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Okamikurainya

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Posts posted by Okamikurainya

  1. 3 hours ago, Maris said:

    For example, some zombies may have School Bag (Bag_Schoolbag) or another bag or backpack.

    Where is the info that some zombies may have School Bag?

    Also there are special zombies (military etc) now.

     

    I double checked those files and I can't find this info about loot from zombies.

    ZombieZoneDefinition.lua in "ProjectZomboid\media\lua\shared\NPCs"

  2. What could be nice is the addition of a random incubation period before the onset of symptoms, based on the severity of the Bite/Scratch/Laceration and where you were injured.
    It would still be a death sentence, but would trick you into playing a bit longer.
    That said, it could also have some people crying "glitch!"
    100% certain death mechanics are always hard to balance in high time investment games. 😅

  3. 4 minutes ago, Burger_Time said:

    By the way, unlike PZ's zombie virus, Rabies actually can be prevented by simple disinfection, especially if the wound has been disinfected immediately, so you don't always need to waste a vaccine.

    It's possible, but I wouldn't rely on it. Once it's in the blood, the chance that it's been circulated will go up every second and even then it's important to seek medical attention and get the shot. I don't think I'd take the risk of just disinfecting the wound. 😰

     

    https://www.elsevier.com/connect/8-things-you-may-not-know-about-rabies-but-should

  4. 2 minutes ago, Livio Persemprio said:

    oh, makes sense, a combo of rabis both being slow and super rare, so basically they produce a vaccine just for you whenever it is needed.

    I wouldn't say it's super rare... Despite what Zombie Hunter said, a quick Google search of yearly Rabies incidents in Kentucky will present numbers of around 20 to 40 cases per year, though that may be County based in some results, so the number may be higher.
    That isn't very large overall, but that's most likely people who are more likely to be bitten. If more people venture into the wilderness, it may very well increase the chances of them being bitten and thus increase the chances that the bite may pass on Rabies.

     

    7 minutes ago, Livio Persemprio said:

    to be fair, i have no clue my go to solution would be better, maybe people would get cocky and ignore the danger since it doesn't require anything special to fix. 

    a small enough percentage of lethal animals should work ay mmt making you afraid of the animals but not in a situation of unfair death too easily. who knows, but i enjoy the discussion ^^

    Well, when 100% of the current enemies have a move that is 100% fatal, any additional enemies will lower that percentage, regardless of how many rabid animals are added, so I don't think it's unfair. 😜
    And yeah, the discussion is enjoyable. 😁

  5. 2 minutes ago, Livio Persemprio said:

    yeah, the vaccine in general don't make for fun gameplay imo. 

    a very rare item that covers you for a certain period of time is a great idea though, so the best course of action might be removing the rabis name altogether and move this to a generic very powerful infection, and then an item to prevent it for set amount of time. though it would also require to be not fatal if you are out of your own. maybe like eat 75% of the health bar? you should eat, disinfect the wound and keep the bandages clean and then you'll survive with that 25%? so this way it is dangerous enough to make you wish for that notvaccine (what should we call it?) but not unfair for those runs where that item just won't show up due to rng.

    Hmm... I'm personally not a fan of swapping it out for something less lethal and generic in this case, but it's really up to the devs. We may get no rabies at all even anyway.
    My main goal was for it to be rare, but fatal. Something you'd have to always be afraid of when dealing with coyotes, feral dogs and the like.

     

    5 minutes ago, Livio Persemprio said:

    out of curiosity, how does the post bite vaccine thing work? it's not impossible but it doesn't really make sense for how vaccines work.

    as you already know, vaccines are just super weak versions of the disease, and once killed and analized they allow your body to develop antibodies. why waiting until your body is already under attack when you could just do the shot in advance and never get threatened? vaccines are safe anyway. 

    maybe it is a shot of specific antibodies? let's say you get a disease and i'm vaccinated for it, we could take my trained antibodies and pump them in your organism so that they will kill the ongoing infection, but that doesn't equal to becoming vaccinated yourself 

    The rabies vaccine works by introducing a dead virus to your system, your immune system can then go and defeat this easily accessible and defeatable virus and learn how to create anti-bodies against it. Rabies is unique in that it can only reproduce in neural tissue and it takes a long time for the virus to reach that tissue, unless the animal bites right into your spine. So while the virus is traveling to the tissue it needs, and this can take anything from weeks to months, it is vulnerable to the antibodies produced thanks to the vaccine and so can be wiped out before it becomes dangerous.

