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  1. Do you wish we had real voiceover for the in-game radio broadcasts? Me too! All the interesting stuff happens in the first week while we're busy fighting for our lives, but who has time to sit down and read it? To help you out, I'm recording one of the most lore-heavy channels for you to listen to while you play. LBMW has 38 broadcasts, and I'm using a voice modulator to record them all for you myself. I've got the first few finished and I'm releasing a new one every week. Here's the first to get you started. Hope you enjoy!
  2. Hi! I have a question about the Project Zomboid lore, especially about the actions of the US-government during the first days of the Knox Infection and how they affected the everyday life of the ordinary Knox Country population. As far as I know, Knox Country has been set under quarantine since 3 days when you choose the earliest start date in game (which is July 9). Is it supposed that there has still been a somewhat normal life for the Knox Country population during those 3 days meaning that a lot of people were still working at their regular jobs? Or is the assumption that there was a complete shutdown and all people where told to stay at home (except for police officers or firefighters maybe)? Some occupations have a chance to spawn at an occupation-specific location. Examples are cooks who could spawn at restaurant kitchens or construction workers who could spawn at construction sides (there are further examples like this). This would suggest that some people still did their regular jobs during the 3 days of quarantine. Another explanation would be that those occupation-specific spawn points are more a result of Indie Stone's work in progress while the official idea is that people didn't went to work anymore. Thanks for any replies!
  3. I was thinking there should be an occurrence in Protect Zomboid that canonically make the game reach at least 7 years all the way into the 21st century! Like challenge maps, settings in sandbox (occupation availability, when to start, etc.), characters keeping track of the date with NPCs, etc.. I mean theoretically it can get to the 21st century in a way just by player playthrough time but that doesn't feel real/legitimate/canon. I'm thinking you'd see a ton of decay and erosion as well as dwindling supplies like fresh food big time. You may come across a lot of events where past battles happened with corpses, supplies guns and ammo for you to loot! Also the gas is probably all bad so forget about using a gas station even with a generator. Syphoning cars would also be out of the question so you'd probably have to rely on bicycles and other human powered stuff to get around. It'd be really cool to move into the 21st century rather than being stuck in 1993.
  4. Bored of the abundant loot? Too many slow shamblers? Of the cars in good condition? Are you looking for a more challenging environment? Say. No. More. In Final Days loot is so scarce you would be relieved to find a bag of chips! Sprinters come along the shamblers to keep you on your toes, no more peaceful walks in town! Also, good luck finding a car with no missing parts as action takes place 10 years later! Are you up for the challenge? Join our community today, bring your friends, team up, meet new survivors, try to accomplish your mission, and prepare for the way back home! HOW TO CONNECT MAIN FEATURES - Spawn with your friends. - Ridiculously rare loot. - Worse vehicle condition. - Chance of getting caught by sprinters. - Dark nights. - Zombies moves slow at night. - PVP and friendly fire always ON, be careful. - Safehouse after 12 days of survival. - Farming and nature abundance is very poor. - Professions and traits are nerfed. - No password, no whitelist. - Other finely selected settings and mods. - No server wipe until the next big run! Join us on Discord today: https://discord.gg/4KECTFFN7k Check out the full list of mods here: https://steamcommunity.com/sharedfiles/filedetails/?id=2800516433
  5. Welcome to Project Knox RP. We are a small roleplay community hoping to grow into an active non-toxic community, We welcome you with open arms if your interested in Joining! Projext Knox Lore: It all began on June 13th, 2021, but let's re-wind, On December 27th, 2020, the Knox Military Base had animals as well as human life undergo unethical and classified testing. The Center for Disease Control would also be assisting the KMB (Knox Military Base) with the Development of a virus that could be used to for attacks against any nation deemed a threat. There were 5 scientists who were in charge of developing the virus with about 20 i total working under the 5 Scientists. they’ve named it PK-10. This project ran throughout the year, until June 13th, 2021. On that day, alarms sounded throughout the Military Base’s halls in the early morning. One of the infected test subjects with PK-10 had escaped his chamber due to a power shortage in the facility. Four C.D.C Scientists have been bitten, and turned. The Infection spread like wildfire in Fort Knox, with living dead on a complete rampage, sending things into mayhem and wreaking havoc day and night. Getting past blockades and different security measures. Nothing seemed to stop them from spilling more blood and their hunger for it. On June 14th, 2021, the U.S Army was sent to Kentucky to secure it, throughout days and nights, all you could hear were the bloodcurdling screams and the deafening gunfire. The Virus has been contained inside of Kentucky, and the military fights day and night, bombing runs, attacks to make sure it stays contained. ﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊ Our server is hosted by GTX gaming. https://discord.gg/vQ5gEEJY5y
  6. I got inspired by this from Putin on the pz discord going thru one of the radio's chat logs about a group of survivors who've fortified the Nashville Air Force Base. As of right know, this is the only radio broadcast that is outside of the Knox Exclusion Zone. I suggest that we have more broadcasts like this on the radio, not just news about how the infection is spreading or the like, but about factions coming to power, people or small groups sending out SOS's, things that would make the world feel like you're not the only one in it right now.
