Game modes: Difference between revisions
(New page layout. Updated some details up to "time" setting.) |
(updated more time settings) |
||
Line 95: | Line 95: | ||
The player is presented with 4 different spawn locations, each with their own advantages and disadvantages. For more details on starting locations, see [[Knox County]]. Upon choosing a location, the player now choose their own options, or pick a preset to customise. In the ''Saved Presets'' box at the bottom, each default option is the same settings as the previously mentioned [[Game Modes#Scenarios|Scenarios]]. | The player is presented with 4 different spawn locations, each with their own advantages and disadvantages. For more details on starting locations, see [[Knox County]]. Upon choosing a location, the player now choose their own options, or pick a preset to customise. In the ''Saved Presets'' box at the bottom, each default option is the same settings as the previously mentioned [[Game Modes#Scenarios|Scenarios]]. | ||
<!-- Comment: could be used to display ingame preset settings. | <!-- Comment: could be used to display ingame preset settings. | ||
The defaults for these presets are shown below, designated by the numbers (1) ''Initial Infection'', (2) ''First Week'', (3) '' | The defaults for these presets are shown below, designated by the numbers (1) ''Initial Infection'', (2) ''First Week'', (3) ''Six Months Later'', (4) ''Survival''. | ||
--> | --> | ||
<br> | <br> | ||
Line 106: | Line 106: | ||
!<small>Scenario</small> | !<small>Scenario</small> | ||
|- | |- | ||
| Insane || <small> | | Insane || <small>Six Months Later</small> | ||
|- | |- | ||
| High || | | High || | ||
|- | |- | ||
| Normal || <small>First Week<br>Survival</small> | | Normal || <small>The First Week<br>Survival</small> | ||
|- | |- | ||
| Low || <small>Initial Infection</small> | | Low || <small>Initial Infection</small> | ||
Line 123: | Line 123: | ||
!<small>Scenario</small> | !<small>Scenario</small> | ||
|- | |- | ||
| Urban Focused || <small>Initial Infection <br> First Week <br> | | Urban Focused || <small>Initial Infection <br> First Week <br> Six Months Later <br> Survival</small> | ||
|- | |- | ||
| Uniform || | | Uniform || | ||
Line 140: | Line 140: | ||
| 30 Minutes || | | 30 Minutes || | ||
|- | |- | ||
| 1 hour || <small>Initial Infection <br> First Week <br> | | 1 hour || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small> | ||
|- | |- | ||
| 2 hours || | | 2 hours || | ||
Line 207: | Line 207: | ||
| June || | | June || | ||
|- | |- | ||
| July || <small>Initial Infection <br> First Week <br> Survival</small> | | July || <small>Initial Infection <br> The First Week <br> Survival</small> | ||
|- | |- | ||
| August || | | August || | ||
Line 217: | Line 217: | ||
| November || | | November || | ||
|- | |- | ||
| December || <small> | | December || <small>Six Months Later</small> | ||
|} | |} | ||
<br> | <br> | ||
Line 242: | Line 242: | ||
| 8 || | | 8 || | ||
|- | |- | ||
| 9 || <small>Initial Infection <br> First Week <br> | | 9 || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small> | ||
|- | |- | ||
| 10 || | | 10 || | ||
Line 297: | Line 297: | ||
| 7 am || | | 7 am || | ||
|- | |- | ||
| 9 am || <small>Initial Infection <br> First Week <br> | | 9 am || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small> | ||
|- | |- | ||
| 12 pm || | | 12 pm || | ||
Line 317: | Line 317: | ||
===World=== | ===World=== | ||
'''Water Shutoff:''' The [[water]] will randomly stop working any day within this range. For example, selecting 2-6 months will give the player ''at least'' 2 months to prepare themselves before the water is shutoff. There will still be some left over water in sinks and toilets, however this is non-sustainable and will eventually run out. | |||
<br> | {|class="mw-collapsible mw-collapsed wikitable" style="text-align: center; | ||
<br> | !Shutoff | ||
<br> | !<small>Scenario</small> | ||
<br> | |- | ||
<br> | | Instant || <small>Six Months Later</small> | ||
<br> | |- | ||
<br> | | 0-30 days || <small>Survival</small> | ||
|- | |||
| 0-2 months || | |||
|- | |||
| 0-6 months || | |||
|- | |||
| 0-1 year || | |||
|- | |||
| 0-5 years || | |||
|- | |||
| 2-6 months || <small>The First Week</small> | |||
|- | |||
| 6-12 months || <small>Initial Infection</small> | |||
|} | |||
<br> | |||
'''Electricity Shutoff:''' The [[electricity]] will randomly stop working any day within this range. For example, selecting 2-6 months will give the player ''at least'' 2 months to prepare themselves before the electricity is shutoff. This is stop [[refrigerator]]s and lights from functioning. | |||
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center; | |||
!Shutoff | |||
!<small>Scenario</small> | |||
|- | |||
| Instant || <small>Six Months Later</small> | |||
|- | |||
| 0-30 days || <small>Survival</small> | |||
|- | |||
| 0-2 months || | |||
|- | |||
| 0-6 months || | |||
|- | |||
| 0-1 year || | |||
|- | |||
| 0-5 years || | |||
|- | |||
