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dirtyminuth
Senior Member
Join Date: Sep 2009
Old 07-03-2010 , 00:25   Re: Zombie Fortress (Perks and Vanilla)
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ZF Perk Details

Server CVARS (in addition to ZF Vanilla commands)
  • sm_zf_cripple [0|1]
    • Determines whether crippling backstabs are enabled. Crippling backstabs do little damage, but prevent victim from gaining health and give them a glow for 45s.
    • 0 = Disabled.
    • 1 = Enabled.
    • Default: 0.
Server Commands (in addition to ZF Vanilla commands)
  • sm_zf_perk_setmode [0|1|2|3|norm|randplayer|randteam|cvarteam]
    • Sets ZF perk mode. Changes apply on new round.
    • 0|norm = Normal
    • 1|randplayer = Random per player
    • 2|randteam = Random per team
    • 3|cvarteam = Use server CVARs to set team perks (see sm_zf_perk_setteamsurperk and sm_zf_perk_setteamzomperk).
    • Default: 0
  • sm_zf_perk_list [all|allsur|allzom]
    • Lists perks, their enable/disable state and limit.
    • all = Lists all perks
    • allsur = Lists all survivor perks
    • allzom = Lists all zombie perks
  • sm_zf_perk_enable [all|allsur|allzom|<perk>]
    • Enables specified perks. Changes apply on new round.
    • all = Enables all perks.
    • allsur = Enables all survivor perks.
    • allzom = Enables all zombie perks.
    • <perk> = Enables specified perk.
  • sm_zf_perk_disable [all|allsur|allzom|<perk>]
    • Disables specified perks. Changes apply on new round.
    • all = Disables all perks.
    • allsur = Disables all survivor perks.
    • allzom = Disables all zombie perks.
    • <perk> = Disables specified perk.
  • sm_zf_perk_setteamsurperk [<surperk>]
    • Sets survivor perk used for game mode 3 (cvarteam). Changes apply on new round.
  • sm_zf_perk_setteamzomperk [<zomperk>]
    • Sets zombie perk used for game mode 3 (cvarteam). Changes apply on new round.
  • sm_zf_perk_limit [all|allsur|allzom|<perk>] [<limit>]
    • Sets perk limit for specified perks. Changes fully apply on new round. Perk limits only apply for game mode 0 (normal).
    • all = Set limit for all perks.
    • allsur = Set limit for all survivor perks.
    • allzom = Set limit for all zombie perks.
    • <perk> = Set limit for specified perk.
    • <limit> = Limit (-1 = unlimited, 0..N = numeric limit)
    • Default for all perks: -1.
Client Console Commands (in addition to ZF Vanilla commands)
  • zf, zf_perk
    • Displays main perk selection / description menu.
  • zf_perk_select [<perk>]
    • Selects specified perk. Changes apply on next spawn.
    • <perk> = Selects specified perk.
Survivor Perks
  • Athletic
    • You have innate speed and rate of fire bonuses. You have innate attack and crit penalties.
  • Carpenter
    • You have an innate defense bonus. You have an innate attack penalty. Call for medic to place a barricade. Barricades have 350 health and can be destroyed by anyone. Ability has a cooldown of 25s.
  • Charitable
    • Each kill or assist grants 'gift points.' Call for medic to redeem these points and toss out a gift for other survivors (or zombies). Gifts grant various temporary bonuses.
  • Cowardly
    • You have a passive 'panic' ability. When hit, you gain temporary speed and defense bonuses. Panic ability lasts 10s and has a cooldown of 25s.
  • Friend
    • Call for medic to select a friend (must be looking at target, setup time only). Friend is randomly selected otherwise. When near your friend, you have attack and regen bonuses. You gain crit time for each kill or assist with your friend. Crit time is activated when your friend dies.
  • Heroic
    • You have innate attack and defense bonuses. You gain crit time for each kill or assist. Crit time is activated when you're the last remaining survivor.
  • Holy
    • You have an innate attack penalty. When crouched and not moving, you heal yourself and nearby survivors.
