Project Zomboid

Project Zomboid

[B42] Vanilla-Like Traits and Occupations
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Update: 7 Jan @ 10:11pm

Fear Height
Reworked fear height trait panic code to fix interaction with claustrophobic/agoraphobic traits.
As a side effect, the panic now goes away by base panic removal speed, rather than quickly subsiding when in the light again.
Optimized viewing height check code to on

// Same changes as with fear dark

Update: 7 Jan @ 9:53pm

Fear Dark
Reworked fear dark trait panic code to fix interaction with claustrophobic/agoraphobic traits.
As a side effect, the panic now goes away by base panic removal speed, rather than quickly subsiding when in the light again.

Fearful
Now has a sandbox option to lose this trait over time after a minimum amount of kills (enabled by default)
Effects of fearful now fall in intensity over time, until eventually removed.
Can change minimum and maximum amount of kills to start rolling to remove trait in sandbox.
You will also now lose this trait automatically if you gain the brave trait through gameplay via any means
Obviously these ideas conflicted, so it makes sense that you’d lose it, plus I’m sure everyone runs the mod to let them gain it anyways lol.

Update: 31 Dec, 2024 @ 9:04pm

updated mod for b42, b41 version mostly unchanged.

too many changes to document but heres what I did document

[B42] 42.0.0
(from build 41)
Finally fixed the bug regarding lit campfires (at least in B42 version)
All traits and professions now have a unique internal prefix that should allow them to work with other mods that contain traits of the same name by default.
Examples of mods being like “More Traits” or “SOTO” (whenever it gets b42’d).
Note: This does not mean you won’t have duplicate traits, just that the two traits shouldn’t break each other functionally.
MarOccupations no longer requires MarTraits to be used, meaning you can choose to add only the new occupations without the mar traits new traits if you wish (for some reason…)
Completely overhauled most traits internally, fixed most broken ones.

Soccer Player
Reworked:
Now provides +1 Nimble instead of +1 Lightfooted
+1 Sprinting still remains

// Thematic change, just makes more sense for soccer players than lightfooted.
// Didn’t have before in the worry it would outclass runner, but considering former scout technically does that too I’m not too worried.

Eager Fighter
Renamed from “Cruel” to “Eager Fighter”


// Made to better fit itself as the opposite of the now named “Reluctant Fighter” (was “Pacifist).

Electrical Knowledge
Renamed from “Tinkerer” to “Electrical Knowledge”

Welding Knowledge
Renamed from “Amatuer Welder” to “Welding Knowledge”
Changed from “+1 Metalworking” to “+1 Welding”

Keen Driver
Renamed from “Expert Driver” to “Keen Driver”


// Made to better fit the new establish naming scheme of traits.

Lithe/Lumbering
Added new sandbox options to tweak XP modifiers
No longer is gained or losed at certain nimble levels by default.
Can re-enable this in sandbox.
Should now be compatible (stack) with other mods that change turn rate of character.
Changed point costs to +7 / -7
Lithe no longer grants +1 Nimble
Lithe now gives a small XP boost to nimble XP. (default 25%)

// Before I felt these traits inserted itself into vanilla core a bit too much with gaining / losing them.
// The point cost change is also to further distance it from the other traits regarding nimble.

Lithe
Lithe no longer grants +1 Nimble
Lithe now gives a small XP boost to nimble XP. (default 25%)

// Done for both consistencies sake and the thematics of the perk, you aren’t nimble by default just have a lithe body.

Innattentive
Reworked trip chances, now almost never likely to trip unless under moodles.
Added increased changes for accidental injury such as when opening cans with a knife.

Fragile
Updated Icon

Weak Back
Changed name from “Pack Mouse” to “Weak Back”

// Better fit for roleplay.

Fear of Heights
Changed:
Trait points given from (whatever it was before) to +1
Changed requirement to not refuse to jump out windows from being in dire straights, to instead be based on panic level
Chance to succeed increased on successive attempts
Max 2 attempts before successful
If panic is high enough, Always fall out of fear first, refuse and back down second, then jump.

// A thematic and balance change, the only time you would want to jump out of a window that high before is if you were going to die to zombies, so this makes the downside more prominent, and can actually get you killed now.
// The increasing chance is a safe measure to help players.

