Description
New big update 2.4.
Hello everyone!
You can find information about the set on the website, and a detailed description in the discord.
With the release of the official version of the game 2.0, the project PROJECT Z is being shared. Now this is the largest (of those known) full-fledged set of mechanics, working only on the server side and not requiring disabling EAC. All blocks of the project significantly expand the game and give a new gaming experience.
Many who were looking for mods separately will surely understand what this refers to and will be pleasantly surprised by the current assembly.
More detailed information can be found on the discord server, and everyone is welcome there.
Here is a description of the main blocks of the project:
Armor Balance
A complete rebalance of all armor in the game and the addition of new bonuses from sets. Also added a bonus from the armor class when wearing one type and a mechanic of half-sets (the bonus is twice as much when wearing 2 or 3 elements of the set).
Better Quest Reward
Reworked rewards for completing the quest from level 3 and above. The reward has become a little larger and more useful.
Better Stacks
Changed the stack values for most items in the game for more convenient storage and collection.
BigInv 78 slots
Backpack capacity has been increased to 78 cells, and the information panel has been redesigned.
Bosses
UNIQUE bosses and mini-bosses. All opponents have unique mechanics and rewards. At the moment, more than 15 unique opponents have been implemented.
Contracts
Adds more than 75 new mini-tasks with various rewards and varying difficulty to the game. Significantly expands the gameplay.
Craft Ammo
Allows you to craft improved ammo from regular ammo for the difference in recipe cost.
DECO
Adds a variety of decorative blocks for building.
Elite Zombies
Adds a new class of zombies and distributes them evenly throughout the game.
Fear And Fatigue
Adds a new mechanic for spending stamina and stress resistance.
Game Balance
A number of balance fixes in the game.
HUD
Adds a new HUD to the game.
Master Skills
The largest block in the set. Significantly expands crafting capabilities and opens a mastery branch. Adds new stations, items, food and much more. Significantly expands the gameplay.
Mining Balance
Balanced the process of ore mining so as not to dig huge quarries. The durability of mining blocks has been significantly increased.
Passive Skills
Adds a new branch of bonuses that are automatically improved as you progress through the game.
Perfection
Adds a character development branch with a significant increase in the number of skills that can be improved. Increases the maximum level to 500.
Radio Station
Unique mechanics of new tasks and events. Obtaining new rare resources and ammunition.
Rare Modifiers
Adds more than 50 new rare and unique modifications. Some of them have unique mechanics.
Rare Resources
Adds rare resources to the game.
XP Repair Tools
Expands the use of construction tools by increasing the experience gained during construction.
Rough Terrain
Adds a mechanic for surface sensitivity when moving a player or zombie.
Self Traits
UNIQUE MECHANICS of positive and negative character traits, randomly distributed at the beginning of the game. Significantly randomizes each game.
Story
New quest chains for player development and familiarization with the project mechanics.
Super Elixirs
Adds super elixirs.
Universal Parts
Adds the mechanics of disassembling all items and parts into universal parts.
Vulnerability
New extended vulnerability in biomes. Significantly expands existing vulnerabilities.
ATTENTION! For correct operation, ALL previously installed modifications of the project must be removed.
Enjoy the game everyone! See you on Discord.
Videos
Changelogs
BIG UPDATE 2.4
In anticipation of the game’s 2.5 release, I decided to surprise you with the big 2.4 update, which contains the latest version of my project. Many new activities and content have been added, and a HUGE number of known bugs have been fixed. The full changelog is below:
– Fixed a bug with crafting parts for a gasoline powered tool
– Reworked the Berserker ability for the passive skill “Closer than desired”
– Changed the chance of getting seeds when chopping trees. Now 2 seeds are given only for a fully grown tree (1200 oz) and 1 for the penultimate state (900 oz). Seeds are not given for other trees.
Slightly changed Personal qualities:
– Courage – The required amount of time has been rebalanced.
– Fear of the dark – The required amount of time has been rebalanced.
– Experienced hunter – now for development you need to kill any opponents in the head with a light melee weapon. The required number of kills has been rebalanced.
– Crusher – The required number of kills has been rebalanced.
– Now it is possible to disassemble any type of ammunition for 75% of the cost of their resources. Disassembly is unlocked along with the recipes for crafting ammo packs (full set book bonuses for the corresponding ammo). Now you can disassemble unnecessary ammo
– Now you can create support kits from enhanced ammo
– Fixed a loot error for the veteran boss. Now weapon mods drop correctly
– Fixed a bug where the shock buff from the mouse could work on minibosses and bosses
– Doubled the damage from the mouse effect. Be careful
– Fixed a knockdown error when pumping the passive skill winter lvl 25. Now resistance works correctly.
– Significantly reduced the amount of ammo received in loot and boxes of the infected cleanup (on average, a decrease of 30-50%)
– Fixed the bonus to finding “Master-bronnik” magazines.
– Fixed the bonus to searching for the magazines “Blacksmith of your own happiness”
– Fixed the bonus to searching for the magazines “Jack of all trades”
– Fixed several localization errors
– Removed the ability to sell all decor blocks to a merchant
– Significantly reworked the mechanics of gaining experience from mining. Now there is significantly less experience and all types of resources give the same amount.
NERF bonuses to the experience gained:
– Bonus from the skill Group Learning reduced from 10% to 5%
– Bonus from the personal quality “Team player” reduced from 10,20,30% to 5,10,25%. The bonus to the loot received has been similarly reduced.
– Bonus from the “Treasure Hunter” modification has been reduced from 10% to 5%
– Loot bonus for the Treasure Hunter, Smart Glasses and OK Google modifications is now a fixed value (was a percentage)
– Bonus from the “Smart Glasses” modification has been reduced from 15% to 10%
– Bonus from the “OK Google” modification has been reduced from 25% to 15%
Reworking armor crafting skills
– Now the creation of improved armor accessories opens when leveling the armor crafting skill to lvl 100.
– Now the crafting of attribute bonus modifications and “Treasure Hunter” is available. Recipes open when leveling the armor crafting skill to levels 50 and 100.
– The “Armor Master” skill has been reworked. Now full study requires 50 magazines, it was 30
– Rebalanced the recipes of the Armor Master. Now the unique armor group opens for crafting at lvl 25 (was lvl 5)
– Added new improved modifications of attribute bonuses. Opens when studying “Armor Master” at lvl 30
– Added unique modification “Advanced AI” which increases all character attributes by 1.