  7. I've always wondered what you could find below the secret military base near Rosewood, and here are my suggestions for that ! Additionally I have added some suggestions pertaining to the military radio transmission and its mysterious coordinates, although I know the area it pertains to has not yet been added to the game. These suggestions are written kind of like a wiki article because I'm more confortable writing them that way. Locations : The lab : Situated under the Rosewood secret military base, the lab is a massive underground installation, presumably set up and operated by the US government. While its original purpose is unknown, it was clearly converted into researching the Knox infection. To enter the lab, one needs an Access Keycard, which is only dropped by zombie scientist, zombie commandos, or zombie agents, and use it on one of the secret base's elevators, either before power is cut out, or having repaired and refueled the base's generators. Be very careful about heading down before amenities are cut out, as you might get trapped underground in the lab if power is cut but you have not restored the generators ! The lab is separated into 3 distinct areas, each a different floor. The first floor, which you arrive in upon taking the elevator, is the administration area. It is filled with a variety of offices and regular zombies, with a small chance to spawn scientists, agent and military zombies. Notable places there are the locked guard post at the entrance, containing an arms locker and serving as a spawn location for agent and military zombies, as well as the director's office, which always has a X-12 canister on the desk, as well as a pistol and some ammo in the desk. The second floor is the research area, accessible through a different elevator and once again requiring an Access Keycard and working power to activate. This floor is filled with scientist and agent zombies, and contains a wide variety of labs, cells and pens. The labs usually have dissected bodies or still 'alive' zombies attached to examination tables, with various machinery strewn about them. The cells usually house a single zombie, either attached to the bed or roaming around. Those roaming are all scientist, agent or military zombies, implying that they were members of the staff presumed to be infected and kept in quarantine, and who turned after the facility was overrun. This floor has several locations of interest. The first one is a large research room, which can spawn a variety of medical supplies as well as canisters of X-12, and contains signs of a gunfight, with multiple bodies, including bodies of commandos, and can spawn zombie commandos. The next one is a fortified and locked medical storage area, whose shelves contain obscene amounts of medical supplies and can contain some canisters of X-12. The last one is the armory and checkpoint leading to the elevator to the third floor. Several arms lockers are contained there, as well as a handful of X-12 canisters. It is a spawn point for military zombies. Going down the utilitarian, almost industrial elevator leads to the third and final floor, the great pen. The upper level of that floor is a series of catwalk roamed by military and agent zombies, as well as several bodies of the same people. Below is a level packed with hundreds of zombies in a single massive horde, presumably the reservoir of test subjects for the facility. There are several cages and cranes on the catwalks indicating that the soldiers were tasked with grabbing infected, caging them and then getting them to the upper floors for research. It is possible to go down into the great pen via several ladders lining the walls, although it is not recommended to do so. It should be noted that in terms of respawn mechanics, zombies will crawl out of air vents throughout the facility, slowly repopulating it with zombies. This can be stopped by killing all zombies in the great pen. The extraction point : At the coordinates Lat 37.892809 Long -85.974709, Chaffee Avenue, Fort Knox, a group of dead and zombie commandos can be found, alongside a pile of regular bodies and a crashed black hawk helicopter. Near one of the bodies is a Biohazard Container, containing several canisters of X-12 and the Unknown Sample. New Items : X-12 Canister : The (it's not a real one, read on, I know it's a no red item for the devs) 'cure' the government developed to the