Project Zomboid

Project Zomboid

Antiserum Hardcore [MP 41.60+]
Kalmorph 30 Dec, 2021 @ 10:50pm
Feedback
Okay. so I've playing with this mod for 2 weeks straight with friends in 41.65, and wanted to drag some feedbacks on my experiences.
  • My first issue and most frustating one is that I can't test a friend for infection, forcing everybody to have at least 2 First Aid to do that action by themselves.

  • I mentioned here before about gathering multiple blood samples from the same body in different days, and now I don't think that's much of an issue in the long run. It's up to you on how to change that, depending on how you wanna this mod to work, but I'll not worry too much about it.

  • Even tho it's hardcore, I still feel it's a bit easy once you get all resources and a base working.

  • We can instantly know if a Antiserum worked by seeing the symptons also going away instantly.

  • I suggest the following changes towards the serums to make it harder and less obvious:
    • Weak: Stale the infection for an period of time and prevent it for spreading. Once the effects goes off, the infection keeps going from where it stopped when the serum was taken.
    • Strong: An actual fight against the infection, lowering the infection slowly, capped on infection stages (if passes 20%, it will not drop down from there, and if passes 50%, it will not drop down from there).
    • Cure: Cure should need 100 blood samples instead of 50. We are currently able to get all samples in a single day looting the place out.
Last edited by Kalmorph; 1 Jan, 2022 @ 1:33pm
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Showing 1-12 of 12 comments
Rokem  [developer] 7 Jan, 2022 @ 5:23pm 
Thank you for the feedback. Some of these things are beyond my control I believe, for example the sickness moodle disappearing immediately. I assume it's directly tied to how sick you are, so when the serum gets applied, its going to change those moodles. As far as testing friends, I absolutely agree with you on that one. Ideally, I want it to be that you have only one doctor character and can care for the whole group. This is at the top of my list to get added.
Kalmorph 7 Jan, 2022 @ 6:01pm 
I don't know about the code itself in it's source, like a specific line to help you out, but the vanilla game does have some of these machanics, right? Like, antibiotics doesn't remove wound infections instantly, as it shows in the code here[pzwiki.net].
If taking a similar code from it, changing to affect zombie infection instead of general wound infections, and changing this value to 100 (which I assume it's 100% reduction), would then be an stale on the infection.

I'm blindly talking tho, just brainstorming a bit with my shallow experiences. From all mods we are currently using, this is the one we liked the most, but felt that could be a lot more in potential. I'm looking forward for more updates :Amane:
polpot 2 Feb, 2022 @ 6:01pm 
A neat way to drive the story somewhat easily with this would be to add in a radio mod in which maybe a rouge scientist from the lab is talking about how he is trying to make the cure.
zayza 13 Feb, 2022 @ 8:30am 
Perhaps it should be uncertain whether antiserum will work or not. The chance should be minimum. RNG, sometimes, is the best way to make things hard. Even though you got all the materials, still ♥♥♥♥ happens. :steammocking:
Kalmorph 13 Feb, 2022 @ 10:50am 
A radio station might be way too far from the scope of this mod in particular, I think.

I agree RNG should be added, but softly, nothing too crazy. The mod already has mechanics to fail if the infection is already too advanced in the player body, depending on which serum you're using.
Rokem  [developer] 13 Feb, 2022 @ 11:20am 
I thought about adding an RNG to the testing kit to sometimes give a false positive but I'm not sure I want to include it. The problem with RNG is when it happens people think the mod is broken. If I do RNG, I'm leaning more towards varying the XP gained from performing actions rather than anything that would punish the player.

I also have some lore planned partly to serve as in-game guide for the player on where to search/explore. However, this will have to wait till after the update.

The update will be released as a new mod. I'll post it here and in the mod comments when its ready. Art assets are done, working on debugging the code now.
Rokem  [developer] 13 Feb, 2022 @ 11:22am 
Another idea I had was when you take the cure, it replaces the real infection with a fake infection, so the sickness moodle doesn't go away. That makes it so you have to use a testing kit after to see if you're still infected.
Kalmorph 13 Feb, 2022 @ 2:02pm 
That should work nicely! :Ageha:
Also, if you need code references, there's this mod called Antibodies that works that way, helping the character/player slowly healing it, instead of just insta-heal
That's the mod in question: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2392676812

The code might give you some light on how to manage the original or the new fake infection.
Last edited by Kalmorph; 13 Feb, 2022 @ 2:03pm
polpot 13 Feb, 2022 @ 5:14pm 
Perhaps radio is a bit out of the scope but the lore to help drive the search and educate the player on what to do in-game always helps the immersion
Rokem  [developer] 12 Mar, 2022 @ 11:24am 
Building the loot tables is a lot harder than I thought with what I had in mind. :S
Still chugging away at it.
Wizzit1st 26 Jan @ 10:13am 
I'm using this mod on a MP survival server with family, and I have found a couple of really big issues with.
1. The test tubes are used when making a antiserum/cure, why not return a used/dirty test tube you need to sterilise to use again?

2. Test tubes are very hard to find, even medical facilities are not stocking many, meaning if you use anti-serum to stay alive whilst working on the cure, you run out of test tube quickly and can't find more. Solution: add an option to use broken glass in the foundry to make new test tubes? Use cement and a test tube to make a test tube mould to use in the process maybe.

3. Chemicals are a limited resource, I understand they might be finite, but a method to brew new chemicals would be great. Use mundane items and put them through a process to extract chemicals that can be used to assemble a chemical pack.

4. Injectors return a 'Used Injector' item, have then be able to be sterilised so they can be re-used also.

All in all a great mod, but with single/limited use items and a grind to get the skill and ingredients needed, the speed at which the infection grows out matches the ability to create a cure. Some balancing needed.
Kalmorph 26 Jan @ 2:23pm 
This is such an old thread to revive, and such an outdated mod to request things. I don't think Rokem will update this anymore.

About everything you said are related to looting chances in "Others" and "Medicals" in your server settings. If they are set to rare (on default), they will be rare to find. And even so, if I remember correctly, I was used to finding test tubes and injectors in bulk, so once you find it, you will have hundreds of them to use. Clinics have better chances to find these, but I'm pretty sure you can find on Hospitals, specially bigger ones like in Louiseville.
Now chemicals were a more scarce resource, but even so, I never really got myself into running out of it.
I would say your server has a scarcity looting mod affecting it, or your server is tweaked to be scarcer than "rare".
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