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{{Languages|Game Modes}}
{{Languages}}
{{Notice|Underconstruction}}
{{header|The Game World|Gameplay|version=Version 41|incver=14}}
<small>'''''*Last update to construction: 26/04/2018*'''''</small>
[[File:Title_Screen.png|400px|thumb|right|Title Screen]]
[[File:Title_Screen.png|400px|thumb|right|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.
There are a number of different games modes available in [[Project Zomboid]]. The list of game modes below is correct as of the release of [[build 41]]. In all modes, death is final. After dying, one may continue the game on the same map, but only after loading with a new character.  


__TOC__
__TOC__




==Tutorial==
==Tutorial==
[[File:SpiffoTeacher.png|120px|right]]
[[File:SpiffoTeacher.png|120px|right]]
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. <br>
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. <br>
The tutorial covers the basics of: <br>
The tutorial covers the basics of:  
:• Zooming In and Out <br>
* Zooming In and Out  
:• [[Health|Health status]] <br>
* [[Health|Health status]]  
:• [[Skills|Survival Skills]] <br>
* [[Skills|Survival Skills]]  
:• Movement <br>
* Movement  
:• Looting <br>
* Looting  
:• [[Moodles]] <br>
* [[Moodles]]  
:• Equipping <br>
* Equipping  
:• World Interaction <br>
* World Interaction  
:• Attacking <br>
* Attacking
 
It also teaches the player about yelling: A mechanic that allows you to draw zombies to your location, which is how the tutorial ends as the game tricks you into pressing Q in order to draw a horde of zombies to your location, which will proceed to kill you and end the tutorial. Whilst it is possible to flee from the horde and lose them in the trees, there is no way to get through the fencing around the tutorial map and only a limited supply of food, so death is inevitable.
 
==Playstyles==
Each scenario below offers their own, unique set of difficulties or obstacles to overcome when starting out in the world.
 
===Apocalypse===
[[File:SpiffoSurvivor2.png|128px|right]]
"Stealth focus. Short lifespan. Combat best avoided."
Likes to be punished, with realistic and deadly combat often best avoided. This game mode is the "default" when building a custom sandbox: loot is rare, zombies are tough, and populations are at normal amounts. The [[Map|minimap]] is turned off, unlike other game modes.
{{clear}}


==Scenario==
===Survivor===
Each scenario will give the player a new starting challenge they must adapt to.
[[File:SpiffoBrawler.png|128px|right]]
===Initial Infection===
"Powerful combat. Longer lifespan. A challenging playstyle based on PZ's previous Survival mode."
Likes a challenge, with more focus on combat familiar to players of earlier builds. Survivor mode weakens zombies by lowering their strength and preventing them from dragging down players. Survivor mode strengthens players by decreasing rear vulnerability, and allowing for weapons to hit multiple zombies in a single swing.
{{clear}}
 
===Builder===
[[File:SpiffoBuilder.png|128px|right]]
"Construction, Exploration and Farming focus. A more relaxed experience."
Likes a more relaxing experience of building, looting and farming, and less zombie focus. There are far fewer zombies, with a population 20% of the standard. These zombies are also substantially weaker with weakened senses, decreased strength and toughness, and no drag down ability. To make up for the weaker zombies, almost all loot is more rare, except food, and player stats and clothing degrade faster, requiring more materials to keep the character afloat.
{{clear}}
 
===Custom Sandbox===
{{main|Custom Sandbox}}
[[File:Spiffo rummage.png|120px|right]]
Custom sandbox allows the player to adjust the game settings to the way they like. After choosing a [[Knox Country|starting location]], the player can choose their own options, or choose a preset to customise. In the ''Saved Presets'' box at the bottom, each default option is the same settings used in the default game modes. This includes default options since removed from the standard playstyle options.
:'''''<small>*NOTE: the [[Game Modes#Character|Character]] options have a set default 'difficulty' for each preset*</small>'''''
{{clear}}
 
==Outdated Playstyles==
These playstyles have been removed from the game as standard starting options as of Build 41. They can still be accessed by selecting their ''Saved Presets'' options by first selecting Custom Sandbox
 