zombie virus. In truth, X-12 is a highly experimental bio/chemical weapon. X-12 canisters are throwable weapons. When used, X-12 canisters release a relatively small cloud that lingers for an in game hour. Whenever a zombie passes through that cloud it will take massive damage and quickly die. However, the weapon is flawed, and any given zombie has a 20% chance to take no damage and only be knocked on the ground for the duration of the cloud, feigning death, and getting back up once the cloud has dispersed. Any players/survivors passing through the cloud will be killed in very short order unless they are wearing hazmat gear. Zombies wearing hazmat gear will be unaffected as well. X-12 can be used as a component in a variety of throwables, with varying effects. If used in an aerosol bomb for example, the cloud will be much wider to account for the explosive dispersion, but last half as long. If used in a fire bomb it will cause the fire to become 'affected' by X-12, making it deal gigantic amounts of damage to zombies, but 40% of them will not receive any extra damage outside of the usual damage caused by fire. If used in a smoke maker, the cloud will linger for four hours instead of one, at the cost of a 30% zombie immunity to it. The main utility of X-12 is that it allows for the elimination of large groups of zombies with minimal collateral damage. Of course, that is counterbalanced by the rarity of X-12, its dangerous spawn locations, and the immunity chance zombies have. Unknown Sample : [REDACTED] Commando Body Armor : Commando body armor can only be found on dead or zombified commandos. It covers the upper and lower torso, as well as both legs and arms, and gives : Insulation : 0.9 Wind resistance : 0.6 Bite defence : 50 Scratch defense : 75 Bullet Defense : 150 It cannot be repaired with tailoring. New Zombies : Zombie scientists : zombies scientists are normal zombies wearing a scientist labcoat or, more rarely, a hazmat suit. They have a low percentage chance to drop an Access Keycard, or some medical supplies when killed. They have a small chance to spawn in various medical facilities and near ambulances outside of the lab. Zombie agents : zombie agents seemed to have served some kind of special government agency in life. They wear a formal suit and tie, sometimes with sunglasses, and can carry pistols in their holsters. When killed they have a low percentage chance to drop an Access Keycard, or some ammo. They have a small chance to spawn at police stations and government facilities outside of the lab. Zombie commandos : zombie commandos appear to have been part of an elite force sent to retrieve something from the secret lab. All zombie commandos wear Commando Body Armor, making them impressively resilient to guns, albeit not so much for melee weapons. They also have a high chance to be carrying an Access Keycard, an M16 and an M9, with their respective ammo, plus some medical supplies. If runners are enabled, zombie commandos are always runners.
  8. Caminantes RP CaminantesRP Os presentamos CaminantesRP, un servidor de rol donde TÚ eres el protagonista! Ofrecemos una experiencia de rol única, con todo tipo de mods que mejoran la experiencia! Facciones lore, Sistema "Héroes", historia única.... 🧭 Misiones y eventos únicos. 💯 Todo tipo de vehículos, militares, deportivos, industriales... 🚗 Sistema de medico complejo y realista. 🩺 Sistema de facciones único. 🏘️ Sistema de rol que recompensa buscar y generar rol. 🥇 Lore-Masters con experiencia! 📚 Mecánicas de todo tipo... 🔧 Mapa custom añadiendo mapas muy interesantes! Barricaded Mall, Raven Creek, Over the river... 🗺️ Loot y configuraciones custom! ⛓️ Enfocado a que te pienses las cosas dos veces! 🧟‍♂️ Tenemos una comunidad sana y 0% toxica!! 💬 Contamos con una escuela de rol para enseñar los fundamentos del RP. 🧏 ¿Quieres ser el protagonista? ¿Quieres sentir que estas en una película? Sea cual sea tu historia atrévete a compartirla con nosotros, te esperamos!! https://discord.gg/RWgygjsWcQ
  9. B/c if you haven't heard of KFC's new Cheetos Chicken Sandwich, it's actually based on something of a rural tradition. You take chicken tenders and use cheese puffs in the breading of it. It's also aggressively American and aggressively rural Kentucky, so fits the lore; Kentucky Fried Chicken came out with it after all! A more traditional example (that might've existed in 1980s Kentucky) is below.
