• Content count

  • Joined

  • Last visited

About Damntry

  • Rank

Recent Profile Visitors

107 profile views
  1. I ll do it eventually, but for now know that most of the logic of ranged damage is shared with that of melee. About your first point, no idea. In the version of the game I have, superAttack was never implemented. On your 2º point, thats strange since it should be the opposite. The more damage per hit (in which strengths helps) the better the chance of knockdown. it occurs to me that you may have played for a long time and acquired the veteran trait? The only mechanics related to knockdown are: - Current hit damage vs wielding minimum weapon damage - Weapon stats - Charge - Panic level
  2. There is a whole lot of calculations going on when you hit, but I ll try to condense it a bit. Im not going to get into ranged weapons because thats another clusterfuck of mechanics, and there are things about line of sight and multiple hits that I cant really understand without spending too much time. Big boring outline of the logic inside the spoilers. Unless you want to take a peek inside the code flow and exact numbers, ignore this. TL;DR Basically, damage is the only thing that matters, and targets die when they reach zero health (either standing or knocked down), but there are plenty of modifiers and also crit damage that makes a big impact. I ve made a list of the importance on each effect. Its mostly approximations and averages, so in some cases it only serves as a rough outline, but its mostly reliable. Apart from that there are a couple of unknowns that Im not completely sure how they work. I ve marked them with an asterisk. - Huge effect on damage: Current endurance (stamina). Being exhausted makes you hit like a wet noddle. Pain on Hands, Forearms, and Upperarms (Bleed, infections and such) - Big effect: Average weapon damage Weapon Crit chance Emaciated/Very underweight traits Blunt/Blade accuracy Using a 2 handed weapon in 1 hand *¿Melee range from enemy (Most damage at max range)? - Medium effect: Strength Underweight traits *¿Angle from the enemy? - Variable effect (Usually a small effect, unless using a low damage weapon): Panic Stress Apart from guns and instakill knifes, the Axe is the weapon with the best average damage. The sledgehammer loses because it has no crit chance. I wont do percentage tables this time though, there are too many skills and traits that heavily influence the outcome, and any single example wouldnt be helpful for most people. Not to mention the couple unknowns. Man, Im really not looking forward to the vehicle build going live and me having to soft check everything.
  3. My PC broke and Im waiting for replacement parts, but I ll look into it when I get it working. Yeah you can die from any fever. Even the ones you get from Hypochondriac can actually kill you if you dont treat it correctly, since all non zombie infections work the same.
  4. I think so too but currently it is what it is. I ended up using a mod that lets you create a cure using hard to get ingredients, since I host for a friend and the lag was making him get hit all the time. In the end it removed some of the thrill though.
  5. We are starting from the point of already being damaged by a zombie, regardless of the outcome of all the pseudocode I wrote, but I excluded that and focused on the bite/scratch parts. I ll clarify that on the main post. The default 29% chance is meant to check if you are also going to get bitten/scratched, and if you fail that check, then its 24% chance of bite and 76% of scratch. Yes but on the other hand, if you live on a preexisting building that you barricaded and built crates, etc.., you still get invaded until, for example, you replace a floor piece. I get that their idea was mainly to avoiding intrusions in player made houses though.
  6. This gave me an idea and now I get why I never saw this invasion. If you have constructed in your current zone, whatever that is, any stairs, door frames, floors or walls, it removes the intrusion mechanic. What an oddly specific list of objects. Sure. This is all I ve found, and they dont do much: - It increases/reduces your probability of catching a cold and its recovery speed. Ambient temperature has no effect on getting a cold, only wetness. - The non-zombie infection is unaffected by both traits. Semi relevant for the next point: there are levels of infection (just numbers from 0 to 100, directly linked to the sickness moodlet) that vary depending on your current well-being, and when it reaches 0 it removes your non zombie infection. - For the zombie infection, a separate infection level exists too and the traits do influence its grow rate (it never decays), but currently this doesn't really do anything. The game only looks if you have some level of zombie infection. Probably some leftover code or something they might plan for the future. Incidentally, this means that Prone To Illness only disadvantage are colds, which can be avoided with Outdoorsman. So you can pick both to get immunity to colds and 2 extra points with zero downsides.
  7. I wouldnt say you absolutely need it but you get a bit more and better loot for just 4 points, in a game about looting. Maybe not a gamechanger but it adds up, especially if you play at higher difficulties where you are short of everything.
  8. More random gibberish and factlets. This one is going to be a lot uglier and unnecesarily complex but thats how I roll: Sleep and related effects Mechanics Recovers endurance (Exhaustion effect) and reduces fatigue (tiredness). First level of tiredness moodlet appears at 60% of fatigue, then 70%, 80%, and lastly 90%. This means that even when you dont have the tiredness moodlet, there is a lot more to recover. Sleeping while your fatige is less than 30% is a bit over 3 times slower. Maximum sleep time is based on current fatigue (with some added randomness) and type of bed. Restless sleeper trait halves the result. Ranges from 3 to 14 (7 with Insomniac) hours. Restless sleeper trait also halves fatigue recovery while sleeping. While awake, fatigue gain is respectively increased/decreased by Sleepyhead/Wakeful, by 30%. Strictly speaking there is no real need to sleep, in the sense that you wont lose health from just staying awake at 100% tiredness, though obviously its very inefficient in the long run. Reasons on why you cant sleep: Fatigue less than 30%. Outside in the rain. At least pain level 2, but only with less than 85% fatigue. Ignored with Sleeping pills. Having some level of panic. Ignored with Sleeping pills. Having slept less than 1 hour ago. Ignored with Sleeping pills. Three kind of beds, "goodBed", "badBed", and another one unnamed that it could be considered neutral (No idea where to find this property on objects yet so I cant make a list of each). Waking up has a small effect depending on kind of bed: Good bed: Very small extra fatigue reduction. Neutral bed: 10% chance of receiving pain and between 3 and 12 damage in the neck. Bad bed: Small increase in fatigue. 