  6. 4 minutes ago, Livio Persemprio said:

    i like the general idea of animals being carrier of illness so that you don't just charge at them while screaming death. 

    most of the specific scenarios are subject to become obsolete but mostly i don't see it working the way it is suggested right now, like why would you not take a vaccine the moment you find it?

    For gameplay purposes, I suggested that the vaccine would last for a month. You could very well take it right away and have immunity for the period of that month, if you find more than that then you could keep a constant monthly string of "boosters" going to keep you immune. But in the case you only find the one vial and syringe, that's 4 uses and I believe and have seen that people, myself included, like to hoard medication in games. Just look at the memes of folk slogging inventories full of health and mana potions they never use but keep just in case. 😂
    Anyhow, this gets even more risky in multiplayer when you may need to share with a group. "Is it worth it? You don't know it was rabid, man. We only have the one vial."
     

    10 minutes ago, Livio Persemprio said:

    edit: just went reading the post again, there is a small misconception : you don't get a vaccine after a bite, you take it in advance and it renders you immune

    Rabies vaccines are actually most commonly administered post-bite and the effects don't last forever. In reality antibodies may persist in the body for years, but I'd suggest it be simplified. That said, it's also perfectly valid if the rabies vaccine would give permanent immunity in game, I just don't think it makes for good gameplay.

    Flu vaccinations can require yearly shots, or even more, as the influenza virus is highly mutagenic and can change to attach in a totally different way. Heck, a flu vaccination can fail if you simply leave the region and get exposed to flu from far away.

  7. 4 minutes ago, Livio Persemprio said:

    i don't know what to think about rabid animals, on one side it is true that they are realistically very rare. on the other hand we have gameplay, where players shouldn't be so happy to get bitten from animals, period. the thing is melee players will mostly always need to get in range so you either add a whole system where they can get close but somehow prevent the damage, or avoid rabit completely. i mean, it's hard even to imagine ideas because we have no clue how the animal system will actually play out. i remember someone complaining about the combat system a couple weeks before iwbums and lemmy told them to at least wait and try it

    I think the best possible option is to limit it to the most common types of animals which we associate rabies with, and even then to have it rare within those groups.
    I think bite and scratch protection from clothes will also play a big part for protection from animals, as well as from zombies...

    I also think that the amount of hostile animals will be relatively low... In my previous animal suggestion I listed the various animals you'd expect to find in Kentucky and most wouldn't actually aggro, and would rather flee from the player wherever possible... Heck, even the ones that would aggro would probably realistically flee rather.

    If an animal is coming at you as if it were something from The Elder Scrolls bestiary, then you'd already have a good guess that it may have something wrong with it and know that you may have to take a vaccine just to be safe.
    That could present an interesting scenario actually... Could the animal's randomly generated temperament have made it more likely to bite at you relatively unprovoked, or could it have been rabid? Do you risk taking the vaccine when it could have been harmless and so waste the rare and valuable item, or do you leave it and end up beyond recovery?

  8. 5 hours ago, ZombieHunter said:

    But you are suggesting it - but not actually doing it. 

    What you are doing is listing diseases and symptoms.

    That's not all I'm doing... It feels like you've skipped 90% of my post. 😕
     

    5 hours ago, ZombieHunter said:

    There really doesn't need to be disases at all to begin with - because most diseases are not going to get confirmation without a trained medical professional. Nor would it add any value to the game.

    100% disagree, but then again of course I disagree since I made the suggestion in the first place.
    Disease is one of the most dangerous factors of the apocalypse, it always will be, and thus is important in PZ. It adds flavour and much needed danger to the post game, something desperately needed.
    That's a lot of value.
     

    5 hours ago, ZombieHunter said:

    If there is no specific treatment all there is only the symptom and disease is irrelevant.

    That couldn't be further from the truth.
     

    5 hours ago, ZombieHunter said:

    If I am supposed to recognize specific combination of symptoms to formulate a treatment it is a quite a different situation.
    (snip)

    You then go to state exactly what I suggested while saying I didn't suggest it... 😓
    Please, just read through the opening post.

  9. 2 hours ago, Axezombie said:

    It always worked like that, if they can get you they go for you even if the entrance is like 30 tiles away, if the entrance is too far or blocked then they'll do what you described.

    Not "always"... I used to have a base south of Dixie built around the concept that zombies would still try to walk directly at you, allowing you to pick them off through the fence.
    image.png.7e9cfc60d6d97c1d673eab29f85343a4.png

    image.thumb.png.c07e25e08b3aa39b2a496f3f3750a4db.png

    Which makes sense for an insatiable and stupid killing machine and leads to situations like that seen in the Prison saga of The Walking Dead.