  • Juggernaut
    • You have innate attack and defense bonuses. You have an innate speed penalty. You are immune to self and fall damage. You knockback and stun zombies with melee hits or fall damage impacts.
  • Leader
    • You have an innate crit bonus. You grant attack and defense bonuses to nearby survivors. Call for medic to place a rally point. You gain attack and defense bonuses for each survivor near your rally point, and survivors gain attack and defense bonuses when they are near your rally point. Rally lasts 60s and has a cooldown of 120s.
  • Ninja
    • You have innate speed and jump bonuses. You have an innate attack penalty. Call for medic to place a decoy retreat point. When hit, you will retreat to that point. Decoy ability lasts 15s and has a cooldown of 30s.
  • Nonlethal
    • You have an innate attack penalty when using bullet-based weapons. Bullet damage causes knockback.
  • Resourceful
    • You receive ammo, health, and metal from kills. You receive temporary attack bonuses from ammopacks and temporary defense bonuses from medpacks.
  • Selfless
    • You explode on death
  • Stash
    • Call for medic to place a secret stash. Stash can't be placed near other survivors or stashes. Stash becomes active after 40s and grants ammo, health, and a temporary attack bonus. Ability has a cooldown of 30s.
  • Stir-Crazy
    • You receive an attack bonus proportional to how much distance you travel.
  • Supplier
    • Your reserve ammo is resupplied periodically, and can hold twice the normal limit. Call for medic to place supply boxes. Other survivors can resupply ammo from these boxes. Supply ability has a cooldown of 10s.
  • Tantrum
    • Call for medic to throw a tantrum. Tantrum grants 100% crits and lasts 15s. Ability has a cooldown of 30s, during which you have a speed penalty.
  • Traitor
    • You have an innate crit penalty. You grant a crit bonus to nearby zombies. When you are one of the last two survivors, you poison the other survivor.
  • Trapper
    • Call for medic to place proximity mines. You can place up to 3 mines. Ability has a cooldown of 15s.
  • Turtle
    • You have an innate defense bonus. You have innate attack and speed penalties. You are immune to backstabs.
  • Wise
    • You gain a permanent attack bonus for each kill or assist. You gain a permanent defense bonus for each melee hit received.
  • Zenlike
    • When crouched and not moving, you regenerate health and accumulate a crit bonus. Crit bonus decreases after each attack.
Zombie Perks
  • Alpha
    • You acquire minions by killing survivors or assisting existing minions in killing survivors. You receive attack and regen bonuses when near other zombies or minions. Call for medic to summon up to 4 minions. Ability has a cooldown of 15s per minion summoned.
  • Combustible
    • You have an innate defense penalty. You explode on death (unless hit by a melee weapon). You have reduced respawn times. Can't cloak or use Bonk!.
  • Horrifying
    • Each melee hit causes temporary attack, defense, and rate of fire penalties. Survivors' temporary penalties are reduced when you're killed.
  • Hunter
    • Call for medic to place your next spawnpoint. You gain a temporary attack bonus when spawning on your spawnpoint. You have reduced respawn times. Ability can be used once per spawn.
  • Leap
    • You have innate attack and defense penalties. You are immune to fall damage. Call for medic to perform a long jump. Ability has a cooldown of 4s.
  • Magnetic
    • You can't be targeted by and disable nearby sentries. [Synergy] You disable nearby trapper mines.
  • Marked
    • One survivor is randomly selected as your mark. You gain an attack bonus when attacking your mark and an attack penalty otherwise. New mark is chosen after current mark dies and there are more than 2 remaining survivors.
  • Rage
    • Call for medic to activate rage. Rage grants 150% health and a speed bonus. Below 80% health, rage can't be activated and fades if already active.
  • Roar
    • Call for medic to execute a powerful roar. Roar causes knockback and temporary defense penalties. Ability has a cooldown of 15s.
  • Scorching
    • You have an innate speed bonus. You have an innate attack penalty. You are immune to fire damage and ignite survivors on touch or melee hit. Can't use Bonk!.
