Особенности
Содержание:
Challenges
There are currently 8 challenges, particularly hard encounters set in their own maps.
You Have One Day
1. You Have One Day
- Main article: You Have One Day (Challenge)
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.
Opening Hours
2. Opening Hours
- Main article: Opening Hours (Challenge)
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.
Winter Is Coming
3. Winter Is Coming
- Main article: Winter Is Coming (Challenge)
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 (Challenge)
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 (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.
A Really CD DA
6. A Really CD DA
- Main article: A Really CD DA (Challenge)
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.
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 (Challenge)
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 (Challenge)
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.
Available vehicles
Vehicle | General | Body | Variants | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Manufacturer | Model | Vehicle Type | Weight | Engine Power (hp) | Engine Loudness | Seats | Doors | Trunk Storage | Total Storage (Seats + Trunk) | ||
Chevalier | Cerise Wagon | 1200 | 420 | 32 | 4 | 4 | 55 | 115 | |||
Chevalier | Cossette | 1035 | 570 | 36 | 2 | 2 | 30 | 50 | |||
Chevalier | D6 | 1300 | 400 | 45 | 2 | 2 | 80 | 100 | Fire Fossoil McCoy Logging Co. Park Ranger | ||
Chevalier | Dart | 935 | 360 | 21 | 4 | 2 | 40 | 100 | |||
Chevalier | Nyala | 1100 | 400 | 32 | 4 | 4 | 55 | 115 | Taxi (2) Police Cruiser Park Ranger | ||
Chevalier | Primani | 1100 | 500 | 32 | 4 | 4 | 45 | 105 | |||
Chevalier | Step Van | 1440 | 370 | 40 | 2 | 3 | 90 | 110 | Mail Van | ||
Dash | Bulldriver | 1350 | 400 | 48 | 2 | 2 | 90 | 110 | Fire Dept. Fossoil McCoy Logging Co. Police Park Ranger | ||
Dash | Elite | 1100 | 500 | 32 | 4 | 4 | 45 | 105 | |||
Dash | Rancher | 1150 | 440 | 36 | 2 | 2 | 45 | 65 | |||
Franklin | All-Terrain | 1330 | 470 | 40 | 4 | 4 | 85 | 145 | |||
Franklin | Valuline | 1000 | 400 | 40 | 2 (6) | 3 (5) | 70 | 90 (170) | 6-Seater Ambulance Fossoil Van LBMW 93.2 Radio Van Mail Van McCoy Logging Co. Spiffo’s Van | ||
Masterson | Horizon | 950 | 360 | 20 | 4 | 2 | 35 | 95 | |||
Mercia | Lang 4000 | 1190 | 520 | 32 | 2 | 2 | 45 | 65 |
Note: although it can’t be seen, a helicopter can be heard at one point towards the beginning of the game. This is part of the metagame and not a physical helicopter.
Adaptive traits
Some traits can be changed during gameplay.
Strength traits
Negative traits Feeble and Weak can be removed by leveling up Strength.
Positive traits Stout and Strong can be gained by leveling up Strength.
Weight traits
Negative traits Obese and Overweight can be removed by losing weight or obtained by gaining weight.
Negative traits Underweight and Very Underweight can be removed by gaining weight or obtained by losing weight.
Fitness traits
Negative traits Out of Shape and Unfit can be removed by leveling up Fitness.
Positive traits Fit and Athletic can be gained by leveling up Fitness.
Panic traits
Panic recovery speed is increased each day, capping at 150 days.
Panic resistance is not affected.
Agoraphobia will eventually no longer increase panic because your character will recover from panic quicker than those traits give panic.
However, the trait is still there. When you are outside, your recovery speed from panic is slower.
Claustrophobia will still makes you panic depending on the size of the room.
(Your panic recovery speed is constantly fighting against Agoraphobia and Claustrophobia.)
