they need to stop to catch breath), strenght(affects their shove and melee combat and thumping damage on barricades).
  • Customize melee, primary and secondary weapons and ammo count.
  • Customize bag. Its contents will be auto generated based on expertise.
  • Customize behavior ai and ts friendliness. The ai will decide if the spawned group will be an assult group or just a wandering group or other behaviors. Defender bandits may be friendly now.

Bandit expertise
Bandits will now posses maximum of 3 individual skills from the list:
  • assasin - will only apprach the player if unseen, can kill with a single knife stab, will not speak nor make walking noise.
  • breaker - can easily break barricades and doors, carry extra tools, without this skill they can still break barricades by thumping which takes a lot of time.
  • electrician - can sabotage generators or other electrical equipment, can remove bulbs
  • cook - can steal or sabotage player crops, carry extra food
  • goblin - will plant waste, dirt or other inpurinities in player base
  • infected - can bite the player / invisible to zombies
  • mechanic - can sabotage cars and steal fuel, carry extra tools and gas carnister
  • medic - can heal himself or comrades, carry extra medical equipment
  • recon - can sprint very fast, has high endurance
  • thief - focues on stealing player items
  • repairman - will carry useful tools and items
  • tracker - can find player more easily, carry maps
  • trapper - will plant bear traps for player
  • traitor - may pretend to be a friend
  • sacrificer - will explode when dying
  • zombiemaster - will bring zombies to player.

Wave spawning

Wave system will be removed. Each clan will define its own settings for spawning such as spawn start date, end date, spawn favorite zone, spawn group size (min, max)

Mod integrations with Bandit Creator
This is a little complicated but it gives a lot of freedom.

There are 2 kinds of mod integration.

Providing mods
First group are mods that provide with clothing and weapon items that bandits may be customized with. Yes you can use any item from external mods to customize your Bandits.

Destination mods
Second group are mods that store bandit configuration.

Each time you save a new bandit you are given a choice to which mod it should be saved to.

  • Saving bandits to "LOCAL" will save them in such a way that they will only be available to you in a single player games. They will not be overwritten by this mod updates
  • Saving bandits to other mods is for modders only. This way creations saves in the mod respective folders so that they may be published. Don't save them there unless this is your mod that you want to publish. Say you created a clan with your own bandits and that you want to share with others. Thats why for every bandit you create you can pick a mod its configuration is saved in.

Creating your mod with new bandits

  1. You create a new empty mod with standard folder setup. In mod.info you need to list donoring mods that you will use to customize your Bandits.
  2. In common folder you additionally create bandits folder. And then in this folder you create two empty files: bandits.txt and clans.txt.
  3. Start the game and enable your mod. Enter bandit configuration. Create a new clan and one bandit and set them to save them to you mod, not Bandits mod. You will notice that new configuration files were updated in common/bandits.
  4. Your mod is ready to be shared. Note that your mod can add bandits to your clans or add or change bandits in existing clans of Bandits mod or other mods. Mod load order will determine which configuration has priority.


