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Found 40 results

  1. With the discussion surrounding another skill related thread, I thought it'd be a good idea to ask this simple question to get a feeling of the community's opinion. If you answer yes, feel free to express which skills you think should be added and if such skills should be freely available or if they should require extra steps because they are rarer and more exotics. If it's the later, feel free to express which steps should be taken to gain access. Also, do you think these should be a low or high priority after the animations and NPCs. Edit : In this post, I won't quote or comment people's posts. I might like a few posts here or there... or if I feel a topic need more in-depth coverage I might privately suggest (once) a new more in-depth. My restriction on commenting posts also include reaction to my answer, if any.
  2. Gluttony's Profession Mod

    I've been working on a profession mod for our RP server - AGN New Dawn. Link on Steam: What does it add? - Several new professions - Several core professions changed - Upgraded stats for all new professions - Starting books from Hydrocraft Mod based on what profession is chosen (Hydrocraft Required) - Several new traits from the New Trait Mod (New Trait Mod not required) Intended Updates: - More Professions based on Server needs. - Balancing of skills and costs - Negative traits - Images for all professions and traits - Skills added instead of hydrocraft books - Starting items based on chosen professions The mod DOES work, and we are playing it on our server - it currently shows language errors, so one final step will be adding language translations. If you want to try out the mod in a server environment, please visit us on AGN at:
  3. Please stop this madness. Instantly becoming exhausted after foraging once is just insane. At most, foraging after a couple times being exhausted would be fine. There is no reason why this should be a thing. I thought this whole time it was simply a bug until I heard otherwise. For the love of all that is gaming, remove the "instant exhaustion" in favor of something that makes sense and as more purely based on skill level. Simple really.... example numbers. baseEnergy 100 baseForagingCost 60 (makes it once without instant exhaustion at base level) energyLeft = currentEnergy - (foragingLevelMultiplier * baseForagingCost) Then assign an energy used reduction per level. Maybe at level 2 a reduction thats enough to get 2 shots without exhaustion but not enough energy for more. Then each level after would be a smaller energy reduction equaled out to achieve a goal of X amount of times total at a certain higher level. So say you want the max to ever be able to do is 10 times... take the energy needed for 8 times and apply reductions for skill levels 3-10 so that by skill level 10, they can accomplish the 8 times.
  4. I am the co-owner of the server in Newdawn (AGN / This idea came from this server as we had issues with overwhelming perks / skills level in the past as players grind blindly without any RP. Hence this idea becoming a reality! I am working on this mod that allows server owner to change the skills max level so it will never be over powered when new player just joined trying to rp. The proposed idea is that it can be per character, per server and per steam account cap. This mod is still in work in progress and has no preview or anything. The features may increase overtime when the base intended features is done.
  5. Drive Skill

    Driving skills! I'm sure this is already being considered, but driving should definitely be worked into character creation when vehicle development stabilizes. High drive skill could increase (and low would decrease): - Turning responsiveness or likelihood of rollover (safe and effective control of momentum) - Likelihood of car starting on first turn of the key (knowing how/when to turn the key for a rough starter) - Control when running over obstacles (default erratic response when driving over something/zeds) - Others?
  6. Spiffo Skills Mod

    This mod adds the possibility to obtain a blessing or curse when "Look at Spiffo eyes" on the Spiffo item. (Item consumed after using it) Blessings: Level up one random skill. (In case of receiving the blessing in a skill that is already at the maximum level, you will receive a global xp point to spend on the skill you want) Curse: Receives random scratches anywhere on the body. (Do not contain Z infection) Chances will depend on certain traits you have. It works in Singleplayer and MP. Language support at the moment: ES_es, ES_ar, IT_it, FR_fr, EN_en. If you want to add a another language support contact me!!! Video Example: Download V1.5 WorkShop: External Downloading: (Sorry about my language, i speak spanish)
  7. Skills

    Before I begin, I would like to say that this suggestion only applies to the eventual finished product - v. 1.0. Perhaps it is just me, but I feel very strongly that any ability a character can start with, such as the nutritionist's knowledge of nutrition facts and a cook's recipes for pie dough should be available through study or training, etc. to everyone in the game. I know that things such as the recipe for pie dough is available in a magazine. After untold lifetimes, I actually found one of those and learned the recipe. But just as everyone with a skill learned it somewhere, I think the designers should keep in mind that a character who does not possess a skill or recipe might want to learn one. They don't all have to be available in books or trade journals, perhaps there can be NPCs that can teach the skills, but all characters should have the potential to somehow acquire all skills, and not just through their background. This is not to say that I think characters should be able to acquire the bonuses that a chef has at improving cooking skills or that a carpenter has at improving his carpentry skill should be available - there are certain advantages that practicing a trade prior to the apocalypse should provide. I just think that all characters should be able to somehow gain access to any skill, recipe or ability available to any other character. Thank you for listening.
  8. At first, I thought of some traits like "Cooking hobby", "Hates fishing" that would give skills. But that would be too much of clutter for the traits list. So it may be nice to buy some skills directly for skill points in a most expensive and non-economic way! Or get some points for taking multipliers like 0.25. Any thoughts about it?
  9. Redux I've done a similar suggestion a while back and it seems to have been deleted, probably from lack of activity. It was then limited to falling from sheet ropes. I've since saw a discussion on steam about sheet ropes breaking. I've also climbed a sheet rope while carrying 3 fridges (1 primary, 1 secondary, 1 in inventory)... so I think it's time to get this out there again. From the past to the present Initialy, there was some complaints about the randomness of possible injury that made that suggestion unpopular. Although there may be a random part to it, most of this suggestion is about common sense and realism. It's not normal that one can climb a rope while carrying a fridge in his right and left hand... and another in his pockets. Climbing a rope while carrying a single fridge should be a feat in itself, one where you pray to whatever god you worship (or all of them) that the rope does not break, that you don't fall or even that you don't drop that fridge and break it. It's not all about randomness Things like weight/bulkiness (simplified into weight units for convenience), having items equiped sencondary/primary, skills (nimble, strength, maybe others), rope strength (I've made a suggesion about marinas and possible high grade ropes too... but the regular rope vs sheet rope is a start), and lastly luck should affect the outcome of climbing a rope. So what would it look like in game? Breaking If you try to climb with lot of weight (including yourself... another drawback of being overweight) or if the rope is weak, it should have a high chance of breaking. Low to moderate weight should have none to low chance of breaking. Falling or other form of fails If you try to climb a rope with low skills, high weight or item equiped in hands, there should be a high chance of falling resulting in injury. There should also be a chance that you drop said equiped items (or even some inventory). While this is not so bad for simple items like weapons, clothes, etc... delicate items (electronics, furniture, etc) or obvious breakables (glass containers) would have a high chance of breaking with a single story drop (and near certainty for higher drops). But it could be done, with or without some degree of risk Now, if your smart about it and carry minimal weight (say... only what you have in a big hicking bag on your back) and have normal strength... it should be near automatic success. A few extra point in nimble would guarantee the success and/or allow more risky moves. Wait, what about moodles? Yes, moodles like exertion or fatigue could have an adverse effect to, but only on the falling part. Same would go for drunkedness. ... and what about traits? Well, some of them have direct effect already (character weight, strength). But others like clumsy/agile could come into play as well in the falling part. Exemples that where given a while back for unfun RNG Hitting your thumb with a hammer, sawing yourself while using a saw or even cutting yourself with a knife. Those are rarer occurrences in normal life, assuming the person is not extremely tired or intoxicated (or clumsy). I've used all of the above a lot of time in my life and count only a few minor cuts and one broken finger (working below material to try to remove it without breaking it). Assuming I'm average, for simplification purposes those things have no chance of happening. Now I've never been able to actualy climb a rope... so I don't know how I'd do that while carrying 3 fridges (I've never carried 3 fridges either...). My character must be Chuck Norris I've seen or been one out of two guys struggling to move a fridge (one) up stairs without a dolly. I don't think I could carry one up a rope... I don't think anyone could... well, except Chuck Norris of course .