Strength/Fitness | 0-1 | 2-4 | 5 | 6-8 | 9-10 |
---|---|---|---|---|---|
Trait | Weak/Unfit | Feeble/Out of Shape | None | Stout/Fit | Strong/Athletic |
Recipes
General
Product | XP Gained | Skill(s) | Recipe | Ingredient 1 | Ingredient 2 | Ingredient 3 |
---|---|---|---|---|---|---|
Gunpowder | 0 XP | none |
One of: .38 Special Round .44 Magnum Round .45 Round 9mm Round .556 Round .308 Round .223 Round Shotgun Shells (consumed) |
|||
Flashlight | 0 XP | none | Flashlight (consumed) | Battery (consumed) | ||
Battery | 0 XP | none |
One of: Flashlight Hand Torch Rubber Duck (keep) |
|||
Lit Candle | 0 XP | none | Candle (consumed) |
One of: Lighter Matches |
||
Ripped Sheets | 0 XP | none | Sheet (consumed) | |||
Sheet Rope | 0 XP | none |
One of: Sheet Clothing (consumed) |
|||
Molotov Cocktail | 0 XP | none | Bourbon (consumed) |
One of: Ripped Sheets Dirty Rag (consumed) |
||
Molotov Cocktail | 0 XP | none |
One of: Empty Bottle Empty Bottle Empty Bottle (consumed) |
Gas Can (1 unit)(consumed) |
One of: Ripped Sheets Dirty Rag |
|
9mm Round x30 | 0 XP | none | Box of 9mm Rounds (consumed) | |||
Box of 9mm Rounds | 0 XP | none | 9mm Round x30(consumed) | |||
Shotgun Shells x24 | 0 XP | none | Box of Shotgun Shells (consumed) | |||
Box of Shotgun Shells | 0 XP | none | Shotgun Shells x24(consumed) | |||
.223 Round x24 | 0 XP | none | Box of .223 Rounds (consumed) | |||
Box of .223 Rounds | 0 XP | none | .223 Round x24(consumed) | |||
.308 Round x40 | 0 XP | none | Box of .308 Rounds (consumed) | |||
Box of .308 Rounds | 0 XP | none | .308 Round x40(consumed) | |||
Nails x100 | 0 XP | none | Nails (consumed) | |||
Nails | 0 XP | none | Nails x100(consumed) | |||
Screws x100 | 0 XP | none | Screws (consumed) | |||
Screws | 0 XP | none | Screws x100(consumed) | |||
Paperclip x40 | 0 XP | none | Paperclip (consumed) | |||
Paperclip | 0 XP | none | Paperclip x40(consumed) | |||
Empty Jar x6 | 0 XP | none | Empty Jar (consumed) | |||
Clothing (clean) | 0 XP | none | Items/Clothing (consumed) |
One of: Soap (1 unit) Cleaning Liquid (consumed) |
Water (3 units)(consumed) |
|
Umbrella | 0 XP | none | Closed Umbrella (consumed) | |||
Closed Umbrella | 0 XP | none | Umbrella (consumed) | |||
Notched Wooden Plank | 0 XP | none |
One of: Screwdriver Kitchen Knife Butter Knife Bread Knife Hunting Knife Chipped Stone Stone Knife (keep) |
One of: Plank Log (consumed) |
||
Candle | 0 XP | none | Lit Candle (consumed) | |||
Rubber Duck | 0 XP | none | Rubber Duck (consumed) | Battery (consumed) | ||
Hand Torch | 0 XP | none | Hand Torch (consumed) | Battery (consumed) | ||
Newspaper Hat | 0 XP | none | Newspaper (consumed) | |||
Tin Foil Hat | 0 XP | none | Aluminum (consumed) | |||
Sturdy Stick x8 | 0 XP | none |
One of: Saw Garden Saw (keep) |
Plank (consumed) | ||
.38 Special Round x30 | 0 XP | none | Box of .38 Special Rounds (consumed) | |||
Box of .38 Special Rounds | 0 XP | none | .38 Special Round x30(consumed) | |||
.44 Magnum Round x12 | 0 XP | none | Box of .44 Magnum Rounds (consumed) | |||
Box of .44 Magnum Rounds | 0 XP | none | .44 Magnum Round x12(consumed) | |||
.45 Auto Round x30 | 0 XP | none | Box of .45 Auto Rounds (consumed) | |||
Box of .45 Auto Rounds | 0 XP | none | .45 Auto Round x30(consumed) | |||
.556 Round x60 | 0 XP | none | Box of .556 Rounds (consumed) | |||
Box of .556 Rounds | 0 XP | none | .556 Round x60(consumed) | |||
Ripped Sheets | 0.25 XP | none | Clothing (Cotton) (consumed) | |||
Denim Strips | 0 XP | none | Scissors (keep) | Clothing (Denim) (consumed) | ||
Leather Strips | 0 XP | none | Scissors (keep) | Clothing (Leather) (consumed) | ||
Sawed-off JS-2000 Shotgun | 0 XP | none |
One of: Saw Garden Saw (keep) |
JS-2000 Shotgun (consumed) | ||
Sawed-off Double Barrel Shotgun | 0 XP | none |
One of: Saw Garden Saw (keep) |
Double Barrel Shotgun (consumed) | ||
Smashed Bottle | 0 XP | none |
One of: Chardonnay Bottle Red Wine Bottle Bourbon Bottle Beer Bottle (consumed) |
Gameplay
Played from an Isometric point-of-view, players must survive a zombie apocalypse in Knox Country, a partially fictional location heavily influenced by the area around real-world Muldraugh and West Point, Kentucky U.S.A.
