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VikiDikiRUS

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  1. Like
  2. Like
    VikiDikiRUS reacted to Rathlord in Commonly Suggested Suggestions   
    Heya guys, I'm going to throw together a quick list of things that are commonly suggested and whether they've been mentioned by devs as tentative or no's. I'm going to be basing this off of a few threads in the old forum and the top of my head. If I miss any please mention it in the thread and I'll add it to the list.
     
    Key
    [n] - This is a confirmed 'No' from the development team. Please don't waste your time or ours reposting unless there's something relevant and new about it
    [y] - This is confirmed 'Yes' from the development team. This is something the definitely want to see in the game, but this does not constitute a guarantee. Please don't post about it unless you have something new or relevant to add.
    [m] - This is a 'maybe' from the dev team. It's something they've mentioned that they were interested in but we still don't know if it's a confirmed feature. Please don't post about it unless you have something new or relevant to add.
    Everything else - everything not marked would be something overwhelmingly decided by the community or that's self-evident. If you feel it needs discussion bring it up here or in a thread if there's not already one out there.
     
    The Big No's!
    These are a list of things that are either vehemently opposed by the majority of the community, confirmed "no's" by the dev team, or impossible within the game as it is. I'm going to try to make this completely unbiased, but if you disagree with anything posted feel free to mention it. The most important ones are highlighted in red. If you take nothing else from this thread, please pay attention to these.
     
     
             Aerosol Can + Lighter = Flamethrower
    [n]    Beginning the game before the infection
    [n]    Children or babies
    [n]    An ending or any game over other than death
    [n]    First Person or other viewpoint changes including camera rotation
    [n]    Immunity/Cure
    [n]    Military Aid
            Mini Maps
    [n]    Morality or Karma meter
              Nudity
              Nukes
    [n]    Overpowered weapons/specific firearms
              Overpowered Vehicles/Tanks
    [n]    Personal Hygiene (going to the bathroom, etc.)
              Playing as a zombie
    [n]    Random generated maps
    [n]    Rape
    [n]    Respawning/Quicksaving
    [n]    Sex
    [n]    "Special" Infected or any type of superhuman zombies
              Specific named weapons (such as AK47, M14, etc.)
    [n]    Unlimited/large amounts of ammo and weapons
    [n]    Voiceover
    [n]    Zombie Beasts or Infected Animals
    [n]    Zombie Camo, or Using Zombie Guts as a Disguise
     
    Tentative Yes's
    These things are things that either the devs have expressed interest in adding. Please note that this list does not mean these will be in the game at release, nor does it mean the devs will ever add them. It's solely a list of features that at some point they expressed interest in. These things do not need further threads, so please refrain.
     
     
    [Added]     Ability to lock doors
    [m]  Amputation
    [Soon]   Animals
    [Soon]   Hunting
    [m]    Porting/Console Version (Depending on Things)
     
    [m]   Armor
    [y]    Barricading with furniture
    [Added]   Bodies of water 
    [y]    Bows and Crossbows
    [y]    Cauterizing wounds
    [y]    Car Batteries
    [y]    Chainsaw
    [Added]    Cleaning up corpses/blood
    [Added]    Crawling Zombies
    [y]    Dogs
    [Added]   Electronics
    [Soon]   Feral Animals
    [Added]    Generators
    [y]    Walkmans
    [Added]    Malnutrition
    [Added]    Area Maps (no location marker)
    [In Progress]    More animations
    [In Progress]    More map content
    [In Progress]    More weapons
    [Added]    More jobs
    [Added]    More sprites
    [Soon] More Baldspot and Kate
    [Added]    More/Different sneaking animations
    [Added]    Movable items (such as wheelie bins)
    [Soon] NPC's (of all types, good and bad)
    [Soon] NPC relationships
    [Soon] NPC companions
    [Soon] NPC infection
    [Soon] NPC management
    [Added]    Online Multiplayer
    [y]    Passing out
    [y]    Profanity Filter
    [Added]    Rain Barrels
    [Added]    Suicide
    [y]    Sadist Movie Director (in progress) aka The Governor
    [Added]   Sleep quality
    [Added]    Sleep in Multiplayer
    [m]    Sewers and basements
    [Added]    Traps
    [Added]    Unarmed combat
    [Added]    Vehicles
  3. Like
    VikiDikiRUS reacted to Gammlernoob in My new idea about TV.   
    It would probably just receive "Emergency Broadcast"-transmissions over and over again right from the beginning until the power-shutoff .... but hell i would like it. Creating noise (and therefor distraction) would be a good addition ( and radios in that context too).
    A good addition would maybe be something like video-recorders at some tvs ( not visible, only in the context menu)/home videos (that you can find in shelves etc and in)/a (or a few) video rental stores. Videos would reduce boredom/create happiness and noise ( and horror movies maybe fear ) and maybe some cookery shows or craftmansshows ( i dont know the word for it) would give some xp/booster. The screen could work like in the old sims 1 game , where every channel had 3-4 pictures that changed every 30 seconds.
    The gameplay addition would not be thaaaat huge , but i think its great to have more options to interact with your surroundings/ Turning on a tv to create noise would be a great new way to deal with biters ( if you dont have guns ... i think they did that in one TWD-issue ( dont hate me for mentioning TWD ) and I would love to plunder a video rental shop for some hitchcook-movies and a good spiffo cartoon
  4. Like
    VikiDikiRUS reacted to Strang in Diseases   
    Seeing as diseases will be implemented, what kind of diseases would you like to see implemented. I would like to see
    The flu
    Cholera
    Salmonella
    Heat Stroke
    Gangrene
    And possibly, ( a long shot)
    Smallpox
  5. Like
    VikiDikiRUS reacted to macfreak79 in Mod idea: movable gas grills   
    I was wondering if any mode could simply allow a gas grill to be moved. From what I was reading on the forums it appears that the code to use the wheelie bins is gone. I originally thought a grill could be wheeled to hideout like the old wheelie bins but I was wondering if someone with mod skills could simple make a weight for a grill, which is already in the game, (40) with tank or (20) without a tank that could be picked up and set at a new location by carrying it, most likely without the tank. 
     