  10. Hello! Our discord server is currently in the process of upgrading, and on March 29th, we are opening with a new wipe! We have some RP, but it's not enforced just encouraged. There isn't many rules, and we encourage players to make their own factions and communities. Please come check out our discord channel, where we will be updating over the next few days and adding more lore. We have quite a few players waiting for this server to open, and we would love for you to be one of the first to break new ground! The server will be dedicated 24/7, have admin support and 64 max player cap. Please come visit us on discord for more info! https://discord.gg/FxPGPKv
  11. So post your PZ lore snippets caught while listening to the radio and watching the TV in-game
  12. This is something that's been on my mind since the first radio and TV stories showed up in the IWBUMS. How about adding small lore elements as random loot to be found around the map? (Just like with the upcoming Annotated Maps) By ''Lore Bits'', I mean random bits of information scattered across the game world. Notes found on dead Zed that maybe give some clues as how did they end up as such or inside containers all over the map. (like some dude saying he was about to try and kill some Zeds with a shotgun he found, or a journal from someone with a certain level of medical knowledge taking notes on the advance of his own infection), hospital reports on unusual events (like an unusual increase in the number of new patients with bite wounds, or that strange banging sound coming from the morgue.... probably just the ventilation, right?) and maybe once tape recorders and cassettes are added, Police recordings of 911 calls (a woman complaining that there's a bloodied man banging her door with its head, or an unusually pale and shambling ''bum'' hanging around their garden, maybe even someone reporting they found a wounded person and are trying to tend his wounds until suddenly-GYAUGH!! Followed by moans and flesh-chewing sounds....). This would not only allow players to piece the PZ story bit by bit (kinda like in Dark Souls) but could motivate certain players to explore places they wouldn't usually go to (like a Bank or an office building), but would also create a sense of ''real'' world progression; the Zed didn't just drop from the sky and ate everybody, there were phases to the infection and not everybody realized what was going on until it was too late. I believe this could be a great addition to PZ's storytelling system as a whole.
  13. Hi all, First time posting. I was wondering if there was a way to change zombie lore during a game? Is there a lua table for this? As an example lets say I wanted to change zombies from fast shamblers to shamblers depending on an event in game, is that possible or is it something that can only be set at the beginning of the game? If there's no global table that effects all zombies in real time then does each zombie have it's own settings table I can potentially loop through and change? Hope that made sense. Thanks for any responses.
  14. Earlier I was listening/reading the radio events and I noticed the president had a private meeting with the CDC. I would love to hear the other side of the story, but logically there is no way the player would be privy to the president's meetings. I would love to hear the explanation of walking corpses to the president, his reaction and the CDC recommendations. So what if as you accomplished things in game (Such as get X kills, Die from infection/starvation/lead poisoning murder, Convince an NPC to do etc, Burn down a building, die in a fire, survive being on fire, survive a bite/scratch, etc) You would unlock a 'gallery' entry or two. Things like art, behind the scenes/ in-progress art/clips, and 'extra' story elements (Like the president's meeting, how the military knew to mobilize so quickly, notes from CDC scientists studying the infected after the exclusion zone, military/survivor journals from up north, other neat Lore things)
  15. As more of a lore-type question, and a question about zombies in general (not just in Project Zomboid), I just had a thought: Why do zombies bang on doors and windows? Now firstly, just gonna rule out any of the 'smart zombie' stuff, I would never watch any zombie film that has memory-retaining or tool-using zombies in it simply because I find it stupid, it doesn't and will not make sense to me no matter what anyone tries to say. So let's look at the zombies in Project Zomboid, where they will see you inside a building and walk towards the windows or doors (why don't they all push up against the walls?), but they will stop at the window/door and stand there, repeatedly bobbing back and forth trying to smash through the window, however doing this seems like it would require some extent of thought processing: See foodChase FoodWalk into invisible wall (window)Lean back and then headbutt window to create force to smash through Surely a zombie's thought process should simply be to see, chase and eat people, they shouldn't have the ability to know that there is a window in front of them, they should simply attempt to walk through it, effectively pressing themselves up against the glass. Windows would still smash, however I'd imagine that a single zombie wouldn't be able to break through a window by himself, there would need to be a few pressing against it, using their body weight to break through, rather than them consciously doing it. Now this may just be due to the animation they have when breaking in, but it does bug me a bit. The same applies for zombies that vault over fences and through the windows, I don't see how this would be possible, they need to trip/stumble over an obstacle if it is low enough, or get stuck against it until their sheer weight breaks through it. I don't like how they seem to posses the same motor skills as you do. Just my thoughts on this, would like to know how you guys feel about these things! -Ben
