Project Zomboid

Project Zomboid

[B41/B42] Simple Overhaul: Traits and Occupations (SOTO)
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Aggiornamento: 11 set 2022, 13:04

Patch 1.1.6.3.b - some fixes

Bug fixes:
- Doctor now correctly recive single "First Aid" trait.
- Added missing traps recipes for "Hunter" trait.
- Fixed error when you recieving Electricity level 6+
- "Generator Expert" trait now correctly earnable at Electricity level 4

Refreshed translation:
Spanish

Aggiornamento: 10 set 2022, 13:01

Patch 1.1.6.3.a - necessary hotfix.

Aggiornamento: 10 set 2022, 12:46

Patch 1.1.6.3 – Desensitized, slowing progress and balancing.

Desensitized now can be picked up from beginning. If you want to spent a lot of points, then you can. No reason to make it exclusive for Veteran since trait earnable. No one can stop you.
Farmer occupation will get Gardener trait for free; Doctor occupation will get First Aid trait for free.
Once again requirements to lose and earn some traits have been changed:
- Increasing upper limit for zombie kills to make it more random. (pray to RNG God, maybe it helps)
- All two-handed weapons traits now earnable at level 6 to slow down character progress which way too fast right now, especially with Cruelty trait.
- Reducing requirements to get specific traits like Shadow Way, Relentless and Marathon Runner. Now they are looks like reachable traits.

Occupations changes:
Doctor:
- Now have First Aid trait.
- Starting points increased 4 >>> 5
Farmer:
- Now have Gardener trait.
- Starting points increased 4 >>> 5
Priest:
- Starting points increased 9 >>> 10

Traits changes:
"Cutter", "Lancer", "Baseball Player", "Swordsman" now earnable at skill level 5 >>> 6
"Axe Man":
- Now earnable at Axes level 9 >>> 8
"Desensitized":
- Now can be picked from trait list. Cost 11 points.
- Requirements to earn trait changed:
- Days survived unchanged.
- Zombie kills increased 4000-6000 >>> 4000-7500.
"First Aid":
- Now earnable at First Aid level 5 >>> 4
"Nutritionist":
- Now earnable at Cooking level 8 >>> 7
"Brave":
- Requirements to earn trait changed:
- Days survived unchanged.
- Zombie kills increased 1500-2000 >>> 1500-2500.
"Marathon Runner":
- Now earnable at Sprinting level 9 >>> 7 and Fitness level 8 >>> 6
"Shadow Way":
- Now earnable at Sneaking 9 >>> 7 and Lightfooted 6
"Relentless":
- Now earnable at Nimble 8 >>> 7 and Strength 8 >>> 6

"Lark":
- Both effects increased by 30%
- Evening hours changed from 07:00 p.m. - 11:00 p.m. >>> 06:00 p.m. - 11:00 p.m.
"Owl":
- Both effects increased by 30%
- Evening hours changed from 07:00 p.m. - 11:00 p.m. >>> 06:00 p.m. - 11:00 p.m.
"Cowardly":
- Requirements to remove trait changed:
- Days survived unchanged.
- Zombie kills increased 400-800 >>> 400-1200.
"Pacifist":
- Points increased 4 >>> 5
- Requirements to remove trait changed:
- Days survived unchanged.
- Zombie kills increased 1000-1200 >>> 1000-2200
- Skills level unchanged.
"Panic Attacks":
- Chance to get panic attack reduced. Now chance also slightly decreasing with surviving time.
"Alcoholic":
- Headache effect slightly reduced and more random now.
- Days to remove trait changed 30-35 >>> 28-38
"Sore Legs":
- Pain limits and chance to get pain slightly reduced.

Aggiornamento: 7 set 2022, 13:47

Version 1.1.6.2 - Pacifist and balancing

"Wakeful" is very strong trait. I was thinking about trait's balance since very first patch. After reviewing feedback and testing it more myself I come to conclusion that cost should be increased.
"Pacifist" trait now become removable by killing zombies, days survived and leveling weapons skills.
The requirements for removing “Sunday Driver”, “All Thumbs” and “Disorganized” were significantly reduced.