    I don't know anything about modding so this may be harder then I expect. 
     
    Also more complicated idea, the weight of the grills could spawn at random, some at 20, others at 40 since there are so many different types of grills.
     
    Another possibility is a disassemble option with a screwdriver in innovatory. That leads to "gas grill kit" (or "gas grill components", "gas grill frame" and "screws") on the ground after disassembly or found in stores (rare). When assembled would then need a propane tank to function. This would really help with a remote safe house once there is no electricity.
  6. Like
    VikiDikiRUS reacted to 956Texas in Marijuana mod: Cultivate it yourself!   
    i rather listen to this one
     
     
    OG Music
     

     
    anyways thanks for this mod!
  7. Like
    VikiDikiRUS reacted to abbonix in Nightvision Googles?(Army base)   
    May be someone wants to create a nightvision googles,and army base(with army loot)
    Like in DayZ
  8. Like
    VikiDikiRUS got a reaction from abbonix in Static vehicle on map   
    Yeah... We need on map static vehicles...
     
    PS: Опять перевёл это?
  9. Like
    VikiDikiRUS reacted to Deadend in Winter.   
    Winter is coming. You know nothing Sly Wolfy.
  10. Like
    VikiDikiRUS reacted to Dudeman325 in Fur Clothes   
    Fur Clothes
     
    v 1.3.31 for Build 31
    (1.2.31 still available at the PZ Nexus for those not on IWBUMS)
     
    Coded by Dudeman325
    Icons by WolfeClaw
     
    Download at the Project Zomboid Nexus
    Download at PZ-Mods
     
     
     
    --- Install ---
    1- Extract the rar to your mods folder (shown in-game in the Mods menu)
    2- Enable "Fur Clothes" in the Mods menu
    3- Show off your fancy new duds!
     
    --- What does this mod do? ---
     
    Want to stay a bit warmer during those cold winter nights, but sweaters and pants aren't warm enough? Put those trapping skills to use and make some warmer clothing!

    This mod adds new recipes for skinning Rabbits and Squirrels (as well as Rats and Mice for Expert Trappers) that give Fur alongside the meat you would normally get, and recipes to use that fur, a needle, and some thread to make Fur Coats and Fur Pants.

    The old skinning recipe for squirrels and rabbits (Cut Animal) is still available, but you shouldn't use it if you want to get fur as well as meat. Instead, use the new recipes (Skin Rabbit / Squirrel / Rat / Mouse). You still get the same meat with -hunger adjusted by the same formula, the same Cooking xp, as well as multiple furs depending on the type of animal and your Trapping skill.

    As of now, fur clothing looks exactly the same as Sweaters and Pants. The color of the clothes you get is completely random, there is no method that I know of to choose a color of clothing without editing / making new art assets, which I am not capable of. If you know how to do this, please contact me!

    Last, I'm well aware that you cannot freeze to death as of the current build, and that being extremely cold has a very minimal effect (according to the wiki, a penalty to your situational awareness). I made this as an immersion mod, because I didn't like that I was still getting very cold while sleeping even with the warmest clothing, and I wanted to add a little more value to the Trapping skill.
     
    --- Changelog ---
     
    v 1.3.31
    *Fur Clothing temperature bonus increased (Coat 26, Pants 18)
    *Fur required to make Clothing increased (Coat 26, Pants 18)
    *Added Fur Bundle item with custom icon
    *Added recipes to bundle / unbundle x20 furs
    *Animals that can be skinned and amount of furs gained now based on Trapping skill
    *Skinning animals (only new recipes added by this mod) now rewards Trapping XP as well as Cooking XP
     
    v 1.2.31
    * Added custom icon for Animal Fur by WolfeClaw
     
    v 1.1.30
    * Removed Wooden Needle
    * Removed Twine from recipes
    * Recipes now use Needle and Thread
    * Increased Temperature of Fur Pants by 3 (now 15)
    * Animal Fur uses Dead Rabbit icon

    --- Recipes ---
     
    Skin Animal (Basic, Expert, Master)
    Requires: Kitchen / Hunting Knife
    Recieve: Meat + Fur
     
    Skinning Results by Trapping level
    0 (untrained): Cut Animal (vanilla) recipes only
    1: Rabbit (Basic) Fur x2
    2: Squirrel (Basic) Fur x1
    3: Nothing
    4: Rabbit (Expert) Fur x3
    5: Squirrel (Expert) Fur x2
    6: Rat (Expert) Fur x1
    7: Rabbit (Master) Fur x4
    8: Squirrel (Master) Fur x3
    9: Rat (Master) Fur x2
    10: Mouse (Master) Fur x1
    Fur Coat (Temperature 26)
    -Fur x26
    -Needle
    -Thread 80% of a spool (8 uses)

