Zombie Fortress w/Perks v4.3.1 (Outdated! Please see the further posts.)
Requires SM 1.10 and tf2items.
Changelog:
- Added back the fixed cripple toggle cvar. Now it can be turned on and off properly.
- Fixed the issue where the crippled could receive healing.
- Fixed visual and sound effects not appearing on the crippled.
- Corrected sound files' outdated paths/extensions. Now all sounds play as intended.
- Completely updated the outline effect code. Now the crippled glow as intended.
+ Added outline glow to the last two survivors.
- Slightly tweaked Alpha attributes.
- Enhanced HUD to display actual speed and not just bonus.
- Swapped visual effects between Alpha and Horrifying.
+ Colored Vampiric zombies with a red tint.
+ Colored Horrifying zombies with a dirt-grey tint.
- Made plugin disabling process much more correct.
- Changed SetConVar... to ResetConVar on plugin disable.
Last edited by ThePianoNailer; 09-12-2021 at 17:14.
Reason: removed the attachments.
Zombie Fortress w/Perks v4.3.2 (Outdated! Please see the further posts.)
Changelog:
- Fixed glitches related to the weapon autoreplace;
+ Unbanned Eureka Effect & disabled its teleport-to-base ability;
+ Enabled cosmetic wearables for zombies;
- Imrpoved crit calculation system. Now mod also takes negaitve crit bonuses into account.
- Fixed and rebalanced Resourceful perk (shoutout to turner148 for his findings);
- Lowered Vindictive bonus ceilings (again thx to turner148);
- Lowered Wise perk bonus ceilings;
- Reduced Nonlethal knockback;
+ Heavy's 'Pow!' taunt now stuns/cripples victims;
- Increased cripple-caused stun duration from 7 to 8 sec;
- Increased cripple duration from 20 to 30 seconds;
- Reduced overheal decay rate for Heavies;
- Imrpoved Flying Guillotine effect bar visuals & slightly reduced its recharge time;
- Revamped outline code once again;
- Set default team preference as Survivors;
- Various minor improvements.
Known issues:
~ Weapons sometimes equip upon combat wearables on manual round reset. Am working on a solution.
Last edited by ThePianoNailer; 10-17-2021 at 09:55.
Reason: removed the attachments.
Zombie Fortress w/Perks v4.3.2.1 (Outdated! Please see the further posts.)
Changelog:
- Eliminated previously mentioned loadaout autoreplace glitch wtih Soldier, Demoman and Sniper;
- Added a HUD notification for zombies with no perk selected.
Last edited by ThePianoNailer; 10-17-2021 at 09:57.
Reason: removed the attachments.
Alright, this update is enormous, and it aims to bring many QoL changes, optimizations and candies!
Happy forthcoming Halloween, I hope you'll have a nice one
Zombie Fortress w/Perks v4.4
Dependencies:
- SourceMod 1.10 or higher;
- tf2items;
- (OPTIONAL) You might want to install No Thriller Taunt.
Changelog:
- Full compatibility with SM 1.11 + all the code rewritten under the newest syntax;
+ Drastically improved the chat command system:
--- Discarded old redundant chat triggers ('!' '/'). That means, instead of writing '!zf' simply write 'zf';
--- Added a new chat command 'perk', which can perform two tasks.
----- 1) Simply writing 'perk' opens a perk selection menu of a player's current team.
----- 2) Writing 'perk <name>' (for instance, 'perk vindictive') instantaneously selects a typed perk.
--- All the chat commands are now case-insensitive.
+ Added 3 new perks (2 for Survivors and 1 for Zombies):
--- Moody (S): Randomly scaling bonuses and penalties to Attack, Defense, Speed and ROF that shift every 4-20 sec.
--- Crazed (S): Constantly accumulating Attack bonuses and Defense penalties on each kill, essentially turning a player into a glass cannon. Caps are: 90% dmg, -120% def.
--- Reaper (Z): Totally invisible to survivors from afar. ROF and Speed penalties. On melee hit, scares the target for 4 sec and weakens it.