20% chance of receiving pain and between 5 and 15 damage in the neck. When you start sleeping, there is a delay before you get any actual fatigue reduction benefits, ranging from 0 to 2 hours. This delay is precalculated from the previous waking up, with the following factors: Increased by: Pain, Stress, sleeping on a bad bed, and the Restless sleeper trait. Decreased by: Sleeping on a good bed, and recently having taken a Sleeping tablet before going to sleep. Sleeping tablets boosts fatigue gains, so you get tired and able to sleep faster. After the first tablet, each sucesive one while the effect is still active will increase this fatigue boost, but only by ~10%. Booze has the same outcome, but only up to 20% of the effect of a Sleeping tablet. Starting to sleep immediately removes the effects of Sleeping tablets and Beta blockers. Sources of wake up: Normal player input or alarm clock. Reaching the maximum sleep time. Nightmares: They have a 5% chance of ocurring after sleeping for at least 3 hours. Each level of stress increase those chances by 10%. Also, dont take as traits both Restless sleeper and Sleepy head. You will have a bad time.
  9. I just updated the panic post with a bit more info. I was completely mistaken and it doesnt reduce knockback, it actually increases it by a large sum. So the more panicked you are, the easier it is to make a zombie fall down. Im going to test this out because it sounds too good to be true. Made an Agoraphobic on easiest difficulty with no extra traits, and tested with over 50 baseball hits at max panic outdoors, and no panic with beta blockers, avoiding to charge the bat swing (since it increases the knockback chance). At max panic it knocked down 100% of the zombies hit. At zero panic it knocked down less than 25% of the zombies hit. It may seem like a huge difference but its partly because of the difficulty. There are other factors. This just serves to demonstrate it works that way in practice. Panic removes boredom. Seems like they changed it. And you were right, constant panic helps tremendously in knocking down zombies as you noticed, which makes playing a paranoid character a bit more interesting.
  10. Panic mechanics I checked for a friend, I dont have specific numbers this time though. I pulled a bit more data: Effects of Panic: Panic ranges from 0 (No panic) to 4 (Max panic). Cant sleep. Increases reload time. Reduces a bit of visibility at max panic. Reduces hit damage by a small amount. Only noticiable on weapons with low damage, since the reduced value is not % based. Reduces melee damage for each level of Panic (from 2 to 4), cumulative for each level. Reduces ranged damage for each level of Panic (from 3 to 4), cumulative for each level. Only affects players with Aiming skill under level 6. Increases knockdown chance on weapon hit, by at least 13% for each panic level. Increases the heartbeat sound (Can be lowered in settings). Eliminates boredom when you reach any panic level (guess it makes sense). Panic increases based on the number of zombies around. Cowardly doubles this, Brave reduces it by 70%, Desensitized (Veteran) eliminates it. There are more causes of panic that those perks do not cover though, like invasions and sleeper zombies, but zombie numbers is the main one. (Needs testing Tested by TheLeonBM, seems its not happening) When you open a window, at high levels of panic it smashes it instead. Panic goes away faster based on the amount of months you survive, up to 5.
  11. Stuffing yourself to death seems like a good way to die.
  12. An interesting find though, there is a variable called BiteTime (and ScratchTime). While BiteTime > 0, you take extra health damage and the wound gets more infected. BiteTime starts decreasing very slowly while the part is bandaged, until it reaches 0. Having zero BiteTime eventually removes the Bite and infection from the body part, though the zombie infection is still in your body. This zombie infection keeps sapping your life away, forever. No idea on how long to reach zero BiteTime though, but having Fast Healer decreases the time needed. I tried making a very rough and dirty calculation and got, at best, around 15 minutes real time, but Im sure that must be completely wrong. Maybe I ll try getting a good number later but that requires far more time than Im willing to commit. Another thing I found. The setting "Infection Mortality" doesnt seem to change anything unless you set it to "1-2 weeks" (reduces infection damage by a huge quantity) or "Never". Theoretically, there is no fixed limit and you could live with a zombie infection beyond 3 days by overeating. Can anyone confirm this in practice?
  13. It would mean that once you get infected with the zombie variant, you can cure yourself somehow. Im going to check if there is something about removing the bite effect. Did you have to stay with the infection for a very, very long time?
  14. That is true, good point. Im still pretty new to the game so most of my knowledge just comes from what I observe from the code. Lucky: Decreases by 5% the chances of failing a repair. Each type of container has a predetermined table of a number of items, with its rarity. When the game fills a container, Lucky adds a ~10% probability for each item to spawn in it. So not only it increases the probability of getting more rare loot, it also increases loot quantity. The opposite is true for unlucky.
  15. Blade guard works the same as Blunt guard, except it acts only when you have a bladed weapon equipped. I forgot to add that, I ll edit the main post, thanks! About engines, right now I only have the code from the current live version which has no vehicles, so I cant answer that.