BIG ARMOR REBALANCE:
– Maximum experience bonus from unique armor helmets reduced from 20% to 15%
– For all vanilla armor, the number of installed modifications has been returned to the default – 1,1,2,2,3,4
– Rebalanced the armor indicator for all types. Now the Total indicator is not evenly distributed to the equipment. That is, before, all equipment elements provided the same protection, which in total received the TotalArmor value. Now the head is 30%, the body is 40%, arms and legs are 15% each – the total is the same. But now it is important what exactly you are wearing and where. Also, the total value for primitive armor has been reduced by 50%, for vanilla armor by 30%, for improved armor by 15%. As a result, be careful now armor at the early and middle stages of the game protects from damage much less.
– For primitive armor, the number of slots for modifications has been increased from 1,1,1,1,1,1 to 1,1,1,2,2,3
– Fixed a bug with the bonus from the Spetsnaz and Raider helmets. – Vanilla armor “Natural Critical Hit Healing” bonus decreased from 5,10,15,20,25,40% to 4,8,12,16,20,30%
– Maus armor “Natural Critical Hit Healing” bonus increased from 8,16,24,32,40,60% to 10,20,30,40,50,75%
– Vanilla Assassin and Rogue gloves have had their rate of fire bonus removed.
– Predator gloves have had their weapon handling bonus replaced with their rate of fire.
– “Protective Plates” modifications can now be installed on any armor except for unique ones.
– Added 5 new upgraded armor sets: Lawbringer, Ranger, Special Forces, Assassin, and Rogue. New mechanics for enhancing an improved set. New types of modifications, “Amplifiers,” have been added to the melee weapon mastery branches. They are installed in the gloves of the added armor, and depending on the modification type, they provide a bonus to the corresponding melee weapon.
– Fixed a large number of minor bugs and localization errors.
– The “Survival” quest chain has been significantly reworked – it now has 4 chapters and ends after finding a merchant.
A new “Best Weapon” quest chain has been added, which starts after completing the “Survival” quest chain. The chain has 12 chapters, and the last two are copies of the last chapters of the old “Survival” quest chain.
The ability to obtain vanilla melee weapons, as well as bows and crossbows, has been added.
The first two chapters work according to the old principle – Kill zombies > Get weapon.
All subsequent chapters have a new mechanic – after completing a chapter, the player receives a new quest as a reward, which rewards the chosen weapon.
Now, completing the entire chain requires fewer zombies, and completing Chapters 11 and 12 requires killing Minibosses and Bosses.
For example: Previously, it was necessary to kill 1,000 zombies to obtain an improved melee weapon. If you upgraded your intelligence, you’d receive two weapons and move on. Now, you need 500 zombies with any weapon, and 250 with each weapon of your choice to obtain the weapon itself.
The combined values for unique and named weapons are higher. This means that to obtain two unique weapons, a player will first need to kill 2,000 zombies, and then another 1,000 for each.
This rework is aimed at improving gameplay and avoiding the problem of obtaining powerful weapons early on.
– Fixed localization errors for passive skill requirements for biome timers.
– The sale price for items obtained by dismantling ammunition has been reduced by half.
– Extruded cars can no longer be picked up for recycling.
– Added a new decorative set, “Outdoor Plants.” You can now plant bushes, vines, and other small outdoor plants.
– Single and double elevator doors have been added to crafting. Their network connection counterparts have been added. They now open similarly to steel doors.
– Fixed an issue with increased armor for Raider boots (vanilla)
– Fixed a number of minor localization issues.
– Also, some small but welcome changes to the quest chains:
For the “Rare Specimens” quest chain, the requirement for completing parts 1, 6, and 7 has been changed. To meet the requirements, the player now needs to hold the item in their hands rather than craft it. This eliminates the need for each player to study unnecessary journals to complete these parts. This change only applies to servers with wipes. On older servers, the quests remain the same. Changes have been made to the “New Home” quest chain: Chapter 1 no longer requires installing blocks, only an upgrade. Chapter 2 now rewards a concrete mixer, and Chapter 4 rewards an improved concrete mixer.
– Added an improved version of the “Raider” armor set.
– Added new, improved, and unique “Cleansing Kit” modifications. These modifications are installed on body armor. When equipped, they increase the speed of radiation recovery. The higher the character’s radiation level, the faster the recovery.
– Fixed an error with the skill description for unlocking the crafting recipe for Ammo Dismantling kits. The correct book collections are now listed.
– The Surgical Blade mod can now be installed on the Barbarian Axe.
– Fixed an issue with the “Entertaining Mechanics” booster.
– Fixed an issue with the “Weekly Cooking” magazine dropping when leveling the Mastery skill above level 10.
– Fixed an error with resetting the character regarding the chance to gain an additional skill point when reading magazines.
– “Reinforced Parts” mods can no longer be installed on screwdrivers.
– Fixed an issue with bonus seeds when leveling the “Good Sowing” enhancement skill. The bonus now functions correctly.
– Fixed a visual model error for the Selective Pumpkin during the growth stage.
– Fixed a display error with the food model in the hands for all types of set meals.
– Fixed a timer error for the “Allergic” passive skill.
– Fixed a timer error for the “Fear of Pain” passive skill.
– Fixed a localization error for .44 ammo disassembly kits.
– Fixed an incorrect recipe error for the Armor-Piercing Shotgun Ammo Disassembly Kit.
– Fixed an infinite ammo error when disassembling. The resources obtained are now correct.
– Fixed an issue with unnecessary recipes in the Recycler.
– For the improved modification “Comfortable Grip,” the bonus to stamina consumption for normal attacks has been reduced from 15 to 10%, and for power attacks from 30 to 15%.
– For the unique modification “Comfortable Grip,” the bonus to stamina consumption for normal attacks has been reduced from 25 to 20%, and for power attacks from 50 to 30%.
– Fixed an issue with the durability consumption of the Tier 1 Miner’s Armor tool.
– Fixed an issue where harvesting Selection Coffee during the growth stage would return cotton seeds. Now it correctly returns coffee seeds.
– Fixed the models of all types of stimulants when held in the hands.
– Reworked the mechanics of irradiation from hits by elite zombies and all types of bosses. Irradiation from animal minibosses has been added. Now each hit is processed separately and causes significantly fewer errors with excessive irradiation. The “Irradiated Shell” stimulant bonus now functions correctly. While active, you don’t receive any radiation at all.
– Fixed a bug where the “Dentist” perk applied to the Indiana Machete and the Improved Machete.