     

  10. 12 hours ago, ZombieHunter said:

     

    So are you saying "Stomach Flu" is stomach influenza? 

    While it can be caused by Influenza - Gastroenteritis ( again more common ) can be caused by many things. That is why we deal with the disease based on the symptoms when we don't know the cause.

    I'm saying you're reading into it too much. The two are defined, a bacterial cold vs a viral flu. Separated by vector and treatment for gameplay.

     

    12 hours ago, ZombieHunter said:

    As well as having those symptoms having severity and treating it accordingly before it gets worse.

    Good thing that's exactly what I suggest. :)

     

    12 hours ago, ZombieHunter said:

    You literally created a giant post dealing with micromanagement of 20+ diseases and conditions.

    And thus easy management of the more common ones will be a huge boon. :)
     

    12 hours ago, ZombieHunter said:

    1. Not all animals are infected with rabies. Simply being bit by a wild animals will not give it to you.

    Duh. I think you may have misconstrued the idea that all animals that bite will give you Rabies. If so, then that's my bad, I'll make it clearer. I most likely got a little mixed up with this and my Animal suggestion a while back that goes into more depth on animal diseases:
    https://theindiestone.com/forums/index.php?/topic/25672-animal-fear-index-and-general-animal-ideas/

    I'll clarify it in the OP now. ^_^
    That said, I did state to you directly:

     

    On 11/1/2019 at 3:45 PM, Okamikurainya said:

    Of course not every animal is going to be a rabid mad thing, in game it may be in the 10% and lower chances, but you shouldn't be trying to tank an attack from anything, in fact it should be punished severely. With Zombies it's with the Zombification, with animals it's Rabies.

    But yeah, again, it might be misinterpreted as having a 10% chance and lower from every animal... So I'll fix it in the opening post.

    But Rabies is a, relatively, prevalent Kentucky disease, a threatening disease that exists and I'd be remiss to forgo including it.
    https://nkyhealth.org/individual-or-family/healthy-life/animal-bites-and-rabies/

     

    Edit:
    No, I clearly state in the OP that it is caught by being bitten by an infected animal. 😕
    So no changes necessary there.

     

  11. 6 hours ago, ZombieHunter said:

    Design philosophy it self is wrong.

    Cold and Flu are both Colloquial terms.

    Flu is an abbreviation for the literal Influenza Virus, a real virus that exists, while a Cold is a colloquial term for any number of upper respiratory tract infections. Though you're right, folk do use Flu incorrectly a lot of the time.

     

    6 hours ago, ZombieHunter said:

    But for sake of gameplay design the philosophy should be based on "stage" and not blind treatment.

    If the early symptoms can be treated with supportive care - it should end at that.

     

    If it keeps progressing - you would give antibiotics. 

    That would be a more ideal non medically oriented order of operations in dealing with the cold.

     

    That would reduce the number of icons players need to remember.

    For gameplay, having a catch all treatment for a disease that would be more common than others and can be caught ambiently lowers the amount of micro management. You can still treat individual symptoms, as I have stated above. I disagree with you here.
     

    6 hours ago, ZombieHunter said:

    The chance of Rabies it self is extremely rare. You have a higher chance of getting Tetanus with a bite than rabies. That is why we give Tetanus shot every 10 years. 

    In my lifetime I have seen 1 Rabies case, in my professors life time he saw 3 cases. 

    In my Aunt and Uncle who are both Biome Researchers who works in Forests \ Jungles \ Swamps - they have seen 2.

     

    Unlike Botulinism which has 200 cases per year. Rabies is 3 per year in U.S.

     

    Tetanus should replace Rabies. As it is easily treatable and Tetanus shots are found everywhere, schools, hospitals, clinics. 

    That is in a world where a majority of people are not directly interacting with wildlife, like they would be forced to in the post-zombie-apocalypse. Rabies cases are mostly when a rabid animal happens to wander into civilization and bites someone or their pet which then may bite a person. The amount of incidences will go way up when large portions of survivors move into the wilderness.
    I live in a rural town and we have a case of Rabies in the stray animal population at least once or twice a year. This is Africa though, so there's that.
    That said, Tetanus is a great idea for an additional disease! Thanks!

    Just realized that Tetanus wouldn't be functionally different in the game's meta from the Common Infection, so I just left it at that.

    Added Vaccines in the Medications and added Syringe in the Items. :3

  12. Updated with some Nutritional Diseases.
    And I'm aware Anemia has to do with Iron and not Protein, but there's little reason to add a separate Nutrition type related to meat when one is enough in that case and the Protein deficiencies don't really lend themselves to the current game's meta.