  • Sick
    • You have an innate defense penalty. Call for medic to spit acid. Acid lasts for 35s or until you die. Damage caused is proportional to distance between you and acid.
  • Swarming
    • You have an innate speed bonus. You have innate attack and defense penalties. You have instant respawn, and zombies that die near you have instant respawn.
  • Tarred
    • Call for medic to spit tar. Tar slicks last for 30s or until you die. You slow survivors with melee hits or when hit with melee.
  • Thieving
    • You have an innate attack penalty. You steal ammo, metal, and ubercharge with each melee hit. If target has no reserve ammo for their primary weapon, you steal it and a limited amount of ammo.
  • Toxic
    • You have an innate attack penalty. You poison survivors with melee hits or when hit with melee. When not moving, you cause damage to nearby survivors.
  • Vampiric
    • You have an innate regen bonus. You leech health when dealing damage.
  • Vindictive
    • You gain permanent attack and defense bonuses for each kill or assist.
Perks Changelog
  • 2011-04-24 (v4.2.0.16)
    • Updated ZF to utilize new SDK Hooks 2.0 damage features.
    • Removed dependency on "sm_cvar" for ZF enable / disable logic (prevents server log spam).
    • Fixed bug where perk-induced kritzes could be cancelled by medigun healing.
    • Fixed bug where permanent defense bonuses for Wise could go above 75% limit.
    • Fixed bug where Toxic zombies getting hit by melee would be poisoned.
    • Fixed bug where attack penalties of less than 100% would grant health.
    • Carpenter: Can no longer build near other barricades.
    • Carpenter: Barricade HP increased to 350 HP (from 250).
    • Carpenter: Cooldown time reduced to 25s (from 30s).
    • Heroic: Crit time bonus from kills as last survivor reduced to 2s (from 10s).
    • Stash: Can no longer place stashes near other survivors.
    • Stash: Each stash grants a 10% permanent attack bonus.
    • Horrifying: Killing a horrifying zombie reduces temp penalties by 75%.
    • Horrifying: Assisting in killing a horrifying zombie reduces temp penalties by 25%.
  • 2011-03-13 (v4.2.0.15)
    • Added perk limits (see sm_zf_perk_limit).
    • Added ability to see perk of spectator target (spectator mode only).
    • Fixed crash bug associated with Shogun weapon pack.
    • Fixed bug with sentry entity detection.
    • Fixed entity edict 'leak' in sprite logic.
    • Enabled The Fan O'War.
    • Enabled Conniver's Kunai.
    • Re-enabled Warrior's Spirit.
    • Added innate speed penalty to Warrior's Spirit (-100).
    • Added innate speed penalty to Fists of Steel (-50).
    • Added Carpenter (survivor perk).
    • Charitable: Improved HUD notifiactions when at max present count.
    • Ninja: Added 50% fall damage resistance.
    • Stash: Increased radius inwhich no other stashes must be in order to place stash.
    • Horrifying: Decreased defense per-hit penalty for scouts and spies to -10 (was -20).
    • Horrifying: Removed rate-of-fire per-hit penalty for scouts and spies.
    • Horrifying: Decreased duration of per-hit penalties for scouts and spies to 15s (was 25s).
    • Horrifying: Increased attack per-hit penalty for heavies to -30 (was -20).
    • Horrifying: Increased duration of per-hit penalties for heavies to 30s (was 25s).
    • Hunter: Decreased duration of attack bonus on spawn to 10s (was 15s).
    • Hunter: Increased radius inwhich spawn mark can be removed.
    • Hunter: Increased respawn time to 5.5s (was 4.5s).
    • Sick: Removed proximity damage falloff (already occurs using standard damage routines, so this was doubling the effect).
    • Sick: Increased base acid damage to 6 (was 5).
  • 2011-02-26 (v4.2.0.14)
    • Fixed bug where survivor could pickup stash instantly.
    • Fixed compatibility bug where spawn protection would last for hunters spawning on spawn mark.