Survivors must scavenge weapons, food and medicine while exploring vacated streets and buildings. When encountering zombies, the player must fight with whatever he has on hand which can range from a powerful Fire Axe to a puny Butter Knife. Sometimes, running away is the best solution.
Non-player character survivors can found wandering about at random and can give you quests, like ransacking the nearest General Store for supplies.
When night falls, the player must fight against himself: exhaustion, hunger, thirst and boredom. These select few status effects, called Moodles, can be treated by sleeping in beds, eating previously scavenged food, refilling your Water Bottle at your nearest faucet and entertain yourself by reading books, magazines and newspapers. The Moodles increases the immersion and realism of a zombie outbreak as well as a real human life with needs.
Players can fortify a Safehouse by barricading the doors and windows with Wooden Planks and Bed Sheets using carpentry tools like Hammers, Nails and Saws. More creative players can go as far as building a custom house by creating Walls, Doors, Window and Door Frames and Stairs.
After enough training, the player can Level Up and distribute a skill point to 1 of the 14 available Skills, giving the character a boost.
The main goal in Project Zomboid is to stay alive as long as possible… or die trying. When the player dies, a message will scroll from bottom to top indicating how many years, months and days have passed since the game started. Also, dying Auto-Saves the game, meaning you have to start a new character. This prevents «Time-Traveling Quick Load Cheating», making the game more Hardcore.
Прокачка навыка
При завершении постройки предмета вы получаете опыт идущий в умение строительства. Меню навыков можно открыть используя клавишу «C». Когда вы получите достаточно опыта для следующего уровня, вы можете нажать на иконку рядом с умением строительства для повышения уровня.
Чтение книг умений увеличит скорость получения опыта строительного навыка от создания построек. Книги для навыков можно найти в книжных полках в большинстве домов.
Когда вы открываете уровни в навыке строительства, вам будут доступны больше новых конструкций для строительства, а также ваш персонаж будет строить более крепкие сооружения. Визуальное отображение конструкций зависит от уровня навыка персонажа. Высокоуровневые строители строят более профессионально выглядящие сооружения, чем начинающие плотники. Например, на первых уровнях навыка плотник строит забор с множеством дырок и низким уровнем прочности, а при более высоком умении получается ровный и крепкий забор.
Occupations & Traits
Traits
Name | Cost | Starting Weight | Description |
---|---|---|---|
Nutritionist | -4 | N/A | Can see the nutritional values of any food |
Obese | +10 | 105 | Slower running speed. Tire from running more easily -5 Fitness |
Overweight | +6 | 95 | Slower running speed. Tire from running more easily -2 Fitness |
Underweight | +6 | 70 | Low strength, low endurance and prone to injury |
Very Underweight | +10 | 60 | Very low strength, very low endurance and prone to injury |
Emaciated | N/A | 50 | Low strength, low endurance and prone to injuryNot available during character creation |
The nutritionist trait is only available during , costing 4 trait points, or can be picked up for free when choosing the fitness instructor occupation. The nutritionist trait allows the player to «see the nutritional values of any food», which can normally only be seen on food that is packaged.
Hot-wiring
If the car key can’t be located, a vehicle can be hot-wired if the player has the required skills of: 1 electrical and 2 mechanics. Hot-wiring will change the ignition key slot icon on the dashboard and display the key icon above all players when they approach the vehicle. Therefore, a hotwired vehicle can be accessed by anyone, which may not be desired on a multiplayer game.
To hotwire a car, you must use the radial menu, where the «Start Engine» option will be replaced with a «Hotwire Engine» option. Other methods of starting the engine such as clicking on the ignition key slot or pressing «w» will not work to start the vehicle without a key.
Locked doors can be accessed by smashing the window or removing it from within the vehicle’s mechanics menu. A failed attempt to hotwire will not damage the vehicle or screwdriver but may attract unwanted attention.
Ranged weapons
Ranged weapons are often very powerful and can be used to attack at range or to draw zombies to certain parts of the map, giving players the chance to visit other parts with less danger. A hotkey can be used to quickly equip a ranged weapon using 2 by default, so long as the player has one in their main inventory.