     

    2 hours ago, Geras said:

    I'd like the zombie virus to not be obvious to the player.

    The way I've written it up is the same way it is in the game right now. Taking Hypochondria as a trait is the best way to make it even more ambiguous.

     

    1 hour ago, ZombieHunter said:

    Pain killers for shivering? Maybe Beta Blockers - but Pain killers? 

    Only time pain killers are going to stop shivering is the person is suffering from an addiction to pain killers and suffering withdrawal symptoms.

    Otherwise they have a serious injury and preventing them from full functionality of the limb.

    The shivering listed is an inflammatory response, not anxiety. There's a separate moodle for that already. That said, I could probably stand to think of better wording for it...

     

    1 hour ago, ZombieHunter said:

    Also you would never want to treat an ordinary cold with Antibiotics - especially since most of them are Viral not bacterial.

    Mostly supportive therapy and decongestants.

    This is false, the opposite is actually true. Flu is often misrepresented as a cold.
    I know Colds are often used as a colloquial catch all, especially in America, but the design philosophy here is to separate it from the different and contagious "Flu".
     

     

    1 hour ago, ZombieHunter said:

    You are more likely to get Salmonella or E.coli infection than Botulism. 

    Rate of Botulism is only 200 cases per year.. in the U.S  there are almost 200 million people in the U.S in the 90s.

    More importantly you don't treat Botulism with Antibiotics unless it was from injury, you would give Anti-Toxin.

    You're right, I'll remove the "(Botulism)" and leave it as the all encompassing "Stomach Flu".

     

    1 hour ago, ZombieHunter said:

    The Muscle spams are so severe in Rabies that it is not something you even are able to move with. 

    Once symptoms start to appear you are bedridden and good as dead. 

    The persons body will literally start bending from the severe muscle spasms. 

     

    It has no gameplay value.

    You just stated the gameplay value. You are as good as dead.
    Rabies is a major threat in Kentucky and that will get somewhat more precarious as the civilized world crumbles.
    The game is trying to kill you, there ain't a happy ending.
    Every bite, whether Zombie or Animal is a major risk.
    Of course not every animal is going to be a rabid mad thing, in game it may be in the 10% and lower chances, but you shouldn't be trying to tank an attack from anything, in fact it should be punished severely. With Zombies it's with the Zombification, with animals it's Rabies.

  13. Seasonal crops would indeed be nice, have certain crops only be able to grow in their assigned seasons while quickly withering in the off seasons.
    Lowering seed gathering for "Seed-Bearing Crops" to just 2 and lowering the window to harvest them may help as well.

    Another thing could be the addition of Berry Bushes. While you could still forage for berries, perhaps they will be less likely to be fresh as you're finding them on the ground, as opposed to a bush where they will remain fresh for a greater amount of time, having fruiting bushes occur at certain intervals in the appropriate seasons.

  14. 14 hours ago, MrBlue said:

    I like it. This is an aspect of the apocalypse that isn't often explored. Will there be ways to lower the likelihood of a Doctor contracting the disease from other players? Facemasks and what not.

    Facemasks is a brilliant idea! As for Doctors having a lower likelihood... You could maybe tie the immune system to the First-Aid skill, but it wouldn't really be significant, having it more down to genetics and care.
    Adding Facemasks in now. ^_^
     

     

    17 hours ago, Burger_Time said:

    Would be also good to have some antivirals to help treat viral diseases like flu and Anti-rabid vaccines.

     

    Other than that, all of this is pretty freakin' great.


    Vaccines would be nice, they'd simply give you a temporary immunity I imagine and not heal you, but I didn't want to go that indepth at first while I was still studying up on some of the ideas.
    During the 90s, most antiviral useage was aimed at Herpes with use for Flu being far less common due to flu-shots being a thing people weren't all conspiracy crazy about back then and given in schools. I'll do some more research though.
     

     

    10 hours ago, ZombieHunter said:

     

    Normal Viral diseases ( cold )  you don't give Anti Virals ( unless they are suffering from an immunicompromised state  )

    You generally only give it in cases like Herpes \ Encephalitis \ etc.

     

    Rabies requires hospitalization it isn't something you treat walking around. It is an unnecessary mechanic that has no game play value unless it was a management style game.

     

    General treatment for standard viral diseases is just supportive therapy. 

     

    Indeed, all you could do is treat the symptoms and make yourself as comfortable as possible.
     

