Game modes: Difference between revisions

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[[File:Title_Screen.png|400px|thumb|right|Title Screen]]
[[File:Title_Screen.png|400px|thumb|right|Title Screen]]


<!--  Outdated information. If 'Til Death Us Do Part becomes available again, edit to reflect the changes.
==Game Modes==
==Story Mode==
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.
Story mode currently consists of two options:  (1) "Til Death Us Do Part", the story of Bob and Kate Smith, and (2) a filler for a community mod storyline. As of version 0.1.5d, stories do not work with the Linux client. As of 0.2.0r RC2.5, story mode has been temporarily disabled.
===[['Til Death Us Do Part]]===
The player then begins the game with what was referred to up through v0.1.4c of the game as the 'tutorial', in which the player takes on the role of Bob Smith. Bob Smith is a white middle aged resident of Knox County who does everything he can to help his disabled wife. 
-->


==Survival Mode==
==Tutorial==
Survival mode is the quickest way for players to begin their adventure. In the current version, the only available story is a default scenario placing the character in a random location in the town of Muldraugh or West Point in [[Knox County]], Kentucky, USA. Survival mode zombies are not customizable, and their characteristics are predetermined. Players will be able to choose from a wider selection of stories in the future. If you die in this mode, you can still reload the map, but must create a new character to play.
This is a quick introduction on a small map to introduce the user interface to new players. You don't get to choose any character traits or professions.


====In-Game Events====
==Beginner==
The game world slowly changes. Zombie numbers slowly grow over 1-4 days, peaking on day 5. Water and power will shutoff eventually, depending on the game options selected; by then the player will need to rely on stockpiled water or find a well, and use up perishable food, since the refrigerators will no longer work.
This mode is played on the main Project Zomboid map, but with fairly easy settings. This is the mode to start with after you have done the tutorial. You can choose to start in either Muldraugh or West Point in [[Knox County]], Kentucky, USA and you can also customise your [[Player]]. The player can choose from a selection of heads and skin tones, and a list of [[professions]] and [[traits]]. Negative [[traits]] give positive points while positive [[traits]] spend these points, so you must take negatives to obtain positives.  


While traversing the world, you will hear helicopters over head and gunshots from around the area. Currently, this is in place to facilitate the migration of zombie hordes. May change once NPC's are re-implemented into the game. You will also occasionally hear gunshots in around you. They currently have no use, but will be the beacon for NPC's in the future.
==Survival==
The same as beginner, except all of the settings have been made more difficult. This is how the game is supposed to be played once you are experienced, but is not for beginners.


<!--  CURRENTLY DISABLED, edit back when reenabled
==Sandbox==
====NPCs====
The map is the same as for Beginner or Survival Modes, but the settings are customisable. In the '''Saved Presets''' box at the top, the Beginner option (1) is the same settings as the Beginner game mode and the Default option (2) is the same as the Survival game mode with 8 Months after the Apocalypse (3) being a further extremely hard setting. The defaults for those presets are shown below with the numbers next to them.
''NOTE: NPCs are disabled in [[Version history|RC2.9]].''


[[NPC]]s will roam around the map trying to survive in the apocalypse. These NPCs are able to carry supplies, wield items, use items, get hurt, become zombies, eat, drink, etc. NPCs need food and water for survival, and over time may compete against the player for food. The NPCs can be recruited by the player, to help the player fight, but they also consume the player's supplies. Once recruited, NPCs can be issued the following commands: "follow me", "guard the area", and "stay here". Also, if a NPC rejects a player's recruitment offer, both the player and the NPC will get angry. If the player keeps asking for recruitment, the NPC will eventually get so angry that he will want to duel the player. If NPCs are killed, they drop all of their supplies, which usually includes their weapon (if they have any), some food and water, and some other items. NPCs have "bravery", some NPCs are more brave than others. Those who are brave will stand and fight against numerous zombies. Cowards will run away at the sight of zombies. NPCs are also able to form groups amongst themselves, but these groups are never large or significant to the player, because there are only 7-9 NPCs in the entire map at any point. Because there are so few NPCs, most are loners. <br><br>
===Population Options===
-->
*'''Zombie Count''' can be None, Low (1), Normal (2), High or Insane(3)
*'''Zombie Distribution''' can be Urban Focused (1,2,3) or Uniform