– Durability consumption for all types of the legendary “Indestructible” named weapon has been increased by 25% to reduce excess weapon durability.
– Removed unnecessary recipes in the Recycler. Recipes are now only for Mold Assistants for craftable items.
– Fixed localization for the Maus armor set. It now displays the correct health consumption upon activation.
– Health and stamina bonuses for large set meals have been corrected. – Fixed the description of the “Allergic” personal trait
– Fixed the localization of the Daring Adventurer skill at level 4
– Fixed an error displaying food and water reserves on the interface upon death
– Now, upon completing the initial Self-Healing quest, the player receives a bone knife of ONLY quality 1
– The durability of all types of containers obtained from the radio station has been changed from 200 to 2000. This prevents accidental destruction.
– The recipe cost for the Soil Block has been changed from 16 to 30 – an abuse fix
– The resources obtained when dismantling the Forge have been changed. Leather is no longer dropped, but the amount of stone (from 40 to 50) and clay (from 20 to 25) has been increased – an abuse fix
– The repair resource for all types of signal smoke has been changed from iron to universal parts – an abuse fix
– Adjusted the color correction of some “Improved” item names.
– Adjusted the book set name.
– Adjusted the endings of the Elite Zombie names.
– Minor changes to the names and descriptions of product cards in the Z Market.
– Changed the explanatory text for Ingredients.
– Adjusted the description of “Ammunition.”
– Corrected the description of the “Bottle of Pure Water” item.
– Adjusted the description of all “Auto Turrets.”
– Adjusted the description of the “Reactor” Power Supply.
– Adjusted the description of the “Industrial” Generator.
– Adjusted the description of the “Improved Armor Accessories” item.
– Fixed a missing description for the “Rescuer’s” First Aid Kit.
– Adjusted the description of all booster magazines.
– Fixed the display of the Daily Forager Booster description.
– Adjusted the description of the “Learning” buff.
– Corrected the description of Severe Fatigue.
– Corrected the description of the “Dexterous” set meals.
– Updated and grouped the descriptions of buffs for all mini-bosses. The layout has been improved for easier reading.
– Adjusted the entire description of the “Rescuer”, “Predator”, and “Mouse” armor, including their buffs and abilities.
– Vanilla armor. Errors have been fixed and additional descriptions have been added to ensure the text is accurate.
– Improved armor. Errors have been fixed and additional descriptions have been added to ensure the text is accurate.
– Corrected the stats of equipped “Rescuer” T3 armor.
– Fixed display errors with missing text in the improved Raider armor for all languages.
– Adjusted the description of Bulldog weapons.
– Adjusted the Eraser weapon description.
– Adjusted the Gauss weapon description.
– Adjusted the Mjöllnir weapon description.
– Adjusted the Combistik weapon description.
– Adjusted the Flugen weapon description.
– Adjusted the Reactor Drill description.
– Adjusted the Reactor Screwdriver description.
– Fixed the localization for disassembling 7.62/9mm/.44 Magnum rounds.
– Fixed the missing English localization for .44 Magnum ammunition.
– Fixed the English localization for the Brigadier mini-boss name.
– Corrected the English name of the Elite Builder.
– Adjusted the display of the Ogonyok mini-boss name buff. It was previously displayed poorly in the player’s HUD.
– Fixed an error with the ingredient names in the “Improved Cement Mixer” contract. – Fixed localization in the “Minibike Part” contract.
– Fixed the English name of the “Stun Rod Enthusiast” contract.
– Fixed the English name of the “Sledgehammer Enthusiast” contract.
– Fixed the description display for Structures: Iron Sheets
– Fixed the description display for Deco: Outdoor Plants
– Minor changes to the translation of kits. The layout has been improved for easier reading.
– Audit of all contracts and corrections of any found errors.
– Audit of all tools and corrections of any found errors.
– Audit and correction of any found errors in the “Farming” category.
– Fixed the missing crafting option for the “Reliable Wrap” unique modification.
– Fixed incorrect values for the “Reduced Weapon Wear” bonuses in the “At Killing Distance” section.
– Fixed a weapon type error in the “Knives and Machetes” buff. – Fixed an issue where the 7.62 turret name would display incorrectly when leveling up the “TRAP MASTER” skill.
– Fixed an issue where the “Super Elixir” color tag was incorrect in the “Horde Expert” item.
– Fixed an issue where the “Tarpaulin Fence” structure was missing localization.
– Fixed an incorrect % chance to restore HP when killing zombies in the “Closer Than You Wanted” skill and its final bonus.
– Fixed an issue with the “Improved Cement Mixer” contract being owned in the English version.
– Adjustments and fixes for English and Russian localizations in the following sections:
“General Time”
“Burnt”
“Desert”
“Winter”
“Wasteland”
“God-given Sniper”
“Shotgun Expert”
“Closer Than I Wanted” (English version)
“Bullseye”
“Boss Expert” [Not final changes]
– Adjustments and fixes for localization errors in items:
– “Law Enforcer’s Footwear” footwear
– “Master” book items
– Improved English localization in the following sections:
“DECO”
“Rambo”
“Killer Booster”
“Magazine Booster”
– Corrections and bug fixes for the English and Russian localizations of the “Self-Development Skills” section
– Corrections and bug fixes for the English and Russian localizations of the “Learnability” section
– Corrections and bug fixes for the English and Russian localizations of the “Looting” section
– Corrections for the English and Russian localizations of the “Zombie Expert” section
– Corrections for the Russian localization of the “Tirelessness” section
– Corrections for the Russian localization of the “Heavy Burden” section
– Corrections for the Russian localization of the “Rock on Stone” section
– Corrected an incorrect relationship tag for the “Knuckle Dusters” buff
– Corrected an incorrect relationship tag for the “Stunning Rod” buff and its English localization. – Corrected the English and Russian localization text for the “Meat Feast” section.
– Corrected the English and Russian localization text for the “Armor Skills” section. A missing description has been added.
– Corrected the English localization text for the “Ranged Combat” section. It contained an incorrect description of the attachment type.
– Corrected the English and Russian localization text for the “Pack Mule” section.
– Corrected the English and Russian localization text for the “Shooting Range” section in the radio station.
– Corrected the English and Russian localization text for the “Ammunition Request” section in the radio station.
– Corrected the English and Russian localization text for the “Boss Summon” section in the radio station.
– Corrected the English and Russian localization text for the “Defender-Z” items.
– Added clarifying text for the English and Russian localization text for the “Surgical Blade Schematic” item for acquisition.