Firearms
Firearms require ammo to use and are loud, attracting the attention of nearby zombies.
Handguns
Icon | Name | Hands | Damage | Range | Knockback | Knockdown | Base ID | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
D-E Pistol | 1.5 | One-Hand | 8 | 1 | 1.9 | 0.61 | 10 | 20 | 75 | 100 | 0.3 | 2 | Base.Pistol3 | ||
M1911 Pistol | 1.5 | One-Hand | 7 | 1 | 1.4 | 0.61 | 8 | 40 | 50 | 70 | 0.3 | 2 | Base.Pistol2 | ||
M36 Revolver | 1.5 | One-Hand | 5 | 0.7 | 1.2 | 0.61 | 5 | 65 | 25 | 30 | 0.3 | 2 | Base.Revolver_Short | ||
M625 Revolver | 1.75 | One-Hand | 6 | 1 | 1.6 | 0.61 | 9 | 30 | 50 | 70 | 0.3 | 2 | Base.Revolver | ||
M9 Pistol | 1.5 | One-Hand | 15 | 0.6 | 1 | 0.61 | 7 | 50 | 30 | 50 | 0.3 | 2 | Base.Pistol | ||
Magnum | 2.0 | One-Hand | 8 | 1.2 | 1.9 | 0.61 | 11 | 20 | 75 | 120 | 0.3 | 2 | Base.Revolver_Long |
Shotguns
Icon | Name | Hands | Damage | Range | Knockback | Knockdown | Base ID | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Double Barrel Shotgun | 4.0 | Two-Hand | 2 | 2 | 2.7 | 0.67 | 9 | 80 | 200 | 200 | 0.8 | 8 | Base.DoubleBarrelShotgun | ||
Sawed-off Double Barrel Shotgun | 4.0 | Two-Hand | 2 | 2 | 2.7 | 0.67 | 8 | 80 | 200 | 200 | 0.8 | 8 | Base.DoubleBarrelShotgunSawnoff | ||
JS-2000 Shotgun | 4.0 | Two-Hand | 6 | 1.5 | 2.2 | 0.61 | 7 | 70 | 200 | 200 | 0.8 | 8 | Base.Shotgun | ||
Sawed-off JS-2000 Shotgun | 3.5 | Two-Hand | 6 | 1.5 | 2.2 | 0.61 | 6 | 100 | 250 | 250 | 0.9 | 8 | Base.ShotgunSawnoff |
Rifles
Icon | Name | Hands | Damage | Range | Knockback | Knockdown | Base ID | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
M14 Rifle | 4.0 | Two-Hand | 30 | 1.2 | 2.0 | 0.61 | 10 | 50 | 30 | 90 | 0.3 | 2 | Base.AssaultRifle2 | ||
M16 Assault Rifle | 4.0 | Two-Hand | 30 | 2.2 | 4.5 | 0.61 | 11 | 20 | 35 | 100 | 0.3 | 4 | Base.AssaultRifle | ||
MSR700 Rifle | 4.0 | Two-Hand | 3 | 0.6 | 1.3 | 0.61 | 10 | 27 | 200 | 150 | 0.3 | 2 | Base.VarmintRifle | ||
MSR788 Rifle | 4.0 | Two-Hand | 3 | 1.2 | 2 | 0.61 | 10 | 25 | 200 | 150 | 0.3 | 2 | Base.HuntingRifle | ||
Sniper Rifle | ? | Two-Hand | ? | ? | ? | ? | 0.61 | ? | ? | ? | ? | ? | ? | ? | |
Sniper Rifle (Camo) | ? | Two-Hand | ? | ? | ? | ? | 0.61 | ? | ? | ? | ? | ? | ? | ? |
Icon | Name | MaxRange | Effect | EffectPower | EffectRange | Base ID | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
V1 | V2 | V3 | |||||||||
Molotov Cocktail | 1.5 | 8 | Fire | 90 | 4 | — | — | Base.Molotov | |||
Aerosol Bomb | 1.5 | 10 | Explosion | 70 | 6 | — | — | Base.Aerosolbomb | |||
Aerosol Bomb with Timer | 1.5 | 10 | Explosion | 70 | 6 | 10 | — | Base.AerosolbombTriggered | |||
Aerosol Bomb with Sensor | 1.5 | 10 | Explosion | 70 | 6 | 5 | 3 | 4 | 6 | Base.AerosolbombSensorV1Base.AerosolbombSensorV2Base.AerosolbombSensorV3 | |
Remote Aerosol Bomb | 1.5 | 10 | Explosion | 70 | 6 | — | — | Base.AerosolbombRemote | |||
Fire Bomb | 1.5 | 10 | Fire | 97 | 6 | — | — | Base.FlameTrap | |||
Fire Bomb with Timer | 1.5 | 10 | Fire | 97 | 6 | 10 | — | Base.FlameTrapTriggered | |||
Fire Bomb with Sensor | 1.5 | 10 | Fire | 97 | 6 | 5 | 3 | 4 | 5 | Base.FlameTrapSensorV1Base.FlameTrapSensorV2Base.FlameTrapSensorV3 | |