====Survival====
[[File:SpiffoSurvivor.png|120px|right]]
Starting Date: 9th July 1993 <br>
This is the recommended zomboid experience, the way the devs intended it to be played. [[Game Modes#Starting Conditions|Starting Conditions]] are locked on [[Game Modes#Hardcore|Hardcore]]. Doors are frequently locked and house alarms are common, forcing the player to keep on the move. 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.
<br><small>
:• Horde Size: Huge <br>
:• Zombie Speed: Fast Shamblers <br>
:• Zombie Senses: Normal <br>
:• Utility shut-off: 0-30 days <br>
:• Resources: Rare <br>
</small>
 
====Initial Infection====
[[File:404SpiffoMascotMap.png|120px|right]]
[[File:404SpiffoMascotMap.png|120px|right]]
Starting Date: 9th July 1993 <br>  
Starting Date: 9th July 1993 <br>  
Line 35: Line 78:
:• Resources: Abundant <br>
:• Resources: Abundant <br>
</small>
</small>
 
-->
===The First Week===
====One Week Later====
[[File:Spiffoskip.png|120px|right]]
[[File:Spiffoskip.png|120px|right]]
Starting Date: 9th July 1993 <br>  
Starting Date: 9th July 1993 <br>  
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.  
This game mode is intended for casual player, starting from a week after the infection began. 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 Country]] from the early stages of the plague.  
<br><small>
<br><small>
:• Horde Size: Moderate <br>
:• Horde Size: Moderate <br>
Line 48: Line 91:
</small>
</small>


===Six Months Later===
====Six Months Later====
[[File:Spiffo controlyourself.png|120px|right]]
[[File:Spiffo controlyourself.png|120px|right]]
Starting Date: 9th December 1993 <br>  
Starting Date: 9th December 1993 <br>  
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.  
This game mode is not for the faint of heart - for experienced survivors only. After 6 months, very few survivors remain with a large horde of zombies scattered throughout the landscape - this is how it ends. 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.  
<br><small>
<br><small>
:• Horde Size: Large <br>
:• Horde Size: Large <br>
Line 60: Line 103:
</small>
</small>


===Survival===
[[File:SpiffoSurvivor.png|120px|right]]
Starting Date: 9th July 1993 <br>
[[Game Modes#Starting Conditions|Starting Conditions]] are locked on [[Game Modes#Hardcore|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.
<br><small>
:• Horde Size: Huge <br>
:• Zombie Speed: Fast Shamblers <br>
:• Zombie Senses: Normal <br>
:• Utility shut-off: 0-30 days <br>
:• Resources: Rare <br>
</small>
===Starting Conditions===
Choosing the starting conditions will set a predefined [[Player|player]] setting, designed to raise or lower the difficulty. Each of these settings goes into more detail in the [[Game Modes#Custom Sandbox|custom sandbox]] section.
====Easy====
:XP Multiplier: x2
:Character Survival Needs: Very Low
:Inventory: [[Baseball Bat|Baseball bat]], [[Saw]], [[Schoolbag]], [[Hammer]], [[Water]] and [[Food]].
====Normal====
:XP Multiplier: x1.5
:Character Survival Needs: Low
:Inventory: [[Baseball Bat|Baseball bat]], [[Schoolbag]], [[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==
==Challenges==
[[File:Spiffo rummage.png|120px|right]]
There are currently 10 challenges, particularly hard encounters set in their own maps.
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.
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>
:'''''<small>*NOTE: the [[Game Modes#Character|Character]] options have a set default 'difficulty' for each preset*</small>'''''<br>


===Population===
===You Have One Day===
'''Zombie Count:''' Changing this will adjust the "Population Multiplier" [[Game Modes#Advanced Zombie Options|advanced option]].
[[File:YouHaveOneDay.png|thumb|right|200px|1. You Have One Day]]
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
{{Main|You Have One Day (challenge)}}
!Count
You're back in Knox County. You're back on the map where the Project Zomboid infection first began.
!<small>Scenario</small>
|-
| Insane || <small>Six Months Later</small>
|-
| High ||
|-
| Normal || <small>The First Week<br>Survival</small>
|-
| Low || <small>Initial Infection</small>
|-
| None ||  
|}
<br>