[[Category:The Game World]]
===Time Options===
[[Category:Gameplay]]
*'''Day length''' can be 15 minutes, 30 minutes (2), 1 hour (1,3), 2 hours, 3 hours, 4 hours, 5 hours, 12 hours or Real-time. How fast you get hungry or thirsty is based on the in game time of day, so the longer the game day in real time, the longer it will take you to get hungry or thirsty.
*'''Start Year'' can be from 2012 onwards.
*'''Start Month''' can be anywhere from January to December. July (1,2) and December (3) are preset defaults. The time of year will affect [[Foraging]] and [[Farming]].
*'''Start Day''' and '''Start Time''' Can also be set


==Sandbox Mode==
===World Options===
===Customization===
*'''Water Shutoff''' can be Instant (3), 0-30 Days, 0-2 Months (2), 0-6 Months, 0-1 Year, 0-5 years, 2-6 months or 6-12 months. This is the random time period during which the [[water]] in houses will fail. After this time, you may still get a little out of some taps before they fail completely.
The player can choose from a selection of heads and skin tones, and a list of [[professions]] and [[traits]]. Negative [[traits]] give positive points while positive [[traits]] spend these points, so you must take negatives to obtain positives.  
*'''Electricity Shutoff''' can be Instant (3), 0-30 Days, 0-2 Months (2), 0-6 Months, 0-1 Year, 0-5 years, 2-6 months or 6-12 months. This is the random time period during which the [[electricity]] in houses will fail, meaning [[refrigerator]]s and lights will no longer work.
*'''House Alarms Frequency''' can be Never, Extremely Rare (1), Rare (3), Sometimes (2), Often or Very Often. This is how often you will come across houses with [[Burglar Alarm]]s
*'''Locked Houses Frequency''' can be Never, Extremely Rare (1), Rare (3), Sometimes, Often or Very Often (2). This is how often houses will have their doors locked.
*'''Food Spoilage''' can be Very Fast, Fast, Normal (2,3), Slow (1) or Very Slow. This is how fast food will go off
*'''Refridgeration Effectiveness''' can be Very Low, Low, Normal (2,3), High (1) or Very High. This governs how long [refrigerator]]s in houses will stop food going off.
*'''Loot Respawn''' can be None (1,2,3), Every Day, Every Week, Every Month or Every 2 Months. This is how often loot will respawn in [[container]]s if the area hasn't been visited in that time.
*'''Zombies Respawn Interval''' can be None, Every Day (2,3), Every Week (1), Every Month or Every 2 Months. 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''' can be 10% (1,2), 20% (3) all the way up to 100%. This is how many of the starting number of zombies will respawn each interval
*'''Months Since The Apocalypse''' affects [[erosion]] and [[food]] age. Defaults are 0 (1,2) or 8 (3)


[[Zombie]] population can be selected as None, Low, Normal, High, Insane; distribution can be urban or uniform. In the future survivor populations can be altered. Day length can be between 30 minutes or 12 hours, or occur in real-time. Water and electricity shutoff can range from instantly to years, depending on the selection. [[Items|Loot]] rarity options are Extremely Rare, Rare, Normal, Common, Abundant.
===Nature Options===
*'''Temperature''' can be Very Cold, Cold, Normal (1,2,3), Hot or Very Hot. This will affect the [[Weather]] and therefore your temperature [[Moodle]].
*'''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 [[Moodle]].
*'''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]]


Zombie lore (characteristics) are alterable. Proper Zombies (the default) are italicized.
===Loot Rarity===
*'''Speed''': Shamblers (slow moving), ''Fast Shamblers'', or Sprinters
*'''Food''' can be Extremely Rare (3), Rare (2), Normal (1), Common or Abundant
*'''Strength''': Superhuman, ''Normal'', Weak
*'''Weapon''' can be Extremely Rare (3), Rare (2), Normal (1), Common or Abundant
*'''Toughness''': Tough, ''Normal'', Fragile
*'''Other''' can be Extremely Rare (3), Rare (2), Normal (1), Common or Abundant
*'''Transmission''': ''Blood + Saliva'', Everyone's Infected, None (the player won't be infected)
*'''Infection Mortality''': Ranges from instant, seconds, minutes, hours, ''days'', weeks, or never
*'''Reanimate Time''': Ranges from instant, seconds, ''minutes'', hours, days, weeks
*'''Cognition''': Navigate + Use Doors, ''Navigate'', Basic Navigation
*'''Memory''': Long, ''Normal'', Short, None
*'''Decomposition''': ''Slows + Weakens'', Slows, Weakens, No effect
*'''Sight''': Eagle, ''Normal'', Poor
*'''Hearing''': Pinpoint, ''Normal'', Poor
*'''Smell''': Bloodhound, ''Normal'', Poor