| 2-6 months || <small>The First Week</small> | |||
|- | |||
| 6-12 months || <small>Initial Infection</small> | |||
|} | |||
<br> | |||
'''House Alarms Frequency:''' This is how often you will come across houses with an active [[Burglar Alarm]], which once triggered will generate a loud noise attracting zombies. Currently ([[IWBUMS Build 39.51]]) this is not related to the [[Item]]; [[Home Alarm]]. | |||
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center; | |||
!Frequency | |||
!<small>Scenario</small> | |||
|- | |||
| Never || <small>Six Months Later</small> | |||
|- | |||
| Extremely Rare || <small>Initial Infection</small> | |||
|- | |||
| Rare || <small>The First Week</small> | |||
|- | |||
| Sometimes || <small>Survival</small> | |||
|- | |||
| Often || | |||
|- | |||
| Very Often || | |||
|} | |||
<br> | |||
'''Locked Houses Frequency:''' This is how often houses will have their doors locked. | |||
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center; | |||
!Frequency | |||
!<small>Scenario</small> | |||
|- | |||
| Never || <small>Six Months Later</small> | |||
|- | |||
| Extremely Rare || <small>Initial Infection</small> | |||
|- | |||
| Rare || <small>The First Week</small> | |||
|- | |||
| Sometimes || | |||
|- | |||
| Often || | |||
|- | |||
| Very Often || <small>Survival</small> | |||
|} | |||
<br> | |||
'''Food Spoilage:''' Defines how fast the food will spoil inside or outside [[Refrigerator|fridge]]. | |||
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center; | |||
!Rate | |||
!<small>Scenario</small> | |||
|- | |||
| Very Fast || | |||
|- | |||
| Fast || | |||
|- | |||
| Normal || <small>The First Week <br> Six Months Later <br> Survival</small> | |||
|- | |||
| Slow || <small>Initial Infection</small> | |||
|- | |||
| Very Slow || | |||
|} | |||
<br> | |||
'''Refridgeration Effectiveness:''' Define how effective a [Refrigerator|fridge]] will be at slowing the rate of food spoilage. | |||
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center; | |||
!Effectiveness | |||
!<small>Scenario</small> | |||
|- | |||
| Very Low || | |||
|- | |||
| Low || | |||
|- | |||
| Normal || <small>The First Week <br> Six Months Later <br> Survival</small> | |||
|- | |||
| High || <small>Initial Infection</small> | |||
|- | |||
| Very High || | |||
|} | |||
<br> | |||
'''Rotten Food Removal:''' This value is an integer defining the number of in-game days before rotten food is removed from the map. -1 means rotten food will never be removed. [Default=-1] | |||
<br><br> | |||
'''Loot Respawn:''' Items will respawn in already-looted [[container]]s in towns and trailer parks. Items ''will not'' respawn in player-made containers. | |||
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center; | |||
!Effectiveness | |||
!<small>Scenario</small> | |||
|- | |||
| None || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small> | |||
|- | |||
| Every day || | |||
|- | |||
| Every week || | |||
|- | |||
| Every month || | |||
|- | |||
| Every 2 months || | |||
|} | |||
<br> | |||
'''Loot Seen Prevent Hours:''' This value is an integer defining the number of hours. When >0, loot will not respawn in zones that have been visited within this number of hours. [Default=0] | |||
<br><br> | |||
'''Months Since The Apocalypse:''' This affect starting [[Erosion]] and [[Food|Food Age]]. | |||
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center; | |||
!Months | |||
!<small>Scenario</small> | |||
|- | |||
| 0 || <small>Initial Infection <br> The First Week <br> Survival</small> | |||
|- | |||
| 1 || | |||
|- | |||
| 2 || | |||
|- | |||
| 3 || | |||
|- | |||
| 4 || | |||
|- | |||
| 5 || | |||
|- | |||
| 6 || <small> Six Months Later</small> | |||
|- | |||
| 7 || | |||
|- | |||
| 8 || | |||
|- | |||
| 9 || | |||
|- | |||
| 10 || | |||
|- | |||
| 11 || | |||
|- | |||
| 12 || | |||
|} | |||
<br> | |||
'''Darkness During Night:''' Defines how dark it is at night, affecting the player's visibility. | |||
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center; | |||
!Months | |||
!<small>Scenario</small> | |||
|- | |||
| Pitch Black || | |||
|- | |||
| Dark || | |||
|- | |||
| Normal || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small> | |||
|- | |||
| Bright || | |||
|} | |||
<br> | |||
'''Fire Spread:''' Can be turned ''On'' or ''Off''. | |||
<br><br> | |||
'''Generator Working In Exterior:''' | |||
<br><br> | |||
'''Zombies Respawn Interval:''' This governs how often new zombies will appear, at midnight, in areas away from the player and with a lower than needed level of zombies present. | |||
'''Zombies Respawn Amount:''' This is how many of the starting number of zombies will respawn each interval | |||
===Nature=== | ===Nature=== |
Revision as of 05:25, 26 April 2018
{{Improve}}
. Last edit was 26/04/2018.*Last update to construction: 26/04/2018*
There are a number of different games modes in Project Zomboid. The list of game modes below is correct as of version 32. In all modes, death is final. There is no reloading from a saved game.