  10. Burglar Class Skills

    So with the new Pick up/Place options I think Burglars should get a buff! Skill added to Burglar class: Sticky Fingers - Pick up/Place items faster(stacks with dexterous) Get it All and Go - Items grabbed with "Pick up" weigh 1 less
  11. Punching bags

    If this idea hasnt been said, well its kinda self-explanatory, that we should be able to lvl up our skills by using punching bags, but for that maybe they should add a section like Fitness and endurance. The more you practice on the punching bag the more endurant you are, the fitter you are, and also you could punch faster. (Obviously there is a limit of how fast you punch, we aint superman.) But in order to work, I guess they should add the animation of punching and kicking, This isnt something very important to focus on, but would be cool to implement it in the game.
  12. Ok first of all I would like to warn everyone that this will be a VERY long post so if you intend to read all of it, hope you are comfy and have all you need. Second of all I would like to say I didn’t steal anyone’s ideas, I have had most of these for months but have not bothered to post them until I had them in an ok format. Third of all and the last thing before I start please remember nothing is confirmed and some of these ideas may reference my other posts and or upcoming posts so some things not implemented in the game may be talked about for possibilities of the future. Thank you and enjoy the Post. 1.) Now before we begin I would like to make a list of tools that may be used in the maintenance and upgrades of some vehicles. · Wrench- can be used as a weapon and for certain repairs. · Blow torch- used to weld metal together to fix the car body. · Engine lift- used to lift the engine. · Creeper- makes fixing under a car easier and slightly more efficient. · Oil pan- used to collect oil from the ground instead of leaving an oil mark. · Cutting pliers- used to cut certain things off and pull items out. · Pliers- used to pull small parts out. · Air brush- making paint and decals last longer. 2.) Now for a list of stats that may seem a bit confusing: · Weapon usage- what weapons you can use and from what seat. · Storage capacity- how much something can hold or carry · Tow strength- how much something can tow. · Damage resistance- how much it can take from impacts like crashes or blunt damage. · Mirror view- how much you can see around you using mirrors. · Noise- how much noise it makes when moving. 3.) Now with that out of the way we can get the cars and vehicles. This area will cover player powered vehicles. Bike- this is a standard vehicle and will be the start of the list. It has 2 wheels, comes with 3 variations, can have a multitude of add-ons and much more. · Fatigue rate: medium-slow · Speed: poor · Storage capacity: poor · Turn radius: ok-good · Weapon usage: single hand weapons only · Noise: very little-silent · Seats: 1 · Variations: Road, mountain, cruiser Notes: The variations are Road, Mountain and Cruiser. Mountain bikes are good off road as well as on road. They are very durable and pretty fast but cause fatigue slightly faster. The road bikes are best at going fast on the roads while poor off-road. The cruiser is the standard bike with ok on road and poor off road speed but while on roads it has less fatigue rate. Both the cruiser and street bike have higher fatigue speed off roads while the mountain bike has the same rate for both roads and off roads while being lower than the bikes standard on road speed. Big wheel/Tricycle- This is a 3 wheel bike that is more of a joke but will serve as a basic type of transportation if needed. · Fatigue rate: medium-low · Speed: poor · Storage capacity: None · Turn radius: Very poor · Weapon usage: one handed weapons only · Noise: quiet, loud · Seats: 1,2 · Variations: Tricycle, big wheel Notes: The tricycle is a smaller bike with the ability to carry a person on the back. They are very slow due to big legs and small pedals. The tricycle is a poor weapon but can coast. The Big wheel has the same problem being slow but only carries 1 person and is much louder. It is however it is better off roads slightly and is a bit faster. It also has plastic tires that can’t pop. Scooter- These are another player powered vehicle. · Fatigue rate: medium · Speed: ok-poor · Storage capacity: very poor · Turn radius: ok · Weapon usage: None · Noise: ok-slightly noisy · Seats: 1 · Variations: None Notes: This vehicle can be folded and stored for transportation reasons. It also has Plastic tires that preventing popping. Skateboard- This is a board with wheels, not much else to say. · Fatigue rate: medium-slow · Speed: ok-poor · Storage capacity: none · Turn radius: Very good · Weapon usage: any weapon besides guns · Noise: medium-Loud · Seats: 1 · Variations: Long board, Penny board, shortboard. · Notes: First of all each of these can be used as a weapons and have non popping wheels. The long board has the farthest attack range but the worst durability. It also is easier to ride but is heavier and has a bigger turning radius. The shortboard is the perfect middle child. Good range, weight, ok to learn, can do tricks, can turn fast, and only has the downfall of poor durability. Now the penny board, while being the smallest is the most durable but it harder to learn and can’t do tricks as easily. It’s also very light and has short range. Roller-skates- These are like shoes but make you move. · Fatigue rate: medium-slow · Speed: ok-poor · Storage capacity: None · Turn radius: ok · Weapon usage: all but guns. · Noise: medium-loud · Seats: 1 · Variations: None · Notes: these are shoes that take a while to stop, longer to turn, such off-road, and can coast down streets. Kiddie cars- those small pedal cars for kids. · Fatigue rate: medium · Speed: slow-medium · Storage capacity: None · Turn radius: poor · Weapon usage: one handed weapons · Noise: medium · Seats: 1 · Notes: they do look different but these are where the differences end. 3.) Now we are on to small cars and vehicles. This is only a start. ATV- this is your standard Quad for off-roading adventures. · Fuel tank size: ok-small · Fuel efficiency: poor-ok · Noise: very noisy-Loud · Speed: Ok-fast · Storage capacity: poor · Seats: 2 · Turning radius: ok-poor · Weapon use: person Driver can’t, passenger gets full 360 degrees to attack. · Notes: This vehicle has the same speed on and off road but is more efficient off road. Dirt Bike- This is the mountain bike but motorized. · Fuel tank size: small · Fuel efficiency: ok · Noise: Very Loud · Speed: Fast · Storage capacity: Poor · Seats: 2 · Turning radius: ok-good · Weapon use: Same as ATV · Notes: Its faster than the ATV but it is also louder and holds less fuel. Golf Cart- Clubbing Zombies in style since 1984. · Fuel efficiency: ok · Fuel tank size: Ok · Battery Efficiency: Ok-poor · Noise: low-quiet, low · Speed: slow, slow-ok · Storage capacity: Ok, good · Seats: 3,5 · Turning radius: Ok-poor · Weapon use: passengers can use weapons. · Variations: electric powered, Fuel powered · Notes: The cart can be your standard