– Corrections to the English and Russian localization text for the “Cleansing Kit” mod items
– Corrections to the English localization text for the “Unique” item in the “Botanist’s Bonus” mod
– Corrections to the English and Russian localization text for the “Armor Set” mod items. Addition of numerical values.
– Players are now cured of infection while in a medical bed.
– Fixed a missing crafting option for the unique modification “Reliable Wrap”
– The increased recovery speed when holding a tool now also works for the upgraded chainsaw
– The bonus from the book “Myths of the Hammer, Volume 5” has been reworked. It no longer grants additional experience for headshots. Killing an enemy increases your dodge chance by 15% for 3 seconds.
– The book set bonuses have been reworked: Myths of the Hammer, Field Striker, and Spear Hunting. They no longer restore full stamina on kill. They now grant 20/25/30 stamina on any kill and stack with the weapon skill bonus.
– The vanilla skill “Hurricane Strikes” has been reworked. It now has a 25% chance to trigger (previously 100%), which is improved by the passive skill “Closer Than You Wanted.” The amount of health gained has been doubled. – The passive skill “Closer Than You Wanted” has been reworked. Adds up to 25% melee weapon damage (previously 50%). Increases experience gained from melee kills to 100% (previously 50%). No longer reduces weapon durability (now upgraded separately in the Berserker and Chikatilo skills). Increases the proc bonus for the skill “Hurricane Strikes” to 50% (previously non-existent). The bonus ability is now available from level 1 and gradually upgrades every 5 levels. At level 25, the bonus ability adds 12% for each effect, max 60%. Previously 10 – 50.
– The passive skill “Berserker” has been reworked. Heavy melee weapon wear rate has been reduced to 50% (previously 25%). Now adds a bonus to heavy melee weapon damage of up to 25% while stationary.
– The passive skill “Chikatilo” has been reworked. Light melee weapon wear rate reduced to 50% (previously 25%). Now adds a bonus to light melee weapon damage of up to 25% while moving.
– Stamina cost for normal and heavy attacks has been increased for all upgraded and named melee weapons. Approximately 30-70% depending on the weapon.
– For all types of upgraded armor, the stamina consumption reduction bonus at level 6 has been reduced from 20 to 15%.
– For upgraded Raider armor, the stamina consumption reduction bonus at level 6 has been reduced from 40 to 30%.
– For the “Tirelessness” enhancement skill, the stamina consumption reduction bonus has been reduced to 5-10-15-20-25% (previously 8-16-24-32-40).
– The butchering mechanics for the minibosses Major, Authority, Chief, Foreman, Professor, Alex, and Biba have been corrected. They are now butchered in the same way as other bosses. – The passive skills “Berserker” and “Chikatilo” no longer reduce stamina consumption when using melee weapons.
– The stamina consumption reduction bonus for the enhanced “Comfortable Grip” mod has been adjusted. It now does not depend on the attack type and reduces consumption by 15% (previously 10% for normal attacks and 15% for power attacks).
– The stamina consumption reduction bonus for the unique “Comfortable Grip” mod has been adjusted. Now independent of attack type and reduces stamina consumption by 25% (previously 20% for normal and 30% for power attacks).
– For the “Tirelessness” enhancement skill, the stamina consumption reduction bonus has been reduced to 4, 8, 12, 16, and 20%, but a bonus to stamina recovery rate while resting of 20, 40, 60, 80, and 100% has been added.
– The miss chance bonus from the “Hammer Myths, Volume 5” skill has been reduced to 10% (previously 15%).
– The stamina consumption reduction bonus for all boots with enhanced armor has been changed to a stamina recovery rate bonus.
A new mechanic with radio station missions has been added to the game – EXPEDITIONS.
Now, when leveling the “Daring Adventurer” intelligence skill, the player has access to new types of radio station missions. These are created using Dukes. At the start, the player will need to gather everything necessary to launch the expedition. Once prepared, the main quest begins, which simply has a timer. Once the timer runs out, the player receives an expedition reward upon successful completion. The more difficult the expedition, the lower the chance of success (but the reward, of course, is also better).
– The Combistik spear bonus mechanics have been fixed and reworked when equipped with the Predator set. The bonus now functions correctly, and when hitting with a power attack, the 200% damage bonus from any of YOUR attacks is applied to that target. Duration: 6 seconds.
– Fixed an issue with the “Flugen” staff where modifications to the reactor tool could not be installed.
– All recipes can now be disassembled into “Mission Notes” (previously just paper).
– Expedition localization adjustments.
– Fixed incorrect localization of the Expedition “Scouting the Surroundings” buff.
– Corrected the description for the “Improved” Extended Magazine Mod.
– Corrected the description for the “Unique” tool modification.
– Corrected the description for the “Improved” Lucky Loot Mod.
– Corrected the description for the “Unique” Advanced AI Mod.
– Corrected the description for the “Unique” Botanist’s Bonus Mod.
– Corrected the description for the “Unique” Deep Cleaning Kit 2.0 Mod.
– Corrected the description for the “Drum Magazine” Mod.
– Corrected the description for the “Extended Magazine” Mod.
– Corrected the description for the “Radiation Suppressor” Mod.
– Corrected the description for the “Hunter” Mod.
– Corrected the description for the “Huge Ammo” Mod.
Previous Updates
MINOR UPDATE 2.3.1
- Fixed a bug with the recycler
- Fixed a loot bug for the Veteran boss. Weapon mods now drop correctly
- Fixed a bug where the mouse shock buff could work on minibosses and bosses
- Damage from the mouse effect has been increased by 2 times. Be careful
- Fixed a knockdown bug when upgrading the Winter passive skill lvl 25. Resistance now works correctly.
BIG UPDATE 2.3
Thanks to the work of GaleanoHD, the Spanish localization of the project was added.
- Balance: The bonus from the Saga of the Hammer T5 book has been changed. Now the experience bonus is not 100% but 50%
- The unique machete “Indiana” has been reworked. Now only bonuses from knives apply to weapons. The main indicators have been increased. Now when cutting up bodies, you get 25% more resources.
- The legendary brass knuckles “Mouse Claws” have been reworked. They are no longer legendary (they do not drop from bosses) and are available for crafting in the same way as machetes. A small rebalance of the “Furious Charge” ability. Now the ability is always available. When equipped with a full set of “Maus” armor, the bonuses from the ability are doubled, and the reload speed is reduced by 2 times.
- The unique axe “Barbarian” has slightly increased basic characteristics, but now only bonuses from club skills work on it.