    Fur Pants (Temperature 18)
    -Fur x18
    -Needle
    -Thread 60% of a spool (6 uses)
     
    Fur Bundle
    -Fur x20
     
    Unbundle Furs x20
    -Fur Bundle

    Recipes will not display unless you have ALL the items in your inventory.
    Recipes display in-game as needing multiple threads. This is the number of USES, not the number of spools needed. Thread = 10 uses. Each item of clothing in this mod can be made with just one full spool of thread.
    Recipes cannot be removed as Trapping levels get higher, so make sure you use the best skinning recipe available
     
    --- Known Issues ---
     
    Sometimes the recipes will not be visible if you have EXACTLY enough thread left. Any help with a fix would be appreciated!
    I'm aware that Fur Clothes cannot be ripped into Ripped Sheets. This is an intentional disadvantage to offset the additional warmth, and it doesn't make much sense to me to use a dirty animal skin as a bandage.
     
    --- Permissions and Credits ---
     
    Coded by Dudeman325
    Icons by WolfeClaw

    Please attempt to contact me via PM before redistributing this mod, either altered or intact. You are, of course, more than welcome to alter this mod for your own personal use without permission. I will make a point to change these permissions if I am not able to keep this mod up-to-date with the current version of PZ.
     
    Have fun, and PLEASE post here if you have any questions, comments, or bug reports! Thanks!
  11. Like
    VikiDikiRUS reacted to nasKo in Mondoid Reposts   
    Yep, against our better judgement we decided that perhaps you’re all due a bit of a meatier update on the NPCs. Please read the following disclaimer before continuing:
    NPC DEVELOPMENT IS STILL HEAVILY UNDERWAY. DON’T EXPECT AN NPC RELEASE IN THE NEXT COUPLE OF MONTHS AT LEAST. READY WHEN READY, ETC.
    Are we clear? Then let’s progress!
     
    Where have we been?
    First a bit of background into what has been going on with NPC development. The bumps in the road, the detours and do-overs.
    About a year ago was the last time we had any significant progress reports on the NPCs. It’s been tough, simply because the NPCs, or rather the sheer ambition of what we want to achieve with them, is by no means a simple task. You could argue that what we are attempting to accomplish is something that’s very rarely seen in games, if seen at all. We know we have the capability, and we won’t compromise on what we want to achieve, and with that comes a cost. That cost is a quite gargantuan development time, with delays and frustrations both to our customers and to ourselves in the meantime. But the key point is that once we finally get over that development time, what we will have should breathe not only new life into Zomboid, but potentially give the game orders of magnitude more longevity and gameplay potential.
    However its not always been plain sailing. One detour we felt we had to make was a rather major one, in which once upon a time there were three types character in the world. Players, survivors (NPCs) and zombies. This, a decision made extremely early on in Zomboid’s development when it would be difficult to foresee the direction the game would ultimately go in, turned out to be a bad move that would only become apparent years later.
    Each of these three types had their own distinct code, with some inherited behaviour between them. However this caused severe problems when you consider the NPC codebase and the actively developed main codebase used for releases were two separate branches, diverged a long time previously. As development on the main branch continued, a whole ton of extra functionality had been added to the main game, and notably to the players themselves, and the survivors, separate, had become seriously out of date.
    While efforts to cross merge across the codebases were made somewhat regularly, especially when NPC development had to be sidelined for any amount of time, it became increasingly difficult to keep the survivors up to date and in check since code added to players would need replicating. As well as this, with multiplayer an intended goal, developed in down time moments on a third branch (we do not have the luxury of single minded focused and uninterrupted development on one feature as such a small team) it meant that the NPC codebase had more and more difficulty staying relevant. Multiplayer turned out to be a much more achievable short term goal than we originally estimated, and there were reasons to release that first that go beyond this. Namely that to retroactively add multiplayer once NPCs were in would have been a complete brain melter and a truly terrifying prospect.
    As such it was decided that a new approach was needed, and that being that there would be no distinction between players and survivors. NPCs would literally be players that had AI brains controlling their movement through the same mechanisms the player controls them, and with added code that allowed them to despawn into the meta-game and reassemble into flesh and blood as they approached an actual human controlled NPC. This would mean that from that point, any future development on players (say adding sneak mechanics, or more obviously the network code for transmitting players positions from server to clients) would come for free with the NPCs without any additional work. Hindsight is 20/20 and this is how it should have been from the start. Sometimes though these things don’t become apparent when you have 1000 other things to consider.
    So some time was spent essentially transplanting code from the NPC branch into a new branch taken from the actively developed version of the game, and reorganizing it so that it would use player objects instead of the ill-advised survivor objects of  the ‘shotgun spamming mentalist NPC’ days. This took some time, and while a lot could be directly transferred with modifications, other bits needed to be recoded to fit within the modern code-base. This meant a lot of time spent with little tangible to show. But is now more or less complete, and the results have been wonderful.
     