white frame and be electrical or have a more rugged frame and better off road capability that uses fuel. The electrical has less storage, can’t go off road, and can hold less people but can charge easily and quickly. The fuel powered can hold 5 people and more storage. It also is better off road than its electrical counterpart. Its only downside is it takes more to fix it, you need fuel to run it, and it is louder. Motorcycle- Vroom vroom! · Fuel efficiency: good · Fuel tank size: ok-good · Noise: loud-extremely loud · Speed: fast- very fast · Seats: 2 · Turning radius: good · Weapon use: one handed weapons or passenger · Notes: Passenger has full 360 attack radius. It is best for quick escapes but attracts many zombies. Motorized scooters- So very hipster · Fuel efficiency: ok-good · Fuel tank size: ok-small · Noise: ok-loud · Speed: ok-fast · Seats: 1 · Turning radius: ok · Weapon use: One handed weapons only. · Notes: This is like the dirt bike but slower, quieter, and made for on road. Ride Mower- Got to keep your lawn clean in the zombie apocalypse. · Fuel efficiency: poor-ok · Fuel tank size: ok-large · Noise: ok, loud · Speed: slow · Seats: 1 · Turning radius: ok-poor · Weapon use: any weapon. · Notes: This will actively kill crawlers and cut grass at the same time. The blades are able to be toggled but it makes noise when on. Otherwise it’s pretty quiet. 4.) Well now that we have finished with the smaller vehicles we can move on the major cars, small trucks, and others! Coupe · Fuel efficiency: ok-good · Fuel tank size: ok-good · Damage resistance: ok-poor · Bullet resistance: poor · Noise: ok-loud · Speed: ok-fast · Storage capacity: ok-good · Turning radius: ok-good · Seats: 2,4 · Weapons usage: passenger seat only. · Mirror view: good · Variations: this car can have a 4 seater with 2 small seats behind the 2 main chairs at the cost of less trunk space. The 2 seater has more space but only 2 seats. · Notes: this is a standard car and is one of the most common. Sports car · Fuel efficiency: ok-poor · Fuel tank size: ok · Damage resistance: ok-poor · Bullet resistance: poor · Noise: loud · Speed: fast-very fast · Storage capacity: some-little · Turning radius: ok · Seats: 2 · Weapons usage: only the passenger. · Mirror view: ok-good · Variations: none · Notes: this is a 2 door coupe but louder faster and with a different body. It is meant to go fast. Convertible · Fuel efficiency: ok-good · Fuel tank size: good · Damage resistance: ok-poor · Bullet resistance: poor · Noise: ok · Speed: ok · Storage capacity: ok-good · Turning radius: ok · Seats: 5 · Weapons usage: all but driver · Mirror view: great · Variations: Cover, Coverless. · Notes: some have covers that can be pulled over and back to keep dry while the coverless don’t have those luxuries. Hybrid car · Fuel efficiency: great · Fuel tank size: good · Damage resistance: ok · Bullet resistance: poor · Noise: low-none · Speed: ok · Storage capacity: ok · Turning radius: ok · Seats: 5 · Weapons usage: only those near windows. · Mirror view: ok · Variations: None · Notes: This car is more fuel efficient but less common as well. Van · Fuel efficiency: ok-poor · Fuel tank size: large · Damage resistance: ok · Bullet resistance: poor-ok · Noise: ok-loud · Speed: Ok-fast · Storage capacity: good-very good · Tow strength: poor · Turning radius: Poor · Seats: 2,8,15 · Weapons usage: Passenger and back seats. · Mirror view: poor · Variations: the 2 seater, 8 seater, and 15 seater. · Notes: The 2 seater is just 2 front seats and an empty back for storage. The 8 Seater replaces the open back for 6 more seats. The larger 15 seater has even more room and seats. Sedan · Fuel efficiency: ok-poor · Fuel tank size: ok · Damage resistance: ok-poor · Bullet resistance: poor · Noise: ok-loud · Speed: ok · Storage capacity: ok-good · Turning radius: ok-poor · Seats: 5 · Weapons usage: passenger and window seats. · Mirror view: good · Variations: none · Notes: this is a standard car with room and space but poor fuel ratings. SUV · Fuel efficiency: good · Fuel tank size: good · Damage resistance: good · Bullet resistance: ok · Noise: ok-loud · Speed: ok · Storage capacity: good · Seats: 7 · Tow strength: ok · Turning radius: ok · Weapons usage: any window seat or back seats · Mirror view: good · Variations: none · Notes: this is a good car but has the problem of being rare and high maintenance. Pickup truck · Fuel efficiency: ok-poor · Fuel tank size: large · Damage resistance: ok-good · Bullet resistance: ok · Noise: loud · Speed: slow · Storage capacity: great · Tow strength: ok · Turning radius: poor · Seats:2 · Weapons usage: passengers · Mirror view: ok · Variations: none · Notes: this is the most common truck but it still uncommon. Crossover · Fuel efficiency: good- very good · Fuel tank size: good · Damage resistance: ok-poor · Bullet resistance: poor · Noise: low- quiet · Speed: ok · Storage capacity: good · Tow strength: poor · Turning radius: ok · Seats: 7 · Weapons usage: windowed seats besides driver. · Mirror view: ok-good · Variations: none · Notes: this is a better fueled SUV but meant for the road. Police car · Fuel efficiency: good · Fuel tank size: ok · Damage resistance: good · Bullet resistance: ok · Noise: ok · Speed: fast · Storage capacity: low · Seats: 5 · Turning radius: good · Weapons usage: the passenger seat · Mirror view: good · Variations: none · Notes: this car has no horn but instead a siren. It also has 5 seats but the back 3 can only be opened from the outside. The back windows are also reinforced and separated by a reinforced glass window. Humvee · Fuel efficiency: poor · Fuel tank size: large · Damage resistance: Very good · Bullet resistance: medium · Noise: loud · Speed: ok-slow · Storage capacity: ok · Seats: 4 · Tow strength: ok · Turning radius: ok · Weapons usage: top gunner hole or gun hatches on each side. (1 on each) · Mirror view: poor · Variations: None · Notes: this is a rare military vehicle that is very durable but is also high maintenance. Armored Vehicle · Fuel efficiency: ok-poor · Fuel tank size: large · Damage resistance: good-very good · Bullet resistance: medium · Noise: loud · Speed: slow · Storage capacity: large · Seats: 2, 4 · Turning radius: Poor · Weapons usage: passenger window, top gunner sport or side peep holes. · Mirror view: ok · Variations: Bank, Military · Notes: the bank version has more room but only 2 seats and only a window for shooting. The Police version (like S.W.A.T.) would have the hatches instead of the window, an extra 2 seats, the ability to hang from the edges of the vehicle, and a siren. 