  15. Right now, the way disease is handled contrasts starkly with the overall complexity of the game...

    My suggestion is to remove the ambiguity and turn certain Moodles into Symptoms, rather than have them as the disease themselves.

     

    Symptoms:

    • Congestion:
      Congestion replaces the Cold Moodle, becoming a symptom. It functions near identically, giving the player a chance to sneeze loudly, attracting zombies. Can be aided with an equipped tissue and treated with Antihistamines.
      "Runny Nose"
      "The sniffles"
      "Congested"
      "Severe Congestion"
    • Fever:
      Fever replaces the current Sick Moodle, becoming a symptom. Each stage will increase your character's temperature by a certain amount and will cause damage on its' highest level while also lowering healing, strength and increasing the rate at which a player gets sleepy. Can be treated with Antipyretics unless it is a symptom of Zombification. Equipping a Cold Pack that has been cooled in a freezer or a bag of Frozen Peas can also help.
      "Bit of a Temperature"
      "Temperature"
      "Severe Temperature"
      "Terminal Fever"
    • Nausea:
      Nausea is the other half of the current Sick Moodle becoming a symptom in its' own right. It lowers healing, strength and speed. It can be treated with Antiemetics.
      "Bit Sick"
      "Sick"
      "Really Sick"
      "Severe Nausea"
    • Sore Throat:
      A Sore Throat is similar to Congestion, but may cause pain when eating with an increasing chance to loudly cough which may attract nearby zombies. Can be treated with Cough Syrup.
      "Scratchy Throat"
      "Painful Throat"
      "Rough Cough"
      "Severe Coughing"
    • Shivers:
      Shivering which will lower the accuracy of the player. Can be relieved with Painkillers.
      "A bit Shaky"
      "Shaky"
      "Shivering"
      "Severe Shivering"

     

    While those are direct symptoms, other Moodles such as Pain would also be symptoms, directly or indirectly.

    Medications:

    • Painkillers:
      Relieves Pain and Shivers. Can cause Nausea if abused.
    • Beta Blockers:
      Relieves Panic.
    • Antidepressants:
      Relieves Sadness. Can cause Anger if abused.
    • Sleeping Tablets:
      Helps you sleep. Can cause Nausea or loss of Health if abused or taken while Drunk.
    • Vitamins:
      These should boost healing and help you recover some Immunity.
    • Antibiotics:
      Speeds up healing of Colds, Pneumonia, Infection and Stomach Flu. Can cause Nausea if abused.
    • Caffeine Pills:
      Relieves Sleepiness. Can cause Shivers if abused.
    • Antihistamines:
      Relieves Congestion. Can cause Sleepiness if abused.
    • Antipyretics:
      Relieves a traditional Fever. Can cause Nausea if abused.
    • Antiemetics:
      Relieves Nausea.
    • Cough Syrup:
      Relieves a Sore Throat, may also make you Drunk if taken in large quantities.
    • Flu Vaccine Vial:
      A vial containing a Vaccine for the Flu Virus. Can be added to a syringe so that you can administer a Flu Shot. Each Vial can fill a Syringe 4 times. Taking a Flu Shot will cause the Severity of Flu to begin to decline and will provide you with a month of immunity to the Flu Virus.
    • Common Infection Vaccine Vial:
      A vial containing a Vaccine for the Infection. Can be added to a syringe so that you can administer a Common Infection Shot. Each Vial can fill a Syringe 4 times. Taking a Common Infection Shot will cause the Severity of a Common Infection to decline and will provide you with a month of immunity to the Common Infection.
    • Rabies Vaccine:
      A vial containing a Vaccine for the Rabies Virus. Can be added to a syringe so that you can administer a Rabies Shot. Each Vial Can fill a Syringe 4 times. Taking a Common Infection Shot will cure Rabies, provided you take it prior to the manifestation of symptoms, and will provide you with a month of immunity to the Rabies Virus.

     

    There are a few others I'd like such as Morphine and so on that would have a chance to cause addiction, but the ones I've added are more to expand on what is present, rather than add too much new.

     

    Items:

    • Pill Dispenser:
      A container with random pills inside.
    • Water bottle with Dissolved Painkiller:
      As the name suggests. The Player can dissolve up to 4 units of Painkillers into a Water Bottle, allowing for Painkiller use to be stretched out, if a bit weakened.
    • Surgical Mask:
      Surgical Masks (along with gasmasks) provide immunity to airborne diseases, such as the Flu and corpse proximity induced Infection, as long as they are at least 50% clean with no damage.
    • Hazmat Gear:
      A full set of Hazmat Gear will provide immunity to airborne diseases, such as the Flu and corpse proximity induced Infection, so long as they are undamaged.
    • Syringe:
      A medical syringe used for injecting yourself with a Vaccine. Maybe also for Addictive Drugs.
    • Empty Vial:
      Garbage item left over when adding a Vaccine to a Syringe. Can hold water.