- A new unique heavy melee weapon has been added – Hammer “Mjolnir”. Power strike has been changed to a hammer throw. When hitting a target, it applies an enhanced electric shock effect to the target for 8 seconds. Works on everyone except Shocker. Passive effect: While this effect is in effect, all enemies within a radius of 5 m from the target are subject to the effect of normal shock. The weapon has been added to crafting and pumping.
- A new unique heavy melee weapon has been added – Spear “Combistik”. Each normal strike has a power attack effect (all bonuses work on it). Power strike has been changed to a spear throw (slightly further and stronger than a hammer). When hitting any enemy, it knocks them over, and when the target gets up again if it is not a boss. Damage to the enemy when throwing is increased by 400% and by 800% when blocking. When equipped with a full set of Predator armor, attack speed increases by 50%, and stamina consumption for strikes by 25%. Also, when throwing at a target, any damage you inflict on the target is increased by 2 times for 12 seconds. The weapon has been added to crafting and upgrading.
- A new mechanic “Advanced Recycling” has been added to the game
- A new workstation “Recycler” has been added – it opens when studying workstations of lvl 60 (after the chemical laboratory)
- Now you can assemble almost all electrical devices and mechanical units (more than 40 items). You can recycle the collected blocks in the new station and get resource sets from them. There are 3 types: Small, Medium and Large sets and 2 types: Electric and Mechanics. When opened, you get 2 times more resources than when disassembling with a key, as well as randomly rare resources (alloys, precious metals, improved mechanics or electrical parts). In addition, almost all blocks can be sold to the merchant at the start of the game.
- Added the Training mechanic
- When on exercise bikes, you are now affected by the Workout – Cardio effect. Every second, it reduces your stamina by 12 and increases your water consumption by 40%. If you have Liquefaction, it removes the quality 1 to 3. If available, Athletic Physique levels it up.
- When on the Exercise Bench, you are affected by the Workout – Load effect. Every second, it reduces your stamina by 18 and increases your water consumption by 25% and your food consumption by 15%. If you have Obesity, Dystrophy or the Weakling quality, it removes them 1 to 2. If available, Bodybuilder levels it up.
- When on a hospital gurney or bed, you are affected by the “Healing” effect. Every 3 seconds, it restores 1 health unit. The recovery time for critical wounds is reduced by 50%.
- Now the stamina reserve is spent from each attack with a weapon or melee tool
- Fixed localization for sets with new melee weapons when completing a task
- Fixed the error of inability to install the “weapon booster” modification in the PP. Now the mod is installed in all types of PP
- Fixed a localization error for the contract “Sledgehammer Lover”
- Fixed an error displaying the status buff when on a bed with a mattress
- Fixed localization of the buff with a light armor bonus
- Now the buff with a light armor bonus works when wearing the “Rescuer” set
- Canned “Dog Food” added to crafting
- Nerf of the skill “Packing Mule” now the bonus to dodge is reduced to 3,6,9,12,15%
- All armor skills in the attribute “Improvement” have been reworked. Now the skills have other bonuses. The description has been corrected in accordance with the new bonuses. For heavy and medium armor, a chance of dodge has been added (stacks with the Pack Mule). Also, the problem with excessive protection, which led to the instant death of the character, should be solved.
- Fixed errors with incorrect operation of bonuses from passive skills that give resistance to arson, knockdown and radiation resistance. Now everything works correctly
- Fixed the bug with the Reanimation Kit. Now heals all types of fractures when used on allies
- Fixed a localization error with Improved Mechanical Parts
- Fixed a localization error with the Lumberjack Armor
- Fixed a localization error with the Priest’s Gloves
- Now improved and legendary melee weapon mods cannot be installed in the tool
- Fixed a bug with the “Second Chance” buff when wearing the “Predator” set. Now knocks down everyone around (including bosses) but within a radius of 15 (was 20)
- Reduced radiation by 2 times when receiving blows or hits from Elite Cops.
- Fixed the localization in the description of the Maus armor in the mastery skills
- Fixed a bug with excessive damage when crashing into a vehicle with a Unique Bucket or Armor
- For the miner’s armor, the bonus to reducing the durability of the tool has been rebalanced – 5,10,15,20,25,35%
- Fixed a bug with opening the recipe for the unique modification “Electro”
- Fixed the bonus of the item “Notes of a Botanist”. Now the bonus for crafting food works correctly
- Duke’s note has been returned to the starting items (to reset the buff with an envelope)
- Balance changes to personal qualities
- Now, when distributing personal qualities, positive ones can drop from 4-8 (instead of 6-12)
- For the quality “Charisma”, development progression has been added. Now when completing quests, you can develop this quality. You need to complete 75/100/125 tasks.
- For the quality “Obesity”, the counters for decreasing from a jump have been changed – 2 sec, BB strike – 2 sec, enhanced strike – 4 sec. The general timer has been changed to 8/12/16 hours.
- For the quality “Dystrophy” training bonus changed from 2 to 3. Total timer changed to 90/150/210 minutes.
- For the “Paniker” quality, the total timer changed to 4/8/12 hours.
- For the “Weak Bones” quality, the total timer changed to 2/4/6 hours.
- For the “Weakling” quality, the bonus from strength training increased from 2 to 4. The bonus for strength attacks decreased from 5 to 4. Total timer changed to 3/6/9 hours.
- For the “Allergic” quality, the total timer changed to 8/12/16 hours.
- For the “Clumsy” quality, the total counter changed to 750/1500/2000.
- For the “Pacifist” quality, the total counter changed to 350/700/1000.
- For the “Fear of the Dark” quality, the total timer changed to 8/10/12 hours.
- For the “Fear of the animals” the total counter has been changed to 500/750/1000.
- For the quality “Fear of Zombies” the total counter has been changed to 2000/3000/5000.
- For the quality “Fear of Pain” the total timer has been changed to 4/6/8 hours.
- For the quality “Social Phobia” the total timer has been changed to 4/6/8 hours.
- For the quality “Unlucky” the total counter has been changed to 2000/3000/5000.
- For the quality “Athletic Physique” the counters of decrease from a jump have been changed – 2 sec, BB hit – 2 sec, and enhanced hit – 4 sec. Cardio training – 4 sec, strength training – 2 sec. The total timer has been changed to 8/12/16 hours.
- For the quality “Bodybuilder” the bonus of power attacks has been reduced from 5 to 4. BB hit – 2 sec, enhanced hit – 4 sec. Cardio training – 2 sec., Power – 4 sec. Total timer changed to 8/10/12 hours.