==Last Stand==
===Character===
[[File:Last_Stand_Spawn.png|400px|thumb|right|Click for larger image]]
*'''XP Multiplier''' affects how much [[experience]] you get from various tasks. Defaults are 2.0 (1) and 1.0 (2,3)
The Player Spawns in a house with two floors and crates of gear in the surrounding area. You then defend the house against incoming waves of zombies. Forest surrounds the area making it possible to simply run from the zombies into forest. However, the map is limited by an invisible wall at the very edges of the map.
*'''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]].


Currently, Waves are time based rather than kill based.
===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)


[UPCOMING]In the next upcoming patch, there will be "challenges" added to Last Stand, as well as being able to create a character instead of the currently randomized character.
==Challenges==


'''Challenge #1'''
There are currently 6 challenges, particularly hard encounters set in their own maps.


The first challenge of two so far. In this one, the horde forever comes after you with more and more zombies coming every minute.
* 1. You Have One Day
* 2. Opening Hours
* 3. Winter Is Coming
* 4. House In The Woods - Last Stand
* 5. House In The Woods - Last Stand (Accumulator)
* 6. A Really CD DA


The contents of the crates in and at the back of the house never change.
[[Category:The Game World]]
Here's what they contain;
[[Category:Gameplay]]
 
;First Floor Crate
*[[9mm_Bullets|9mm Rounds]] x40
*[[Baseball_Bat|Baseball Bat]] x2
*[[Kitchen_Knife|Kitchen Knife]] x4
*[[Pistol|Pistol]]
*[[Shotgun|Shotgun]]
*[[Shotgun_Shells|Shotgun Shells]] x24
;Second Floor Crate
*[[Beta_Blockers|Beta Blockers]] x4
*[[Flashlight|Flashlight]] x4
;Back Door Crates (x2)
*[[Hammer|Hammer]] x2
*[[Nails|Nails]] x25
*[[Wooden_Plank|Plank]] x10
 
The contents of all other crates are randomized.
 
'''Challenge #2'''
This is the second of two challenges so far. This one has a bit more professional feel to it. Instead of an endless horde, it uses waves, which have time in between each wave to buy gear and permanent boosts. The amount of zombies for each round increase every round, so be prepared for it to get harder. Sometimes you will get lucky and zombies will spawn in the forest, so you will have some extra time to prepare and set-up your fort. There are now randomized gear in the crates which formally had preset tools. Instead, you can buy your gear by pressing 'o' using money which you gain by killing zombies. The gear and pricing are as follows:
 
;Weapons
*[[Kitchen_Knife|Kitchen Knife]] - 50
*[[Baseball_Bat|Baseball Bat]] - 100
*[[Axe|Fire axe]] - 150
*[[Pistol|Pistol]] - 300
*[[9mm_Bullets|9mm Rounds]] x10 - 60
*[[Shotgun|Shotgun]] - 500
*[[Shotgun_Shells|Shotgun Shells]] x12 - 90
;Items
Carpentry:
*[[Hammer|Hammer]] - 70
*[[Wooden_Plank|Plank]] - 30
*[[Nails|Nails]] x5 - 10
*[[Saw|Saw]] - 40
Health:
*[[Bandages|Bandages]] - 20
*[[Painkillers|Painkillers]] - 20
*[[Beta_Blockers|Beta Blockers]] - 20
 
You can also spend money to repair your items too. The cost varies from the usage of the tool.
 
Another aspect is to purchase a permanent boost. You can open the window by pressing 'p'. You can purchase skills and permanent bonus' here. Everything here costs xp, but luckily, xp is carried over from games, along with the permanent bonus'. the pricing of skills varies from the current level. The skills only change for Last Stand maps, not Survival or Sandbox. The pricing for the bonus' also vary from how many times upgraded.
 