'''Zombie Distribution:''' Determines whether zombie distribution will be balanced across the map, or focused in urban areas.
You have one day of relative safety. Zombies will arrive in huge numbers, and they will find you. Where did you use to make your last stand again? Where did you make your last stand in the old days? Better find it quick.  
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Distribution
!<small>Scenario</small>
|-
| Urban Focused || <small>Initial Infection <br> First Week <br> Six Months Later <br> Survival</small>
|-
| Uniform ||
|}
----
<br>


===Time===
[Our thanks to Community mapper BobHeckling for recreating the old 0.1.5 map with the current PZ toolset.]
'''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.
{{clear}}
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Length
!<small>Scenario</small>
|-
| 15 Minutes ||
|-
| 30 Minutes ||
|-
| 1 hour || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| 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 ||
|}
<br>


'''Start Month:''' The time of year will affect [[Foraging]] and [[Farming]]. July will have greater harvests, whereas December will have poorer.
===Opening Hours===
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
[[File:OpeningHours.png|thumb|right|200px|2. Opening Hours]]
!Month
{{Main|Opening Hours (challenge)}}
!<small>Scenario</small>
The Mall is surrounded. Once upon a time, it was an important place in their lives. Instinct has led them to its doors. A memory of what they used to do...
|-
| January ||  
|-
| February ||
|-
| March ||
|-
| April ||
|-
| May ||
|-
| June ||
|-
| July || <small>Initial Infection <br> The First Week <br> Survival</small>
|-
| August ||
|-
| September ||
|-
| October ||
|-
| November ||
|-
| December || <small>Six Months Later</small>
|}
<br>


'''Start Day:''' How far into the month it is.  
You are alone, but not for long. At 9AM the Mall will be ready for business: doors will open, and the hordes will enter.  
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Day
!<small>Scenario</small>
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|-
| 6 ||
|-
| 7 ||
|-
| 8 ||
|-
| 9 || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| 10 ||
|-
| 11 ||
|-
| 12 ||
|-
| 13 ||
|-
| 14 ||
|-
| 15 ||
|-
| 16 ||
|-
| 17 ||
|-
| 18 ||
|-
| 19 ||
|-
| 20 ||
|-
| 21 ||
|-
| 22 ||
|-
| 23 ||
|-
| 24 ||
|-
| 25 ||
|-
| 26 ||
|-
| 27 ||
|-
| 28 ||
|-
| 29* ||
|-
| 30* ||
|-
| 31* ||
|}
<br>


'''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.
Be ready for them.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Month
!<small>Scenario</small>
|-
| 7 am ||
|-
| 9 am || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| 12 pm ||
|-
| 2 pm ||
|-
| 5 pm ||
|-
| 9 pm ||
|-
| 12 am ||
|-
| 2 am ||
|-
| 5 am ||
|}
----
<br>


===World===
Note: This challenge was removed from the later builds of the game such as build 41+. It can be brought back to the game by installing [https://steamcommunity.com/sharedfiles/filedetails/?id=2277467758 Return of Opening Hours Challenge] mod.
'''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.
{{clear}}
{|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>


'''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.
===Winter Is Coming===
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
[[File:WinterIsComing.png|thumb|right|200px|3. Winter Is Coming]]
!Shutoff
{{Main|Winter Is Coming (challenge)}}
!<small>Scenario</small>
It's mid-July, but suddenly there's a chill on the breeze. In a mere three days' time a winter will set in like no other before it.
|-
| 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]].
You awake in an isolated location. You have meagre supplies, and the undead hordes might be slowed by the intense cold - but they are no less deadly.  
{|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.
Wrap up warm, survivor...
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
{{clear}}
!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]].
===House In The Woods - Last Stand===
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
[[File:Challenge1.png|thumb|right|200px|4. House In The Woods - Last Stand]]
!Rate
{{Main|House In The Woods (challenge)}}
!<small>Scenario</small>
You can hear them approaching. Hordes of deadheads, encroaching on your isolated cabin from every angle. Death is inevitable, but a shotgun is close-at-hand.
|-
| 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.
Last Stand features endless waves of zombies in ever-increasing numbers. Survive for as long as possible against the overwhelming odds.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
{{clear}}
!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]
===House In The Woods - Last Stand Accumulator===
<br><br>
[[File:Challenge2.png|thumb|right|200px|5. House In The Woods - Last Stand Accumulator]]
{{Main|House In The Woods (challenge)}}
Another day, another cabin ready to be bloodied. The hordes are upon you, and your death will be as painful as it is gruesome. So go out fighting...
Last Stand – Accumulator features endless waves of zombies in ever-increasing numbers. Use money earned by killing zeds to buy equipment, level up and repair your blood-soaked weaponry.
{{clear}}


