Shooting without aiming: Most inaccurate, won’t hit stuff at long range probably, but really good for shooting zombies at point blank. Shots tend to do minimal damage and be grazing hits because you’re not aiming.
Aimed shot: Slight accuracy boost, least amount of time spent aiming, less damage penalty for shots because you’re aiming.
Careful shot: Inbetween Precise and Aimed. Medium amount of time spent aiming, more damage done, more accurate.
Precision aim: Biggest accuracy boost enabling you to shoot at long range without missing too much, longest amount of time spent aiming, shots do full damage instead of being grazing hits.
Not sure if aiming affects critical hits and headshot chance, though.[/quote]
As far as I can tell, aimed/careful/precision are all presets for how long to steady your aim with [.]. They definitely impact headshot chance - you can see that in the bar above “steadiness” where it goes from being almost entirely miss/graze to (if you’re using a low-dispersion weapon with high skill) almost entirely headshots. My feeling is that it impacts critical chance as well, since there seems to be a hit “goodness” indicator, the bottom of which is ‘miss’ and the top of which is ‘headshot’ (critical for things without heads) and aiming for longer increases the hit goodness.
Shooting without aiming: Most inaccurate, won’t hit stuff at long range probably, but really good for shooting zombies at point blank. Shots tend to do minimal damage and be grazing hits because you’re not aiming.
Aimed shot: Slight accuracy boost, least amount of time spent aiming, less damage penalty for shots because you’re aiming.
Careful shot: Inbetween Precise and Aimed. Medium amount of time spent aiming, more damage done, more accurate.
Precision aim: Biggest accuracy boost enabling you to shoot at long range without missing too much, longest amount of time spent aiming, shots do full damage instead of being grazing hits.
Not sure if aiming affects critical hits and headshot chance, though.[/quote]
As far as I can tell, aimed/careful/precision are all presets for how long to steady your aim with [.]. They definitely impact headshot chance - you can see that in the bar above “steadiness” where it goes from being almost entirely miss/graze to (if you’re using a low-dispersion weapon with high skill) almost entirely headshots. My feeling is that it impacts critical chance as well, since there seems to be a hit “goodness” indicator, the bottom of which is ‘miss’ and the top of which is ‘headshot’ (critical for things without heads) and aiming for longer increases the hit goodness.[/quote]
You can also wait be hiting the turn button and see your steadynes grow up! I think “5” is the default .
(At first you may not notice it but if you hit like 3-4 time you will surely see it depends on range!)
waiting with (5) is also a good way to wait an enemy to death in a fight where you don’t want to move such as:
want to let a high speed kiting enemy move (like wolves and dogs that like to jump back out of range soon as they attack you)
Interrupted crafting. If you are crafting something and it gets interrupted; if you don’t move you can go back to crafting without having to start from scratch. especially helpful with longer crafting.
Want to shoot at specific time/distance/steadiness. .,: and all that is good, but sometimes you don’t know how long you want to wait for, only that you don’t want to shoot yet. Can sometimes be simultaneous with 1.
Hello! I got a question about eternal season! If I turn on eternal season to make my game for example always summer, will that mess up the monster evolution or will the monsters still evolution into stronger things?
And my second question is about wander spawns. I play with them on and I can see Z on my map but when I get close the Z is gone from my map. Why is that?
eternal seasons: not sure, but I don’t think it will. But I seem to recall something about it being determined by season length or something, but that might just be because it makes the years longer. Or I might be wrong.
wander Spawns: When you get closer, the horde is inside the reality bubble and is now individual zombies instead of a headcount. If you run away, the horde should devolve back into a headcount of how many of what kind of zombies. Something like that anyways.
I believe i’ve read somewhere that NPC companions can be mutated with mutagen serums. Didn’t try that myself since i’m still a bit away from apropriate cooking levels, but heres my related question:
Can NPC’s mutate via non mutagen means? Radiation, eating body parts from labs, sewage samples, marloss berries? So far i’ve tried giving them carrier mutation via berries, considered having them follow that mutation tree, but even after eating a lot of those, they didn’t receive the carrier mut. In case thats not an option, i have a sewage treatment nearby, would feeding them samples mutate them?
Another question: Now that the vehicle overhaul was reverted, the fuel became near infinite again. Is there any way to edit jsons to tweak it and have it be consumed slightly faster?
I don’t think that is currently supported unfortunately. Though I have no way to be sure, only knowing via the same channels you probably heard of NPC mutations through. Let me know if they can though.
[quote=“The Sad Fox, post:16707, topic:42”]I believe i’ve read somewhere that NPC companions can be mutated with mutagen serums. Didn’t try that myself since i’m still a bit away from apropriate cooking levels, but heres my related question:
Can NPC’s mutate via non mutagen means? Radiation, eating body parts from labs, sewage samples, marloss berries? So far i’ve tried giving them carrier mutation via berries, considered having them follow that mutation tree, but even after eating a lot of those, they didn’t receive the carrier mut. In case thats not an option, i have a sewage treatment nearby, would feeding them samples mutate them?