- For the Lucky quality, the total counter has been changed to 2000/3000/5000.
- For the Jack of All Trades quality, the total counter has been changed to 750/1500/2000.
- For the Seasoned Hunter quality, the total counter has been changed to 500/750/1000.
- For the Crusher quality, the total counter has been changed to 750/1500/2000.
- For the Team Player quality, the total timer has been changed to 8/10/12 hours.
- Added highlighting of tooltips when hovering over objects (Open, Closed, Untouched, etc.)
- Rebalanced and fixed blocks that can be picked up. Significantly increased their stacks and sale price
- For Iron, Lead, Coal and Saltpeter resources, the sale price has been reduced by 40%
- For Shale, the sale price has been reduced by 10%
- For Clay, the sale price has been increased by 40%
- Fixed a bug with quick collection of resources and crafting items for improved stations
- BOSS BALANCE:
- Reworked miniboss Major. Now he doesn’t shoot, but hits in close combat. Increased health to 20k. Changed the mechanics of the miniboss: All soldiers and demolitionists within a 25m radius of him passively receive protection from any damage by 25%. If the miniboss’s health drops below half, the passive bonus increases damage resistance to others by 50% and attack speed and damage by 25%, and makes them glow.
- Hellish soldiers are now counted in all contracts and are affected by the Major’s buff
- The miniboss Foreman has been reworked. Now he doesn’t shoot, but hits in close combat. The health reserve has been increased to 18k.
- The bonus from the Foreman now applies to all types of workers and cleaners, and also increases attack speed by 50% if the miniboss’s health reserve is less than half.
- The health reserve for the Chief has been increased to 14k. Now the bonus from the Chief applies to all types of businessmen and works correctly
- The health reserve for Authority has been increased to 16k.
- The error with activating the enhanced buff for the miniboss Professor has been fixed. Now works at half
- For the mini-boss Bib, the error of activating the enhanced buff has been fixed and the health reserve has been increased to 18k
- All types of bosses no longer slow down from their presence, but reduce the reserve of stress resistance (all except small bosses). Buffs from boss types stack. That is, the buff from the dog and the bull will be added up. The main thing now is not to …. yourself).
- Now, when killing any boss, the player simultaneously restores the reserve of stress resistance: Small – 1%, Medium – 2.5%, Large – 5%, Huge (Carrier) – 10%
- A new big boss “Ancient Yeti” has been added. Can only be encountered at night in the winter biome. General mechanics of the stages of murder, at each stage imposes the effect of “Stiffening” on everyone around – every second reduces mobility until the character completely stiffens. When changing the killing phase, it can activate a new effect “Ice Roar” – summons 2 random ice claws and gives them a boost but reduces its resistance by 25%. You can knock out mods for any weapon (melee and ranged)
- For the boar Grace, the health reserve has been changed from 3000 to 7500 (average)
- Now Grace can spawn in the forest biome with a small chance
- Added a new Boss “Boar Mutant”. Spawn only in the forest biome at night. The lower the boss’s health reserve, the less damage from firearms and bows, but the damage in melee against him increases. When the health reserve decreases to less than half, he summons boars and hangs a similar buff on all of them with a decrease in damage. The loot is similar to minibosses, but a small chance of getting a legendary melee modification has been added.
- The mechanics of Mjolnir and Combistik have been changed:
- They are no longer thrown at the enemy. Power attack mechanics have been brought back.
- Weapon parameters have been rebalanced. Shock and knockdown effects are applied during power attacks and have a cooldown.
- Balance changes
- Magazine recipe cost has been reduced to 4 for the Farmer and Archery master
- Chicken contract buff requirement has been removed
- Damage to the improved bow has been significantly increased
- Magazine size has been added to the improved crossbow by 2
- Magazine size has been added to the Mantis crossbow by 3
- Experience for a headshot with a crossbow or bow has been increased by 25%, st. bow or crossbow by 50%, from Mantis to 100%
- Fixed a bug where the Combistik spear’s power attack would apply an additional knockdown effect to bosses and minibosses
- The chance of bosses and minibosses appearing during the day has been reduced by 50% and at night by 25%
- The Carrier boss now only appears at night
- The “Zombie Expert” skill has been reworked. Now the bonus takes into account the new types of zombies.
- The bonus from the improved and unique “Radiation Suppressor” has been reworked. Now the bonus has been reworked taking into account the new types of zombies. Can only be installed on firearms, bows, and crossbows.
- The bonus from the improved unique “Hunter” has been reworked. Now the bonus has been reworked taking into account the new types of zombies. Can only be installed on melee weapons.
- Fixed a bug with the airdrop icon being displayed in an empty space. Now the icon should disappear correctly
- The recipe cost has been changed for the Skill Journal. Now requires 50 (was 75) Journal Notes, or 35 (was 50) Mission Notes
- The upgraded sniper rifle can now use 7.62 DU ammo
- Spanish localization has been added to the main branch. This has led to many errors in other localizations, but most of them have already been fixed. This localization will be supported in the future. Please report any errors you find in the feedback.
- The Mantis crossbow now has the ability to instantly kill any zombies except bosses at 15% and animals at 30%
- Fixed the error of instantly killing bosses with a stun rod when swinging the Medic skill lvl.5. Now the chance is increased to 15% and kills all types of zombies and animals, except any bosses
- Changed the bonuses to the Master of Intelligence skill. Now the Master of the Rod does not give a constantly charged rod and allows you to charge every second hit (previously it was at level 4). Genius Fury (previously level 4) has been changed to Botanist now doubles the experience during Training and opens recipes for crafting “Magazine Boosters”.
- Now you can lift the Office Desk and Writing Desk. When on a block, a new mechanic called Training has been added. You receive every 3 seconds: 45 experience on the office desk and 90 on the writing desk. The bonus is doubled if you have learned the Master of Intelligence skill lvl. 4 and above.
- Fixed a bug in the localization of the Pacifist, Now the counter works correctly at all levels
- Fixed a bug in the reset of passive skills.
- Fixed a bug in the distribution of personal qualities
- For the set of modifications “Defender Z”, an effect of protection from damage from storms has been added.
- Fixed the amount of Brass received when mining when pumping the Master of Strength skill level 2
- Increased the chance of the boar Grace and the Boar Mutant boss spawning in the forest biome. Be careful.