Tutorial
This is a short introduction on a small map to introduce new players to the controls and user interface. This is a preset scenario with no settings or options to choose.
The tutorial covers the basics of:
- • Zooming In and Out
- • Health status
- • Survival Skills
- • Movement
- • Looting
- • Moodles
- • Equipping
- • World Interaction
- • Attacking
Scenario
Each scenario will give the player a new starting challenge they must adapt to.
Initial Infection
Starting Date: 9th July 1993
This is a non-canon gamemode designed to act as a training scenario for new Survivors. This should be the next step for new players after completing the Tutorial. Zombies are recently infected with reduced senses and limited migration. Water and Electricity will shut off after 6-12 in-game months. Resources are in abundance. The player will get a hang of the game mechanics without being overrun or starved.
- • Horde Size: Small
- • Zombie Speed: Shamblers
- • Zombie Senses: Poor
- • Utility shut-off: 6-12 months
- • Resources: Abundant
The First Week
Starting Date: 9th July 1993
Start from the first week of the infection. There is a moderate horde size, since the zombies have had some time to turn. They will quickly shamble towards anything that catches their attention, however with reduced senses. Water and Electricity will shut off after 2-6 in-game months. Houses are unlooted. The player will experience what it was like in Knox County from the early stages of the plague.
- • Horde Size: Moderate
- • Zombie Speed: Fast Shamblers
- • Zombie Senses: Poor
- • Utility shut-off: 2-6 months
- • Resources: Common
Six Months Later
Starting Date: 9th December 1993
This is where the apocalypse ends. After 6 months there are very few survivors and a large horde of zombies, since nearly everyone in Knox County has turned. They've had a lot of time to develop their senses and will hear, see or smell anything that gets too close. The Water and Electricity has been shut off for a while and the cities are all overgrown. All the houses have been picked clean, making it very difficult to find anything of any use. It'll be a real struggle to get any kind of foundation set up this late into the apocalypse.
- • Horde Size: Large
- • Zombie Speed: Fast Shamblers
- • Zombie Senses: Normal
- • Utility shut-off: Instant
- • Resources: Rare
Survival
Starting Date: 9th July 1993
Starting Conditions are locked on Hardcore. Doors are frequently locked and house alarms are common forcing hordes of zombies towards the player. Strong, tough and basic navigation make these zombies a serious threat, they're nothing like the previously encountered ones. Water and Electricity will shut off in under 30 days, requiring the player to quickly find some sustainability. This is the hardcore experience, survival is highly unlikely.
- • Horde Size: Huge
- • Zombie Speed: Fast Shamblers
- • Zombie Senses: Normal
- • Utility shut-off: 0-30 days
- • Resources: Rare
Starting Conditions
Choosing the starting conditions will set a predefined player setting, designed to raise or lower the difficulty. Each of these settings goes into more detail in the custom sandbox section.
Easy
- XP Multiplier: x2
- Character Survival Needs: Very Low
- Inventory: Baseball bat, Saw, School Bag, Hammer, Water and Food.
Normal
- XP Multiplier: x1.5
- Character Survival Needs: Low
- Inventory: Baseball bat, School Bag, Hammer, Water and Food.
Hard
Hardcore
- XP Multiplier: NONE
- Character Survival Needs: Normal
- Inventory: Nothing.