Another question: Now that the vehicle overhaul was reverted, the fuel became near infinite again. Is there any way to edit jsons to tweak it and have it be consumed slightly faster?[/quote]
NPCs mutate with radiation, but they reject most disgusting things right now.
The different aiming options (a/c/p) are exactly the same as tapping . or 5 where [a] would be hitting . only a few times, [c] several more, and [p] is exactly the same as hitting . until the steadiness bar maxes out. These figures are variable however, and your aim time, which is the time it takes for the steadiness bar to top out, is effected by your eye and arm encumbrance.
A good tactic is to tap . or 5 until you reach the point on your confidence bar where you only have * and + (headshot and hit) and no | (graze) to ensure good use of your ammo.
This one has been bugging me for some time now, recently a change was made which gives weapons and ammo green or red text in inventory displays. And I honestly can’t seem to figure out what these colors are supposed to indicate. There doesn’t seem to be any rhyme or reason to it, like you’d think ammo would only show green if you’re also holding a weapon which takes that ammo. But right now, I am holding some double-0 shot and it is green, even though I don’t have a shotgun. Why is this ammo green?
Then I have a laser rifle with red text, even though it doesn’t take ammo at all and runs off my internal UPS. I’m also holding a L39B-45 which is colored grey, even though I do have ammo for it.
My best guess is the answer to my questions is simply “this feature is incomplete and slightly buggy atm.”
[quote=“hobophobic, post:16712, topic:42”]This one has been bugging me for some time now, recently a change was made which gives weapons and ammo green or red text in inventory displays. And I honestly can’t seem to figure out what these colors are supposed to indicate. There doesn’t seem to be any rhyme or reason to it, like you’d think ammo would only show green if you’re also holding a weapon which takes that ammo. But right now, I am holding some double-0 shot and it is green, even though I don’t have a shotgun. Why is this ammo green?
Then I have a laser rifle with red text, even though it doesn’t take ammo at all and runs off my internal UPS. I’m also holding a L39B-45 which is colored grey, even though I do have ammo for it.
My best guess is the answer to my questions is simply “this feature is incomplete and slightly buggy atm.”[/quote]
I’ve checked it personally in my game ( Experimental ver. 6157 so it might be a bit outdated ) and I’ve noticed something interesting. Guns that are lying on a counter next to me and appear red ( 2 shotguns and a bow ) are the only guns I have no skill in ( shotguns and archery )
My theory is this:
Grey gun = You have enough skill to use it properly.
Red gun = You lack the necessary skill to use it properly.
Green gun = Either red or gray gun that you have ammo for.
So it looks like that whatever experimental you’re using has a bug.
As for my own question:
Is there any way to speed up teaching NPCs using books? Does their intelligence affect this?
[quote=“hobophobic, post:16712, topic:42”]This one has been bugging me for some time now, recently a change was made which gives weapons and ammo green or red text in inventory displays. And I honestly can’t seem to figure out what these colors are supposed to indicate. There doesn’t seem to be any rhyme or reason to it, like you’d think ammo would only show green if you’re also holding a weapon which takes that ammo. But right now, I am holding some double-0 shot and it is green, even though I don’t have a shotgun. Why is this ammo green?
Then I have a laser rifle with red text, even though it doesn’t take ammo at all and runs off my internal UPS. I’m also holding a L39B-45 which is colored grey, even though I do have ammo for it.
My best guess is the answer to my questions is simply “this feature is incomplete and slightly buggy atm.”[/quote]
Green text should mean that you have ammo for a gun, and red text should mean that you have a compatible magazine for a gun. Or at least, it should be.
But since I know you use my own mod I can say its just as likely due to high/low body temperature, poor diet, or repeated poisonings. Have you been chugging down any ‘homemade’ or improvised anti-rads?
Quick question: I’m trying to remove some of the more “unrealistic” zombie types (sounds funny to say that lol). I like having regular zombies and the children zombies, runners and hunters, and their more mundane evolutions like the brutes and hulks, but would like to get rid of electric zombies, the green pufferfish zombies, and smoker zombies. I tried setting their frequencies to 0 in the monstergroups.json but that didn’t seem to work…which is unfortunate because it took a while to set all the zombies I don’t want to 0 frequency across the different groups. Any ideas/suggestions? I don’t wanna use the mundane zombie mod because I like the hulks and brutes, but just the acid and explosive zombie mods don’t remove all the zombies I don’t jive with.
I have installed a mini-fridge in my truck, I have also installed an additional battery below the fridge, is there any way I can make the fridge only use that battery power and not draw power from my main battery?
There’s also no way to have a generator engine that is not hooked up to the wheels. Both of those things would be nice, but they would also both make for a very complicated interface for fairly niche needs.
[quote=“Rot, post:16720, topic:42”]Does strength affect weapon attack/swing speed at all?
I don’t think strength effects movement speed in any way. Does it provide a small bonus? Because I haven’t noticed it.[/quote]
I just debugged myself 99 strength, and it did give me more action points. Assuming my very limited understanding of turns, actions and movement is correct, you do have a higher base movement speed, and more points to spend on actions per combat turn. That’s all I can really say, maybe someone with a better understanding can correct or expand on this.