Project Zomboid

Project Zomboid

Bandits NPC
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Aggiornamento: 26 ott, 11:41

Autonomous Friendly NPC stage 1 is now updated.

Friendlies will automatically recognize player's base. If there is are no enemies, friendlies may chose to perform some tasks automatically without giving them any orders. NPCs will know your base and where items that they need to perform tasks are located. Here is a list of possible actions. More actions will be successively added.

  • If there is trash, they will collect it and place it in a trashcan.
  • If the floor is blooded, they will clean it provided they can find broom and bleach in the base.
  • If the generator is low on fuel or in bad condition, they will refuel or fix it provided they can find gas can and electronics scrap.
  • If it is fishing time, and there is a lake, they will go fishing and return the fish to the fridge.
  • If there is a farm that needs watering, and it is not raining, they will water the crops provided they can find a watering can and a source of water
  • If there are corpses, they will collect them and put into graves, provided there are empty graves dug by the player. They will fill the graves when necessary provided they can find the shovel.
  • They will wash themselves if they are dirty, provided there is water source and soap

Aggiornamento: 24 ott, 15:22

  • minor fixes

Aggiornamento: 15 ott, 14:09

  • speed normalization for uncapped fps
  • bandit propane torch fix

Aggiornamento: 12 ott, 15:19

  • fixes (inc. climbing thru barricaded windows)

Aggiornamento: 11 ott, 15:49

reintroducing rolled back features from Oct 9:

  • bandit movement run start/end animations
  • bandit will recognize player weapon and adjust his behavior
  • bandit shove will not always make the player fall down
  • fixed zombies knowing player location when bandits are near
  • bandit will no longer spawn with visible facial damage but may get them when hit by player

    additionally:
  • zombies will stop attacking dead bandit and find new target
  • friendly retaliation lower to 10% upon hit but kept 100% upon death

Aggiornamento: 10 ott, 0:15

Rollback

Aggiornamento: 9 ott, 11:13

  • bandit movement run start/end animations
  • bandit will recognize player weapon and adjust his behavior
  • bandit shove will not always make the player fall down
  • fixed zombies knowing player location when bandits are near
  • bandit will no longer spawn with visible facial damage but may get them when hit by player

Aggiornamento: 5 ott, 14:37

  • minor fixes

Aggiornamento: 5 ott, 11:10

  • bandit weapon while aiming will align properly
  • bandit idle to aim animations
  • bandit chance of stepping into fire limited
  • bandit melee hit will take slighly less damage
  • fixed "Bandit.Can" error
  • bandit speech phrases have assigned chance not to be spoken to avoid group saying the same things at the same time
  • friendlies will spot enemies easier by not looking the other way

Aggiornamento: 4 ott, 15:44

  • the function that forbids bandits to spawn in buildings that players have visited in last 7 days will now work correctly
  • bandit can't hop over high fences that are unhoppable for players