Fungrades 2.0 - Documentation

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    Fungrades 2.0 - Documentation


    Zombie Panic! Source : Fungrades 2.0

    It is finally here. The upgrade system to conquer them all.

    Fungrades 2.0 has been made with the idea to add diversity to the game. The majority of upgrade systems released and hosted within our community over the years, has generally been limited in the variation of how you can upgrade your stats. To explain this in more depth, the current mod running in EU3 is a prime example of having little to no options of mixing and playing around with upgrades to suit your own play-style. Individual upgrades become more expensive, and generally turns out to be more effective to just evenly upgrade everything, rather than to focus on a single upgrade that you prefer, which i know for many people, becomes stale.

    With this new system, we have created an upgrade mod which now includes upgrades designed for your play-style, that no longer forces you to upgrade everything evenly as it is 'cheaper' and more cost effective to do so.
    The new system now allows you to upgrade what you want, based on the skill tree you have chosen, without the cost of any upgrade increasing per level.

    The upgrade system has been made completely different to any previous upgrade system made. To best compare it with other games, think Pay Day 2 and its skill tree ( it is almost identical ), the old masteries from League of Legends, Path Of Exile.. well, almost any game with character progression can be used as an example.

    There are 5 skill trees for Each team. Each skill tree has a single upgrade unlocked. This means, as a new player, you will have 10 Total upgrades ( 5 For each team ) to choose from initially.
    You can upgrade into as many skill trees as you like.

    Each Skill Tree has 5 Unique upgrades. With the first upgrade, as stated above, being automatically unlocked. ( which makes the total of 25 upgrades per team )
    Each Skill Tree also comes with an unlock-able Unique Passive. Passives can be unlocked 2 different ways. The first method ( which requires a total of 25 upgrade levels spent ) requires at least 5 levels spent in each of the 5 upgrades in the chosen skill tree. The second method of unlocking a passive, requires 35 total upgrade levels spent in the respective Skill Tree, removing the minimum requirement of having 5 levels in each upgrade.

    The system is built on an Experience Leveling system. Experience is gained multiple ways through damage, kills and assisting team mates, and now also completing objectives!

    Experience is also gained from damage dealt, and will generally grant the same experience as a kill.
    Objectives also grant a large amount of experience on maps that support objectives scoring, there are also limits to objective experience gain. I will try to convert the maps we run to add objective scoring over time.
    Lower leveled players will also gain a large amount of experience based on level difference. This function is very dynamic and will keep the mod fun for everyone and will give new players huge boosts in experience gain to catch up in levels.

    An in-game HUD has been created to display your current Experience and Total Experience needed for the current level. Once you have reached the required Experience to level, you will level up ( On Round End ) and any experience earned will be automatically applied to the next level. Each level grants a single upgrade point for each the Survivor and Zombie skill trees. You can also use !hud to toggle the on-screen HUD for personal preference.

    Downgrading has been changed. You can no longer downgrade a single upgrade, and must 'Reset' all your upgrades in one go. Resetting ( !reset !downgrade ) now costs 1-10 tokens to do so. ( Level 30 and below can reset for free ). So make sure you upgrade.. responsibly.

    Now.. lets move onto the upgrades.. and passives! Starting with the skill trees for each team.

    For Survivors you have : Agility ( Speed ) Tailor ( Armour ) Specialist ( Ammo ) Survivor ( Weapons )
    For Zombies you have : Warlock ( Health ) Hunter ( Speed ) The Marauder ( On-Hit / Tank ) Zed ( Damage )

