Project Zomboid

Project Zomboid

(B42) Immersive Roleplay Professions and Traits
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Update: 23 Jul @ 4:45pm

just a little fix on drugs trait, changed oppioid addiction trait: it now costs +8 points and remove a fitness level.

Update: 17 Jul @ 12:57am

- Fixed naked trait issue that removed all loot from inventory in the late game too, now it does this just the first time the character in inizialized

Update: 8 Jul @ 7:33pm

changelog:
- bicycle maker was too expensive, it was an error, now it costs just -5 points instead of -11.
- removed +1 running on sailor, it was a nosense, now it costs 2 points less
- public facing role now costs +4 creation points and it has no more +1 fitness and music
- Archeologist costs now 2 instead of 4 creation points, (a skill was counted double)
- Added +1 long blunt to undertaker professions, its cost is the same, it was already there but there was a type mistake and it was broken
- Added a google sheet with profession and trait generic description, i made this because many asked about it but many thigs are missing because it is a HUGE work to describe every loot, cloth, recipe, foraging modifier or else for EVERY job, so guys be understanding and let it go

Update: 7 Jul @ 6:03pm

- Added translation for Brazilian Portuguese

Update: 25 Jun @ 3:32pm

- fixed some trait translation and description

- fixed free bomber trait does not exclude itself from select list

- fixed error in trait foraging bonus, it didn't work for some trait wich has their name changed in the last game update

- Added foraging bonus for all traits and professions (some was missing)
pot head trait from narcotics mod is now a positive trait cost 1, it gives +1 meditation and allow you to have just good effect from weed, remember to smoke sometimes if you do not want to loose it.

- fixed issue double skills showed in traits

Update: 24 Jun @ 6:57pm

- Many fixes
- Updated the mod to the last game version
- Profession pics has been reworked (Thanks to Furizu)

Update: 22 Apr @ 11:10am

- improved translations

- rebalanced values ​​for gaining and losing organized/disorganized traits that was too hard

- added description for traits witch add loot, these traits have now specified the loot they add

News: I'm working on a Google sheet to better explain how traits works now

Update: 21 Apr @ 11:11am

- fixed small error on uncospicuous acquisition

- fixed dynamics for organized/disorganized traits that was incorrectly removed

- rebalanced values ​​for gaining and losing clumsy, conspicuous and other stealth traits

- correct minors issues

Update: 20 Apr @ 5:47pm

- Fully fixed the mechanics of acquiring and losing skin traits.

- Fixed some English translations

Update: 20 Apr @ 6:37am

- 2000 hours to gain outdoorsman instead of 10.000 (it was a mistake)

- 3500 for Claustrophobic and Agoraphobic instead of 4000 (it is more accurate with the time panic reduction)

- Now skin traits have separate counters and it is double difficult to gain/remove them, bites count 30 points instead of 50

- Illiterate thresholds halved and fixed a bug where the counter restarted from zero if you unequipped the book

- Excluded all injured traits each others