Remote Fire Bomb | 1.5 | 10 | Fire | 97 | 6 | — | — | Base.FlameTrapRemote | |||
Smoke Bomb | 1.5 | 10 | Smoke | — | 5 | 50 | — | Base.SmokeBomb | |||
Smoke Bomb with Timer | 1.5 | 10 | Smoke | — | 5 | 10 | — | Base.SmokeBombTriggered | |||
Smoke Bomb with Sensor | 1.5 | 10 | Smoke | — | 5 | — | 3 | 4 | 5 | Base.SmokeBombSensorV1Base.SmokeBombSensorV2Base.SmokeBombSensorV3 | |
Remote Smoke Bomb | 1.5 | 10 | Smoke | — | 5 | — | — | Base.SmokeBombRemote | |||
Noise Maker | 1.5 | 10 | Noise | — | 17 | 50 | — | Base.NoiseTrap | |||
Noise Generator with Timer | 1.5 | 10 | Noise | — | 17 | 10 | — | Base.NoiseTrapTriggered | |||
Noise Generator with Sensor | 1.5 | 10 | Noise | — | 17 | — | 3 | 4 | 6 | Base.NoiseTrapSensorV1Base.NoiseTrapSensorV2Base.NoiseTrapSensorV3 | |
Remote Noise Generator | 1.5 | 10 | Noise | — | 17 | 10 | — | Base.NoiseTrapRemote |
Полезность фермерства[]
Не имеет значения, насколько хорошо вы умеете лазить по пустым домам и искать нужные вещи — рано или поздно вся еда на карте закончится. Вдобавок, когда электричество в городе отключится, значительная часть еды придет в негодность и вы не сможете выжить без нового, стабильного источника еды.
На данный момент в игре есть три способа добычи пропитания: Фермерство, Рыболовство и Охота. Фермерство, в отличии от других умений, требует больше всего труда, зато и даёт больше результата. Комбинируйте выращенную еду с добычей от охоты или рыбалки и ваш персонах сможет готовить прекрасные блюда, которые будут хорошо утолять голод не делая его несчастным от однообразной еды.
Преимущества высокого уровня умения
При повышении вашего уровня фермерства вы будете получать всё больше и больше информации о посаженных растениях в меню Информация (ПКМ -> Инфо).
При нулевом уровне умения игрок не сможет получать точную информацию и ему придется различать статус растения буквально «на глаз» основываясь на внешнем виде растения. На пятом уровне вся доступная информация будет показана, например уровень полива, фаза роста, потенциальные болезни растения и множество других. Вдобавок на пятом уровне умения, если растение имеет какие-нибудь отрицательные эффекты, например болезнь или засуха, эта информация будет сразу видна с помощью всплывающих иконок даже если персонаж просто стоит рядом с растением.
Повышение уровня
Обратите внимание, что получать очки опыта за занятие фермерством вы будете только за успешный сбор урожая. Никакое другое действие (полив, проверка статуса, копка и.т.п) не даёт вам очков умения.
Угрозы огороду[]
Зомби
- Постоянная проблема это, несомненно, зомби. Они могут вытоптать ваши саженцы и свести все ваши усилия (и воду) на нет. Ограничьте доступ зомби к вашему огороду.
- Зомби могут прятаться в ваших посадках, откуда могут внезапно напасть на вас.
- Старайтесь размещать грядки в недоступных для зомби местах.
- Скрытные зомби, иногда даже могут скрываться от вас в почти полностью выросших растениях.
Болезни растений
На текущий момент в игре есть три вида Болезней: Мучнистая роса, Тля и Фитофтороз.
- Все они замедляют рост растений, могут даже убить их.
- Больные растения дают меньший урожай, чем здоровые.
- С Мучнистой росой и Тлёй можно бороться с помощью соответствующих спреев.