Traits changes:
"Wakeful":
- cost increased 3 >>> 4

"Sunday Driver":
- Hours of driving changed from 150-185 >>> 60-80
"Cowardly":
Zombie kills changed 500-800 >>> 400-800
"Excessive Sweating":
- Passive sweat generation reduced by 50%
- Running and sprinting sweat generation reduced by 30%
"Pacifist":
- now can be removed. Requirements:
- Kill 1000-1200 zombies.
- Survive 25-35 days.
- Reach any weapon skill to level 5.
"Sleepyhead":
- points increased 5 >>> 6
"All Thumbs":
- Amount of items transfer time to remove trait reduced by ~40%
"Disorganised":
- Amount of items transfer time to remove trait reduced by ~50%

Aggiornamento: 4 set 2022, 14:21

Patch 1.1.6.1 - Cruelty, some changes and fixes.

Traits:
New trait - "Cruelty":
More effective with weapons.
(+20% XP for all weapon skills, Maintenance skill and Aiming skill.)

Traits changes:
"Priest Spirituality":
- now mutually exclusive with "Illiterate" trait.
"Gardener"
- now correctly applying to XP boost for Farming when reaching Farming level 5+
"Desensitized":
Requirement changed:
- Days survived unchanged.
- Zombie kill reduced 5000-9000 >>> 4000-6000

"Alcoholic":
- Thirst increased by 20%
- Time to remove trait increased 27-30 >>> 30-35 days

Aggiornamento: 1 set 2022, 14:16

Patch 1.1.6.a – Important adjustments.

Completely redone code for traits "Wood Axe My Beloved" and "Strong Grip".

Some icons have been updated: Carpenter, Cutter, Lightfooted.

Traits changes:
"Accelerated Metabolism":
- fixed description (30 >>> 25%).

"Way of the Ninja" renamed to "Shadow Way".

"Wood Axe My Beloved":
- Now correctly reduces endurance cost of swing.
- Now correctly reduces endurance cost when cutting down trees.
- Now slightly increases swing speed when using Wood Axe as weapon.

"Strong Grip":
- Now correctly reduces endurance cost of swing.
- Now slightly increases swing speed when using Sledgehammer as weapon.

Aggiornamento: 31 ago 2022, 14:49

Version 1.1.6 - Demolition Worker, improvements and balance.

This patch oriented on adding some specific ways to play the game, some improvements and balance.
New occupation Demolition Worker will allow use sledgehammers as effective weapon.
Lumberjack will gain new trait which allow use wood axes as effective weapon.
Why do we need such changes and will it hurt game balanced? My opinion is no. Wood Axes and Sledgehammers are extremely rare items that are not so easy to find. Those weapons are very slow and makes player less manoeuvrable. Sooner or later it will break and cannot be restored. These changes will allow some players to find new ways to play. And the fact that the Lumberjack exhales in ten swings of the Wood Axes sounded like a bad joke.

General changes:
Every player now will get slightly Axe experience while chopping trees.

Occupations:
New Occupation - Demolition Worker
+2 Long Blunt
+1 Strength
Unique trait "Strong Grip": Can use the sledgehammer as a weapon more effectively.
Starting points = -2

Occupations changes:
Lumberjack:
- now has unique trait "Wood Axe My Beloved": Can fight or chop trees longer with Wood Axe. Gain additional Axe experience when chopping trees.
- starting points reduced -3 >>> -4
Gas Station Operator:
- +1 Mechanics added.
- now has unique trait "Gasoline Management": Refuels vehicles and siphon gasoline 30% faster.
- starting points reduced 5 >>> 2
Lifeguard:
- starting points reduced 4 >>> 2 (traits was incorrectly not included before)

Occupations Search mode changes:
Engineer, Metalworker:
- Chance to find Trash and Junk increased 10 >>> 20
Construction Worker:
- Weather effect increased 0 >>> 10
Police Officer:
- Vision bonus increased 0 >>> 0.5
Fire Officer:
- Chance to find Firewood increased 20 >>> 30
Dancer:
- Vision bonus reduced 0.5 >>> 0
Stuntman:
- Weather effect increased 10 >>> 15
Gas Station Operator:
- Vision bonus reduced 0.25 >>> 0
Camp Counselor:
- Vision bonus reduced 1.5 >>> 1.25
- Weather effect increased 15 >>> 33
- Darkness effect reduced 15 >>> 10
Drag Racer:
- Darkness effect reduced 10 >>> 5
Junkyard Worker:
- Vision bonus reduced 1 >>> 0.5