Stress gained from high height levels changed to panic

// Also a thematic change, since stress causes sadness which doesn’t make sense, and the rest of the “fear” traits cause panic instead of stress.
// The panic caused just by sheer heights is minimal, but can be used as an indicator your guy won’t jump out a window.
Added:
“Slower rope climbing speed, and increased chance of falling off ropes.
Chance increased with “Clumsy” trait
Chance very slightly decreased with “Graceful” trait

// Similar to all thumbs, but stacks.
// This being the main downside of the trait, it would be unfair to cancel it out entirely with graceful.
“Panic while climbing ropes” (Hidden stat)
// Stat hidden because it can be assumed by the trait already with the panic near cliffs.

// Otherwise trait is unchanged from b41.
// Almost removed this trait for being too niche for it’s cost, but the rope climbing thing gave it place again.

Thick/Thin Blooded
Removed oversight to cause player to bleed exponentially more out the neck, as this accidentally stacked with how you already do in the base game.
Reworked calculation for bleeding to be consistent with how much damage received.
Reworked calculation of extra/reduced damage to actually make sense and work (yes it was that bad)
Made impact of traits more strong by default to compensate.

Minor/Major Limp
Added sandbox settings for limp strength.
Reworked calculations to account for stilts.
Having no stilt equipped with the traits are a little more manageable movement wise.
Having no stilt equipped will no longer rapidly drain your heal as a recent fracture would
// Ideally I could make it not tied to being a fracture at all, and rather a separate unlisted injury, but Zomboid does not provide that level of control with limping without java modding.
No longer automatically sets splint factor on applying splint.
Increasing stilt factors will help increasingly more with your characters movement with the limp, but will never completely negate it.
Can change strength of stilts for this in sandbox.
// Now having a good doctor to apply one matters!

Minor Limp
Trait points given from +12 to +14

Fearful
Reworked:
“Pant loudly while panicked.”
Panting makes a small noise which can notify zombies.
“Occasionally scream while extremely panicked.”

// Instead of removing this trait entirely after the voice functionality was added, as to not feel jarring having text pop above your head while your guy can actually speak now, trait was reworked to be more subtle.

Update: 31 Jul, 2024 @ 10:38am

reverted to previous version because my hidden stinky dev code breaks the mod

Update: 30 Jul, 2024 @ 5:09pm

should have fixed issue regarding unable to be lit due to some leftover code/

Update: 17 Mar, 2024 @ 3:00pm

- Fixed bug that caused errors every 15 seconds brought on by the Allergic Trait update. - Thanks "NNud" for the report.

Update: 14 Mar, 2024 @ 7:48pm

Overhauled the "Allergic" trait to work with Moodle framework thanks entirely to Starwhip

Trait now works with Moodle framework to show you when you have a chance to sneeze. (does work without moodle framework, but not recommended)
The trait works to now better represent seasonal allergies.

Your chance to sneeze is a combination of:
- The season it is. (Peaks in spring, flattens in Winter)
- Wether you are indoors or outdoors.
- How windy it is.
- If it is raining.
- Increases alot when pushing through shrubbery and trees (this is shown in the moodle)

This is secretly mostly how the trait worked before, but the code has been changed to better communicate to the player.

You can also now over time gather pollen on your clothes when doing moving through shrubbery which can (although negligibly) affect your allergies.
Pollen is tracked between clothing and can be washed off when wet, via either rain or handwashing.
Allergies can now slightly be helped by wearing a mask, and as always sneezing can be muffled with tissues/toilet paper.

Update: 21 Jan, 2024 @ 1:32am

Added Ingenuitive Trait from More Traits! (Actually I accidentally disabled on release despite working lol)
Added Desensitized as a trait option (12 points)
"I normally want to keep the exclusive traits to occupations when possible to allow diversity, but I will give this a pass for roleplay opportunities. The trait is fairly high cost so I believe it doesn't take away from wanting to pick veteran, especially if you want to be good at guns too."
Fixed some bugs(I think)

Update: 15 Jan, 2024 @ 5:00pm

Fixed battering ram door barge knocking zombies on other side

Update: 15 Jan, 2024 @ 4:17pm

Fixed battering ram bump logic to now properly not work when you can't sprint.
Fixed error spam bug caused by pressing the spring key in the menu.
Changed battering ram bump to allow for collision with zombs for a bit instead of gliding through them.
Reworked battering ram door barge lock door chances, it should now be actually possible to bust through a locked door depending on your strength.