- Фитофтороз неизлечим, все растения, зараженные этой болезнью должны быть выкопаны и пересажены заново.
Болезнь может возникнуть на саженцах самопроизвольно, но так же растение может заразиться от других растений в близкой доступности. Старайтесь лечить болезни сразу же, как её обнаружили, не откладывайте, иначе вы рискуете потерять все ваши саженцы.
Клубника особенно восприимчива к болезням, поэтому лучшим выходом будет сеять клубнику отдельно от других растений (и даже ограничивать такие зоны стенами) или отказаться от её выращивания вообще.
На пятом уровне Фермерства вы будете видеть пиктограммы, обозначающие болезни: Мушку — означающую, что растение заражено Тлёй или Красный крест сигнализирующий о Мучнистой росе. Заражена может быть не только вскопанная грядка, но и обычный кусок земли, поэтому сажать на таком участке растения будет плохой идеей. Выйти из положения можно посадив какое-нибудь быстрорастущее растение и сразу же вылечить болезнь спреем. (Работает только с 39 версии)
See also
Weapons | |
Blunt | Bare Hands • Baseball Bat • Crowbar • Fishing Rod • Fishing Rod Without Line • Fishing Rod (crafted) • Frying Pan • Golf Club • Hammer • Hockey Stick • Plank • Pool Cue • Rolling Pin • Sledgehammer • Shovel • Spiked Baseball Bat • Spiked Plank • Stone Hammer • Crafted Spear |
Bladed | Butter Knife • Fork • Hunting Knife • Ice Pick • Kitchen Knife • Letter Opener • Pen • Pencil • Scissors • Screwdriver • Spoon |
Axes | Axe • Stone Axe |
Firearms | Hunting Rifle • Pistol (disambiguation) • Sawed-off JS-2000 Shotgun • Shotgun (disambiguation) • Varmint Rifle |
Throwables | Aerosol Bomb • Alarm Clock • Fire Bomb • Molotov Cocktail • Noise Maker • Pipe Bomb • Smoke Bomb |
Ammo | Shotgun Shells • 9mm Round • .223 Round • .308 Round |
Weapon Parts | Magazine (firearms) • Ammo Straps • Choke Tube Improved • Choke Tube Full • Fiberglass Stock • Iron Sight • Laser • Recoil Pad • Red Dot • Sling • x2 Scope • x4 Scope • x8 Scope |
Advancement Mechanics
Experience Points and Skill Points
As the player performs tasks they gain experience points (XP) that count towards the skill used. Skills level up and become more effective when the player’s XP reaches predefined levels, with successive levels requiring greater increases in XP. The player’s XP required to gain another level are shown when hovering over a skill:
The XP required to level up skills in build 41.50 is:
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Regular skill | 75 | 150 | 300 | 750 | 1500 | 3000 | 4500 | 6000 | 7500 | 9000 |
Passive skill | 1500 | 3000 | 6000 | 9000 | 18000 | 30000 | 60000 | 90000 | 120000 | 150000 |
The figures shown here are not cumulative. For example, improving ‘regular skills’ such as carpentry from level 3 to 4 would require 750XP.
Skill Literature
Skill books can be used to increase the rate at which the player trains a given skill. These can be found throughout the world on bookshelves or in other containers. Books are only available for skills in the «crafting» and «survivalist» categories. Additionally, books only apply to specific levels of skill advancement, with a book for every two levels of skill, totalling 5 volumes of books for each skill. For example «Carpentry for Beginners» will only provide a benefit to a player with level 0-1 carpentry. Books can only be read if they apply to the player’s current skill level.
Reading a book multiplies the rate at which the player trains the associated skill. The multiplier increases in proportion to the player’s progress through the book and reaches a maximum when the book is fully read. The presence of a multiplier on a given skill is indicated by animated arrows in the skill tab. Hovering the cursor over a skill level reveals the current multiplier. Below, the player has a multiplier of 3x on the cooking skill. Since training skills generate XP, reading books is an effective way to quickly improve the player’s abilities.
Starting Skill Levels
The choices made at determine a character’s initial skill levels. The player’s initial choice of skills are very important and should be given careful consideration since skills they begin with receive an ‘XP boost’ (a misnomer, as it overwrites your base rate of experience gain to the new value, not add or multiply). This bonus is dependent on the level the player begins with on that skill and remains active over the course of the game. Starting skills’ names are highlighted yellow in the skill tab, and hovering over the skill level will display the XP boost received. Here, the player has ‘XP boost’s for both the ‘fitness’ and ‘strength’ skills:
Note that since characters normally start with ‘strength’ and ‘fitness’ of 5, unlike other skills the character will by default have the full experience multiplier, unless they start out with negative traits which —after including profession and positive traits— overall subtract one or both of the skills by 3 or more points.