5.) Now to finish up with this part of the list. It’s time for large trucks and big vehicles. Truck · Fuel efficiency: ok · Fuel tank size: ok-large · Damage resistance: ok-high · Bullet resistance: poor · Noise: ok- loud · Speed: ok · Storage capacity: Great · Seats: 5, 6 · Tow strength: good · Turning radius: ok · Mirror view: ok · Variations: 5 seater, 6 seater · Notes: The only differences between the 2 are the 6 seater loses the spot between the driver and passenger seat but has a chair instead. Tow Truck · Fuel efficiency: Poor · Fuel tank size: large · Damage resistance: ok-good · Bullet resistance: poor-ok · Noise: loud-ok · Speed: slow · Storage capacity: low · Seats: 2 · Tow strength: Strong · Turning radius: very Poor · Mirror view: Poor · Variations: None · Notes: it is able to tow by using a hook rather than a hitch but this take a specific job to do so. Dump truck · Fuel efficiency: poor-ok · Fuel tank size: large · Damage resistance: good-high · Bullet resistance: ok · Noise: loud · Speed: slow · Storage capacity: low · Seats:2 · Turning radius: poor · Mirror view: poor-ok · Variations: none · Notes: This is only found near or in the construction zones and other workplaces. It can carry objects but they will commonly fall out if filled too much and need to be filled by other methods. Ambulance · Fuel efficiency: ok · Fuel tank size: medium · Damage resistance: ok · Bullet resistance: poor · Noise: medium · Speed: fast-ok · Storage capacity: ok · Seats: 6 · Turning radius: ok · Mirror view: ok · Notes: The 6th seat is the stretcher in the back of the ambulance. Not this vehicle also has 3 seats in the back and 2 up front. The front can look back safely through a window. This vehicle also has a siren and flashing lights. Fire truck · Fuel efficiency: ok · Fuel tank size: ok-large · Damage resistance: ok · Bullet resistance: poor · Noise: loud-ok · Speed: Fast-ok · Storage capacity: large · Seats: 2 · Turning radius: poor · Mirror view: poor · Variations: None · Notes: This is much like the ambulance but can hold 4 extra people on the outside and holds much more. It also has a siren. It does have water stored in it that can be used with a firehose but this requires a fire fighter. It also can only really stop a small fire from spreading and runs out quiet quick. Tank truck- A truck with a tank of liquid on it. · Fuel efficiency: ok · Fuel tank size: Ok-Large · Damage resistance: ok · Bullet resistance: poor · Noise: ok-loud · Speed: ok · Storage capacity: poor · Seats: 2 · Tow strength: ok · Turning radius: poor · Mirror view: poor · Variations: None · Notes: This vehicle can hold a ton of a specific liquid ranging from fuel to water. Garbage truck · Fuel efficiency: poor · Fuel tank size: large · Damage resistance: high · Bullet resistance: ok · Noise: loud · Speed: ok-slow · Storage capacity: poor · Seats: 2 · Turning radius: very poor · Mirror view: poor · Variations: None · Notes: 2 more people can hang on to the back as well as 2 in the cab. The back can also hold a lot but is normally full of trash. RV · Fuel efficiency: ok · Fuel tank size: Large · Damage resistance: ok · Bullet resistance: poor · Noise: ok · Speed: ok · Storage capacity: moderate-good · Seats: 5 · Tow strength: poor · Turning radius: · Mirror view: poor · Variations: None · Notes: This place has a fully working stove, microwave, sinks, toilet, and storage space. It also has a 2 person bed, a small couch with a table, and the car radio. Tractor · Fuel efficiency: poor · Fuel tank size: medium · Damage resistance: poor · Bullet resistance: poor · Noise: ok-low · Speed: slow · Storage capacity: none · Seats: 1 · Tow strength: low · Turning radius: ok · Mirror view: none · Variations: None · Notes: This vehicle is only found on farms. 6-wheeler · Fuel efficiency: poor · Fuel tank size: medium-large · Damage resistance: high · Bullet resistance: poor-ok · Noise: Loud · Speed: Slow · Storage capacity: Low · Seats: 2 · Tow strength: Very strong · Turning radius: poor · Mirror view: poor · Variations: sleeper, Normal · Notes: They only variations is the sleeper vs the normal. The sleeper has a bed in the back and is slightly large but has no real difference besides that. Excavator · Fuel efficiency: poor-ok · Fuel tank size: Large · Damage resistance: High · Bullet resistance: Low · Noise: loud-ok · Speed: very slow · Storage capacity: Poor · Seats: 1 · Turning radius: Good · Mirror view: None · Variations: None · Notes: it has the scoop on the front working fully. Both can be operated if they have a high driving skill or choose a specific job. Bulldozer · Fuel efficiency: Poor · Fuel tank size: Large · Damage resistance: high · Bullet resistance: ok · Noise: Ok-loud · Speed: very slow · Storage capacity: poor · Seats: 1 · Tow strength: ok · Turning radius: great · Mirror view: None · Variations: None · Notes: It requires a chain to tow most things and is very inefficient due to the lack of speed. Back hoe loader · Fuel efficiency: poor · Fuel tank size: small-ok · Damage resistance: High · Bullet resistance: Ok · Noise: Ok-low · Speed: slow-ok · Storage capacity: poor · Seats: 1 · Turning radius: Ok · Mirror view: None · Variations: None · Notes: this is one of those things that have the dipper on the back and the scoop on the front. It also has 2 supports on the back that prevent it from dipping back and moving at full speed. Bus · Fuel efficiency: Poor-ok · Fuel tank size: large · Damage resistance: ok-poor · Bullet resistance: poor · Noise: ok-noisy · Speed: ok-good · Storage capacity: good-great · Seats: 24, 42 · Turning radius: very poor · Mirror view: ok · Variations: school, transit · Notes: The school bus has fewer seats, is smaller, and is yellow. It also has those stop lights when in a full stop or opening doors while bus is running. The Transit bus has more seats, is longer, and comes in grey shades. It also has space under the seat, better air conditioning, and a bike carrier on the front for 2 bikes. Military transport · Fuel efficiency: Ok-poor · Fuel tank size: ok · Damage resistance: ok-good · Bullet resistance: poor · Noise: Low-ok · Speed: moderate · Storage capacity: great · Seats: 20 · Tow strength: ok-high · Turning radius: ok-poor · Mirror view: ok · Variations: none · Notes: This can either be used to carry a good amount of people or used to transport cargo. This can only be found with military convoys or damaged by the road side. 6.) Now with all of my vehicles out of the way let’s move onto a different topic. Now for a list of trailers as well as items that can be pushed or pulled by players. · Shopping cart- This is a play pushed utility that can be used to hold and store items or push 2 people. It does require both hands to control. · Push Mower- This is a player pushed utility that consumes fuel to work. When pushed over tall grass it will trim it. It does make noise however. · Horse trailer- This is a medium weight trailer that can be pulled by most vehicles with tow capabilities. It has a good amount of space for storage or it can also be built in. · Tank trailer- this can be small or large. The only difference is that the large requires a 6 wheeler and a small can be towed by anything as well as holds less. · Box trailer- this is another 6 wheeler trailer that also has a small variant much like the horse trailer. · Tow dolly- This can be towed by pretty much any car. It can be used to tow another car. · Equipment trailer- this is used to pull small cars, work vehicles, and other small utilities. · Sled- This player pulled utility is best used when there is snow. It can be filled with