     

    Traits:

    • Strong Immune System:
      Chance of catching a disease is halved. Can go well with Iron Gut and Outdoorsman for a Robust Genetics build.
    • Weak Immune System:
      Replaces Prone To Illness. Chance of catching a disease is doubled, more likely for a wound to be infected and faster Zombification.
    • Iron Gut:
      Chance of catching Stomach Flu from food or water is halved.
    • Weak Stomach:
      Chance of catching Stomach Flu doubled.
    • Outdoorsman:
      Being wet does not weaken your Immune System. Immune to Hayfever.
    • Allergy Prone:
      Very prone to Hayfever. Hayfever gained this way bypasses Immune System Variable with there always being a 10% chance of contracting Hayfever when moving through thick Vegetation in off seasons and a 25% chance in Spring.
    • Resilient:
      Less likely for wounds to become infected and slows Zombification.
    • Asthmatic:
      40% increase in running endurance loss, 30% increase in swing endurance lost and a chance to loudly cough when Exerted.
    • Hypochondriac:
      May develop infection symptoms without being infected.
    • Easily Amused:
      Slower rate of boredom and unhappiness.
    • Depression:
      Becomes bored faster and gradually becomes sadder with time.

     

    The Immune System:
    The Immune System, or simply just the Immunity variable, determines the chance of becoming ill.
    At 0%, you are fully healthy and won't get sick.
    But any activity while Sick, Dirty, Bloody, Wet, Sleepy, Exerted, Sad, Injured or Hungry will cause it to gradually rise. At 1%, you have a 1% chance of catching a disease and so on.
    Sleeping will help you recover your Immunity most of the time, however putting yourself to sleep with Sleeping Pills or Alcohol will prevent this recovery. Being well fed will also help you recover.
    This variable is invisible to the player, as it is to a real person.

     

    Severity:

    When catching a disease, it will gradually rise in severity, before reaching a peak and lowering again in severity until the disease is gone. During this time, all you can do is treat symptoms and rest until you are better. There are 4 levels of Severity, based on when the disease's variable is at 1%-25%, 26%-50%, 51%-75% and 76%-100%.
    Certain diseases, when treated with certain medications and the disease's variable reaches 0% will then be cured.

     

    Nutrients:
    There are many nutrients which a player will gain with a balanced diet. Lacking certain nutrients in your diet for too long will result in a Nutritional Disease. Nutritional Diseases bypass the immune system.

    • Calories:
      Calories are the main weight determining nutrient. This value must be balanced with hunger consistently, or else obesity or anorexia may sneak up on the player.
      Maximum: 3700
      Minimum: -2200
    • Carbohydrates:
      Carbohydrates are used in determining potential weight gain. This value is ignored unless the player has consumed more than 400 or 700 Carbohydrates, resulting in a multiplier of 2 or 3, respectively.
      Maximum: 1000
      Minimum: -500
    • Lipids:
      Lipids, previously called fats, are used in determining potential weight gain. This value is ignored unless the player has consumed more than 400 or 700 Lipids, resulting in a multiplier of 2 or 3, respectively.
      Maximum: 1000
      Minimum: -500
    • Proteins:
      Proteins are a determining factor in the increase and decrease of the Player's strength stat. Without the necessary proteins, the player will not be able to level up their strength. If a player consumes more than 400 Protein units, they will increase their strength in the same way as in the same manner as B40/B41. If the player consumes more than 700 Protein units, they will gain a 1.5 multiplier for strength increase. If a player's protein units falls below -250, they will start to lose strength, and reaching the minimum Protein units of -500 will result in the loss of strength with a multiplier of 2.
      Maximum: 1000
      Minimum: -500
    • Salts:
      Salts can alter the rate at which a player becomes thirsty. This value is ignored unless the player has consumed more than 400 or 700 Salts resulting in a multiplier of 2 or 3, respectively.
      Maximum: 1000
      Minimum: -500
    • Sugars:
      Sugars are used in determining potential weight gain. This value is ignored unless the player has consumed more than 400 or 700 Sugars, resulting in a multiplier of 2 or 3, respectively.
      Maximum: 1000
      Minimum: -500
    • Vitamins:
      Vitamins are essential for keeping your Immune System strong. So long as the player consumes more than 400 Vitamins, their Immunity will recover as per normal while resting or sleeping. If the Sugar unit falls below 0, their Immunity will no longer recover.
      Maximum: 500
      Minimum: -500

     

    Diseases:
    Diseases are visible in the Health tab when you have a certain level of First-Aid, but otherwise you'll have to guess by symptoms and circumstances.