Traits changes:
"Breathing Technique":
- Now obtainable with next skills: 5 First Aid, 5 Running, 6 Fitness.
"Accelerated Metabolism":
- Bonus experience reduced 30 >>> 25%
"Ninja Way":
- endurance regeneration while sneaky running increased by 30%
- endurance regeneration while sneaky standing still increased by 200%
"Marathon Runner":
- no longer affects sneaky running.
- endurance regeneration while running increased by 20%

Fear of the Dark:
- Trait should work more accurate.
"Alcoholic":
Slightly reworked:
- Drunkenness resistance now work only with drunkenness above 70%.
- After 12 hours, you will start getting unhappiness, stress and thirst.
- After 24-48 hours, your condition will worsen, you will additionally begin to experience fatigue, hunger, headache, nausea and more stress.
(main goal - warn people about incoming abstinence effect.)

Aggiornamento: 28 ago 2022, 4:20

Patch 1.1.5.1 - Lifeguard and slight changes.

Fixed some small issues which come with patch 1.1.5.

New occupation - Lifeguard
+1 Fitness
+1 First Aid
+1 Running
+ Unique trait "Breath techniques" - Restoring additional endurance if exhausted.
+ Trait "Eagle Eyed"
Starting points = 2

Traits changes:
"Commercial Driver":
- Effect increased by ~50%
"Brawler":
- fixed issue about appearing text.

"Hearty Appetite":
- points increased 3 >>> 4

Aggiornamento: 26 ago 2022, 22:44

Version 1.1.5a - hotfix

Trait "Strong Back" - fixed issue when trait is not work correct.

Aggiornamento: 26 ago 2022, 13:11

Version 1.1.5 - Occupations and Stealth builds buffs, foraging bonuses and traits rebalance, new brand Brawler.

This patch will bring some important changes.
- The most important one - the base number of starting points for all occupations has been increased from 8 to 10. But why? With all the changes and nerfs to negative traits, players may find themselves running out of points for their builds. This is especially noticeable with the additional mutual exclusions for the "Athlete" and "Strong" traits, which will also be simplified. Since many traits can now be obtained while playing the game, you do not need to take everything at the very beginning. Choose traits wisely and earn more in future. For a large number of positive traits at the beginning, you will have to pay with negative ones. In addition, the increase in starting points will allow new players to take fewer or no negative traits.
- Now about builds that are based on stealth. The original stealth traits were too expensive. This patch will reduce the cost of the Lightfoot skill for each occupation and trait. Some stealth-focused traits will become cheaper, and some will become slightly stronger.
- There has been a slight rebalancing of the chances of finding items in Search mode for some of the new occupations.
- Last but not least, the Brawler trait is back in a new form focused on strength and blunt weapons.

General changes:
Lightfoot skill cost for every skill and occupation reduced 2 >>> 1

Occupations changes:
Base starting points for every occupation increased from 8 >>> 10

Occupations starting points:
Unemployed 8 >>> 10
Fire Officer -4 >>> -2
Police Officer -4 >>> -2
Park ranger -2 >>> 0
Construction Worker 0 >>> 2
Security Guard 4 >>> 7 (+1 Lightfoot buff)
Carpenter -2 >>> 0
Burglar -4 >>> -2 (Lightfoot skill increased 1 >>> 2 (Lightfoot buff))
Chef -1 >>> 1
Repairman -2 >>> 0
Farmer 2 >>> 4
Fisherman 2 >>> 4
Doctor 2 >>> 4
Veteran -7 >>> -5
Nurse 4 >>> 7 (+1 Lightfoot buff)
Lumberjack -5 >>> -3
Fitness Instructor -5 >>> -3
Burger Flipper 2 >>> 4
Electrician 3 >>> 6 (+1 for "Generator Expert" trait change)
Engineer 2 >>> 4
Metalworker 2 >>> 4
Mechanic 1 >>> 3
Tailor 0 >>> 2
Deliveryman -1 >>> 1
Loader -1 >>> 1
Trucker 1 >>> 3
Soldier -5 >>> -3
Botanist 1 >>> 3
Grave Digger -2 >>> 0
Dancer -3 >>> 1 (+1 for "Graceful" trait change) (+1 Lightfoot buff)
Priest 6 >>> 9 (+1 Lightfoot buff)
Weightlifting Instructor -6 >>> -4
Detective -1 >>> 2 (+1 for "Inconspicuous" trait change)
High School Teacher 3 >>> 6 (+1 Lightfoot buff)
Cleaner -2 >>> 0
Stuntman -2 >>> 1
Gas Station Operator 3 >>> 5
Camp Counselor 2 >>> 4
Drag Racer 3 >>> 5
Junkyard Worker -1 >>> 1