'''Loot Respawn:''' Items will respawn in already-looted [[container]]s in towns and trailer parks. Items ''will not'' respawn in player-made containers.
===A Really CD DA===
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
[[File:AReallyCDDAy.png|thumb|right|200px|6. A Really CD DA]]
!Effectiveness
{{Main|A Really CD DA (challenge)}}
!<small>Scenario</small>
You get out of the shower and fall badly. You're blind drunk, and have a nasty cold.
|-
| 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]
On top of all this, the house is on fire! Today is definitely not your day.  
<br><br>


'''Months Since The Apocalypse:''' This affect starting [[Erosion]] and [[Food|Food Age]].
Trivia: The name comes from a play on words referencing ''A Really Bad Day'' from the game ''Cataclysm: Dark Days Ahead'', and is read as ''A Really Seedy Day''.  
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
{{clear}}
!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.
===A Storm Is Coming===
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
[[File:AStormIsComing.png|thumb|right|200px|7. A Storm Is Coming]]
!Months
{{Main|A Storm Is Coming (challenge)}}
!<small>Scenario</small>
Clouds are gathering over Kentucky. The crackle of thunder can be heard in the distance.
|-
| 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''.  
As skies darken, the dead that stumble over the earth grow restless.  
<br><br>


'''Generator Working In Exterior:'''
This is a storm that will grow and fall back in its ferocity, but it will never end.
<br><br>
{{clear}}


===The Descending Fog===
[[File:TheDescendingFog.png|thumb|right|200px|8. The Descending Fog]]
{{Main|The Descending Fog (challenge)}}
People first saw it on the water. A faint white blanket over the Ohio river.


'''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.
It began as a mist. Then it enveloped the town. The townsfolk died screaming in the gloom. Now they walk out there.  
'''Zombies Respawn Amount:''' This is how many of the starting number of zombies will respawn each interval