    • Flu:
      Sometimes, Zombies, Pigs (when added) or Chickens (when added) will spawn as infected with the Flu Virus. Being within 5 tiles from an infected zombie, the infected Zombie's corpse, an infected Player, an infected Player's corpse, an infected Pig or Chicken and an infected Pig or Chicken's corpse will make you vulnerable to catching the flu. Pigs and Chickens will also be at risk of catching it.
      Symptoms are Congestion, Fever, Pain and a Sore Throat.
      After catching Flu, there is a cooldown time before you can catch it again of around a month.
      Severity 1:
      The Flu is Asymptomatic at this severity, increasing the likelihood that you will spread it to other players unwittingly.
      Severity 2:
      Level 2 symptoms.
      Severity 3:
      Level 3 Symptoms.
      Severity 4:
      Level 4 Symptoms, risk of death without treatment.
       
    • Cold:
      A cold is an ambient bacterial infection that can be caught when being wet, hot, cold or tired. Similar to Flu but far less severe but also far quicker to show symptoms.
      Symptoms are Congestion, Fever and a Sore Throat.
      Can be directly treated with Antibiotics.
      Severity 1:
      Level 1 Congestion and Sore Throat, no Fever.
      Severity 2:
      Level 2 Congestion and Sore Throat, no Fever.
      Severity 3:
      Level 3 Congestion and Sore Throat, Level 1 Fever.
      Severity 4:
      Level 4 Congestion and Sore Throat, Level 2 Fever.
       
    • Pneumonia:
      An ambient infection of the lungs that can be caught while Hypothermic. Similar to a Cold but far more severe.
      Symptoms are Fever, Sore Throat and Shivers.
      Can be directly treated with Antibiotics.
      Severity 1:
      Level 1 Sore Throat and Shivers, no Fever.
      Severity  2:
      Level 2 Sore Throat, Shivers and Fever.
      Severity 3:
      Level 3 Sore Throat, Shivers and Fever.
      Severity 4
      Level 4 Sore Throat, Shivers and Fever. Risk of death without treatment.
       
    • Hayfever:
      Can be caught by moving through dense vegetation during Spring.
      Symptoms are Congestion and a Sore Throat.
      Can be treated directly with Antihistamines.
      Severity 1:
      Level 1 Congestion, no sore throat.
      Severity 2:
      Level 2 Congestion, no Sore Throat.
      Severity 3:
      Level 3 Congestion, Level 1 Sore Throat.
      Severity 4:
      Level 4 Congestion, Level 2 Sore Throat.
       
    • Stomach Flu:
      An infection of the stomach lining, can be caught by eating uncooked or rotten food as well as drinking tainted water.
      Symptoms are Nausea, Fever and Shivers.
      Can be treated directly with Antibiotics.
      Severity 1:
      Level 1 Nausea, no Fever or Shivers.
      Severity 2:
      Level 2 Nausea, no Fever or Shivers.
      Severity 3:
      Level 3 Nausea, Fever and Shivers.
      Severity 4:
      Level 4 Nausea, Fever and Shivers. Risk of Death if untreated.
       
    • Bleach Poisoning:
      Bleach poisoning is a fast onset and fatal illness caused by directly drinking Bleach. It is always Severity 4.
      Symptoms are Sore Throat, Pain, Anxiety, Shivers and gradual loss of Health.
      Severity 4:
      Level 4 Symptoms. Death is certain.
       
    • Food Poisoning:
      Food Poisoning is similar to Botulism but is caught by eating Poison Berries, Poison Mushrooms or food poisoned with Bleach.
      Symptoms are Nausea, Sore Throat, Pain, Shivers and gradual loss of Health.
      Severity 1:
      Level 1 Nausea and Sore Throat, no others.
      Severity 2:
      Level 2 Nausea and Sore Throat, Level 1 Pain and Shivers. No loss of Health.
      Severity 3:
      Level 3 Nausea and Sore Throat, Level 2 Pain and Shivers. No loss of Health.
      Severity 4:
      Level 4 Nausea, Sore Throat, Pain, Shivers and a gradual Loss of Health. Can be fatal even with treatment if health already low.
       