+ Lowered zombies' voice pitch;
- Set Rage as the default perk for zombies;
- Made zombies respawn immediately on perk chosen;
- Reworked the broken respawn time mechanic;
- Made plugin count only living left survivors (not those in transition);
- Improved color rendering on zombies;
+ Overhauled Roar: new sounds, chance of scaring victims, mechanic tweaks;
- Worked on Alpha balance issues;
- Tweaked Charitable gift bonuses;
- Made Ubersaw collect 10% uber on hit;
- Made Homewrecker/Maul deal additional damage to barricades;
- Enhanced Spy watch effect bar visuals;
- HUD now depicts Scorching stats correctly;
- Other minor optimizations and enhancements.
Alright, this update is enormous, and it aims to bring many QoL changes, optimizations and candies!
Happy forthcoming Halloween, I hope you'll have a nice one
Zombie Fortress w/Perks v4.4
Dependencies:
- SourceMod 1.10 or higher;
- tf2items;
- (OPTIONAL) You might want to install No Thriller Taunt.
Changelog:
- Full compatibility with SM 1.11 + all the code rewritten under the newest syntax;
+ Drastically improved the chat command system:
--- Discarded old redundant chat triggers ('!' '/'). That means, instead of writing '!zf' simply write 'zf';
--- Added a new chat command 'perk', which can perform two tasks.
----- 1) Simply writing 'perk' opens a perk selection menu of a player's current team.
----- 2) Writing 'perk <name>' (for instance, 'perk vindictive') instantaneously selects a typed perk.
--- All the chat commands are now case-insensitive.
+ Added 3 new perks (2 for Survivors and 1 for Zombies):
--- Moody (S): Randomly scaling bonuses and penalties to Attack, Defense, Speed and ROF that shift every 4-20 sec.
--- Crazed (S): Constantly accumulating Attack bonuses and Defense penalties on each kill, essentially turning a player into a glass cannon. Caps are: 90% dmg, -120% def.
--- Reaper (Z): Totally invisible to survivors from afar. ROF and Speed penalties. On melee hit, scares the target for 4 sec and weakens it.
+ Lowered zombies' voice pitch;
- Set Rage as the default perk for zombies;
- Made zombies respawn immediately on perk chosen;
- Reworked the broken respawn time mechanic;
- Made plugin count only living left survivors (not those in transition);
- Improved color rendering on zombies;
+ Overhauled Roar: new sounds, chance of scaring victims, mechanic tweaks;
- Worked on Alpha balance issues;
- Tweaked Charitable gift bonuses;
- Made Ubersaw collect 10% uber on hit;
- Made Homewrecker/Maul deal additional damage to barricades;
- Enhanced Spy watch effect bar visuals;
- HUD now depicts Scorching stats correctly;
- Other minor optimizations and enhancements.
the menu! zf is not opening by command within the game need fix
I know, I know, this thread may be old, but there has to be someone who has a solution, so as the title says, the game mode doesn't work as intended or as expected. Survivors(RED) have secondaries, zombies don't look like zombies, I tested on many different szf_ maps and none worked as expected.
Is there anything else I have to add/download within the super zombie fortress? Because I only installed szf and szf:addons and nothing else(except everything required by the 2 mentioned threads).
Any clues?
EDIT: SORRY, REPLIED AT THE WRONG THREAD, THIS WAS SUPPOSED TO BE ON "SUPER ZOMBIE FORTRESS: 1.05"
Last edited by Sneik; 08-19-2023 at 17:13.
Reason: Made a mistake
Hello everyone, it's been quite a while since I last posted. Unfortunately, this post is not the best of news. I no longer have the time to dedicate to ZF, based on new work and life situations. In fact, I type this from an empty apartment, about to move to into a nicer home.
My plan is to release one final compatibility update for ZF in the next two weeks. After that, someone else will have to take over maintaining the mod. I will offer to update the OP with any subsequent versions from other developers, as well as answer any general questions about the ZF source.
It will be interesting to observe how ZF continues from here. Remember, ZF has been handed down from developer to developer, starting with Sirot, so many people have contributed to this mod. History may repeat. It's been fun and educational, interacting with the community, learning how to distinguish between good and bad feedback, and participating in feature and balance discussions. It's been a very valuable experience, thank you!