items or a person. It can also be pulled on non-snow surfaces but makes noise and requires much more strength. Either way it takes both hands. · Wagon- This is much like the sled but is better over solid surfaces like roads and pavement rather than dirt and snow. It does make less noise however and can hold more items then a sled. · Refrigerated trailer- This is like the box trailer for the 6 wheeler but has a fuel powered ac installed to keep it cool inside. · Log trailer- this is a large 6 wheeler exclusive that holds large logs. This is found in the log mill and is pretty much useless considering there is no use for the huge logs as of now. · Car transporter- another 6 wheeler exclusive that can hold a total of 8 cars; 4 top and 4 bottom. This does however require precision and time when unloading. · Dump trailer- this is a smaller trailer that can be dumped back using a small battery. · Camper – this can be pulled by most vehicles. It is a smaller version of the RV having a working stove, sink, microwave, a bed, and room to hold 3 people inside. · Utility trailer- this is a mix of the equipment trailer and the wagon. It is able to hold more things than the equipment trailer could such as generators and crates, but is still not able to hold items just lying there. 7.) Now for a list of additions that can be added to cars or added to customize your car: · Winch- This can be attacked to most trucks and a few cars. It can be attached to assist pulling a stuck car, knocking over trees, and pulling out stuck objects like unmovable poles, light posts and signs. · Seat belt cover- This just simply can be added to any car besides busses, and give an extra decrease of panic. · Fuels saving tires- tires built for the road. They save fuel while on road but are horrid off-road. · Off road tires- These will help remover the speed reduction on your cars while off road but it provides no buff on roads. · Large tires- these are just tires for things like tractors, some 6x6 and large trucks. They do increase fuel efficiency and speed by slightly. · Small tires- these are for things like wagons, ATV’s, and things along that line. · Basic tires- the standard car tire. · Hitch lock- these need to be attached to tucks in order for them to tow, excluding the 6x6, bulldozer, and tractor. · Bike rack- This can be attached to the front or back of most vehicles. It will provide some extra protection to the front but can also hold 2 bikes. · Roll cage- a small addition to some vehicles improving damage resistance to the top. · Shell- this adds extra room to trucks as well as protection from elements. · Basket- a bike and scooter attachment that adds some storage space. · Bell- Noise maker for bikes and scooters. · Horn- Noise maker for bikes and scooters. · Skateboard wheels- replacements. · Scooter wheels- replacements. · Bike tires- Spare tires. · Bike mirrors- add mirrors to the bike to see behind you. · Bike light- let there be light. · Seat covers- provide extra panic decrease. · Ladder rack- a type of add-on to trucks that can allow for more items and a less likely chance of things falling out. · Headache rack- protection for the back window but deceases visibility from rear view mirror. · Light bars- This is a protective front piece that has lights connected to it. · Nerf bars- steps into trucks that improve entering speed as well as a little blunt damage. · Skid plate-extra protection to the underside and front of you vehicle. · Mud flaps- This decreases the amount of dirt and mud that need to be cleaned off the back and is shown in tracks. · Bull bar- This is a light bar but without the lights and can endure much more blunt damage. · Water bottle holder- a small bike attachment that can be used to hold a water bottle or smaller pop bottle of sorts. · Bike bags- These can be put onto bikes to add 2 small storage units on it. · Muffler- this can be attached to just about any vehicle and is used to make it slightly quieter. Extremely quiet for motorcycles. · Snow plow- able to be attached to most vehicles and will both clear slow in front of you and push objects out of the way. 8.) Now with that out of the way we are still far from finished. Now we have the list of problems with the car. · Leak- fluids of sorts are leaking leaving trails from your car. This can be fixed by replacing parts or patching it up using tape. It could be fuel, oil, coolant, or antifreeze. · Scratches- small gashes to the car that could lead to more serious damage if blunt damage is taken. · Dent- This is from blunt damage. · Broken window- just as it sounds. · Missing _______- parts are missing. Its normally important. · Smoking- this says smoke is coming out of somewhere. · Loose- parts could fall off or disconnect. · Bent- from more serious blunt damage. · Destroyed- ruined and needs to be replaced. · Rusty- next to no defense but still usable, of sorts. · Burnt- charred edges but similar to rust. 9.) We are not done yet, now let’s get to the jobs and skills. Skills: · Driving skill- This is the skill of how well you can drive your car. It increase brake reaction time, how much you jerk your car, or even details like how well you can prevent disaster like spinouts. It grows from driving and once you get high enough you can drive things like big rigs or RV’s. · Mechanic skill- This is just the skill of fixing cars. Nothing else to it besides the normal benefits. · Maneuverability skill- This skill only really applies to the player powered ones and motorcycles. This improves how well you can move as well as (this is for all cars here) how well you can’t turn or if you can do things like drift. Occupations: Note, things like construction worker can drive construction live vehicles with more ease then a normal person. · Chauffeur- This job costs +4 points and in return gives +3 driving skill. You also get the trait quiet. · Taxi driver- This job costs +4 and gives +2 driving skill and +1 maneuverability. · Street racer- This job costs -6 and in return gives a driving skill of 3 and a maneuverability skill of +3. · Mechanic- This job costs a total of -4 and in return give a total of +3 mechanical skill and +2 electrical skill. · Cyclist- This job costs -+4 and in return gives +1 to light footed, +1 to maneuverability, as well as a buff to fitness. · Bus Driver- This job costs +2 and in return gives +3 to driving and the skill to drive a bus near perfectly. · Truck driver- This job costs+4 and in return gives a +2 to driving, the skill of driving a 6x6 next to perfectly as well as the trait coffee junkie. Traits: · Quiet- This trait makes you less noisy as well as shout quieter. · Technical- This job gives you +1 to both electrical and mechanical for -8 points. · Eagle eye- Now if you have this trait and level 3 mechanical skill you can tell problems just by looking at the car. Even if they may be interior ones. · Crafty- Able to make parts or repairs using less or parts that normally are not able to be used. Ex. Saran wrap for windows, or a wire clothes hanger for the radio antenna. · Coffee Junkie- This trait makes the player less affected by sleep when having coffee as well as a longer effect of it. It also reduces any effect of jitters from caffeine (if added). 