Project Zomboid

Project Zomboid

Risky Unarmed
 This topic has been pinned, so it's probably important
Sunset  [developer] 27 Feb @ 8:46am
Feedback
Post ideas here and I'll be more likely to notice them.
< >
Showing 1-3 of 3 comments
Infected being able to shove you as an option would be really neat.
Also, infected being able to stomp on you like the common infected from l4D2 if you fall over, get shoved, or fail a fence lunge near them and trip lol. Would give a amazing and terrifying 28 days later feel. The animations should be simple, since they already exist in the gamefiles for players, they just need to be rigged to the infected.
Would love to see counterattack chance scaling with player's stats *more strength - less chance*
Also - why in the world is "all wounds may be infectious" turned on by default when vanilla default is bite-only transmission? Not explained anywhere, Very frustrating.
Sunset  [developer] 13 Mar @ 11:09am 
Originally posted by shovel operator:
Would love to see counterattack chance scaling with player's stats *more strength - less chance*
Also - why in the world is "all wounds may be infectious" turned on by default when vanilla default is bite-only transmission? Not explained anywhere, Very frustrating.
@shovel operator That's a good idea! I'll have to think about the details of how I could implement something like that. Maybe a +-10% chance multiplier for each point of strength above or below 5, that way the wound chance could range from 50% to 150% depending on your level. Something like that would also be given a sandbox option for sure. And maybe a parallel mechanic for the fitness skill that stacks with the strength one, only disabled by default.

As for wounds being infectious by default; I was using the "Apocalypse" preset as a base, so maybe the other preset difficulties are different? It never occurred to me to add a separate "infectious" setting for different wound types because I was under the impression that the game refused to infect a player if the vanilla transmission setting disallowed it. But I could be wrong; IIRC I only tested the mod with "blood+saliva" and the "none" transmission settings, not "saliva only."
< >
Showing 1-3 of 3 comments
Per page: 1530 50