    • Athletic : Added innate crit penalty.
    • Friend : Can now select friend during setup. Look at friend and call for medic.
    • Magnetic : Can't be auto-targeted by sentries.
    • Ninja : Removed fall damage immunity.
    • Rage : Removed attack bonuses from taking damage (makes perk very close to vanilla Rage).
    • Stir-Crazy : Removed defense bonuses.
  • 2011-02-18 (v4.2.0.13)
    • Added Sun-on-a-Stick (Scout melee weapon)
    • Added Sharpened Volcano Fragment (Pyro melee weapon)
    • Fixed bug where Scorching afterburn from now-dead zombie did extra damage.
    • Fixed bug where changing teams when using Selfless or Combustible would teamkill.
    • Fixed bug where instant/reduced respawn occurred on disconnected client.
    • Sentries now only inherit 50% of owner's attack bonus.
    • Roar: Changed roar effect to non-stackable "dazed" condition (includes adjustments to duration and defense penalties).
  • 2011-01-29 (v4.2.0.12)
    • Fixed bug where particle effects would appear at client's feet.
    • Fixed bugs related to perk selection and non-standard game modes.
    • Fixed bugs with non-damaging explosions.
    • Removed Warrior's Spirit as valid heavy weapon.
    • Implemented crippling backstab (low damage, but prevents health gain and reveals location for 45s).
    • Implemented crippling backstab CVAR, sm_zf_cripple (0 = disabled, 1 = enabled).
    • Increased the amount of poison healed per medpack.
    • Increased the amount of poison healed by medic healing.
    • Respawnroom visualizers are now removed for non-ZF maps.
    • Added small puff effects to various items when they disappear.
    • Consoldated effects logic (reduces code and data footprint).
    • Consoldated player damage and death events (reduces code footprint).
    • Removed use of timers when dealign damage (now entity I/O).
    • Angelic: Removed.
    • Charitable: Bonuses are more random.
    • Leader: Rally lasts 60s (was 20).
    • Leader: Rally cooldown is 60s (was 20).
    • Leader: Reworked passive and rally bonuses.
    • Combustible: Now has reduced respawn times.
    • Combustible: Zombies now explode on all non-melee attacks (including sentries).
    • Horrifying: Decreased defensive penalties.
    • Horrifying: Decreased per-hit penalty duration to 25s (was 30).
    • Horrifying: Removed per-hit speed penalty.
    • Hunter: Increased on-spawn attack bonus to 66% (was 50%).
    • Hunter: Removed on-spawn speed bonus.
    • Hunter: Spawn mark can only be placed once per spawn.
    • Hunter: Increased spawnmark detection radius by 50%.
    • Hunter: Preserve view angles when spawning on spawnmark.
    • Leap: Increased cooldown to 4s (was 2).
    • Rage: Mechanics altered to be more like vanilla ZF implementation.
    • Sick: Increased acid damage radius by 25%.
    • Tarred: Oil patches no longer cause damage.
  • 2011-01-09 (v4.2.0.11)
    • Fixed crash bug with weapons that do not require crit calculation logic.
    • Fixed crash bug(s) with stale client data.
    • Fixed bug where players could select perks not consistent with current game mode.
    • Fixed bug where payload maps running under ZF logic would not start subsequent rounds correctly.
    • Fixed bug where enabling / disabling ZF would not set team roles correctly.
    • Fixed bug where Trapper mine explosions would cause no damage.
    • Fixed bug where Scorching zombies were immune to syringe gun attacks... again!
    • Fixed bug where Supplier self-resupply was causing ammo loss.
    • Stir-Crazy: Made it harder to receive minimum bonus, easier to receive maximum bonus.
    • Trapper: Reduced cooldown to 15s (was 30s).
    • Horrifying: Reduced rate of fire per-hit penalty to 10% (was 25%).
    • Leap: Reduced vertical jump power for non-scouts.
    • Tarred: Reduced rate of fire per-hit penalty to 20% (was 25%).
