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Also, it is a full combat system revamp so no other combat-related mod should be compatible with both vanilla and this mod, ever.
Would it be possible to have a submod that only implements the charged attack feature, whereas the longer it's held the more damage is inflicted (up to a max)? I'll give more steam points :D
So far this mod is unfinished (missing bombo content and animations) but not buggy as far as I know.
I can see how you shouldn't apply this to guns/crossbows but I think it should be applied to bows/thrown
for guns/crossbows you might allow it but have it boost accuracy instead
excited to see it progress - and i hope you can find some people to do those animations (i have the artistic talent of a handful of peanuts i am afraid)
anyway - awesome mod - with even more awesome potential
what more can i say other than my favourite word?
awesome :-)
(and thanks of course lol)
I did find another bug though.
If you have a firearm with full auto, it won't fire at all because of the way the attack only triggers on button release.
Also, I've noticed that guns are silent now. I don't know if they were before the update or not because I never really used them before. I tried with all my mods disabled except for this one and the two guns I tried were silent. They still did damage.
There is a bug where you can use the roll and roll through furniture. I'm not sure if the old dash was like that. Try in house with dining room table and you can roll through it. Not a big deal, but you can also roll through counters which will result in you being stuck.
The key binding works now. "F" makes zero sense because it is already used. But so is every button near WASD. I ended up binding "-" to one of my mouse buttons and using that. "-" by default zooms out but so does the mouse wheel.
how do you move your character ? (joystick ? keyboard WASD ? arrows ?)
how do you attack ?
what OS are you using ?
what is in your character hands ?
and add whatever you imagine may be specific to your use of PZ.
mainly rework Dash including Tactical Rollover animation reuse and corrects abusive cure.
see Change Notes for details.
Dash changes in version 1.4 should remove that problem.
I have not yet been able to control stomp so the priority between shove and stomp should work like vanilla.
If I'm low on health and use the dash, it refills my health bar.
Usually up to full, however I have had it refill from 40-50% to full, and then it flashed back down to 80-85%.
First time was in a zombie attack and I was bitten in the neck so lost a lot of health, bandaged up, dashed & boom, full health.
Other times I was low on health from carrying stuff.
I am no graphist and am very interested in integrating other's work on this topic, you included.
Maybe I'll learn it too someday.
Please make more and/or continue to argue if you feel like it."
>>And thank you, not only for a great mod that has zero bugs found but also being open to discuss these ideas.
>>Animations on the dash I honestly don't think it's that bad; however, the hits could definitely use a stronger indicator on which hit I'm doing, it was really hard to tell what I was doing until I opened up the panel with 2 indicators which displayed the different hit types.
If I may ask, what does it take to model in PZ? Are these actual 3d models with mesh/skeleton & then simplified 'visually'? In that case, may be possible to export the skeleton & model in Blender or something,I have a little XP in modelling/animation as a hobby.Maybe I could help?
>>Thanks for clarifying that - it makes sense & that's why asked if it was intentional or not.
"I disaggrea."
>>After playing around with it some more I actually managed to do it on a few occasions, so it's neat - I take back what I said & stand corrected.
"Your 1/2 dash-move suggestion is very interesting but meets one of the things I consider for now as a No-Go: You could hit while being invulnerable."
>>I wouldn't want to be able to hit while doing a 1/2 dash - I don't mean to come across ignorant but, is there not a way to enable RMB, but disable LMB only during the dash? That way one could hit -> dash -> hit // rather than hit -> dash+hit (while being invulnerable)?
This is what I mean when suggesting it.