Project Zomboid

Project Zomboid

[B41/B42] Simple Overhaul: Traits and Occupations (SOTO)
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Güncelleme: 23 Ara 2023 @ 5:54

Patch 1.2.2.4 - Additional tuning

GENERAL:
- chance to get 1 Fitness XP while running increased 33% >>> 50%
- fixed compatibility with mods which have Mutually Exclusive problems and duplicating traits (I hope so at least)

OCCUPATIONS:
Miner:
- Miner's Endurance trait is back: reduces swing endurance cost by 20% when using Pickaxe.
- points to spend: -3 >>> -4

TRAITS:
Low Sweating:
- adjusted numbers
- fixed issue when player almost not get wetness under the rain
Adrenaline Junkie:
- cost increased 2 >>> 3
Thick-blooded:
- fixed issue when character may recover health while being under multiple bleedings
Brawler:
- overall unhappyness reduction increased by 20%

Sensitive Digestion:
- sickness and pain now scales with Feed level, higher level means more sickness and pain
- sickness generation reduced by half when over 80%

Güncelleme: 9 Kas 2023 @ 12:13

Patch 1.2.2.3 - Additional tuning

OCCUPATIONS:
Miner:
- Miner's Endurance trait removed
- Relentless trait added

Grave Digger:
trait Accustomed to the Dead:
- no longer prevents character from gain Sickness if character has Sensitive Digestion trait and Positive Hunger Moodle
- trait now working more sensitive

TRAITS:
Accelerated Metabolism:
- reduces calories burn when weight below 78 >>> 76
- increases calories burn when weight over 82 >>> 84

Nyctophobic:
- character should no longer get panic inside car with headlights on
- trait no longer has any effect while Beta Blockers effect is active

Sensitive Digestion:
- no longer prevents character from gain Sickness if character has Accustomed to the Dead trait and Positive Hunger Moodle
- now sickness gain reduced by half if character's sickness over 75%

Panic Attacks:
- chance to get Panic Attack reduced by 20%
- chance to get Panic Attack with time reduced by twice
- chance to wake with Panic Attack reduced by twice
- trait no longer has any effect while Beta Blockers effect is active

Güncelleme: 16 Eki 2023 @ 20:01

Patch 1.2.2.2 - Compatibility

Added compatibility with Simple Overhaul: Melee Weapons (SOMW)

Güncelleme: 26 Eyl 2023 @ 10:35

Patch 1.2.2.1 - Additional tuning

DEV NOTES:
Added 1 point discount for occupations which have their main skill above 3 level
Revised survived time and zombie kills for Cowardly-Brave-Desensitized path
Fixed some translation problems
Dancer now has +2 Dancing skill if Lifestyle: Hobbies mod enabled

OCCUPATIONS:
Chef:
- points to spend: +5 >>> +6
Farmer:
- points to spend: -1 >>> 0
Doctor:
- points to spend: +6 >>> +7

TRAITS:
Brave:
- survive 28-42 >>> 21-35 days
- kill 4000-6000 >>> 3000-4500 zombies
Desensitized:
- survive 49-63 days unchanged
- kill 7000-9000 >>> 6000-9000 zombies

Nyctophobic:
- panic generation now much more sensitive
Lark:
- both effects increased by 30%
Owl:
- both effects increased by 30%
Cowardly:
- survive 10-21 >>> 7-14 days
- kill 1500-3000 >>> 1250-2500 zombies

Güncelleme: 19 Eyl 2023 @ 12:56

Patch 1.2.2.0a - hotfix

- Fast hotfix compatibility with Braven's First Aid Overhaul

Güncelleme: 19 Eyl 2023 @ 11:58

Patch 1.2.2.0 - Re-bal-anc-ing one more time ~

Occupations no longer receive discount for traits, reloading and cooking skills (exception: Nutritionist, Improvised Cleaning and Desensitized traits.)
Reviewing cost for some equal traits.
Added Japanese (JP) translation.
Added compatibility with mods:
- Woodcutting Skill
- Braven's First Aid Overhaul

GENERAL:
- Axe XP while cutting trees reduced by 50% and now additionally reduced to 37% above 5 Axe level