    Where are we at?
    Some of you may have read, or at least tried to read, Lemmy’s AI post that featured on Gamasutra last week. It may give an insight into the sorts of things we’re fiddling with at the moment. Along with Binky’s video last week of the NPC’s zombie avoidance system. We’ve still got a lot of work to finish in getting all the metaverse scenes into the new NPC branch, but have made massive strides in the ‘Real’ NPCs that have far surpassed our expectations.
    There are still plenty of glitches, and missing behaviours that need implementing, as well as human / human combat which needs a lot of work (we’re wanting to do cover points and all sorts of sexy goodness for this) but hopefully these videos will be encouraging (I should point out these videos are actually just shy of a month old, and pre-date Binky’s zombie avoidance, as well as various other more recent additions but we’re not really in a place to post videos from newer builds due to some heavy development on key systems) and that due to being over cautious in their safehouse, NPCs may be prone to walking backwards in places that its perhaps less than appropriate. These videos also focus purely on the actual NPC behaviours in the flesh and no NPC interactions or meta-game story events:

     

     

     

    Other features currently in development include a trading system (think Steam trading but with Zomboid inventory items instead of games, snow globes and trading cards) that will likely be available for multi-player much earlier than a public NPC build.
    Oh there is also this:


       
    Where are we going?
    So the things we’re currently working on before we feel we could even think about a release:
    Kate and Baldspot - Getting the tutorial back in is a priority to us, however due to the increased fidelity of the game since the last time Kate and Bob existed, as well as the current lack of solid NPC vs Player/NPC combat code, means currently a Kate and Bob story would be difficult to pull off. We need to replace Kate getting dragged by Bob (with some resemblance to him pulling her along the floor by her hair) into something more believably animated, and we need to make sure Mr Collins knows how to deal with Bob once he goes off the rails of the tutorial scripting. There are a whole other bunch of things that need to be addressed before we could release even up to where we got to in the story with the last release.
    Metaverse Event Scripting - While we have a good amount of scenes reintegrated, looting parties and various encounters and other events that will make the NPCs exciting and interesting beyond being zombie fodder. There are far more required before the NPCs could provide the kind of emergent stories detailed last year in the Tales of the Metaverse blogpost, and Will has written so many of these that we need to get more in to make the NPCs live up to their potential. While we are prepared to release the NPCs before they reach this level of emergent story telling, we would not be comfortable releasing them as they are now, even with the work completed to make them behave properly, as it would be seriously underselling our promised, and we want the first NPC release to have sufficient bang for your buck to satisfy those who have waited so long. After such a wait, it becomes self defeating to rush something out that would disappoint after all the hype.
    NPC vs Player/NPC combat - With NPC vs zombies sorted, we still have a fair chunk of work left to make character vs character combat solid, and this isn’t something we can compromise on.
    Trading - As stated above, we need to get a trading system in there for the first release of the NPCs, as this is a really clear advantage to having them in the game world.
     
    In Summary
    There is always the risk that we’re reigniting the hype train, but please try and keep that all in check, as we’re still not as close to an NPC release as we perhaps intended to be before doing any kind of NPC released post. However progress has been great in the last month or two, and we’re all feeling massively positive about the results that we’ll have by the time we do release, and we figured it’d been long enough that people are perhaps due something meaty when it comes to NPC information. We know it’s been a hard wait, but in the meantime there will be a lot of cool stuff to keep you going. Multiplayer signs and support for writing notes in multiplayer, many new craftable furniture options, an a significant map update in the works (though this again is likely not imminent), and vehicles (again no ETA on that), there will be no shortage of other features to keep people busy until NPCs finally drop. Oh it will be a good day, and its coming. It just pays to remember that every moment they are not being released will only make the results better and more worthy of the wait.
    Thanks everyone for your support, and we’re really excited about the future of Zomboid, and always touched to see such support and love on both our own and our Steam forums.
     
    REMEMBER, YOU CAN NOW SUBSCRIBE with several options to receive either release notification e-mails, unstable test release notifications, and even receive Mondoids right to your e-mail every week!
    Click here to sign up!
  12. Like
    VikiDikiRUS reacted to RobertJohnson in Released: Build 28.3   
    Hey survivor !
     
    RELEASED Hotfix #1

    Spoiler [NEW STUFF]
    Added a mouseover tooltip for the plants to quickly check the water lvl of your plants, need at least farming lvl 2, picture You can now close kill jaw stab the zombies with a screwdriver (act like a kitchen)  
    [bUG FIX]
    Fixed save compatibility problem (when loading a build 27 saved game). Fixed the marksman trait (police officer) not taking in calcul. Fixed crafting bug : when you have only 1 bowl you had the option to split the soup into X bowls, making the bowls disapear. Fire can start from stove again. No more automatical fire start when puting a campfire inside a house (but a lit campfire will burn the house down). Remove the world filler when burning the item. Fire lighting are back. Fixed the "spill gravel/sand/dirt" on ground not working when not having a hammer in your inventory.  
    [bALANCE]
    Slight decrease of the time needed to aim with every guns. Slight increase of the pistol base hit chance.
     
    RELEASED Hotfix #2

    Spoiler Various bug fixes/code improvement.

     
    RELEASED Hotfix #3

    Spoiler [bUGFIX]
    Issue #000716 Fixed Issue #000115 Fixed Issue #000702 Fixed Issue #000700 Fixed Issue #000704 Fixed Issue #000735 Fixed Issue #000690 Fixed Issue #000736 Fixed Issue #000668 Fixed Some network packet improvement. Can't type '' as name. Client can't send commands before full authentication. Fixed some multiplayer chat abuse. Fixed climb over player made fence/windows. Framerate fix for blood splatter. Stopped zombies thumping crafted wooden fences. Fixed 3D Aim_Rifle reverse animations not playing. Cowardly/Brave traits had no effect on the increase in panic when seeing new zombies, unless the player had already taken Beta Blockers. Panic increase due to Agoraphobic/Claustrophobic traits wasn't affected by framerate or game speed. Panic reduction wasn't affected by framerate or game speed. Pain reduction wasn't affected by framerate or game speed. The effects of Antidepressents, Beta Blockers, Painkillers, and Sleeping Tablets wasn't affected by framerate or game speed. Various other fix (wrong name, missing icons..) Fixed hunger increasing too quickly in "real time" when sleeping.
      [NEW STUFF]
    Smooth the camera transition when climbing through windows or over fences.
     