Occupations foraging:
Chance to find items with foraging changed:
"Tailor":
- Trash 25 >>> 20
- Junk 25 >>> 20
"Loader":
- Trash 33 >>> 20
- Junk 33 >>> 20
"Trucker":
- Trash 20 >>> 10
- Junk 15 >>> 10
"Soldier":
- Firewood 30 >>> 10
"Botanist":
- Berries 30 >>> 15
- Mushrooms 10 >>> 15
"Grave Digger":
- Junk Food 15 >>> 10
- Trash 15 >>> 10
- Insects 10 >>> 20
- Fish Bait 10 >>> 5
"Priest":
- Medical 10 >>> 15
"Detective":
- Firewood 30 >>> 33
- Forest Rarities 30 >>> 33
- Trash 30 >>> 33
- Junk 30 >>> 33
- Junk Food 30 >>> 33
"High School Teacher":
- Medicinal Plants 10 >>> 5
- Wild Plants 10 >>> 5
- Wild Herbs 10 >>> 5
- Junk Food 10 >>> 5
- Trash 10 >>> 5
- Junk 10 >>> 5
"Cleaner":
- Trash 40 >>> 35
- Junk 30 >>> 35
- Junk Food 10 >>> 15
- Firewood 10 >>> 0
"Stuntman":
- Junk Food 33 >>> 10
"Camp Counselor":
- Medicinal Plants 50 >>> 45
- Wild Plants 50 >>> 45
- Wild Herbs 50 >>> 45
"Drag Racer":
- Trash 10 >>> 5
- Junk 20 >>> 5
"Junkyard Worker":
- Trash 75 >>> 70
- Junk 75 >>> 70
- Junk Food 40 >>> 30

Traits:
"Brawler" is back and reworked:
+1 Strength, +1 Long Blunt, +1 Short Blunt
Additional effect - Fighting with blunt weapons or bare hands may reduce unhappiness.
- cost 10 points.

Traits changes:
"Burglar":
- now obtainable with reaching skills: Nimble 4, Electrical 4, Mechanics 4 and Sneak 4.
"Lightfooted":
- cost reduced 2 >>> 1
"Gymnast":
- cost reduced 4 >>> 3
"Generator Expert":
- cost reduced 2 >>> 1 (free for Electrician occupation)
"Thick Blood":
- cost reduced 3 >>> 2
"Inconspicuous":
- cost reduced 3 >>> 2
"Graceful":
- cost reduced 3 >>> 2
"Thick Skinned":
- cost reduced 4 >>> 3
"Way of the Ninja" renamed >>> "Ninja way":
- Sneak skill increased 1 >>> 2
- Sneaking running endurance regeneration increased by 30%
- Requirement to earn trait changed: 9 Sneaking and 9 Lightfoot >>> 9 Sneaking and 6 Lightfoot
- cost increased 5 >>> 6.
"Sniper":
- cost reduced 7 >>> 6
"Athletic":
- no longer mutually exclusive with "Overweight", "Underweight" and "Very Underweight".
"Fit":
- no longer mutually exclusive with "Overweight" and "Very Underweight".
"Strong":
- no longer mutually exclusive "Underweight".

"Short Sighted":
- fixed problem about glasses and foraging bonus
"Sensitive Digestion":
- Sickness increased by 20%.
"Allergic":
- Sneeze range increased by 5%
"Slack":
- now mutually exclusive with "Unfit" and "Weak" (for people who wanted to abuse 0 Strength and Fitness builds).
"Asthmatic":
- points reduced 9 >>> 8
"Sore Legs":
- Walking pain limit increased by 10%
"Alcoholic":
- Abstinence effect:
- Sickness, Stress, Hunger and Thirst increased by 10%
- Headache and Unhappiness increased by 20%

Added compatibility with Snake's Mod Pack (weight traits should work, but not perfect)
Added compatibility with Green Fire mod (alcoholic traits now mutually exclusive)