OCCUPATIONS:
Fire Officer:
- added +1 Sprinting
- starting points: -2 >>> -4
Police Officer:
- starting points: -3 >>> -4
Construction Worker:
- starting points: +1 >>> 0
Security Guard:
- Sprinting +2 >>> +1
- Keen Hearing trait added
- starting points: +5 >>> +1
Carpenter:
- starting points: 0 >>> -1
Repairman:
- starting points: +2 >>> +1
Farmer:
- starting points: 0 >>> -1
Fisherman:
- starting points: +4 >>> +3
Doctor:
- starting points: +7 >>> +6
Veteran:
- starting points: -6 >>> -8
Nurse:
- starting points: +7 >>> +6
Burger Flipper:
- starting points: +4 >>> +3
Electrician:
- starting points: +6 >>> +5
Metalworker:
- starting points: +3 >>> +2
Mechanic:
- starting points: +6 >>> +4
Deliveryman:
- starting points: 0 >>> -2
Loader:
- starting points: 0 >>> -1
Truck Drvier:
- starting points: +5 >>> +4
Soldier:
- starting points: -6 >>> -8
Botanist:
- starting points: +2 >>> +1
Grave Digger:
- starting points: -1 >>> -2
Dancer:
- starting points: 0 >>> -2
Detective:
- Inconspicuous trait removed
School Teacher:
- Lightfoot +2 >>> +1
- new trait Lifelong Learner: "Does not get bored while reading educational literature."
Gas Station Operator:
- starting points: +1 >>> 0
Camp Counselor:
- starting points: +2 >>> +1
Drag Racer:
- starting points: +5 >>> +3
Lifeguard:
- starting points: +1 >>> 0
Paparazzi:
- starting points: +4 >>> +3
Miner:
- starting points: -2 >>> -3
Criminal:
- starting points: +1 >>> -1

TRAITS:
Breathing Technique:
- no longer recover endurance in combat stance/while aminig
Brave:
- no longer mutually exclusive wih Fear of Blood
- survive 14-28 >>> 28-42 days
- kill 2500-3500 >>> 4000-6000 zombies
Dexterous
- cost 3 >>> 2
Wakeful:
- cost 3 >>> 4
Fast Healer:
- cost 3 >>> 4
Thick Blood:
- damage reduction now correctly scales with game speed
Adrenaline Junkie:
- cost 4 >>> 2
Cruel:
- XP bonus 20 >>> 25%
Thick Skinned:
- cost 4 >>> 6
Keen Hearing:
- cost 4 >>> 5
Hiker:
- now mutually exclusive with Agoraphobic
Desensitized:
- survive 42-60 >>> 49-63 days
- kill 5500-8500 >>> 7000-9000 zombies

Cowardly:
- survive 7-14 >>> 10-21 days
- kill 1000-2000 >>> 1500-3000 zombies
- points 2 >>> 3
Sensitive Digestion
- nausea and stomach pain generation reduced by 20%
Unlucky:
- points 4 >>> 3
Agoraphobic:
- points 5 >>> 6
All Thumbs:
- points 5 >>> 4
Liquid Blood:
- damage increase now correctly scales with game speed
- points 5 >>> 6
Slow Healer:
- points 5 >>> 4
Sleepyhead:
- points 5 >>> 4
Disorganized:
- points 6 >>> 5
Asthmatic:
- points 8 >>> 6
Slow Learner:
- points 9 >>> 7
Illiterature:
- points 9 >>> 8

Güncelleme: 21 Ağu 2023 @ 9:53

Patch 1.2.1.0 - No time to explain, grab the update!

New body-type traits: Endomorph, Ectomorph, Mesomorph (no visual changes)
Reduced gap between some equal positives and negatives
Alcoholic redesigned
Depressive now reduces XP gained if Unhappy moodle active
And some more changes...

COMPATIBILITY:
- Added partial compatibility with "Scavenging Skill (Fixed)" mod
- Added partial compatibility with "Pie's First Aid Overhaul" mod

OCCUPATION CHANGES:
Botanist:
- First Aid reduced +1 >>> 0
- points to spend increased 1 >>> 2
Drag Racer:
- Ride with the Breeze now allows to repair sport vehicles (only for new characters)
Miner:
- Miner's Endurance
> Endurance mod reduced 0.75 >>> 0.80 (reduces endurance swing cost by 25% >>> 20%)