- Added a unique stunning staff “Flugen”. All main indicators have been significantly increased. The staff is always charged regardless of the level of the Master of Intelligence skill. On impact, a 5% chance to instantly deal 25,000 damage to any enemy. When equipped with a full set of Rescuer armor, the chance of dealing instant damage increases to 10%, and also adds a 25% chance to restore 25 health when killing an enemy.
- Now all types of character rest buffs are displayed in their list of effects.
- Significantly reworked the mechanics of the Recycler:
- Now you can recycle significantly more blocks (including all types of beds)
- Slightly reduced the total amount of BASE resources received when recycled
- Now collected items are grouped into collections. Significantly saves character space.
- Now you can collect and recycle damaged cars.
- Significant abolition of vulnerability mechanics. In connection with the appearance of biome effects in version 2.0 and based on the results of tests, the vulnerability effects for the burnt, desert, and winter biomes were removed. These mechanics are revealed quite rarely and hinder the player more than add any complexity. What has changed:
- The Wet Bandage mod is still in the game, but does not give any bonuses to the player – you can safely remove and throw it away
- When in biomes, the player is no longer affected by the effects of Carbon Monoxide Suffocation, Overheating and Frostbite
- The Wet Bandage ingredient has been removed from the LSS Head mod recipe
- The changes have not affected Active Radiation and Irradiation in any way.
- Now Recycler stations can be placed on top of each other
- Now the creation of parts for a gas tool is also available when pumping up the Disassembly Tools magazines to level 50.
- Now while under the effect of Training, the chance to get an additional skill point when reading magazines is increased by 5%
- Fixed a bug with the balance of experience for loot. Now correctly reduces by 80%
- Removed all mechanics of the long-term action of smoothies. Biome protection now works as in the vanilla version of the game. Vulnerability to radiation in the wasteland works regardless of smoothies (as before, 1 radiation effect during the day, 2 radiation effects at night)
- The bonus for passive biome skills that increases the duration of smoothies has been removed.
- Status buffs have been optimized. The load on the server has been reduced, which slightly increases performance.
- Now both types of the Diamond Reinforcement (light) modification can be installed in all types of stunning baton
- The following personal qualities have been removed from the game: Weak Immunity, Quick Adaptation, and Hardened. The qualities will be completely reworked in the future.
MINOR UPDATE 2.2
- Fixed a bug in the HUD. Should work correctly in version 2.2 of the game.
BIG UPDATE 2.1
- Fixed all currently known bugs in the mod
- Complete audit and correction of Russian localization
- Made many balance changes for smoother gameplay
- Completely reworked personal qualities now added the ability to develop and get rid of them.
- and much more.
ATTENTION! To avoid errors, it is recommended to start a new game.
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does the mod make the resources necessary for survival much more limited because in the basic version of the game after 50 days I have an excess of everything
Undeadchill installed this on her server and we have been enjoying it. But have notice tier 5 & 6 bugs from the radio not allowing finishing of the quest. Also did a 50 box supply job from the radio and all the requirements showed checked off but wouldn’t turn from yellow to green to allow the quest to be completed and receive reward. Wasted 50 supply boxes, quite frustrating.
This has been an ongoing issue with multiplayer for some reason. It seems to work fine in single player, but something is breaking these in multiplayer. It caused my team to stop playing the mod entirely for now, because the admins on our server couldn’t find a work around. I know the mod author is doing the best he can, so hoping he will find the core issue and able to fix it for multiplayer.
I originally had this problem as well but I was able to fix it by breaking the red smoke signal that was left behind in any of the previous quest
Hello! Quick question, to get legendary stun baton, you need the master melee light weapons? electrocutioner doesn’t increase that, right?
I have a bug. When I start the first missions via the radio station, I can accept the missions, but I can’t complete them because it tells me I’m not inside. The mission can’t be completed.
will this work for 2.4 stable?
so does this not have controller support, everytime i open the menu controller fails to do anything, and i have to use my keyboard and mouse to get out of it?
where or how do you get the universal parts? so many things require them to craft them but i cant find them and i cant find where to craft them. ive been stuck forever. please help.
When you scrap any armor or weapons but not pipe weapons and primitive armors and tools you get 3 universal parts per scraped item.
Mod is definitely a top tier and truly a great experience! I couple it with Undead Country for more Zombies and challenges. Sadly, some overhauls doesn’t compliment each other. Example. Initial start Project Z traits doesn’t spawn and UD gives starter pack only. Inventory Windows got shrunk and gives dead open spaces. Overall, it’s still playable and enjoying end game longer.
Cheers! playing 2.3.
Mod is Great it adds lots of stuff and longer progress i like everything but one thing that bothers me is when you get near mini bosses or bosses you screen gets some wobbly effect and it cause me motion sickness i played my bro played it and my friend played it and we all get motion sickness is there way to turn that effect off in settings that would be helpful
I’m playing this mod and enjoying it but i noticed i can’t find any fertilizer is it out of the game or is it something i have to find another way
Fertilizer is made in the cement mixer or chemistry station.
This mod is not broken. Been playing two games on latest version (exp) and currently at day 71. Mod is TOTALLY the bomb and pairs well with Undead Country which is what I’m doing in my current game. GREAT JOB on this!
Broken as of recent test. :Y
how so?
Having issues with the biomes. after completing the tasks the side affects of the biomes are still there
I didn’t get a blood moon but a hog boss on my 7th day is this normal?
How can I enlarge the view of the backpack? Make it wider and taller.
Ich weiß, dass du hier sowieso keine Antwort bekommst, aber ich frage trotzdem:
Gibt es eine Möglichkeit, die Größe des Rucksacks zu erhöhen? Nicht vom Volumen her, sondern von der Breite und Höhe her.
how do i remove the rough terrain mod its really annoying
I just want to ask, does anybody else have structural base problems since our base fell apart after a horde night and one of the base of the base itself got moved like 200m away in the air, which most probably led to the base itself to fall apart. Did lose a lot of resources and like 10 forges because of that and I am rethinking to change the mod now … We did check structural integrity when we were building it and it was more than Great. All the bases were stable and okay. What happened is my question? Anyone ?
I’ve completed three radio quests, but I haven’t received the Surgical Blade mod as a reward. Is the reward based on chance?
How can the whole mod be only 7.4 megabytes??? I only get a few config files and a folder.
Ciao, si può cambiare la lingua in italiano? Grazie
Could you tell me how to set it up for bigger Bags and character inventory?
It is a matter of load order. I added a 405 slot paged inventory but I had to tweak a few files for it to work. The issue is the UI layout. I had to tweak the large inventory to fit in the larger window arrangement. I also commented out one of the others from the coding but don’t remember which one.
the mod is amazing! love the new quests and contracts.