  16. Doctor Kelthorn Research Notes: The Zombie Pathogen Summary 10 patients infected by the pathogen. I will observe the progression of the disease, study the subjects in detail, and obtain as much information as possible about the pathogen itself. This will not be a study of zombie behavior; we’ve all experienced that first hand. Moment of Infection Patients infected with the pathogen. Appears to spread by exposing any infected bodily fluid to a human’s circulatory system. Trials with Patient 1 showed that amputation is not sufficient to stop the infection, as expected. In a single heartbeat, the pathogen is already well beyond the area of infection and past stopping. Trying to amputate someone to save them will just end in them being dead much quicker. Progression of Infection The most incredible thing about the infection, really, is the extraordinary speed at which it propagates. This has led me to an initial supposition that it is viral or bacterial in nature, as I can’t imagine any other pathogen reproducing this rapidly while simultaneously accomplishing what this one does. It takes about 2 hours for the pathogen to fully circulate through the body. This time does seem to vary quite largely. I don’t have a large enough test group to be sure, but it appears to multiply more rapidly in more physically fit humans. This suggests that the body is utterly incapable of even slowing down the disease; instead, the pathogen is using the body’s own resources against it to reproduce even faster. This points to a viral infection. Symptoms and Treatment Symptoms are quite easy to see. A massive fever spikes almost instantly to levels nearly high enough to kill and stay there until the patient dies. Vasodilation is also instantaneous and noteworthy, as the heart rate skyrockets simultaneously. I believe this may be related to the reproduction of the pathogen- carrying it around the body more rapidly with dilated blood vessels and extreme heart rate. This would kill a person within a day or so normally, but the pathogen doesn’t have to worry about that. The fever, I believe, is not because the body is trying to fight off the infection, but because so much energy is being expended by the reproduction of the pathogen that it causes the heat. I’ve attempted to treat Patients 2 through 7 with a variety of drugs in an attempt to slow down or kill the infection. Patients 2 and 5 got various antibiotics, Patients 3 and 6 got a cocktail of anti-viral agents, and Patients 4 and 7 got simple anti-inflammatory drugs such as ibuprofen. Unsurprisingly, none of the treatments were able to kill the pathogen. The antibiotics and antiviral treatments were, as I fully expected, completely ineffective. However, as I suspected, the anti-inflammatory drugs were able to slow the infection rate. Patients 2, 5, 3, and 6 all died within 3 hours, with most of the results favoring about 2 hours. However, Patient 4 lasted 12 hours before giving in, and Patient 7 could have lasted much longer if I hadn’t stopped treating her. This seems to suggest that with copious amounts of anti-inflammatory drugs, a person could reasonably aim to delay the effects of the infection by as much as a week by my projections (not that it would do them any good in the end). Death Eventually, the high fever and rapid pulse cause the body to simply shut down. Once dead, it takes about 7 minutes for reanimation to take place. From my cellular analysis and tests, it appears that much of the two hours the patients spend alive but infected is used to rewrite the genetic code of the body. Once reanimated, the body functions incredibly different than that of a normal human, which could only truly be accomplished by the addition of extra RNA to cells. This almost certainly confirms my theory that it is, indeed, a virus. It appears that the pathogen makes use of the extra electrical gradient left within the human body after death. As the body begins to fully shut down, it kickstarts the brain with the leftover electrical energy. However, only a few small parts of the brain are restarted. The brain stem, for one, is returned to full function which allows the zombie to theoretically do anything a human can physically. The hypothalamus is not only restored to full function, but is completely overworked, causing the characteristic aggressive behavior. The hypothalamus also controls hunger, and even though it’s disconnected from anything that should be signaling hunger, it gives the overwhelming feel of hunger to the patient. The occipital lobe continues to function to register hearing and seeing, as well. No parts of the brain capable of logic, reasoning, or empathy is restored. This is so consistent that it appears something the virus does makes it physically impossible for these parts of the brain to function. As such, that tissue dies within minutes of the zombie being reanimated. This confirms my suspicions that no cure will ever be found for already zombified zombies. Restored Functions Contrary to popular belief, most of the zombie’s body continues to function and work in a “living” way. Here’s a quick reference of parts of the body that continue to function: *Some parts of the brain (as above) *Eyes and optic nerves *Ears and auditory nerves *All muscles *Salivary glands And parts that cease completely: *The rest of the brain *The circulatory system *The respiratory system *Most of the exterior nerves (more on this later) It appears that the pathogen rewrites the body to continue to function in two different ways; the parts of the body exposed to air (mostly skin tissue) begin to respirate much as plants do- they take oxygen from the air. On the inside of the body, cells use anaerobic respiration to reproduce without oxygen (unless they become exposed to air). Anaerobic respiration is highly inefficient and can’t be used to sustain complex life for long periods of time. However, the zombie is much less of a complex life form than its human counterpart. When not affected by stimuli, it spends large amounts of