NEW TRAITS:
Mesomorph: "Average body type with no pros or cons."
- Note: Trait does nothing by itself, it will be added to characters which do not pick Ectomorph or Endomorph trait.
Ectomorph: "Trains Fitness faster, but trains Strength slower. Prone to lose weight. (+30% Fitness XP, -30% Strength XP, +30% calorie burn if weight is over than 70)"
+1 Fitness
points cost: 3
Endomorph: "Trains Strength faster, but trains Fitness slower. Prone to gain weight. (+30% Strength XP, -30% Fitness XP, -30% calorie burn if weight is less than 90)"
+1 Strength
points cost: 3
Fragile: Trains Strength and Fitness slower. Carrying too much may cause health problems. (-30% Strength and Fitness XP, Heavy Load moodle gradually reduces health to 50%)"
points to spend: 3

TRAIT CHANGES:
Accelerated Metabolism:
- Strength and Fitness XP bonus increased +25% >>> +30%
- now prone to maintain ideal weight: burns 30% less calories when below 78 weight and burns 30% more calories when over 82 weight
- cost increased 2 >>> 4
Generator Expert:
- now repairing a generator increases its condition by an additional 5%.
Adrenaline Junkie:
- now can become Desensitized
Breathing Technique:
- endurance recovery increased by 13.7%
Marathon Runner:
- endurance recovery increased by 30%
Between the Shadows:
- endurance recovery increased by 30%
Thick Blood:
- cost increased 2 >>> 3
Thick-skinned:
- cost increased 3 >>> 4

Sensitive Digestion:
- Stomach pain and Nausea after overeating are no longer instantaneous, but worsen over time if a positive Hunger moodle is present.
Snorer:
- now triggers every ten minutes >>> every one minute
- now indoor snoring radius reduced to 10 tiles (50% of original)
- loud snoring radius increased 26 >>> 30 tiles
- now indoor loud snoring radius reduces to 15 tiles (50% of original)
Excessive Sweating:
- sweat and thirst generation slightly reduced overall
- fixed chances to get wetness and thirst when doing exercises
Prone to Illness:
- now has a negligible chance of catching a cold while outside (Outdoorsman reduces the chance of catching a cold)
- points to spend increased 3 >>> 4
Allergic:
- sneeze radius increased 46 >>> 50 tiles
- sneeze indoor radius reduced 32 >>> 25 tiles (50% of original)
- muffled sneeze radius increased 4 >>> 5 tiles (10% of original)
Clumsy:
- points to spend increased 3 >>> 4
Depressive:
- now reduces XP gain in all skills depending on Unhappiness moodle, up to -10%.
- chance of catching random Depression reduced by 20%
Smoker:
- may cough at 80% endurance >>> when Exertion moodle appears
- chance to cough increases with Exertion level up to 2/2.5/3.3/5% per minute
- now cough radius increases with Exertion level up to 20/23/26/30 tiles (was 24 before)
- now cough radius indoor reduced to 10/11.5/13/15 tiles (50% of original)
- now muffled cough will consume one use of item
- time to get rid of trait adjusted 28-36 >>> 28-32 days
Panic Attacks:
- now applies wetness only if character woke up with panic attack
Sleepyhead:
- points to spend reduced 6 >>> 5
Alcoholic:
- no longer gets out from strong drunkenness faster
- no longer receive fatigue after drinking alcohol
- no longer mutually exclusive with Optimist and Drag Racer
- fixed issue when received drunkenness without drinking alcohol delaying time to get rid of trait
- stages of abstinence expanded:
> 1. 24 hours without alcohol - Stress up to 2 level
> 2. 48 hours without alcohol - Stress up to 4 level, Thirst increased
> 3. 96 hours without alcohol - Nausea and Headache, Fatigue increased
> abstinence no longer causes unhappiness if Stress moodle is not present
> abstinence thirst and fatigue slightly reduced
- time to get rid of trait increased 32-40 >>> 42-47 days
- points to spend reduced 7 >>> 6
Thin-skinned:
- points to spend reduced 7 >>> 6
Fear of Blood:
- now panic when butchering animals
Sore Legs:
- fixed chances to get pain when doing exercises

DEBUG MODE:
After losing Cowardly trait or earning Brave/Desensitized traits you will no longer be able to gain them, if you remove trait manually via debug menu. Only add it back manually.