    Video explaining some of the upcoming features :


    [NEW STUFF]Weapon overhaull (more things in the info post will come). Multiple text lines editor. You can now write a note and read them (more of a multiplayer thing), you can lock them so they'll be editable only by you. Semi-3D Sound ! Sound will now go left to right, fade away, etc.. Burn zombie corpses ! It'll need some petrol and a lighter/matches. Windows can now perma lock if you try to open them for too long. Bandages will now be removed after a certain amount of time. Disabled the corpse decay. Added experimental population management: after an area is abandoned by the player, new zombies will migraite slowly from this point. I'll need feedback on it. [MP] Added experimental loot respawn, you have to setup the serverOption "HoursForLootRespawn", if you set it as 48, it mean the zone will have to be unseen for 48 in game hour before loot respawning, same as zombies respawn, I'd LOVE to have feedback on it I'm also working on (idk if it'll be done for this build tho..) the ability to paint letters/text on wall. New crafting : Bookcase, shelves, bed... Map fixes (no more falling through Mall stairs, etc...). Weapon upgrades (fully moddable), they'll come alone at the gunstore, or directly mounted on some weapons, you need a screwdriver to put them in/out. Firearm need to be held with 2 hands (except pistol). [MP] You will be now instant disconnect if trying to join a server with a different build version than yours. Added paintable signs (skull, arrows..) over wall or post sign (new crafting) for every in game painting color (you need a paint brushe and the color you want). Zombeis who die by fire will now continue to burn/spread fire after their death. [MP] If you have a dice you can now do /roll 6 (number up to 100) to roll a random number, this will be shown to every near players. Picture [MP] If you have a card deck you can now do /card to draw a random card, this will be shown to every near players. Picture The zombie migration have also a server option : HoursForZombiesRespawn, same as the one for loot respawn. [MP] Chat is now locally logged : you can press up or down while in the chat text entry to review your last entered message (saving the 20 last messages), then you can enter them again or modify them. Some new items :Thread Needle Tarp ... Tent will now require a tarp (instead of the sheets) to be crafted. You can now craft a mattress with some sheet, pillow, thread and a needle. Another server option for the loot respawn : MaxItemsForLootRespawn = 4 // For the loot respawn, if a container have more items than this number, it won't respawn loot (use it to limit respawn in safe house for example..) You can now type admin commands directly in the console, no need to log as admin, for example do a : additem "rj" "Base.Axe" directly in the console to add this user an Axe, more admin commands are coming (probably for this build, will do it while testing), like broadcasting message and.. Well.. Idk yet (I'll update the "how to administrate your server" post today) You can now add game meat (I mean rabbit, birds, squirrel.. from trapping) inside soup and stew. Loot respawn can't happen in a zone where the player have built (or barricaded) stuff (to avoid spawning in/near safe house). This is for Serrate Bloodrage (aka combat-medic badass ) : You can now make your own bread ! Make a bread dough from flour, yeast, salt and a bit of water, cook it : become a true French today. Cleaned the server console a bit (less messages). [bUGFIX]
    Fixed some incorrect map zone. Fixed some incorrect loot distribution. Fixed tent/campfire couldn't be build on tall grass. Fixed some world filler. Map exported with multiple fixes from Mash. Zombies can't jump over closed/barricaded windows anymore. Hammer will now correctly be equipped (if required) before crafting something. [bALANCE]
    Increased the difficulty to open windows when you're not strong. Increase a bit the spawn of twine (specially inside the sewing shop). Bait for trapping will now use only 5 hunger reduction from the food you use as bait, also fixed minors things on trapping. Lowered a lot the time required to cook bacons.
  13. Like
    VikiDikiRUS reacted to LeoIvanov in The Late-Game and how I want it to be in 1.0   
    Edit : Warning, a big wall of text and potentially LOTS of grammar mistakes. Proceed with caution.
     
     
    - Day 1
    Constantly from Day 1 to Day X You can meet a lot of survivors running about doing their things : You can witness panic, shootouts, store wreckage and NPC's being eaten/killed left and right. NPCs are the most trustworthy you'd ever find, majority will be scared and clueless as to what is going on. Stores with big storages of food will be fought over by people with guns, house alarms and gunshots will drive zombies from 1 area to another. TV's and Radios will broadcast the increased crime activity across the globe, will do daily conversations about the related virus outbreak, warn people to stay at home and wait for the military, broadcast the words from local town mayor and the building of quarantine area to avoid the spread of infection outside/within the country.
     
    The amount of humans compared to amount of zombies would be 10/1, humans will mostly avoid the confrontation and try to run away rather than engage in a fight. Some will form small groups and barricade in some of the houses, listening to the radio/TV broadcasts until they run out of food supply. Their conversations will consist of them talking about their families, about how it all went to shit and how they'd wish it all ended very soon so they could get back to normal life.
     