Custom Sandbox
The player is presented with 4 different spawn locations, each with their own advantages and disadvantages. For more details on starting locations, see Knox County. Upon choosing a location, the player now choose their own options, or pick a preset to customise. In the Saved Presets box at the bottom, each default option is the same settings as the previously mentioned Scenarios.
- *NOTE: the Character options have a set default 'difficulty' for each preset*
Population
Zombie Count: Changing this will adjust the "Population Multiplier" advanced option.
Count | Scenario |
---|---|
Insane | Six Months Later |
High | |
Normal | The First Week Survival |
Low | Initial Infection |
None |
Zombie Distribution: Determines whether zombie distribution will be balanced across the map, or focused in urban areas.
Distribution | Scenario |
---|---|
Urban Focused | Initial Infection First Week Six Months Later Survival |
Uniform |
Time
Day length: How fast the player gets hungry or thirsty is based on the time of day in-game. Therefore, the longer the game day is, the longer it will take to get hungry or thirsty.
Length | Scenario |
---|---|
15 Minutes | |
30 Minutes | |
1 hour | Initial Infection The First Week Six Months Later Survival |
2 hours | |
3 hours | |
4 hours | |
5 hours | |
6 hours | |
7 hours | |
8 hours | |
9 hours | |
10 hours | |
11 hours | |
12 hours | |
13 hours | |
14 hours | |
15 hours | |
16 hours | |
17 hours | |
18 hours | |
19 hours | |
20 hours | |
21 hours | |
22 hours | |
23 hours | |
Real-time |
Start Month: The time of year will affect Foraging and Farming. July will have greater harvests, whereas December will have poorer.
Month | Scenario |
---|---|
January | |
February | |
March | |
April | |
May | |
June | |
July | Initial Infection The First Week Survival |
August | |
September | |
October | |
November | |
December | Six Months Later |
Start Day: How far into the month it is.
Day | Scenario |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | Initial Infection The First Week Six Months Later Survival |
10 | |
11 | |
12 | |
13 | |
14 | |
15 | |
16 | |
17 | |
18 | |
19 | |
20 | |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29* | |
30* | |
31* |
Start Time: Changing this will determine how much daylight you have in your first day. Daylight gives a buff to your sight. Zombies are attracted to light sources during the night.
Month | Scenario |
---|---|
7 am | |
9 am | Initial Infection The First Week Six Months Later Survival |
12 pm | |
2 pm | |
5 pm | |
9 pm | |
12 am | |
2 am | |
5 am |
World
Water Shutoff: The water will randomly stop working any day within this range. For example, selecting 2-6 months will give the player at least 2 months to prepare themselves before the water is shutoff. There will still be some left over water in sinks and toilets, however this is non-sustainable and will eventually run out.
Shutoff | Scenario |
---|---|
Instant | Six Months Later |
0-30 days | Survival |
0-2 months | |
0-6 months | |
0-1 year | |
0-5 years | |
2-6 months | The First Week |
6-12 months | Initial Infection |
Electricity Shutoff: The electricity will randomly stop working any day within this range. For example, selecting 2-6 months will give the player at least 2 months to prepare themselves before the electricity is shutoff. This is stop refrigerators and lights from functioning.
Shutoff | Scenario |
---|---|
Instant | Six Months Later |
0-30 days | Survival |
0-2 months | |
0-6 months | |
0-1 year | |
0-5 years | |
2-6 months | The First Week |
6-12 months | Initial Infection |
House Alarms Frequency: This is how often you will come across houses with an active Burglar Alarm, which once triggered will generate a loud noise attracting zombies. Currently (IWBUMS Build 39.51) this is not related to the Items; Home Alarm.
Frequency | Scenario |
---|---|
Never | Six Months Later |
Extremely Rare | Initial Infection |
Rare | The First Week |
Sometimes | Survival |
Often | |
Very Often |
Locked Houses Frequency: This is how often houses will have their doors locked.
Frequency | Scenario |
---|---|
Never | Six Months Later |
Extremely Rare | Initial Infection |
Rare | The First Week |
Sometimes | |
Often | |
Very Often | Survival |
Food Spoilage: Defines how fast the food will spoil inside or outside fridge.
Rate | Scenario |
---|---|
Very Fast | |
Fast | |
Normal | The First Week Six Months Later Survival |
Slow | Initial Infection |
Very Slow |
Refridgeration Effectiveness: Define how effective a [Refrigerator|fridge]] will be at slowing the rate of food spoilage.