Güncelleme: 30 Haz 2023 @ 14:39

Patch 1.2.0.2 - Slightly adjusting numbers

GENERAL CHANGES:
- fixed issue that Crafting and Survivalist skill traits earned at 5 lvl instead of 6 lvl (if enabled in sandbox)

OCCUPATION CHANGES:
Demolition Worker:
- Strong Grip:
> Endurance mod increased 1.5 >>> 2.0 (reduces endurance swing cost by 62,5% >>> 50%)
Miner:
- Miner's Endurance
> Endurance mod reduced 0.9 >>> 0.75 (reduces endurance swing cost by 10% >>> 25%)

TRAIT CHANGES:
Breathing Technique:
- endurance recovery rate while sitting increased by 200 >>> 300%
Relentless:
- proc chance reduced 25 >>> 20%

All Thumbs:
- value amount to remove trait reduced by 25%
Disorganized:
- value amount to remove trait reduced by 25%

Güncelleme: 20 Nis 2023 @ 14:43

Patch 1.2.0.1 - What does it feel like to be... that powerful?

This patch will be last before 42 build (except some bug fixes).
SOTO has always strived to bring the game balance closer to the ideal. However, in-game experience showed that gaining traits while playing was not very good for the end result: the character received an excessive number of traits, which ended up making him too strong, even though some traits were quite difficult to obtain.
This patch has overhauled the trait acquisition system, as well as the sandbox settings. Regardless of the setting, players will be able to get rid of traits like Smoker or Disorganized, or gain traits like Brave or Graceful.
The sandbox settings themselves will be expanded and divided into categories of skills for which experience gain traits are available. Categories that have XP literature in the game will now be disabled by default: Crafting and Survival.
Many unique traits will no longer be obtainable during the game, to make their choice in the early game conscious, as well as weaken the characters in the late game so that the player does not feel permissive.
Some traits and occupations will be adjusted to avoid stacking skill bonuses at game start, and to make occupations more unique in certain ways. Also, some occupations will be removed combat skills to give them a little more space, especially in online or role-playing game.

All functions have been rewritten to make percentage calculations more accurate.

Metalworking skill cost reduced for all occupations and traits 3 >>> 2
Mechanics skill cost reduced for all occupations and traits 3 >>> 2

Sandbox Options:
- Removed "Players can obtain or get rid of traits" check box
- Added option for earn additional Fitness XP while running
- Added options for skill related categories which provides traits with XP boosts:
> agility skills - enabled by default
> combat skills - enabled by default
> survivalist skills - disabled by default
> crafting skills - disabled by default
> firearm skills - enabled by default

ONLY for SOTO related traits:
Sickness:
- Prone to Illness and Resilient no longer affects sickness gain
- Weak Stomach/Iron Gut increases/reduces sickness gain by 30%
Fatigue:
- Wakeful/Sleepyhead now reduces/increases fatigue gain/loss by 30%
- Fatigue gain reduced by 2% per Fitness level
Endurance:
- Endurance moodle no longer affect endurance recovery
- Endurance gain multiplier scales with Fitness level: 70 - 160%
- Endurance loss multiplier scales with Fitness level: 90 - 43%
- Overweight/Obese reduces endurance gain by 30/60%
Wetness:
- Overweight/Obese increases/reduces wetness gain/loss by 20/40%
Hunger:
- Hearty Appetite increases hunger gain by 50%
- Light Eater reduces hunger gain by 25%
Thirst:
- High Thirst increases thirst gain by 100%
- Low Thirst reduces thirst gain by 50%

New occupation: Animal Control Officer
- Knows recipes for all traps. Can find items more often in Search Mode.
+2 Trapping
+1 Fitness
+1 Sprinting
Foraging - Intermediate
- Vision 1.5
- Weather 10
- Darkness 15
Animals 70
JunkFood 20
Junk 10
Trash 10
ForestRarities 5
Insects 10
FishBait 10
- points to spend 0

Occupation changes:
Burglar:
- points to spend 1 >>> 0
Chef:
- Short Blade +1 >>> 0
- points to spend 3 >>> 5
Farmer:
- Spears 0 >>> +1
- Farming +3 >>> +4
- points to spend 5 >>> 0
Fisherman:
- Foraging +1 >>> 0
- points to spend 2 >>> 4
Veteran:
- points to spend -7 >>> -6
Engineer:
- points to spend 2 >>> 0
Metalworker:
- Maintenance 0 >>> +1
- points to spend 4 >>> 3
Mechanic:
- points to spend 4 >>> 6
Tailor:
- Short Blade +1 >>> 0
- points to spend 2 >>> 4
Trucker renamed >>> Truck Driver:
- points to spend 4 >>> 5
Priest:
- Lightfooted +1 >>> +2
- Maintenance +1 >>> 0
- points to spend 10 >>> 12
High School Teacher renamed >>> School Teacher
- Sneaking +1 >>> 0
- Lightfooted +1 >>> +2
- points to spend 7 >>> 8
Janitor:
- Maintenance +2 >>> +1
- points to spend -1 >>> 2
Gas Station Operatior:
- points to spend 0 >>> 1
Drag Racer:
- points to spend 4 >>> 5
Junkyard Worker:
- points to spend 2 >>> 4
Lifeguard:
- points to spend 2 >>> 1
Paparazzi:
- Lightfooted +2 >>> +1
- points to spend 3 >>> 4
Shop Employee renamed >>> Store Employee
- Maintenance +2 >>> +1
- points to spend 1 >>> 4
Criminal:
- Short Blade +2 >>> +1
- points to spend -1 >>> 1