The base experience multiplier (‘XP boost’) gained with different starting levels are as follows:
Starting Level | 1 | 2 | ≥3 | |
---|---|---|---|---|
‘XP Boost’ | 25% | 75% | 100% | 125% |
Actual relative experience gain | 100% | 300% | 400% | 500% |
Controls
Many of the can be customised in the game options. The controls displayed below are the default key-bindings.
Pressing V will bring up the vehicle’s radial menu – the vehicle’s radial menu can be accessed from inside the vehicle or when standing adjacent to the vehicle. When sitting inside the vehicle you will be granted access to the ignition, car radio, headlights and more. When standing near the vehicle you will have access to opening, closing and locking the doors and trunk along with other features. An open door will allow you to access the inventory on the seats.
- Pressing N will start or shut off the engine. Pressing W inside the vehicle will also start the engine, if it is off.
- Pressing E will enter or exit the vehicle, though be sure to get in on the driver’s side for a swift exit.
- Pressing F will toggle the headlights.
- Pressing Q will sound the horn.
- Pressing O will bring up the heater controls.
- Pressing U will bring up the Vehicle Mechanics menu.
Passives
Name | Effect | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strength | Your Strength determines your carry weight, as well as certain other factors, such as opening locked windows,push knockback and knockdown chance, melee damage and the chance to climb a tall fence.
This can be levelled up mainly by doing Strength Exercises, carrying more than 50% of your weight capacity, and running. Strength experience is also granted when hitting zombies or trees with melee attacks.
Please note that Carry Capacity is affected by various moodles. |
Fitness
Fitness increases a multitude of player abilities. It reduces loss, increases Endurance recovery, increases attack speed, reduces damage from long falls, increases the chance to push a zombie off when attacked, increases exercise speed and reduces trip chance when a zombie lunges after falling over a window or fence.
Fitness can be levelled by sprinting(50/50 chance to gain XP in Fitness or Sprinting every XP update while running), doing Fitness Exercises and using melee attacks while the player is not overexerted.
Fitness | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
---|---|---|---|---|---|---|---|---|---|---|---|
Gain Multiplier | 100% | 95% | 92% | 89% | 87% | 85% | 83% | 81% | 79% | 77% | 75% |
Loss Multiplier* | 90% | 80% | 75% | 70% | 65% | 60% | 57% | 53% | 49% | 46% | 43% |
Actual loss multiplier with Athletic | — | — | — | — | — | — | — | — | — | 27.6% | 18.4% |
Recovery Multiplier | 70% | 80% | 90% | 100% | 110% | 120% | 130% | 140% | 150% | 155% | 160% |
Attack Speed Increase | 0% | 2% | 4% | 6% | 8% | 10% | 12% | 14% | 16% | 18% | 20% |
Trip Reduction | 0% | 2% | 4% | 6% | 8% | 10% | 12% | 14% | 16% | 18% | 20% |
Chance to climb tall fences bonus multiplier | 0% | 2% | 4% | 6% | 8% | 10% | 12% | 14% | 16% | 18% | 20% |
Please note that Endurance Loss Multiplier is not exact, as endurance loss has multiple calculations and it does not affect Exercises. Weapon Endurance Loss Multiplier has its own calculation.
Note: Upon leveling Strength or Fitness, your character will gain or lose traits.
-
- Ex. A character with Feeble will lose it upon leveling strength to 5.
- Ex 2. A character with no strength modifying traits will gain Stout upon leveling strength to 6.
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Strength/Fitness 0-1 2-4 5 6-8 9-10 Trait Weak/Unfit Feeble/Out of Shape None Stout/Fit Strong/Athletic
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Покупка игры Project Zomboid
Зачем покупать Project Zomboid?
Есть несколько причин, чтобы приобрести игру Project Zomboid прямо сейчас:
- После покупки, вы сможете играть в официальные версии игры, а не кривые «пиратки», которые нужно качать с файло-обменников. Играть вы сможете сразу после выхода новых версий не дожидаясь взлома игры.
- Получать техническую поддержку и помощь при проблемах на нашем форуме (за упоминание пиратской версии или кряка — у нас наказывают, обычно баном).