  • 2011-01-03 (v4.2.0.10)
    • Refactored special effects logic (particles, props, sprites, sounds).
    • Added small debug statement to server logs that will help diagnose further crash issues.
    • Fixed potential crash issues with using IsValidEdict and RemoveEdict.
    • Fixed bug where specators could join the winning team after the round ends (to participate in humilation round).
    • Fixed bug where timers would incorrectly persist across map changes.
    • Fixed bug where rejoining a server would give you incorrect perks.
    • Fixed bug where players could use disabled perks.
    • Fixed bug with damage logic that would cause incorrect results.
    • Hunter: Spawn mark no longer becomes invisible and invulnerable when user is dead.
    • Hunter: Added 10s cooldown between spawn mark placements.
    • Scorching: Melee hits now ignite victims.
    • Toxic: Increased melee poison strength to 5 dmg/s (was 4).
    • Traitor: Poison now does correct damage.
  • 2010-12-27 (v4.2.0.9)
    • This is a major release of ZF. Many features, perks, and abilities have been added. This is an incomplete list.
    • Athletic: Added rate of fire bonus.
    • Charitable: Added.
    • Friend: Added.
    • Heroic: Replaced 100% crits with crit time, granted through kills and assists.
    • Leader: Added (contains aspects of Charismatic and Inspirational).
    • Medieval: Removed.
    • Ninja: Added.
    • Nonlethal: Added.
    • Resourceful: Updated (contains aspects of Relentless, Resourceful, and Survivalist).
    • Stir-Crazy: Increased rate of bonus update. Implies that user must be moving more often to gain max bonuses.
    • Supplier: Added (contains aspects of Brothers).
    • Trapper: Added (contains aspects of Survivalist).
    • Zenlike: Added crit accumulation.
    • Cocoon: Removed.
    • Combustible: Increased damage and defense penalty.
    • Follower: Removed.
    • Hunter: Added reduced spawn times.
    • Leap: Decreased cooldown.
    • Marked: Can't mark when there are 2 or less survivors.
    • Rage: Reworked into two-stage mechanic.
    • Scorching: Added.
    • Tarred: Added.
    • Thieving: Added ability to steal and use weapons.
    • Jumpng and object spitting mechanics have been vastly improved.
    • Explosion logic has been vastly improved (e.g. damage won't go through walls).
    • Updated poison logic. Poison duration, not strength, now stacks. Medic healing, ubers, and medpacks will heal poison at various rates.
    • Updated various weapon damage and ammo stocks to be more robust.
    • Client preferences have been implemented. Perk choices and team preferences now last across map changes and disconnects.
    • Grace period now lasts 45s or until setup time ends, whichever comes first.
    • Normal sentries no longer decay ammo below 10.
  • 2010-10-05 (v4.1.0.3)
    • Fixed issue regarding fake kills from The Holy Mackerel.
  • 2010-07-23 (v4.1.0.2)
    • Fixed issue where ZF-crit calculation logic would override other valid crit calculations (includes Targe charge).
    • Removed auto-creation of plugin configuration file (prevents CVARs from returning to defaults after each map change).
    • Prevented a few routines from executing when ZF was disabled.
    • Cleaned up a few validity checks on various events.
  • 2010-07-09 (v4.1.0.1)
    • Updated PLUGIN_INFO with new URL.
    • Fixed issue where engineers picking up a sentry would be stuck holding their toolbox.
    • Sadistic: Bonuses received when any survivor dies, not just nearby survivors.
    • Sadistic: Crit bonus added on survivor death.
    • Sadistic: Defense bonus decreased on survivor death.
    • Magnetic: Fixed crash issue when generating spark effects on sentries.
    • Toxic: Increased diminishing returns effect for passive damage.
    • Alpha, Leap, Roar: Clarified error notifications to client.
  • 2010-07-02 (v4.1.0.0)
    • Initial release.
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Last edited by dirtyminuth; 04-24-2011 at 22:18. Reason: v4.2.0.16 Update
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