     
    - Day X
    Day X happens when helicopters start flying by your head. By this point MAJORITY of the survivors you'll find will be hanging around near the nearby radios/TVs, which will broadcast their last news about the outbreak reaching the critical stage and how their earlier attempts at containing it failed. The broadcasts will try and encourage people to stay calm and not go out of the safety of their houses. After the last helicopter flies by, the radios/TV's will go silent and stop broadcasting anything. At this point the craze of survivors will die out and you'll meet survivors much more rarely, and whoever you'll run into will have much less trust in sticking up with you. Majority of survivors would already form small to medium amount of groups that will continue to survive in their set safehouses with assigned leaders and go out on the loot runs to further barricade/feed themselves.
     
    - 3-4 Weeks in.
    At this point both electricity and water will run out, and the amount of single survivors you'll meet outside will be close to zero. Absolutely all groups by that time would have established their relationships with each other, and differences between the group become much more important than looking for a safehouse/closest food store. The roles start getting assigned among the NPCs and walls are starting to get built. People are much more careful with their guns than before and choose to use melees instead of weapons more often when engaging the zombies. Survivors, seeing that almost all stores and warehouses are looted, will start going on the loot runs and break into the houses more often, looking for food and other survivors that they'd either invite in, kidnap, rob or kill. Zombie activity increases and you'll more likely to find them crowding within the cities. The amount of humans at that point will be 1/30 compared to zombies. 
     
    - Month in.
    Zombie activity within cities begin thinning out. Absolutely every store/market is emptied out. Houses are either empty, burnt or destroyed and filled with zombie stragglers. Survivors begin thinking of a long-term survival and start fortifying/expanding their fort, building the gardens and water barrels. Bigger groups move out into the wilderness to occupy the farms/huts. Smaller groups are moving to the edges of the city. Only the select few groups stay within the towns and travel around them, looking for the remaining loot and killing any human they come across. Their main goal of survival is staying within the city and ambushing other groups that come in during the loot runs. They usually kill zombies within the area with melee, but don't hesitate to use firearms when encountered with human target. Those within the city are the least trustworthy and even if you manage to talk them into not killing you, they'll still be on the lookout and will attempt to murder you the first chance they get. Those survivors at the edges of towns will be willing to accept you in a group a little more, but will stay cautious to you for a long time. They will send you out on more dangerous loot runs and will assign you much less food/weapons to carry around on you. You'll stay an outcast for them for quite a long time until they get used to you. Those survivors who move out in the wilderness will be the most open about accepting you, but select few will still think you are a threat and will be stalking you for a while as you prove your worth.
     
    - 2 months in
    The zombie population within the towns will thin out and they will move out in the forests. That population that is living in the forests will meet stragglers more frequently than the ones that stayed in their towns. Living by the edges of said towns will either move out closer to the water line or move back inside the towns and try to take control of them, leading in direct confrontations with armed folks within the said towns. They'll attempt to take over the safehouses and execute folks that have been ambushing them for so long. Zombie threat within the towns is pushed on the background as people are more worried about living folks killing them. Surprisingly, you'll still get to meet the lone wolfs, but those will trust no-one and will be the least talkative of all. Groups will also face a lot of deaths within themselves, might split up and become two shorter groups in some event. Groups of two-three people will be connected to each other much more closely than a group of 10-15. 
     
    - 4-6 months in (or first Winter)
    Those within the small towns will begin building walls and walling off the houses that remained intact both within and outside the towns. Small communities will begin to form and you'll encounter fully-fledged and barricaded forts with legitimate gardens more often. Communities grow closer to each other, loot runs are accompanied with hunting/fishing in the wilderness, traps are build around their perimeters, patrols walk around and communities begin searching for other communities. Depending on who the leader of the community is, some are more hostile than the other and will be less or more willing to accept you to their numbers. Communities face off with each other much more frequently : Leader-to-leader communications (diplomacy talks), direct gun-to-gun confrontations, Fighting for the particular place as a safehouse and diversions within the communities (Spoiling the food and poisoning half/entire group, sickness kicking in, bites and etc). Since it's winter people will spend much more time within the interior of the houses and will spend their nights in them on the loot runs. Depending on which side will win (the armed hostiles or more friendly group on the edge of town), the town will start walling themselves off within the towns and will start building the fortress. (think Woodbury at their beginning stages). 
     
    - 8-12 months (Fall/Summer, 1 year in) Communities grow larger and it's now a story of confrontations among them. Those communities that have decided to stay disconnected from outside world (Deep inside the woods) will begin heading further out from their base to look for new humans. Zombie population evenly spreads out in the forests and the frequency of attacks on the compounds increases. BIG numbers of zombies start appearing closer to the edges of the map on highways, coming from higher-density cities, heading towards the towns and nearby forests. At this point the game will enter the repeat cycle of the same/similar scenario of zombies heading from the edges of the map into the towns every 3-6 months in waves. Military rolls in with rare weapons and shoots survivors on sight. Their base will be positioned somewhere far from the towns and closer to the edge of the map, and very slowly they'll also move closer to the towns. Normal survivors will more frequently face off the military, and depending on whether or not they manage to kill them off, the military numbers will cease to exist with potential bases full of military loot being empty to occupy by players/NPCs. New groups will appear in the forests and will move within the forests/towns. They'll form their own communities and build their own bases. Some will be hostile, some friendly. In the end they'll either die off, separate or join in into the bigger community.
     
    - At this point the game scenarios will begin to play out depending on what season currently is, rather than the timeline. After the year the communities will pretty much behave like a lived in survivor society, common around their main threat. Bandits ambushing other people, communities fighting along each other, military fighting with everyone - it's as far as it gets on the evolution of the survivors from Day 1 :
     
    1) At Spring/Summer humans will do more raids on neightboring communities and move closer to the rivers for fishing/hunting. Walled off compounds will get to defend themselves from oncoming waves of zombies and other humans/military. Bandits will randomly try and raid fortresses during the night and assasinate the leaders to create the chaos within the walls. The crops will be sown and taken care of. 
     