Effectiveness | Scenario |
---|---|
Very Low | |
Low | |
Normal | The First Week Six Months Later Survival |
High | Initial Infection |
Very High |
Rotten Food Removal: This value is an integer defining the number of in-game days before rotten food is removed from the map. -1 means rotten food will never be removed. [Default=-1]
Loot Respawn: Items will respawn in already-looted containers in towns and trailer parks. Items will not respawn in player-made containers.
Effectiveness | Scenario |
---|---|
None | Initial Infection The First Week Six Months Later Survival |
Every day | |
Every week | |
Every month | |
Every 2 months |
Loot Seen Prevent Hours: This value is an integer defining the number of hours. When >0, loot will not respawn in zones that have been visited within this number of hours. [Default=0]
Months Since The Apocalypse: This affect starting Erosion and Food Age.
Months | Scenario |
---|---|
0 | Initial Infection The First Week Survival |
1 | |
2 | |
3 | |
4 | |
5 | |
6 | Six Months Later |
7 | |
8 | |
9 | |
10 | |
11 | |
12 |
Darkness During Night: Defines how dark it is at night, affecting the player's visibility.
Months | Scenario |
---|---|
Pitch Black | |
Dark | |
Normal | Initial Infection The First Week Six Months Later Survival |
Bright |
Fire Spread: Can be turned On or Off.
Generator Working In Exterior:
Zombies Respawn Interval: This governs how often new zombies will appear, at midnight, in areas away from the player and with a lower than needed level of zombies present.
Zombies Respawn Amount: This is how many of the starting number of zombies will respawn each interval
Nature
• Temperature: can be Very Cold, Cold, Normal (1,2,3), Hot or Very Hot. This will affect the Weather and therefore your temperature Moodles.
• Rain: can be Very Dry, Dry, Normal (1,2,3), Rainy or Very Rainy. This will affect how much rain there is and therefore your wet Moodles.
• Erosion Speed: can be Very Fast (3), Fast, Normal (1,2), Slow or Very Slow. Affects the speed of Erosion of roads and buildings
• Farming Speed: can be Very Fast, Fast (1), Normal (2,3), Slow, Very Slow. Affects how fast your crops grow in Farming
• Plant Reslience: can be Very High, High (1), Normal (2,3), Low or Very Low. Affects how often your plants will get diseased
• Farming's Abundance: can be Very Poor, Poor, Normal (2,3), Abundant (1) or Very Abundant. Affects how many of each crop will be produced from each tile you farm.
• Nature's Abundance: can be Very Poor, Poor, Normal (2), Abundant (1) or Very Abundant (3). Affects fishing and foraging
Sadistic AI Director
Meta
Loot Rarity
• Food: can be Extremely Rare (3), Rare (2), Normal (1), Common or Abundant
• Weapon: can be Extremely Rare (3), Rare (2), Normal (1), Common or Abundant
• Other: can be Extremely Rare (3), Rare (2), Normal (1), Common or Abundant
Character
• XP Multiplier: affects how much experience you get from various tasks. Defaults are 2.0 (1) and 1.0 (2,3)
• Stats Decrease: can be Very Fast, Fast, Normal (1,2,3), Slow or Very Slow. This affects how fast hunger, thirst and fatigue will increase.
• Endurance Regeneration: can be Very Fast, Fast, Normal (1,2,3), Slow or Very Slow. This affects how fast fatigue will decrease.
• Starter Kit: will give you a Hammer, Baseball Bat, School Bag, Water Bottle and some food.
Vehicle IWBUMS build only
Zombie Lore
• Speed:: Shamblers (1), Fast Shamblers (2,3), or Sprinters
• Strength:: Superhuman, Normal (2,3), Weak (1)
• Toughness:: Tough, Normal (2,3), Fragile (1)
• Transmission:: Blood + Saliva (1,2,3), Everyone's Infected, None (the player won't be infected)
• Infection Mortality:: Ranges from instant, seconds, minutes, hours, days (1,2,3), weeks, or never
• Reanimate Time:: Ranges from instant, seconds, minutes (1,2,3), hours, days, weeks
• Cognition:: Navigate + Use Doors, Navigate (1,2,3), Basic Navigation
• Memory:: Long, Normal (2,3), Short (1), None
• Decomposition:: Slows + Weakens (1,2,3), Slows, Weakens, No effect
• Sight:: Eagle, Normal (2,3), Poor (1)
• Hearing:: Pinpoint, Normal (2,3), Poor (1)
• Smell:: Bloodhound, Normal (2,3), Poor (1)
Advanced Zombie Options
Challenges
There are currently 6 challenges, particularly hard encounters set in their own maps.
- You Have One Day
- Opening Hours
- Winter Is Coming
- House In The Woods - Last Stand
- House In The Woods - Last Stand (Accumulator)
- A Really CD DA