Project Zomboid

Project Zomboid

Risky Unarmed
Showing 1-5 of 5 entries
Update: 17 Mar @ 2:57pm

Risky Unarmed v1.4:

- Strength and fitness now have an effect on the chance of being injured. The effects stack multiplicatively, and are customizable and toggleable for each skill. If the sandbox settings are not changed, a character with 10 strength and 10 fitness has a x0.375 multiplier to injury chance. A character with 0 strength and 0 fitness will have a x2.4 multiplier
- Changed the way traits and skills affect chance of injury. It is now applied as a multiplier on the chance itself, rather than on the hit roll.
- Lowered the default injury chance for both shoving and stomping from 15% to 12.5%
- Raised the default scratch weight from 4 to 5. Assuming laceration and bite weights are unchanged, this means there will be a 5/8 chance that an injury from this mod will be a scratch, rather than the previous 4/7.
- Removed the setting for whether to update certain sandbox variables at runtime. There are already a lot of settings for one page, and this one doesn't really make a difference, so it is now always enabled by default.

Update: 28 Feb @ 6:29pm

Risky Unarmed v1.3:

- Thick skinned and thin skinned traits are now integrated. They affect the probability of being counterattacked the way you would expect.
- Fixed a few more mistakes in sandbox settings tooltips.
- Fixed the mod's poster so it shows up in the in-game mod list.

Update: 28 Feb @ 3:01pm

Risky Unarmed v1.2:

- Tooltips and labels for sandbox settings are more concise and specific, and have one less typo.
- Fixed some sandbox tooltips not appearing.
- Fixed the sandbox settings for cooldowns having their default values swapped by mistake (player grace should be shorter than zombie cooldown, 1.5s vs 2.5s).
- Improved script readability and added more comments.
- Fixed some copy/paste errors that caused several stomp settings to mistakenly use the values given for shoving instead.
- Removed a random debug log print statement I forgot about.
- RNG for counterattack chance and wound type chance now internally uses floats rather than ints for clarity. Should be accurate beyond the hundredths place as a side effect.

Update: 26 Feb @ 4:46pm

Risky Unarmed v1.1:

- Fixed usage of the wrong variable when rolling for which body part to wound upon counterattack. Body part weights should work properly now.

Update: 26 Feb @ 12:26pm

Version 1.0 posted.