its time stationary. Since it neither breathes nor circulates blood, very little energy is actually being used. When the cells inside the body run out of energy, they begin digesting other cells around them for energy (with the exception of muscles, ligaments, and tendons, which are prioritized beyond everything else to be kept alive). This gives zombies the appearance of decomposition. It is not, however, the kind of decomposition that happens to corpses. It is actually that the cells are being digested and repurposed to give energy to the rest of the body. Due to the copious amounts of blood splatter that tend to happen when killing a zombie, my colleagues had once posited that blood continues to flow in the zombie. That is, however, untrue. With only a few minutes of death and then the restoration of oxygen and energy to blood, most of it doesn’t die. It just doesn’t circulate, either. It coagulates a small amount- only enough to make it a bit clingy and thick, it still remains a liquid. From there, it is largely used by the zombie to fuel muscles and other vital cells. Hence, the longer a zombie has been zombified, the less blood remains intact within it. Most of the nerves in the body, also, are used for energy. With the exception of those closely connected to or in the brain (such as the auditory and optic nerves), the nerves are broken down and die. Thus, zombies feel no pain and get no stimulus from any sense of “feeling.” Transmission Transmission of the pathogen occurs when any part of infected tissue (that remains alive) or fluid enters the body. This most often comes from either a bite or a scratch. Biting, obviously, imparts both blood and saliva into the victim. My comrades were, for a while, baffled by scratching infections. They thought at the time that somehow the pathogen collected under the fingernails and was transmitted that way; this is preposterous. Transmission through scratching happens because most zombies have stripped the skin off of the end of their fingers. Whether it be clawing doors, windows, barricades, or anything else in an attempt to get to their victims, they have no sense of self preservation or pain. This leads them to ripping large amounts of flesh from their hands, leaving bone and tissue exposed. The sharp edges of broken fingernails and jutting bone cut the victim, and the zombie’s blood is quickly sucked into the victim’s bloodstream. There are some less common ways of transmission as well. One occasional occurrence is blood splatter while killing a zombie. This is much less frequent than biting or scratching but can happen. There is much less blood splatter from hitting a zombie than there is from hitting a human due to the zombie blood being partially coagulated, but keep your mouth closed if you’re killing one. It’s also a bit thicker, so it tends not to get into superficial cuts in the skin like some diseases can. Still, caution should be taken to not let zombie blood get into open wounds or other orifices. Finally, it should be noted that ingesting zombie flesh does not infect the individual; it instantly kills them. Instead of digesting the pathogen, it is quickly transmitted across the body and causes such shock that the victim is killed in mere moments. This is not enough time for the pathogen to spread and do the necessary work in the body, and by the time it’s ready to there’s not enough electrical gradient remaining to revitalize the person. Un-reanimation Patients 8, 9, and 10 were used to see what effective methods there were of killing them. Patient 8 had parts of the body ripped off until only the head and spinal cord remained. It remained alive all the way until the end; zombies can live on without any part of their torso intact for a time. However, they quickly run out of food and the brain begins to digest itself, causing a fairly quick (2 days) death. Patient 9 was dealt massive trauma to the spinal cord. This was enough to “kill” it eventually. Most of the lower spine was damaged with no effect (other than paralyzing parts of the zombie), but once the brain stem was damaged it fell to the floor. Unable to move, the zombie remained “alive” and probably would continue to even if the entire brain stem was removed. However, it is completely incapable of taking any action. The only threat that remains is that if one were to trip over it or otherwise injure oneself upon it, you could still be infected by it. In Patient 10 I dissected the brain. Destroying the hypothalamus was an interesting experiment; without the hunger and aggressiveness, the zombie did nothing. Nothing at all. It stood in place and didn’t react to a single stimulus. A zombie like this is completely harmless. However, actually disconnecting the hypothalamus is something that could only be done in a laboratory like this one. After disconnecting the hypothalamus, I disconnected the occipital lobe, once again with very interesting results. The zombie fell to the floor, no longer receiving any stimulus- audio, visual, or other. With no impetus to act or ability to perceive, it just lay on the ground. It was still capable of moving- the brain stem was intact- but had no reason to. As such, if any of the facets of the brain are damaged or destroyed the zombie, while not technically dead, becomes a complete non-threat and for all intents and purposes is put down. Conclusion The pathogen behind the zombies is almost certainly some kind of virus. Because of it’s make-up, current test results, and my experiments I firmly believe that no cure, antivirus, or vaccine will ever be plausible. There is no way a zombified individual could ever be cured. Any kind of passive immunity appears to be impossible- from what we can tell, it affects 100% of the human population. One final sidebar is that the pathogen does not effect other animals. Something about the differences in brain makeup make the pathogen incompatible- it causes the same symptoms (fever, heart rate, death) but no reanimation. God help us all.