    2) At Fall/Winter communities are more likely to stay within the safety of their compounds and live off the canned food and their crops that they've sown at summer. The amount of loot runs and random raids are less common, but the more frequent are sicknesses and other viruses that crop up due to the cold/wet seasons. Groups are left to deal with sick survivors and look for medicine, venturing into towns or other communities for help. Military (if still alive) is more friendly to NPCs and recruits/kidnaps lone-wolfs to strengthen their numbers. They, however, are still hostile to other communities and will attempt to kill people in larger groups. Winter and Fall will be the most peaceful of seasons regarding the frequency of NPC/Zombie attacks, but will be more Brutal survival-wise, packed with things to do within your own community/group.
     
    Randomly, a couple of months can be chosen by our lovely Sadistic AI Director to be either : "Human packed", where humans are more frequently to attack your community/group than zombies. "Peaceful", where nobody attacks you at all and you are at the luck of being completely free to sort out your relations/strengthen your fortress/sow more crops and build more walls. "Infectious", where a chance of catching deadly sickness and/or getting a HUGE HORDE ATTACK on your base multiplies. With time, more "random late-game scenarios" can be scripted in to color up the late game with fun things to do until you die.
     
    The whole cycle repeats itself until the player dies and decides to start a new game. The outcome of the whole game world can end up being the following (This will be notified on your status when you die) :
     
    - I Am Alive/Last man on earth - Communities stop forming themselves and all of your friends die off for whatever reason (not randomly, but nobody lives forever), you are literally alone against the zombie world and have to decide how to continue surviving by yourself. 
     
    - Welcome to Alexandria - You've formed a community so big, that all the other communities know about you. The game world becomes the battle ground among two huge communities - you and your rival community. You can bribe smaller communities to join your rival and create a diversion inside. Once the leader of your rival community is killed, you get to decide who gets to live and who has to die within their community as you line them up. After everything is finished, your game world goes to next stage...
     
    - The new world order - your community is dominant in size and strength, and it is up to you to rebuild the society and fight the oncoming, endless waves of zombie population. You still may encounter smaller communities far in the forests building up their own strength to fight you. You can establish relations within your own town and expand your influence into the other town, setting it's own mayor in charge and ability to trade resources with each other. Your only goal from this point is not letting the zombie population breach through your walls and destroy your community.
     
    - My new family - You decide to stay away from bigger communities and only want to stay with your closest friends and buddies, barricaded off far in the forest with your own garden and wildlife. You don't really care about joining either of the big communities and stay out of it, only taking care of your own. Zombies and human threats are spread out equally as they infrequently bother you. Your goal is to simply keep surviving, whatever challenges you come across - food shortage, crops dying, zombies overrunning or humans kidnapping you.
     
    - Lone Wolf - There isn't a single person who you trust, whether there were at some point are now all dead and you've gone too far to trust anyone ever again. You decide that carrying any new friends is dangerous and bothersome, and will damage your sanity even further when you get too attached to them. Other communities/groups are the least of your troubles as you battle with your own sanity every day, living a nomad-style among a couple of your safehouses buried deep into the forest away from all the current, as it stands, society. There forms a legend among the communities about a lone-wolf that single-handedly can take down entire hordes of zombies and tear down a single survivor compound over night. Over time people, according to what you do, will either attempt to get you to join them or will be afraid of you. 
     
    The whole system is thought out for people to live in for longer than just a year, maybe even with a possibility of dying from an old age at the end, which can be rumored as the true "end-game goal". The power of "randomized communities" can end up being as strong as what Fallout has brought us to fall in love with, accompanied with random quest system and maybe modded in ability to make your own family with children, pet dogs and other cool stuff. What I'm willing to read in the future are stories of how they've lived the FULL LIVES of their characters and how sad it was when they had faced a situation of having to loose their character to the horde of oncoming zombies, or having to shoot their own mate that they've been with from the start to prove themselves worthy of joining a new group that threatened to kill you both if you didn't do it. The possibilities are ENDLESS!
     
    It took me quite a while to write all of this down so I hope the developers of this game and new NPCs to consider taking this suggestion strictly and heavily. I WANT This game to be about huge communities and stories of how they've strived to become like this, stories at campfires told by strangers about how they've lost their loved ones to the pack of bandits, multiplayer communities striving to fight against NPCs to become dominant society within this land, or forming their own huge communities and fighting against each other a.k.a Prison vs Woodbury with their own Governor and Rick. Please, share your ideas and discuss this at your heart. 
  14. Like
    VikiDikiRUS got a reaction from Aardman55 in Gorier Zombies   
    Yeah, google is rights, i like this mod!
  15. Like
    VikiDikiRUS got a reaction from Roflrocket in Released: Build 28.3   
    Опять водку не добавили .
     