    • Rabies:
      Caught by being Bitten by an infected animal. It is always Fatal if not treated with a Rabies Vaccine prior to Severity 2.
      Symptoms are Anger, Stress, Weakness, Sore Throat, Agoraphobia, Pain when Drinking or Eating and Gradual Loss of Health.
      Severity 1:
      No symptoms.
      Severity 2:
      Level 2 Symptoms, but no loss of Health.
      Severity 3:
      Level 3 Symptoms, but no loss of Health.
      Severity 4:
      Level 4 symptoms and gradual loss of Health. Death is certain.
       
    • Infection:
      Caught by not properly treating a wound or spending a lot of time around corpses while your immune system is compromised.
      Symptoms are Nausea, Pain, Shivers and Fever. If playing as a Hypochondriac, the symptoms are identical to Zombification if contracted from a Zombie Scratch instead but not always fatal.
      Can be directly treated with Antibiotics or applying a sterilizing agent to the infected wound.
      Severity 1:
      Level 1 Nausea, no other symptoms.
      Severity 2:
      Level 2 Symptoms.
      Severity 3:
      Level 3 Symptoms.
      Severity 4:
      Level 4 Symptoms. Can be fatal if left untreated.
       
    • Scurvy:
      Scurvy is a Nutritional Disease that bypasses the Immune System. Each day a player goes without the necessary Vitamin intake from food or supplements will cause a variable to increase, once the variable is above 50%, the player will have caught Scurvy. Taking in the proper amount of Vitamins will lower the variable and if the variable falls below 50%, the Severity will begin to dissipate.
      Symptoms are Shivers, Pain and gradual loss of Health.
      Can be directly treated with food rich in Vitamins or Vitamins medication.
      Severity 1:
      Level 1 Shivers and Pain, no loss of Health.
      Severity 2:
      Level 2 Shivers and Pain, no loss of Health.
      Severity 3:
      Level 3 Shivers and Pain, no loss of Health.
      Severity 4:
      Level 4 Shivers and Pain and the gradual loss of Health. Can be fatal if left untreated.
       
    • Anemia:
      Anemia is a Nutritional Disease that bypasses the Immune System. Each day a player goes without the necessary Protein intake from food or supplements will cause a variable to increase, once the variable is above 50%, the player will have caught Anemia. Taking in the proper amount of Proteins will lower the variable and if the variable falls below 50%, the Severity will begin to dissipate.
      Symptoms are Sleepiness, Weakness, Decreased Spatial Awareness, lowered item transfer rate and the gradual loss of Health.
      Can be directly treated with food rich in Proteins.
      Severity 1:
      Level 1 symptoms, no loss of Health.
      Severity 2:
      Level 2 symptoms, no loss of Health.
      Severity 3:
      Level 3 symptoms, no loss of Health.
      Severity 4:
      Level 4 symptoms and the gradual loss of Health. Can be fatal if left untreated.
       
    • Thyroditis:
      Thyroditis is a Nutritional Disease that bypasses the Immune System. Each day a player goes without the necessary Salt intake from food or supplements will cause a variable to increase, once the variable is above 50%, the player will have caught Thyroditis. Taking in the proper amount of Saltss will lower the variable and if the variable falls below 50%, the Severity will begin to dissipate.
      Symptoms are Sore Throat, Shivers and the gradual loss of Health.
      Can be directly treated with food rich in Salts.
      Severity 1:
      Level 1 symptoms, no loss of Health.
      Severity 2:
      Level 2 symptoms, no loss of Health.
      Severity 3:
      Level 3 symptoms, no loss of Health.
      Severity 4:
      Level 4 symptoms and the gradual loss of Health. Can be fatal if left untreated.
       
    • Zombification:
      Caught by being Bitten or Scratched by a Zombie. It bypasses Immune system, with Bites always resulting in being infected and a 25% chance of being infected by a Scratch.
      Symptoms are Stress, Sadness, Nausea, Untreatable Fever and the eventual death and rising as a Zombie.
      Severity 1:
      Level 1 Stress, no other Symptoms.
      Severity 2:
      Level 2 Stress, Level 1 Sadness, no other Symptoms.
      Severity 3:
      Level 3 Stress, Nausea, Sadness and Fever.
      Severity 4:
      Level 4 Stress, Nausea, Sadness and Fever. Death is certain.

     

    Abilities:

    Players with high First-Aid or medical related Occupations/Traits will be able to deduce illnesses and administer medication directly to another Player, so Doctors and Nurses will have even more use in Multiplayer.

     

    And that's that! Did I miss anything? What did y'all think? :)

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