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 )

    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:

    :saint:

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