    Agility ( Speed )
    The Agility class includes upgrades based around movement speed.
    Passive : Fitness - 10% Movement speed whilst out of combat.
    Initial Upgrade
    Stamina
    Unlocks ( at level 5+ )
    Energy & Hazard
    Max Level : 15
    Description
    Increases Stamina Regen.
    2% Regen Rate Per Level.
    Upgrade
    Energy
    Unlocks ( at level 5+ )
    Speed
    Max Level : 10
    Description
    Picking up Health Items increases movement speed for 10 Seconds. 3% per level.
    Upgrade
    Hazard
    Unlocks ( at level 5+ )
    Recover
    Max Level : 10
    Description
    Taking Damage provides a 3 second speed boost.
    2% speed per level.
    Upgrade
    Speed
    Max Level : 10
    Description
    Increases movement speed by 1% per level.
    Upgrade
    Recover
    Max Level : 10
    Description
    Convert a % of damage taken back into health, after a duration.
    4% returned per level.
    Tailor ( Armour )
    The Tailor class focuses on defense. Armour, Anti Infection and taking less damage .
    Passive : Power - Recover 3 health per kill.
    Initial Upgrade
    Armour
    Unlocks ( at level 5+ )
    Reinforcement & Leather Armour
    Max Level : 15
    Description
    Provides Round Starting Armour. Armour Regen also uses this max value.
    5 Armour per level.
    Upgrade
    Reinforcement
    Unlocks ( at level 5+ )
    Thorn
    Max Level : 10
    Description
    Take 2% per level less damage.
    Upgrade
    Leather Armour
    Unlocks ( at level 5+ )
    Armour Regen
    Max Level : 10
    Description
    Reduce your chance of infection. 2% Per Level.
    The only upgrade Immune to Mutation.
    Upgrade
    Thorn
    Max Level : 10
    Description
    Return damage to attacking zombies.
    3 Damage per level.
    Upgrade
    Armour Regen
    Max Level : 10
    Description
    Regenerate armour each second. Each upgrade level increases the regeneration rate.
    Specialist ( Ammo )
    The Specialist provides various ammo upgrades, From on hit effects to Ammo regeneration and a damage based push-back.
    Passive : Blade - Increases melee damage by 30%.
    Initial Upgrade
    Ammo Regeneration
    Unlocks ( at level 5+ )
    Clip Regeneration & Chilling Ammunition
    Max Level : 15
    Description
    Adds the chance to return ammo. Ammo is regenerated into ammo reserves.
    3% chance per level.
    Upgrade
    Clip Regeneration
    Unlocks ( at level 5+ )
    Push Back
    Max Level : 10
    Description
    Regenerate ammo into the weapon clip. Each weapon regenerates ammo at different rates, based on the average ammo type damage output. Ammo Regeneration is unlimited.
    Upgrade
    Chilling Ammunition
    Unlocks ( at level 5+ )
    Explosive Ammunition
    Max Level : 10
    Description
    Add the chance to slow attacking zombies. Chance increase by 4% per level, and scales with damage output. ( More Damage = More Chance )
    Upgrade
    Push Back
    Max Level : 10
    Description
    Damage from any weapon pushes back zombies based on damage output. Effectiveness of push-back increased per level.
    Upgrade
    Explosive Ammunition
    Max Level : 10
    Description
    Add Explosive ammunition to your rounds. Chance increases by 4% per level, and also scales with damage output. ( More Damage = More Chance )
    Survivor ( Weapons )
    The Survivor class focuses weapon modifications. Increasing Weapon Damage, Instant Reloading and Starting Weapons.
    Passive : Head Hunter - Increases head-shot damage by 10%.
    Initial Upgrade
    Weapon Enhancement
    Unlocks ( at level 5+ )
    Fast Reload & Starting Melee
    Max Level : 15
    Description
    Increases Weapon damage by 2% per level.
    Upgrade
    Fast Reload
    Unlocks ( at level 5+ )
    Adrenaline
    Max Level : 10
    Description
    Chance to instantly reload your held weapon.
    8% Per Level. ( Has an internal cool-down and anti-spam measure )
    Upgrade
    Starting Melee
    Unlocks ( at level 5+ )
    Starting Weapon
    Max Level : 10
    Description
    Axe / Crowbar / Pipe / Tire Iron / Machete / Wood Bat / Aluminum Bat / Chair / Shovel / Sledgehammer
    Upgrade
    Adrenaline
    Max Level : 10
    Description
    Taking damage increases weapon damage by 4% per level. Lasts 3 seconds.
    Upgrade
    Starting Weapon
    Max Level : 10
    Description
    USP / Glock / Glock18c / Winchester / SuperShorty / 870 ( Shotgun ) / MP5 / M4 / AK47 / Revolver
    Guardian ( Defence )
    The Guardian specialises on defensive abilities, health and regeneration, damage reduction and increased speed bursts.
    Passive : Rejuvenation - Out of combat health regeneration.
    Initial Upgrade
    Health
    Unlocks ( at level 5+ )
    Armadillo & Impair
    Max Level : 15
    Description
    Increases max health.
    2 health Per Level.
    Upgrade
    Armadillo
    Unlocks ( at level 5+ )
    Panic
    Max Level : 10
    Description
    Your first hit againts you deals reduced damage. 8 second cooldown.
    5% per level.
    Upgrade
    Impair
    Unlocks ( at level 5+ )
    Kill Shot
    Max Level : 10
    Description
    On Hit : Reduces the targets damage for the next 2 seconds.
    1% per level.
    Upgrade
    Panic
    Max Level : 10
    Description
    Increases panic movement speed.
    3% per level.
    Upgrade
    Kill Shot
    Max Level : 10
    Description
    Last bullet deals additional damage, can only occur once every 15 seconds.