Unseen, unheard and relentless in the pursuit of the living.
{{clear}}


===Nature===
• '''Temperature:''' can be Very Cold, Cold, Normal (1,2,3), Hot or Very Hot. This will affect the [[Weather]] and therefore your temperature [[Moodle]].
<br>• '''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]].
<br>• '''Erosion Speed:''' can be Very Fast (3), Fast, Normal (1,2), Slow or Very Slow. Affects the speed of [[Erosion]] of roads and buildings
<br>• '''Farming Speed:''' can be Very Fast, Fast (1), Normal (2,3), Slow, Very Slow. Affects how fast your crops grow in [[Farming]]
<br>• '''Plant Reslience:''' can be Very High, High (1), Normal (2,3), Low or Very Low. Affects how often your plants will get diseased
<br>• '''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.
<br>• '''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
<br>• '''Weapon:''' can be Extremely Rare (3), Rare (2), Normal (1), Common or Abundant
<br>• '''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)
<br>• '''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.
<br>• '''Endurance Regeneration:''' can be Very Fast, Fast, Normal (1,2,3), Slow or Very Slow. This affects how fast [[fatigue]] will decrease.
<br>• '''Starter Kit:''' will give you a [[Hammer]], [[Baseball Bat]], [[School Bag]], [[Water Bottle]] and some [[food]].
===Vehicle <span style="color:red"><sup>'''''IWBUMS build only'''''</sup></span>===
===Zombie Lore===
• '''Speed:''': Shamblers (1), Fast Shamblers (2,3), or Sprinters
<br>• '''Strength:''': Superhuman, Normal (2,3), Weak (1)
<br>• '''Toughness:''': Tough, Normal (2,3), Fragile (1)
<br>• '''Transmission:''': Blood + Saliva (1,2,3), Everyone's Infected, None (the player won't be infected)
<br>• '''Infection Mortality:''': Ranges from instant, seconds, minutes, hours, days (1,2,3), weeks, or never
<br>• '''Reanimate Time:''': Ranges from instant, seconds, minutes (1,2,3), hours, days, weeks
<br>• '''Cognition:''': Navigate + Use Doors, Navigate (1,2,3), Basic Navigation
<br>• '''Memory:''': Long, Normal (2,3), Short (1), None
<br>• '''Decomposition:''': Slows + Weakens (1,2,3), Slows, Weakens, No effect
<br>• '''Sight:''': Eagle, Normal (2,3), Poor (1)
<br>• '''Hearing:''': Pinpoint, Normal (2,3), Poor (1)
<br>• '''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
===Kingsmouth===
#Opening Hours
[[File:Kingsmouth.png|thumb|right|200px|9. Kingsmouth]]
#Winter Is Coming
{{Main|Kingsmouth (challenge)}}
#House In The Woods - Last Stand
A 'paradise island' vacation resort in the Caribbean, which has unfortunately succumbed to the Knox Event infection.
#House In The Woods - Last Stand (Accumulator)
{{clear}}
#A Really CD DA


[[Category:The Game World]]
===Studio===
[[Category:Gameplay]]
[[File:Studio.png|thumb|right|200px|10. Studio]]
{{Main|Studio (challenge)}}
A 'Hollywood Film Studio', which has unfortunately succumbed to the Knox Event infection.
{{clear}}

Revision as of 03:30, 9 August 2022

Title Screen

There are a number of different games modes available in Project Zomboid. The list of game modes below is correct as of the release of build 41. In all modes, death is final. After dying, one may continue the game on the same map, but only after loading with a new character.


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:

It also teaches the player about yelling: A mechanic that allows you to draw zombies to your location, which is how the tutorial ends as the game tricks you into pressing Q in order to draw a horde of zombies to your location, which will proceed to kill you and end the tutorial. Whilst it is possible to flee from the horde and lose them in the trees, there is no way to get through the fencing around the tutorial map and only a limited supply of food, so death is inevitable.

Playstyles

Each scenario below offers their own, unique set of difficulties or obstacles to overcome when starting out in the world.

Apocalypse

SpiffoSurvivor2.png

"Stealth focus. Short lifespan. Combat best avoided." Likes to be punished, with realistic and deadly combat often best avoided. This game mode is the "default" when building a custom sandbox: loot is rare, zombies are tough, and populations are at normal amounts. The minimap is turned off, unlike other game modes.

Survivor

SpiffoBrawler.png

"Powerful combat. Longer lifespan. A challenging playstyle based on PZ's previous Survival mode." Likes a challenge, with more focus on combat familiar to players of earlier builds. Survivor mode weakens zombies by lowering their strength and preventing them from dragging down players. Survivor mode strengthens players by decreasing rear vulnerability, and allowing for weapons to hit multiple zombies in a single swing.

Builder

SpiffoBuilder.png

"Construction, Exploration and Farming focus. A more relaxed experience." Likes a more relaxing experience of building, looting and farming, and less zombie focus. There are far fewer zombies, with a population 20% of the standard. These zombies are also substantially weaker with weakened senses, decreased strength and toughness, and no drag down ability. To make up for the weaker zombies, almost all loot is more rare, except food, and player stats and clothing degrade faster, requiring more materials to keep the character afloat.

Custom Sandbox

Main article: Custom Sandbox
Spiffo rummage.png

Custom sandbox allows the player to adjust the game settings to the way they like. After choosing a starting location, the player can choose their own options, or choose a preset to customise. In the Saved Presets box at the bottom, each default option is the same settings used in the default game modes. This includes default options since removed from the standard playstyle options.