    Again in game we haven't got vodka.
  16. Like
    VikiDikiRUS reacted to mwps in Some ideas for PZ   
    From my Russian knowledge you said you want  chainsaws and magic I want it too
  17. Like
    VikiDikiRUS reacted to Realmkeeper in Some ideas for PZ   
    Have you ever grown a 'tree' in real life?
    Though we could vastly shorten the time it takes to grow, so it becomes almost fun in a 'gamey' element, you'd still be looking at years to grow a tree for sawing into planks. Though maybe growing saplings for use as a fishing rod or bow might be a good idea.
    Rotten food and empty packaging, I like both of those ideas. I think you'll gradually see more and more 'filler' content and items later in development, but hopefully both of these ideas make an appearance!
    Non-resealable cans (like soda cans) wouldn't be too practical for carrying around storing liquid, although I can imagine them being useful containers, or "from the sink to the stove" type vessels.
    There's a pretty strong feeling against 'special' zombie types, both in the community and amoung the Devs.
    The map is based off real life locations - if there's a hospital around there, we are bound to see it make an appearance at some point. If not, well...
    Why would zombies be walking slowly in Winter?
    Hats, nice. I would hope that all manner of accessory clothing makes an appearance if there's ever a 'clothing overhaul' 
  18. Like
    VikiDikiRUS reacted to _Gold_ in How Did You Find PZ?   
    The Second Most Ultimate Question

     

     

    HOW DID YOU FIND PROJECT ZOMBOOOOIIIIDDDDDD!!!

  19. Like
    VikiDikiRUS reacted to Thuztor in Vacation Islands (Bug-Report and General Discussion)   
    GUTROT ISLAND

    http://theindiestone.com/forums/index.php/topic/12359-vacation-islands-pre-alpha-1/
     



    Preview:


  20. Like
    VikiDikiRUS reacted to Pridelost in Dreadwood   
    Dreadwood is being updated with a new layout! I apologize for the old map, but due to complications it's unworkable right now. Keep an eye out for updates. 
     
    Care to take a look at the large upper class houses in the suburban side of town? Beware of the dead who inhabit the once snobby area. Or perhaps you'll enjoy a stay at a five star hotel in the city? It may be your only safety in a city swamped in the dead. Those who get away from the population will find dangerous abandoned buildings, winding trails, and  trailer park homes. Wherever you so choose to stay..
     
    welcome to
    Dreadwood!
     
     
    (Map - WIP)

     
    here's a closer view of the more completed cells, still not quite done yet. 
     

     
    Some screenshots!

     
     
    Features:
    More nature (forest, water, camping etc...) More detailed world and realistic building placements Derelict buildings (beware of holes!) Trailer Park Suburban homes Small city And much much more!
    Credits
     
    Pridelost           -Project Lead
           956texas           -Building assistant
     
    Thank you for all your hard work 956texas.
     
    Thanks to
      Sieben, DoctahWong, and Beastly Bean for their buildings.
     
     
    Old Dreadwood (nostalgia)

  21. Like
    VikiDikiRUS reacted to EmptyH in Favorite Food.   
    Of course, survival goes first and before you die of hunger you will gladly eat dog food. (I heard food tastes alot better after 1 week of hunger.)
     
    This would be more focused on your characters happiness.
  22. Like
    VikiDikiRUS got a reaction from EmptyH in Favorite Food.   
    Yeah, I think its good idea, but I think in zombie apocalypse you will eat what you find.
  23. Like
    VikiDikiRUS reacted to MickyPain in CCCP - Consolidated Culinary Community Project - BETA   
    *** More than 140 new food items and dishes ***

    *** More than 120 Unique New Recipes ***

    *** The most comprehensive Food Mod thus far ***

    *** Merges the amazing work by Kinyoshi and Shivster with Community suggested and new items and recipes ***

    *** Simplified but believable recipes (No 5-step, 10 item recipes with exotic, single-use ingredients) ***

    *** All recipes organized into themed modules - You choose what you want to use [in final release]***

    *** Disable or Enable any module without having to start a new save game [in final release]***
    This Mod is currently in Open Beta and has been tested up to version 23.Recipes and items should all work by now, but there are still several balancing issues.If you are participating in the Beta, please provide feedback which item spawns needto be addressed or what new recipes an/or items you would like to see added.What's in CCCP?:


    Install:


    FAQ:


    Version History:


    Compatibility and Known Issues:


    Credits:


    Permission:

  24. Like
    VikiDikiRUS reacted to Viceroy in Famous Last Words   
    Take my spiffo!
  25. Like
    VikiDikiRUS reacted to Siorus in Spiffo Fanart (Forum Avatars or otherwise)   
    Hi everyone, long time lurker, recent addition to the forums here.
     
    I (like most of you, I assume) really love Project Zomboid, but one of the things that really caught my interest was the fantastic artwork, both in and out of the game. I don't get to draw much, or at least not as much as I'd like to/should, and I tend to get so caught up in the mistakes I make that I rarely finish anything.
     
    The other day I noticed that VikiDikiRUS had requested help from anyone that could make a Spiffo avatar for him. I thought what he described sounded pretty adorable (as is, well, anything Spiffo-related) and fired up ArtRage and plugged in the Wacom my wife got me for Christmas in a good-natured ploy to get me drawing again that didn't really work. I got to sketching it and before long I actually liked it enough to timidly put it out into the dark and scary interwebs:
     

     
    Along with some positive feedback the process left me feeling confident enough/inspired enough to try my hand at making one more (and it might be the last for awhile, my hand and eyes are absolutely killing me):
     

     
    I just wanted to share them with everyone and take the chance to thank Mash for the fantastic artwork she makes and the inspiration it gave me to get drawing again. I also wanted to see if anyone else had any Spiffo fanart they might like to make/share.
     
    The world really can't get enough Spiffo, in my opinion.
     
     
     
     
     
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