There might be a slight bug with the robotic hand for the drone though. The description for this modification disappeared and it isn’t placeable in any slots.
are all the unique weapons always level 1 or can they be leveled up?
Hi
How y get “notes on quests” to craft Contracts on radio station?
Hi
I was delete the previos version becouse coisung storage error red X in 2.2 the description says !!!! Full Version !!!
Where is it ?????
I have a problem with passive skills, I can’t add any points to these skills.
thats normal, u became them, when u play, so if u shot only Headshots, this Skill increase, if u Build in 1 Biom, it increase also
The mod is very nice but I don’t want the backpack with 78 slots, how can I change it?The mod is very nice but I don’t want the backpack with 78 slots, how can I change it?
is this the full version? i downloaded it and the file says free version? also how do you install this?
thank you
the mod is amazing! love the new quests and contracts.
There might be a slight bug with the robotic hand for the drone though. The description for this modification disappeared and it isn’t placeable in any slots.
i am having trouble with the multi quest reward perk from flogi’s mod is there a way to fix the contracts so i can complete them? it wont let me cause there arent enough rewards to allow completion.
Will this work with the new version of 2.2
Can you make Dyes stackable?
I am having a bug with the stun baton when I get hit by a boss and get knocked down while swing the stun baton it stops working entirely and the only way to get it to work that I have found is to completely make a new baton
Tenía un servidor creado con mis amigos y perdí todo mi nivel al instalar el mod de la 2.2
pero mis amigos si tiene todo su nivel, alguna ayuda?
Hi, how is this mod only 6.4Mb? I’ve copied it in Mods folder and nothing happens?
This is a server side mod. Naturally, it’s small in size. You need this:
https://7daystodiemods.com/how-to-install-7-days-to-die-mods/
Is there a version foe the single player?
This mod can already be used in single player mode anyway.
Extract the archive after downloading and grab the folder ProjectZ_free_2.2, paste that folder in your %APPDATA%\7DaysToDie folder under the Mods folder (create Mods if it doesn’t exist).
Anyone else notice stability being wonky? I get all yellow/orange blocks unless they’re directly supported underneath (then they’re green). But blocks attached directly to the green block are immediately yellow. There is no improvement in stability if you start with wood in the center and upgrade to cobblestone/cement.
Is there anyway to manually add mastery perks? Or add / remove personality traits? We had a bad backup and had to have some characters start from scratch.
zombie mutation samples. I honestly don’t understand how to get them. I tried to cut zombies with a knife and they don’t drop, where can I get mutation samples? The skill is maxed out.
You need the surgical blade from doing the radio Station quest line you will get it as a quest reward and when you put it on a bladed weapon you can harvest zombies for mutations
How can I download only bosses?
Yep, broken with the red Xs from the new update for my server, as well. Sadness until patched.
you can edit the controls.xml file in the mods folder. change the “ui_game_symbol_x” colors to all “0” instead of the 255. then change the size of the sprite to 0 to make it super small and invisible, that fixed our issue for another backpack mod after the 2.2 update
I feel like I dodged a bullet with the updates lol. I kinda solved my healing bosses issue- too much dmg. I used Vitas Ascension and Flogi’s perks- AND BSGs relics and RIngs. Even Insane difficulty can get shredded with the right mods in weapons and equipment so I just dialed back. Im still very much enjoying the project. The Wasteland is EVIL. Glad I dont live there. I was wondering when Id face most of these goons to complete the passives…I found them.
i use Vitas Ascension, but how op does it make you on insane difficulty with Flogi’s perks on aswell?
have you found a work around on the contract quests they bug out and cant complete with the multi rewards perk from flogi’s mod
i ve added FNS make quest rewards great again it should let you choose from 10, but had issues with storage due to other mods havent completed a quest yet might work for you
Just checked works for vanilla quests but if you have apocalyptic quests it doesnt work you can complete it but cant get 10 reward option
Its the contract quests for project z they cant complete because of the expanded quest reward number there are only 2 options so it just waits for the other selections.
sadly its broken in 2.2
same issue here
its fixed. thanks!!!
now the game is 2.2 there are big red X’s in every inventory slot
Great Mod, I really like the mechanics, however, I’m not sure if mine has a bug but biome progression seems to be broken. After receiving your biome badge as per normal, you still need to drink the smoothies to remain in that biome? Is that a game mechanic or is my game broken? I have a few other mods included and works well with Project Z so Im wondering if its part of the mod mechanic or if maybe its a mod problem, otherwise there are no other issues, thus far. If its a game mechanic, then what’s the point of getting the badge at traders if you still need to continually make the smoothies?
That’s totally normal. If you check the skill progression tied to playtime, you’ll notice that certain biomes—like the burnt forest—require time to adapt. For example, spending 25 hours in a biome will eventually grant you immunity to its environmental hazards. There are also some helpful mods you can equip to make survival easier. One of them is the Wet Bandage, which attaches to your helmet and protects you from Monoxide Poisoning while you’re in those harsher zones.
is there anyway we can change this amount of time- we really love the concept. but as parents we dont get as much time to play as we would like and 25hrs is far to much
Si te fijas en el apartado de habilidades hay una q parece una mano con un mancha roja, en ella vas a ver que necesitas estar en cada bioma 25 horas para la inmunidad total así que si, vas a necesitar al rededor de 60 batidos por bioma salvo que se te haya otorgado puntos de adaptación en un inicio lo que serian solo 50 batidos o menos. Aun así teniendo la inmunidad te va a seguir pidiendo las modificaciones propias de cada bioma como la venda para el monóxido en el bosque quemado. Parece tedioso pero así es mas realista y lo considero mas entretenido. La insignia lo que hace es darte mas minutos de poder estar expuesto al bioma sin batidos, en vez de 3 son 5 minutos, y una vez llegues a las 25 horas reales no solo tendrás inmunidad si no beneficios contra los jefes
Robotic drone medic mod can not be installed on robotic drone?!
The same 🙁
How can this mode only have 6 mb? I copied what I downloaded from here in file mode but nothing happened, what am I missing?
hey same thing happened to me i cant get it to work
If you equip a stun baton and are knocked down by an enemy, you will be unable to use electric attacks thereafter.
Is there a way to remove the wavy effect when in a boss’s area or when they use a skill? It is causing motion sickness in my gaming partner, and he can not stay in when ever it goes off.