10.) Now this will be one of the last things on the list. Now for mechanics and other noted/ideas. · Driving conditions- In rain or snow driving becomes harder. With rain you can’t see as far ahead or behind, as well as going to fast has a chance of causing a spinout. Now with snow the problems double. You may start to slide while driving, may not be able to stop, and even the same problems as rain but with 2x the effect. · Car conditions- Cars can be found in many places and situations. Some may be in good shape but out of fuel. Others may be completely wrecked. Most may just need a few new pats or a little fix. That being said most can just be hopped in and drove but others could cause more damage in the form of a fire. · Car locations- Not all cars spawn in the same areas. The police vehicles spawn near the police station, and rarely on the road. Construction vehicles are only in the construction site, and found in a few other places like the log mill or on a truck in the road. · Special vehicle abilities- Now some vehicles like the smaller cars can do things like drift or make a quick U-turn. Other things like bikes and skateboards can do jumps over hazards like crawlers at a high enough level. · Player made upgrades- These normally cause damage to the vehicle unless done at a high mechanical skill. That being said it is not normally recommended. · Zombies in cars- Some zombies can spawn under or even inside of cars. Typically they need to crawl out then can get up once out of the vehicle. · Terrain troubles- While raining or snowing the ground will become more dangerous. If it is wet from rain you will slide around slightly, and have troubles stopping. This gets even worse with snow. Above all that is ice, which is even worse. Now if the ground is wet and you drive on dirt, this will create a muddy terrain that will slow down your vehicle as well as stop it if you got to slow or the vehicle weighs too much. · Starting cars- Cars can be started by owning a compatible set of car keys or a few other methods. Other methods include hotwiring or making a makeshift key. Hot wiring just requires a knife, scissors, or pliers, as well as a screwdriver. · Hitting Zombies- Running over zombies doesn’t do much damage to your car but with each kill it leaves a .1% chance of breaking your front windshield due to zombies crashing through it and as you kill more covers your windshield in blood making it harder to see. Crawlers have a chance to pass under cars when drive over. Well it was fun writing this but now, it is over. A list of car parts may be added along with a few pictures but for now I think you guys would like to see this. Anyways thank you if you managed to painfully read all of it. Anyways, thank you and I hope to hear from you guys. Anyway sorry for this long and scary looking post, And hope to hear feedback. ..... whoops. didn't realize how long it was until i posted it.... Heh heh....
  13. I found that Pravus's Additional Skill Book Mod was a bit out of date (last worked with Build 28), so I went and updated it for Build 32. Also added a few new books and took out some redundant ones. Anyway, first mod, first post, etc. I've been following this game since the very first release, and just got back into it and sort of obsessed recently. Hydrocraft inspired me to start updating some older mods that appear to be abandoned, and maybe try making a few of my own I played around with some more flavorful names on the foraging books, using this list instead of the normal beginner/intermediate/advanced/expert/master progression. Cub Scout Handbook Boy Scout Handbook Eagle Scout Handbook Survivalist's Guide Ranger Manual Open to any ideas for other more flavorful names. For some of the new books I changed the naming format to something like "First Aid: Expert" instead of "Expert First Aid". Easier to differentiate in a list of books when there are a half dozen that say Expert/Master etc. at the start of the name.
  14. Ok , this might have been discussed or a really stupid question . What does the "Skill points available" mean in the skills panel ? I've looked for some sort of answer but have found nothing . In my skill panel there is a Blue square with a white 3 in it . It sits next to the Skill points available at the top of the panel . What is this for , mean or used for ? Screen shot of what I mean as well .
  15. Descriptive Skills/Traits +2

    Quick and little suggestions for the game which I would think would be neat. (doesn't even need to be added to the game, just even to the wiki is good enough for me) Add descriptions to a particular skill level. For example, how much more efficient you are in a skill when hitting a particular level, maybe even showing what you unlock for carpentry upon leveling it. Maybe showing some evidence of what some traits do. In particular, Cat Eye's. Whenever I take this trait I am unsure what the actual difference is. Maybe display a tutorial or something in video form to show comparison? +2 section (traits) Deconstruction: Gain more resources (nails, planks, etc) from deconstructing and/or do it fasterGeneral Laborer (job..?): Reduces the penalties of "heavy loads" (makes it so you are less likely to have a back injury when you have an extremely heavy load, reduce the movement penalty for each rank)
  16. Soooo i'm curious about adding new skills. Or better said replace carpentry for more suitable skill like Builder, or Engineer, or... i don't know name that covers all the things player can made by himself... Maybe Handyman? There is a mod, where player can create almost any building that you can see in the city. But i don't really like mods that adding many things in this game, because of so many releases and mod compatibility, even one can be lost in many mods in some future build, where some mods would be added into vanilla. So why not add it into vanilla? I really, REALLY would like to see that player can made things out of metal(no more nails-hungry in survival mode), or making glass windows. And adding feature of making roofs(without making stairs build before, scaffold kit would be needed). And if making glass works are too much, so at last being able to disassemble windows from neibourhood houses and add it into your house/fortress. Oh yes, another idea just now popped out. Disassembling. Wooden walls, doors, floors... and destroying things with sledge into visible rubble, where something usefull can be, if lucky. Another idea is... TIME. And DATE. IRL human can't know, what time and date is now, without watches. I saw digital watches once in great mall, so... Why don't take out time and date from the upper right corner? It will be more realistic. And give watches a purpose. Wearable loot. If char find watches, from that point he can have his upper right corner back. Another thing... different looks of zeds. Bodies. Some skinny, some obese... even char. And more clothing types, like for example raincoats, jackets, necktie, uniforms/overalls...
