Game modes: Difference between revisions

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(updated more time settings)
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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) ''6 Months Later'', (4) ''Survival''.
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>
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!<small>Scenario</small>
!<small>Scenario</small>
|-
|-
| Insane || <small>6 Months Later</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>
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!<small>Scenario</small>
!<small>Scenario</small>
|-
|-
| Urban Focused || <small>Initial Infection <br> First Week <br> 6 Months Later <br> Survival</small>
| Urban Focused || <small>Initial Infection <br> First Week <br> Six Months Later <br> Survival</small>
|-
|-
| Uniform ||  
| Uniform ||  
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| 30 Minutes ||  
| 30 Minutes ||  
|-
|-
| 1 hour || <small>Initial Infection <br> First Week <br> 6 Months Later <br> Survival</small>
| 1 hour || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
|-
| 2 hours ||  
| 2 hours ||  
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| 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 ||  
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| November ||  
| November ||  
|-
|-
| December || <small>6 Months Later</small>
| December || <small>Six Months Later</small>
|}
|}
<br>
<br>
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| 8 ||  
| 8 ||  
|-
|-
| 9 || <small>Initial Infection <br> First Week <br> Survival <br> 6 Months Later</small>
| 9 || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
|-
| 10 ||  
| 10 ||  
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| 7 am ||  
| 7 am ||  
|-
|-
| 9 am || <small>Initial Infection <br> First Week <br> Survival <br> 6 Months Later</small>
| 9 am || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
|-
| 12 pm ||  
| 12 pm ||  
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===World===
===World===
'''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.
'''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>'''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.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
<br>'''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
!Shutoff
<br>'''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.
!<small>Scenario</small>
<br>'''Food Spoilage:''' can be Very Fast, Fast, Normal (2,3), Slow (1) or Very Slow. This is how fast food will go off
|-
<br>'''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.
| Instant || <small>Six Months Later</small>
<br>'''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.
|-
<br>'''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.
| 0-30 days || <small>Survival</small>
<br>• '''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
|-
<br>• '''Months Since The Apocalypse:''' affects [[erosion]] and [[food]] age. Defaults are 0 (1,2) or 8 (3)
| 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

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This article is currently under construction.
It is in the process of an expansion or major restructuring. You are welcome to assist in its construction by editing it as well.
If this page has not been updated in a while, please replace this notice with {{Improve}}. Last edit was 26/04/2018.

*Last update to construction: 26/04/2018*

Title Screen

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

SpiffoTeacher.png

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

404SpiffoMascotMap.png

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

Spiffoskip.png

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

Spiffo controlyourself.png

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

SpiffoSurvivor.png

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

XP Multiplier: x1.2
Character Survival Needs: Normal
Inventory: Water and Food.

Hardcore

XP Multiplier: NONE
Character Survival Needs: Normal
Inventory: Nothing.

Custom Sandbox

Spiffo rummage.png

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.

  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