    5% damage per level.
    Warlock ( Health )
    The warlock focuses on health upgrades.
    Passive : Stronger - Gain 4 health per death, round based.
    Initial Upgrade
    Spawn Health
    Unlocks ( at level 5+ )
    Blood Lust & Evolve
    Max Level : 15
    Description
    Increases health (temporarily) on each spawn. You will not regenerate spawn health.
    4 Health per Level.
    Upgrade
    Blood Lust
    Unlocks ( at level 5+ )
    Health Regeneration
    Max Level : 10
    Description
    Regenerate health to near-by Zombies. Power in Numbers!
    3 Health per Level.
    Upgrade
    Evolve
    Unlocks ( at level 5+ )
    Life Steal
    Max Level : 10
    Description
    Increases max health on each survivor kill. 1 Health per Level ( Round Based ). Half the amount for assisted Kills
    Upgrade
    Health Regeneration
    Max Level : 10
    Description
    Gain additional health regeneration.
    2 Health per Level.
    Upgrade
    Life Steal
    Max Level : 10
    Description
    Gain health from each hit landed on survivors. Life-steal only works whilst health is below maximum health. 3 Health per level.
    Hunter ( Speed )
    The Hunter provides speed upgrades, with Lunge regeneration and also on-hit crippling abilities against survivors.
    Passive : Faster - Gain 1% speed per death, round based.
    Initial Upgrade
    Reach
    Unlocks ( at level 5+ )
    Pain & Charge
    Max Level : 15
    Description
    Gain Lunge Regeneration per second.
    10% Regeneration rate per level.
    Upgrade
    Pain
    Unlocks ( at level 5+ )
    Speed
    Max Level : 10
    Description
    Gain a Speed boost whilst health is below 80.
    1.5% Speed per level.
    Upgrade
    Charge
    Unlocks ( at level 5+ )
    Cripple
    Max Level : 10
    Description
    Gain a speed boost whilst out of combat.
    2% Speed per level.
    Upgrade
    Speed
    Max Level : 10
    Description
    Gain additional base movement speed.
    1.5% Speed per level.
    Upgrade
    Cripple
    Max Level : 10
    Description
    On-Hit - Reduce targets movement speed permanently ( Round Based ). Speed reduction stacks on each hit, and also stacks with other attacking zombies that have this upgrade. 0.2% speed per level.
    Marauder ( On-Hit / Tank )
    The Marauder is the mixed class that has bit of everything.
    Passive : Harder - Receive 2% less damage per death, round based.
    Initial Upgrade
    Starting Health
    Unlocks ( at level 5+ )
    Dead Skin & Mutation
    Max Level : 15
    Description
    Gain Increased Maximum health. Affected by Health Regeneration & Life steal.
    3 Health per level.
    Upgrade
    Dead Skin
    Unlocks ( at level 5+ )
    Strength
    Max Level : 10
    Description
    Reduce incoming damage from survivors.
    2% less damage per level.
    Upgrade
    Mutation
    Unlocks ( at level 5+ )
    Infection
    Max Level : 10
    Description
    On-Hit - Apply an upgrade mutation, which disables ALL survivor upgrades. 2% Chance per level..
    Upgrade
    Strength
    Max Level : 10
    Description
    Increases Damage.
    Each level increases damage by 1 hit point. ( Not % )
    Upgrade
    Infection
    Max Level : 10
    Description
    On-Hit - Add the Chance to infect.
    2% per level.
    Zed ( Damage )
    Zed. The Damage Class.
    Passive : Better - Gain 2% increased damage per death, round based.
    Initial Upgrade
    Strike
    Unlocks ( at level 5+ )
    Deep Cut & Artery
    Max Level : 15
    Description
    Deal additional damage to Armour.
    1 damage per level ( Not % ).
    Upgrade
    Deep Cut
    Unlocks ( at level 5+ )
    Whitey
    Max Level : 10
    Description
    On-Hit - Apply a bleed to target. Applies 1 damage every 3 seconds ( Max Bleed time 60 Seconds ).
    3 Seconds per level. Stacks & stacks with other players.
    Upgrade
    Artery
    Unlocks ( at level 5+ )
    Critical Wound
    Max Level : 10
    Description
    On-Hit - 25% to deal additional Damage.
    3 damage per level ( Not % ).
    Upgrade
    Whitey
    Max Level : 10
    Description
    Chance to spawn as a Whitey. Permanent for the whole round once set.
    1% Chance per level.
    Upgrade
    Critical Wound
    Max Level : 10
    Description
    On-Hit - Each 4th hit deals additional Damage.
    2 damage per level ( Not % ).
    Bruiser ( Tank )
    The Bruiser is the tank class, that has several abilities to reduce total damage and prevent movement impairment.
    Passive : Contagion - Infection chance increased per death.
    Initial Upgrade
    Absorb
    Unlocks ( at level 5+ )
    Isolation & Resist
    Max Level : 15
    Description
    Reduces damage taken whilst under 100 health.
    1 % Per Level.
    Upgrade
    Isolation
    Unlocks ( at level 5+ )
    Resist
    Max Level : 10
    Description
    Reduced damage taken from isolated targets.
    2% per level.
    Upgrade
    Iron Head
    Unlocks ( at level 5+ )
    Lunge
    Max Level : 10
    Description
    Reduce damage taken from headshots.
    2% per level.
    Upgrade
    Resist
    Max Level : 10
    Description
    Reduce the effectiveness from movement impairing effects.
    6% per level.
    Upgrade
    Lunge
    Max Level : 10
    Description
    Increases speed whilst lunging.
    1% speed per level.
    I will add examples to the upgrades if people do not fully understand them, or would like additional information on them.