*NOTE: the Character options have a set default 'difficulty' for each preset*

Outdated Playstyles

These playstyles have been removed from the game as standard starting options as of Build 41. They can still be accessed by selecting their Saved Presets options by first selecting Custom Sandbox

Survival

SpiffoSurvivor.png

Starting Date: 9th July 1993
This is the recommended zomboid experience, the way the devs intended it to be played. Starting Conditions are locked on Hardcore. Doors are frequently locked and house alarms are common, forcing the player to keep on the move. 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

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

-->

One Week Later

Spiffoskip.png

Starting Date: 9th July 1993
This game mode is intended for casual player, starting from a week after the infection began. 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 Country 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 game mode is not for the faint of heart - for experienced survivors only. After 6 months, very few survivors remain with a large horde of zombies scattered throughout the landscape - this is how it ends. 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


Challenges

There are currently 10 challenges, particularly hard encounters set in their own maps.

You Have One Day

1. You Have One Day
Main article: You Have One Day

You're back in Knox County. You're back on the map where the Project Zomboid infection first began.

You have one day of relative safety. Zombies will arrive in huge numbers, and they will find you. Where did you use to make your last stand again? Where did you make your last stand in the old days? Better find it quick.

[Our thanks to Community mapper BobHeckling for recreating the old 0.1.5 map with the current PZ toolset.]

Opening Hours

2. Opening Hours
Main article: Opening Hours

The Mall is surrounded. Once upon a time, it was an important place in their lives. Instinct has led them to its doors. A memory of what they used to do...

You are alone, but not for long. At 9AM the Mall will be ready for business: doors will open, and the hordes will enter.

Be ready for them.

Note: This challenge was removed from the later builds of the game such as build 41+. It can be brought back to the game by installing Return of Opening Hours Challenge mod.

Winter Is Coming

3. Winter Is Coming
Main article: Winter Is Coming

It's mid-July, but suddenly there's a chill on the breeze. In a mere three days' time a winter will set in like no other before it.

You awake in an isolated location. You have meagre supplies, and the undead hordes might be slowed by the intense cold - but they are no less deadly.

Wrap up warm, survivor...

House In The Woods - Last Stand

4. House In The Woods - Last Stand
Main article: House In The Woods

You can hear them approaching. Hordes of deadheads, encroaching on your isolated cabin from every angle. Death is inevitable, but a shotgun is close-at-hand.

Last Stand features endless waves of zombies in ever-increasing numbers. Survive for as long as possible against the overwhelming odds.

House In The Woods - Last Stand Accumulator

5. House In The Woods - Last Stand Accumulator
Main article: House In The Woods

Another day, another cabin ready to be bloodied. The hordes are upon you, and your death will be as painful as it is gruesome. So go out fighting... Last Stand – Accumulator features endless waves of zombies in ever-increasing numbers. Use money earned by killing zeds to buy equipment, level up and repair your blood-soaked weaponry.

A Really CD DA

6. A Really CD DA
Main article: A Really CD DA

You get out of the shower and fall badly. You're blind drunk, and have a nasty cold.

On top of all this, the house is on fire! Today is definitely not your day.

Trivia: The name comes from a play on words referencing A Really Bad Day from the game Cataclysm: Dark Days Ahead, and is read as A Really Seedy Day.

A Storm Is Coming

7. A Storm Is Coming
Main article: A Storm Is Coming

Clouds are gathering over Kentucky. The crackle of thunder can be heard in the distance.

As skies darken, the dead that stumble over the earth grow restless.

This is a storm that will grow and fall back in its ferocity, but it will never end.

The Descending Fog

8. The Descending Fog
Main article: The Descending Fog

People first saw it on the water. A faint white blanket over the Ohio river.

It began as a mist. Then it enveloped the town. The townsfolk died screaming in the gloom. Now they walk out there.

Unseen, unheard and relentless in the pursuit of the living.


Kingsmouth

9. Kingsmouth
Main article: Kingsmouth

A 'paradise island' vacation resort in the Caribbean, which has unfortunately succumbed to the Knox Event infection.

Studio

10. Studio
Main article: Studio

A 'Hollywood Film Studio', which has unfortunately succumbed to the Knox Event infection.