  17. Hello PZ community, I am about to dive back into the game and enjoy it once more and live another story about how I died. I have been doing some research to try and catch up to the changes since I last played in build 29.3. I can't seem to find any solid answers on the questions I'm about to ask, so any information about them would be greatly appreciated. 1) Strength skill. I noticed you have this in character creation screen, but in-game under the Skills tab, there is no such skill and I cannot seem to locate the value anywhere else in the game.. but yet I see that it is possible to add Experience points to it in lua files. Q) What specifically does Strength affect in gameplay, and is it possible to increase your Strength level after character creation? If it is, how do you increase it? 2) Fitness skill. Same as #1. Q) What specifically does Fitness affect in gameplay, and is it possible to increase your Fitness level after character creation? If it is, how do you increase it? 3) Blade/Blunt Accuracy. Q) What specifically does this affect in gameplay? 4) Blade/Blunt Guard. Q) What specifically does this affect in gameplay? 5) Blade/Blunt Maintenance. Q) What specifically does this affect in gameplay? Thank you for your time, everyone. ^^;
  18. I'm looking to fool around in the game a bit, and it's a simple thing to give myself all the positive traits. I'm wondering though, how would I go about getting all the profession-specific traits as well? I like to have a God Mode game running parallel to my REAL games, so I can take out my frustrations when the REAL game kicks my ass to the curb. Thanks
  19. Though the title is pretty explanatory, the idea of this is that certain traits, such as strong, obese, and (if returned) hardened drinker, can go away if not used in a certain amount of time, or if certain requirements are met, be gotten. For example, lets say there's a character named John. And John starts the game as strong, but after three months, the power goes out, and John is having trouble finding food. Right now in the game, instead of losing muscle, then starving to death, you just starve. However, what would make a lot of sense, would be instead John goes from Strong, to Stout, to Normal, and all the way down to weak, before finally succumbing. (Note, your moodel would still say something like hungry, or starving while all this happened.) You also would be able to do this with something like Obese, except it would just go Obese, and after a long while, Overweight, and then just be removed, except it could be removed not only by starving, but also by running, or even just walking all day like most players do, at least at first. Now, if you can lose those traits, you should probably be able to get them back. Let's say John, who is now weak and starving, managed to find an un-looted house, full of canned food, and has started to eaten his fill. But now, he has to carry the extra back home. After carrying over a certain capacity of his inventory maybe 60% or something, he'll start to gain muscle back. Maybe have different rates for different amounts, and penalties for going over the weight limit. John has now made it back to his home in the woods, but while he was away, he forgot a few things about say, farming, maybe just 15 exp, but if he went for a year without farming at all, he would lose a level or two, and then, since it's usually easier to pick something back up versus learning it for the first time, he can learn the farming levels he lost back more quickly. If you guys can think of anything I may have missed, or have any other ideas, please comment.
  20. Melee skill

    Hi everyone, Had the idea while having some fun with build 31 feature where you can stomp zombies on the ground. While it is tremendously fun, i feel it's a bit risky to do, as a zombie on the ground could still scratch your legs while doing it, maybe even bite them (unless treated as temporarily stuned as well as being proned). I don't know if it is already in there, if so, i'm playing with fire... If it's not in there, then I think it should at least for the scratching part. Then it got me thinking that it could be lessen by a ''guard'' melee skill. While we are at it, a ''accuracy'' skill wouldn't go amiss. I beleive that the ''maintenance'' part could be left out, unless the dev plan to have use sprain our ankles or something. These same melee skills (guard and accuracy) could be used for fist fighting as well. Same comment for maintenance but for wrist. By the way, I appologize if my writting is not perfect, english is my second language (french is my first). Same goes for all my post.
  21. Topic title. I'm trying to ease my friend into Zomboid and I'd like to start us both off with extra trait points just to smooth things out a bit. I can't figure out how to do this. Help?
  22. Encouraging teamwork.

    One of the main problems with multiplayer in any survival game is encouraging teamwork. A feature that would add to the need for teamwork, while also increasing realism (imho) would be max skills. A person who starts off as a doctor would be much better suited for healing than someone who just started. So people who do not take doctor would have maybe a max first aid skill of 2-3, since they have not had the proper training. Whereas the doctor could get all the way up to 5. Same example with farming. Someone with the farmer profession would be able to have 5 farming skill, but without books any other person might have to settle for less knowledge, maybe a max of 3.