    Fungrades 2.0 - Features
    Moving onto the next features, and even returning features, such as the random token drops, the classic kill streak system has also returned! Each kill streak earned will also provide additional experience. The head-shot announce has also returned. Kill streaks end after 5 seconds, whilst each kill increasing the streak timer.

    A Brand new RTD System has also been built into the system. You will once again enjoy your favourite Roll The Dice outcomes, such as having the popular butter hands , the ability to become a fireball, as well as the chance to become an ice lolly! There are also some further ones such as being awarding Free Experience and round based boosts to make you temporarily overpowered. The New RTD System also has a couple of brand new features, as well as a few ideas taken from the original Fungrades SYSTEM and RPG Systems we previously had, many moons ago. It now also has the chance to win (Unless you are cursed with Sasuke's Luck) a Unique RTD Skin, which will also have the ability to also be used without the need of Active VIP Days. There are also a couple of other much requested features, brought back in a slightly different but fun way. But for now, those will be kept a secret until discovered ;).

    This sounds indeed very complicated, yet the current system on eu3 is also complicated for me !!
    But after spending many long minutes I think this is a good idea and will work out good?
    Btw, Will we lose the current system when this one appears? Or is the super old system still somewhere?
    I am happy to have some old vibes back with sum update!
    I'll be waiting, nice work ^^

    AND my fav q, where is the jxbox?? >:c (I would have some suggestions for it ^^)

    :saint:
    It does seem complicated when reading it, due to the amount of content in the new mod, and was my initial fear when creating it. But i think that can be said for most games that have multiple skill trees and options. I have tried to make the in-game user interface as simple as possible to understand, so it 'should' come across a lot more understandable once playing, and not take long at all to fully understand how it all works. The upgrades are fully explained in what they do in-game, so you should not struggle to understand the system as much as you may initially think.

    Although once it has been released, i will be able to add any additional information to help players understand it further if needed.

    I do hope to re-add Jouxbox in the near future, but unfortunately we are reliant on the new devs re-adding a specific function that was removed in 3.0 that made Jouxbox possible :(
    Bringing back the feel of 2.4.

    Wish we could get the members back as well...

    But! Won't the start upgrade be weird and broken what with the new way the weapons work? Like, I wouldn't even upgrade it until I can get it to at least level 4, because the PPK does 21 body shot, compared to 16. Right now, with a damage upgrade of 27 the thing will do 39 bodyshot damage. Then you have the problem where the m4 does 1 damage less then a glock and has less regen and a slower reload time. Or the fact that the mp5 is now considered a automatic pistol, due to ammo type.
    I have a dream of a life more Ideal..

    Joux wrote:

    It does seem complicated when reading it, due to the amount of content in the new mod, and was my initial fear when creating it. But i think that can be said for most games that have multiple skill trees and options. I have tried to make the in-game user interface as simple as possible to understand, so it 'should' come across a lot more understandable once playing, and not take long at all to fully understand how it all works. The upgrades are fully explained in what they do in-game, so you should not struggle to understand the system as much as you may initially think.


    (I hope the quote works???)

    I think u r right, I believe in simple made by Jux !!! Easier for turds like me to understand and to explain (if necessary) for the new folks!
    Slight mistake and has now been corrected. Strength is not an on-hit upgrade, it is a permanent upgrade which at max level will add 10 base damage to attacks. Evolve is round based, based on your kills and assists in the round, additional health will be added on spawn. Therefore if you have 8 levels into evolve, and 5 kills, you will have an additional 40 hp max health on spawn, life steal and health Regen makes use of this upgrade ( if you manage to get kills ofc ).
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