- При покупке Project Zomboid у нас, вы получите уникальный логин и пароль, который можно конвертировать в ключ Desura, а в будущем и в Steam.
- Вы сможете играть сразу в 2 версии: русскую (которую переводим мы) и английскую (официальную).
- Поддержать разработчиков из Indie Stone и поспособствовать развитию игры в лучшую сторону.
Сколько стоит Project Zomboid? Как купить и что я получу?
Project Zomboid стоит 330 рублей или 11 WMZ — купить можно в этой теме на нашем форуме.
Вы получите уникальный логин и пароль на свою почту, с помощью которого вы сможете авторизоваться в игре.
Early Access
Build 40
Update | Version | IWBUMS release | Stable release |
---|---|---|---|
The Weather Build | December 20, 2018 | December 20, 2018 | |
December 3, 2018 | December 13, 2018 | ||
November 1, 2018 | November 22, 2018 | ||
– | October 30, 2018 | ||
August 23, 2018 |
Build 38
Update | Version | IWBUMS release | Stable release |
---|---|---|---|
The Pre-Vehicles Build | October 17, 2017 | November 23, 2017 | |
– | October 6, 2017 | ||
October 3, 2017 | |||
September 29, 2017 | |||
September 26, 2017 | |||
September 25, 2017 | |||
September 24, 2017 | |||
June 13, 2017 | September 22, 2017 |
Build 37
Update | Version | IWBUMS release | Stable release |
---|---|---|---|
Build 37 | – | May 10, 2017 | |
May 3, 2017 | |||
April 29, 2017 | |||
April 28, 2017 | |||
January 31, 2017 | April 25, 2017 |
Build 34
Update | Version | IWBUMS release | Stable release |
---|---|---|---|
Build 34 | – | May 26, 2016 | |
May 18, 2016 | |||
May 18, 2016 | |||
May 18, 2016 | |||
May 18, 2016 | |||
February 5, 2016 | May 10, 2016 |
Build 32
Update | Version | IWBUMS release | Stable release |
---|---|---|---|
Spiffo’s Workshop | September 17, 2015 | September 17, 2015 | |
September 15, 2015 | September 15, 2015 | ||
September 15, 2015 | September 15, 2015 | ||
September 6, 2015 | September 7, 2015 | ||
May 26, 2015 | – |
Build 31
Update | Version | IWBUMS release | Stable release |
---|---|---|---|
Build 31 | March 25, 2015 | April 14, 2015 | |
– | March 24, 2015 | ||
March 22, 2015 | |||
March 22, 2015 | |||
March 21, 2015 | |||
March 12, 2015 | |||
March 9, 2015 | |||
March 7, 2015 | |||
March 6, 2015 | |||
March 5, 2015 | |||
March 4, 2015 | |||
February 10, 2015 |
Scenario
Each scenario below offers their own, unique set of difficulties or obstacles to overcome when starting out in the world.
Survival
Starting Date: 9th July 1993
This is the recommended zomboid experience, the way the devs intended it to be played. are locked on . 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
One Week Later
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
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
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 section.
Easy
- XP Multiplier: x2
- Character Survival Needs: Very Low
- Inventory: Baseball bat, Saw, School Bag, Hammer, Water and Items/Food.
Normal
- XP Multiplier: x1.5
- Character Survival Needs: Low
- Inventory: Baseball bat, School Bag, Hammer, Water and Items/Food.
Development
Project Zomboid, primarily coded in the ambitious Java programming language, is being developed by The Indie Stone, a small independent gaming studio based in the United Kingdom and Canada, with contractors from all across the globe.
The current team includes:
Member | Role |
---|---|
Writer | |
Artist, Animator, Programmer | |
Coder | |
Artist | |
Scripter, Mapper | |
Coder | |
Music Composer | |
Tim «EasyPickens» Baker | Coder |
Martin Greenall | Animator, Modeller |
Coder | |
Kees «TurboTuTone» Bekkema | Coder |
Yuri Yakovlev | Coder |
Zac Congo | Programmer |
Planned features
- The return of the PZ Stories mode that also serves as the first ever tutorial actively trying to kill you at every turn. Kate and Baldspot return!
- In-depth and varied NPC encounters driven in a persistent world, powered by a metagame system that turns each play-through into your very own zombie survival movie with emergent narrative gameplay.
- Constant expansion of the countryside and cities around Muldraugh and West Point.
- Full wilderness survival systems, animals and hunting for food.
- More items, crafting recipes, weapons and gameplay systems.
- Steam Workshop and Achievements suppоrt.