Changes to Bandits

  • Bandits when overwhelmed by zombies or other Bandits will find optimal escape vector to regroup. This fixes the problem with bandit suicide behavior of running into the horde of sombies just to perish
  • Bandits will equip a desired weapon in advance so by the time the weapon change animation finishes the weapon is ready to use. This fixes the problem of zombie approaching unarmed bandit and biting him before he manages to reach for a gun
  • Bandits can use all weapons. That includes revolvers and shotguns. Modded ones will also work.
  • Bandits properly reload guns and rack them. For example if the reload has 3 stages: unload mag, load mag, rack. and the reload is interrupted after phase 1, they continue from phase 2. Bandits will reload non magazine guns to maximum when safe and load one bullet when in combat situation.
  • While shooting bandits will fire visual projectiles. I could not use game projectiles. because the API is not available for it so i wrote it myself. Surprisingly its quite robust despite all the math behind it.
  • When shooting all trajectory is analyzed for obstacles including characters that may get hit if in line of fire. Here is how it works in detail. The shooter analyzes if friendlies are in line of fire before aiming. If yes he will not aim nor shoot. If however the line is clear but at the last moment someone enters the line of fire its too late to cancel the shot. This produces interesting and realistic effects.
  • Weapon range is now taken from weapon configuration.
  • Worked also on details such adding sound of an used rounds falling on the ground.
  • Weapon accuracy calculation is now improved using logistic curve. This is the most realistic approach to the subject. The accuracy is high in low range, falls down rapidly in mid range and remain low but does not fall much more in high range.
  • Walking/Running logic more natural for bandits.
  • Using correct animations when removing barricades
  • Bandits have personal character. You already may have met hottiez collectors, but there will be more jokes
  • Bandits attacking with melee may result in sticking their weapon in enemy body.
  • All bandits automatically collecting weapons from containers and deadbodies when they need to resupply with weapon or ammo.
  • zombie bite attack on bandit is not immediate, giving chance for push back
  • Zombies do not freeze when attacking bandits
  • Zombies do not chase unseen player when bandits are around
  • 3 new AI female voices (no women volunteered for voice acting so far)
    this list is being expanded
  • bandit flashlight will be completely removed. adding lightsources n b42 they simply crashes the game
  • server-side random number generator will allow clients to use the same random number and produce consistent results
  • multiplayer sync of bandit health
  • multiplayer death fix - no more vanishing corpses
  • deadbodies will have the right loot - no weapon duplicates
  • less loot on bandits
  • bandits not able to open blocked gates
  • bandits not able to open locked garage doors from outside
  • bandits destroying garage doors and gates will remove it as a whole not a fragment.
  • bandits can fight on the stairs
  • fixed missing animations during bandit hit
  • added walk to walk_aim animations
  • added hack to remove standing dead bodies (works for 90%+ cases)
  • bandits turning lights on in rooms.
Last edited by Slayer; Apr 22 @ 1:18am
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Showing 1-15 of 42 comments
Slayer  [developer] Mar 27 @ 10:28am 
bump
XOXANA Mar 27 @ 12:36pm 
if a read correct, now special zeds included? (infected) plz, expand to it <3<3<3
Last edited by XOXANA; Mar 27 @ 12:37pm
Meyar Mar 27 @ 4:22pm 
Forgive me for asking the cursed question, what's the ETA? Days, weeks?
Lumi-Zoomy Mar 27 @ 10:16pm 
Excuse me, this is incredible holy smokes! Your mod is incredible, Slayer!
Andgihat Mar 28 @ 9:56am 
Hi. When do you plan to release this major patch?
This is great. Thanks for continuing to work on this. I've spent a lot of time tuning my clans over the past week and we really enjoy it.

There's one major thing I wish I was able to do though... right now, the spawns feels way too random. Sometimes we have 7 spawns and sometimes we have 1. Sometimes they are all at once and sometimes not.

So... I don't want to spawn clans by hourly chance. What I want is to define how many clans will spawn on a given day and then have it randomly spawn them within a given set of hours. This is an example of the config I'd like to see:

Spawns_per_day_min = 3
Spawns_per_day_max = 5
Earliest_time = 12 (noon)
Latest_time = 24 (midnight)
Spawn_hours_between_min = 2
Spawn_hours_between_max = 4

This will ensure that 3 to 5 clans spawn per day, that they will be at least two hours apart and will only spawn between hours 12 and 24. It assumes an even chance of clans that are set to spawn during that day unless that is added as a new feature to the original clan configs to increase their chances.

The original clan settings themselves will determine who spawns on which days.
Last edited by MrBananaMan; Mar 28 @ 4:56pm
Originally posted by Andgihat:
Hi. When do you plan to release this major patch?
Dude, chill.
looks great! excited for the new update! thank you for your hard work
Lumi-Zoomy Mar 29 @ 12:46pm 
I wonder if we'll get to customize how aggressive they are. Like, if they'll give chase to a player or prefer to just outgun and scare away us.
Virmox Mar 30 @ 10:16am 
holy moly
amazing work slayer
Andgihat Mar 30 @ 11:16pm 
Originally posted by MrBananaMan:
Originally posted by Andgihat:
Hi. When do you plan to release this major patch?
Dude, chill.
Normal question=( Now a bug with frozen zombies occurs all the time...
Slayer  [developer] Mar 31 @ 6:45am 
Frozen zombies are a vanilla bug introuced in 42.6, i think they willsolve it with next patch release
Andgihat Mar 31 @ 9:11am 
Originally posted by Slayer:
Frozen zombies are a vanilla bug introuced in 42.6, i think they willsolve it with next patch release
Got it, thanks for the information)
Lumi-Zoomy Mar 31 @ 10:23am 
With the new bullet system, does this mean low fences and counters will provide protection while crouched(The characters crouch more when next to these) or is that not possible?
Last edited by Lumi-Zoomy; Mar 31 @ 10:24am
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