  17. Would another speed setting between fast shamblers and sprinters be fun and worth the effort? I've been trying sprinters since the fast shamblers aren't as fast as I get spooped by, but then some of the sprinters are too fast and I get too spooped. I would like it and appreciate it, but I might be in the minority and not warrant this being added in the future while they have the time and resources and energy and tea. Spoiler Just to further clarify, I'm definitely not suggesting this be added in the near-near future.[<3]<3[/<3]
  18. I remember from the old forum that a user named Eairle suggested a sandbox thing that emulated the lore of "Autumn." They haven't come back since, and I'm reviving it since I thought it was neat and wanted to continue any discussion on the topic. A disease kills a tremendous number of the population, and a portion of those who died revived after a while and started walking about. They begin fairly senseless and slow, but become progressively faster and more intelligent as their bodies begin to crumble. Lots of still corpses everywhere, and practically no danger in the first week of play, but quickly gets more and more dangerous as they get more sensitive and cognitive with time.
  19. Would customizing the zombie lore on Last Stand mode be do-able ever? I want to try it with ugly gross numbers of zombies who run and are cray frail. Not exclusively asking TIS to do this, and certainly not asking for it if it interferes with more important features and/or tuning.
  20. Hey guys, I've been thinking about the NPC system that's coming shortly, and I was imagining some scenarios that could be pretty interesting, and then I noticed something about the game that is a bit odd: Zombies don't eat people I think that even when NPC's were last in the game (if memory serves correctly) the zombies would attack the person and once they die, the zombies go about their day. Think about it, by nature, zombies are searching for food, so I think that there should be some sandbox options to accomodate this (in case people wouldn't want it). So we have a new option called: Feeding Behaviour And in options for this we have these: 1. Doesn't eat This option is literally the same as the game currently is, zombies will kill but not eat, they will then mill around or wander off after they kill somebody, leaving that person to turn. 2. Living only This option basically means that zombies will kill and eat anyone who is alive, they won't stop to eat a dead body but if you've just died, then they will feed on you (or an NPC). Of course if someone is eaten then they won't turn into a zombie. 3. Eats everything This option will cause zombies to feed on any meat, whether it is human, animal, alive or dead, they will eat it. They won't eat other zombies while they are still animated, but once you kill zombies, they will feed on the corpses (assuming they haven't seen you).. this option will also have the preference rule, in which they will always choose living meat over dead meat, so if there is a bunch of zombies feeding on corpses and they see you, they will stop eating and come for you. I think this could be interesting as another way of moving zombies about (I also think we need zombies to move on their own again, please), the more bodies you have piled up around your area, the more zombies will be drawn in, so you'll have a big problem on your hands if you don't burn bodies (once it's implemented). So I think this could be interesting, for one thing it's be a lot easier to sneak past zombies that are feeding on bodies, rather than those that are wandering around. Also, you could sacrifice another survivor to escape if you are being overwhelmed (Shane killing Otis in The Walking Dead is a perfect example), injuring or killing the survivor and letting them be eaten to give yourself time to escape. I'm also hoping in future if your legs are injured you'll move slowly and have crawling or limping animations, could be awesome if that was implemented. Thanks for reading, let me know what you guys think of this? -GodWaffle
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