  23. Character Sheet

    Detailed stat building Each Attribute breaks down into multiple skills. Then, each Skill breaks down into multiple Techniques. And then, each Technique reveals the Endurance and Stamina of the body parts it directly uses. But, you should only be allowed to level up Techniques by choice. Beyond that, everything should really be leveled up through your bare actions. Attributes. The attributes should be simple, Intelligence and Physique, that's it. Since inherently, we are just a Brain and a Body. Skills. Intelligence and Physique influences ALL skills. This just makes it easier to categorize the Techniques. Techniques. Each Skill should have two Techniques. One, will be the Intellectual part of the skill, and the other will be the Physical part. Basically, the Techniques are the parts of the Skills that the Attributes directly influence. And like I said, Techniques should be the only things you have a choice in building. They still build up through your bare actions though, but only because the choice still needs bare action to reveal itself. Endurance & Stamina. Based on your Techniques, each part of your Body (in your own prefence of detail of course) should have an Indicator. Just like in my last Suggestion in, "Fixing, Mr. Fixit," we should have an Indication of when the Body Parts are Healthy and when they're Infected. AND, Indicators for each Body Parts Endurance and Stamina. Your most used Body Parts will fair the best against your obstacles. And I'm talking about the Brain, and the other Organs as well. So besides building up your Endurance & Stamina for say, your Arms or Legs, you could. . . develop your reading skills, or build up a drinking tolerance, that sort of thing. Specialities. Each and every Item and Body Part we are able to use, should give you a temporary buff to the Techniques they use, but only while you're using them. So, whatever it is that you use the most, will give you the biggest Bonus. And I'm still talking about the Brain, and the other Organs as well. Plus, if you've ever played "Borderlands," you might have an idea of what I mean (Minus the Body Parts). Karma & Luck. I'm a firm believer in "What Goes Around, Comes Around." You do good things; good things happen to you, and the opposite. Professions. Detailed Attributes, Skills, Techniques, Endurance, Stamina, and Specialities that you start off with. Because that's what you got paid for before the outbreak. Traits. Traits should involve everything on this list. So we can have very detailed starting points. And I personally would love a long character creation. Gaining & Losing XP. Don't Shame your Pain, because if you don't Use it, you Lose it. (To an extent.) Detailed Details Attributes. Intelligence and Physique Skills & Techniques. ex. Skill (Meaning)= Techniques (Usage). Learning (Rate at which you absorb experiences.)= Brain Memory (Rate at which the Intelligence Attribute increases.) and Body Memory (Rate at which the Physique Attribute increases.). Willpower (Ability to stay Conscious and Calm)= Adrenal Glands (Brain Juice) and Heart & Lungs (Blood & Air Flow). (Survivalist) Foraging (General Searching & Finding), Fishing (Water Foraging), Trapping (Animal Foraging), Reading (Word Foraging)= Comprehension (Quantity Understanded) and Strength (Limit at a Time). (Crafts) Farming (Grow Food), Cooking (Prepare Food), First Aid (Exterior Healing), Living Anatomy B & R (Interior Healing), Carpentry (Wood Work), Stonework (Stone Work), Metalsmithing (Metal Work), Engineering (Work with Moving Parts), Chemistry (Chemical Work), Electronics B & R (Metal & Electricity Work)= Coordination (Quality Work) and Strength (Speed). (Movement) Running (Fast & Loud), Sneaking (Slow & Quiet), Swimming (Horizontal Quad-Strength), and Climbing (Vertical Quad-Strength)= Coordination (Gracefulness) and Strength (Speed). (Combat) Unarmed (Bare Bodied Weapons), Edged Weapons (Stabbing and/or Cutting Objects), Bashing Weapons (Blunt Objects), Combustion Weapons (Explosive Momentum Projectiles), Sling Weapons (String Momentum Projectiles), and Throwing Weapons (Hand Momentum Projectiles)= Perception (Gracefulness and Critical Hits) and Strength (Speed and Weapon Handling). (AND, with both Perception and Strength, Ranged gets more Accuracy. PLUS, Melee and Throwing get more Accuracy and Damage.) Other Stuff Punching. With the Mental and Physical Abilities we have access to, Punching would give us the Capability to knock out Living People. Done just like weapon attacks, but not as damaging though. And significently faster, especially if you're Punching with Both Hands. Plus, it might be cool to have a means of using some Brass/Spiked Nuckles or something. No Profession. Instead of picking one job to focus on in life, you bounced around a lot. So instead of having a certain build that you focused on from the biginning, in your Attributes, Skills, Techniques, Endurance, Stamina, and Specialities. . . you instead, start off with a tiny bit in everything. But, no matter how much of my opinions you don't agree with, that's okay. Because I know you all have Brilliant Ideas of you own that I didn't think of. And I know you're doing everything you can to continue to make this game awesome. And that's kind of why I love you all, peace.
  24. I was reading through a topic in General Discussion and it got me thinking about how some players seem to dislike the pure rogue-like nature of the game, and how they want to have something to work towards. Is there the possibility for some sort of bonuses within the same world if you start a new character there after you die to give progression-minded players something to strive for? As it goes currently, if you die in the world and start a new character in the same world, that character is a blank slate as though they've been completely unaffected by the world. It's like every new character is "28 Days Later"-ed into existence; no skills for survival, even higher handicaps if the world's food has decayed and power and water has stopped, and higher zombie count due to the time elasped in game world. What I'm suggesting is an option to either start in the same world with that clean slate, or offer a sort of Legacy bonus to the new character, at the player's choice. If you choose a clean slate, you get the above-mentioned situation as currently implemented. If you choose a Legacy bonus, perhaps you can start with a negative amount of points for traits so you can take more positive ones with less negative ones. Or perhaps you get 50% of your skill point XP and 50% of your skill levels XP, except the skill level experience is randomized across the skills (e.g., level 5 cooking becomes level 2.5 blade maintenance). I haven't quite figured out what the system could be, or how to balance it so that it's not overpowered. But this could help in giving the people who are complaining about a lack of feeling progression something to get that feeling. Other rogue-likes have implemented similar such systems; Wayward Souls, for example, lets you buy upgrades for the characters that persist across all future playthroughs. I'm not sure if that would necessarily work for PZ, but I think keeping it within the same world/save might.
  25. I think there's a definite place for a non-carpentry crafting skill, representing one's ability to make or repair mechanical items - firearms, generators, cars, etc. (I would probably have "Car Mechanic" or "Automotive Technician" or whatever you call it as a profession which gets a boost to that skill.) There's overlap with the Trapping skill as well - I don't know if it would be better to have this replace that, parallel to that, or to start work on some new skill-tree system which might have Trapping as a separate node. That said, thinking about various survival books, games, television shows, etc., there are a lot of possible applications besides traps that could be brought in, here: Lockmaking and lockpicking - the latter much earlier (level 1?) than the former;Simple mechanical power generation - foot pedals, stationary bicycles, water wheels, windmills;Basic engines or engine modifications - wood/coal gas adaption for Otto-cycle motors (e.g. standard generators, cars), low-pressure steam engines, modification of standard engines for improvised fuel sources like cooking oil to replace diesel;Transmission and application of power from the above to various applications, from tabletop appliances like sewing machines to industrial appliances like lathes and grain mills to electricity;Simple crafting tools - spinning wheels, looms, grinders, forges, mills, &c;Furnaces for making charcoal, firing clay, smelting ores, forging metals, melting metals, etc.;Basic boilers, stills, fractional stills, etc.;Hard personal armor - easy would be things like greaves and skull caps, intermediate would be chainmail from chicken wire, hard would be something like Gothic plate armor;Primitive or improvised ranged weaponry - crossbows, air-pressure guns, bombards, etc. - and basic gunsmithing for existing firearms;Simple transportation tools - rollers, wheelbarrows, carts, hand trucks, etc.;...the list goes on and on. A number of these suggest other skills, like blacksmithing - I remember being told that one of the best first-time-smith projects is making a knife blade out of an old metal file - and fiber arts - there are sheep raised in Kentucky if you can manage to keep them alive and healthy - but I think from a game-design perspective a skill specifically about making, remaking, and repairing devices would be grand, and specific things to build can be chosen based on what you have or want in the game.