;Skills
*Blunt Lvl
*Blade Lvl
*Carpentry Lvl
;Permanent bonus
*(#)% Gold gain Bonus
*+(#) Starting Gold
*(#)% xp Gain Bonus

Revision as of 20:41, 28 May 2015


Title Screen

Game Modes

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 quick introduction on a small map to introduce the user interface to new players. You don't get to choose any character traits or professions.

Beginner

This mode is played on the main Project Zomboid map, but with fairly easy settings. This is the mode to start with after you have done the tutorial. You can choose to start in either Muldraugh or West Point in Knox County, Kentucky, USA and you can also customise your Player. The player can choose from a selection of heads and skin tones, and a list of professions and traits. Negative traits give positive points while positive traits spend these points, so you must take negatives to obtain positives.

Survival

The same as beginner, except all of the settings have been made more difficult. This is how the game is supposed to be played once you are experienced, but is not for beginners.

Sandbox

The map is the same as for Beginner or Survival Modes, but the settings are customisable. In the Saved Presets box at the top, the Beginner option (1) is the same settings as the Beginner game mode and the Default option (2) is the same as the Survival game mode with 8 Months after the Apocalypse (3) being a further extremely hard setting. The defaults for those presets are shown below with the numbers next to them.

Population Options

  • Zombie Count can be None, Low (1), Normal (2), High or Insane(3)
  • Zombie Distribution can be Urban Focused (1,2,3) or Uniform

Time Options

  • Day length can be 15 minutes, 30 minutes (2), 1 hour (1,3), 2 hours, 3 hours, 4 hours, 5 hours, 12 hours or Real-time. How fast you get hungry or thirsty is based on the in game time of day, so the longer the game day in real time, the longer it will take you to get hungry or thirsty.
  • 'Start Year can be from 2012 onwards.
  • Start Month can be anywhere from January to December. July (1,2) and December (3) are preset defaults. The time of year will affect Foraging and Farming.
  • Start Day and Start Time Can also be set

World Options

  • Water Shutoff can be Instant (3), 0-30 Days, 0-2 Months (2), 0-6 Months, 0-1 Year, 0-5 years, 2-6 months or 6-12 months. This is the random time period during which the water in houses will fail. After this time, you may still get a little out of some taps before they fail completely.
  • Electricity Shutoff can be Instant (3), 0-30 Days, 0-2 Months (2), 0-6 Months, 0-1 Year, 0-5 years, 2-6 months or 6-12 months. This is the random time period during which the electricity in houses will fail, meaning refrigerators and lights will no longer work.
  • House Alarms Frequency can be Never, Extremely Rare (1), Rare (3), Sometimes (2), Often or Very Often. This is how often you will come across houses with Burglar Alarms
  • Locked Houses Frequency can be Never, Extremely Rare (1), Rare (3), Sometimes, Often or Very Often (2). This is how often houses will have their doors locked.
  • Food Spoilage can be Very Fast, Fast, Normal (2,3), Slow (1) or Very Slow. This is how fast food will go off
  • Refridgeration Effectiveness can be Very Low, Low, Normal (2,3), High (1) or Very High. This governs how long [refrigerator]]s in houses will stop food going off.
  • Loot Respawn can be None (1,2,3), Every Day, Every Week, Every Month or Every 2 Months. This is how often loot will respawn in containers if the area hasn't been visited in that time.
  • Zombies Respawn Interval can be None, Every Day (2,3), Every Week (1), Every Month or Every 2 Months. 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 can be 10% (1,2), 20% (3) all the way up to 100%. This is how many of the starting number of zombies will respawn each interval
  • Months Since The Apocalypse affects erosion and food age. Defaults are 0 (1,2) or 8 (3)

Nature Options

  • 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

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.

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)

Challenges

There are currently 6 challenges, particularly hard encounters set in their own maps.

  • 1. You Have One Day
  • 2. Opening Hours
  • 3. Winter Is Coming
  • 4. House In The Woods - Last Stand
  • 5. House In The Woods - Last Stand (Accumulator)
  • 6. A Really CD DA