Traits changes:
Metalwelder, Auto Mechanic, Electrical-Technician, Sewer, Carpenter, Gardener, Scullion, First Aider, Trapper, Forager, Angler:
- can be obtained at 5 >>> 6 skill level (now disabled in sandbox options by default)
Axe Man, Burglar, Handy:
- trait can no longer be obtained
Nutritionist:
- Vision bonus reverted 0 >>> +0.2
- trait can no longer be obtained
Cook:
- now mutually exclusive with Scullion
Relentless:
- proc chance changed 15% + 1% per Nimble level >>> 25% chance
- trait can no longer be obtained
Marathon Runner:
- proc chance changed 20% + 1% per Sprinting level >>> constantly recovers endurance while running or sprinting
- no longer can be gained
Between the Shadows:
- proc chance changed 20% + 1% per Sneaking level >>> constantly recovers endurance while sneaking
- trait no longer recovers endurance in combat stance or while sitting on the ground.
- trait can no longer be obtained
Breathing Technique:
- trait reworked: "Increased endurance recovery while not moving. (Twice effective if sitting on the ground.)"
- fatigue now reduces endurance recovery
- trait can no longer be obtained
- now can be picked in character creation window, сosts 2 points
Durability:
- can be gained at Maintenance level 5 >>> 6
Auto Mechanic:
- cost reduced 3 >>> 2
Metalwelder:
- cost reduced 3 >>> 2
Desensitized:
- no longer mutually exclusive with Pacifist
- cost reduced 9 >>> 8
Brawler:
- trait reworked: "Used to getting in trouble. Successful attacks with melee weapons have a chance to reduce unhappiness."
Short Blunt +1 >>> 0
Long Blunt +1 >>> 0
Cost reduced 12 >>> 5

Güncelleme: 6 Nis 2023 @ 10:09

Patch 1.1.9 - Foraging Madness

For quite a long time, the "fair cost" system did not include foraging bonuses due to the lack of a clear model for calculating the cost for these bonuses.
In this patch, all foraging bonuses have been completely revised for each occupation, which have been splitted into 3 foraging categories:
1. High, costs -2 points. Has high efficiency in search mode:
Park Ranger, Botanist, Detective, Junkyard Worker, Camp Counselor
2. Medium, costs -1 point. Has increased efficiency in search mode:
Lumberjack, Farmer, Fisherman, Veteran, Chef, Soldier, Janitor, Grave Digger
3. Basic, does not affect points cost:
Other occupations

These changes will negatively affect the number of free points for some occupations, but this is necessary for balancing occupations.

The list of changes for foraging is extremely large and will be included in google sheets patch note section.

Occupation changes:
Park Ranger:
- Trapping +2 >>> +1
- points to spend unchanged
Chef:
- points to spend +4 >>> +3
Farmer:
- points to spend +6 >>> +5
Fisherman:
- points to spend +3 >>> +2
Veteran:
- points to spend -6 >>> -7
Lumberjack:
- points to spend -4 >>> -5
Soldier:
- points to spend -5 >>> -6
Botanist:
- points to spend +3 >>> +1
Grave Digger:
- points to spend 0 >>> -1
Detective:
- points to spend +2 >>> 0
Janitor:
- points to spend 0 >>> -1
Camp Counselor:
- points to spend +4 >>> +2
Junkyard Worker:
- Short Blunt +1 >>> 0
- points to spend +1 >>> +2

Trait changes:
Entomologist:
- FishBait 0 >>> 35%
Nutritionist:
- Vision +0.2 >>> 0
Relentless:
- fixed error spam with Martial Artist trait from More Traits mod
- fixed error spam with Brutal Handwork mod. Keep in mind that offhand weapons will not restore endurance.

Disorganized:
- Now only based on transferring weight. Old method to remove trait disabled.