Patchnoter

Weapons changes in Project Zomboid

Latest change Build 42 Stable (42.20.0) ·

  • 77documented changes
  • 19patches
  • 10buffs
  • 3nerfs
  • 28fixes

Every documented change to Weapons

77 changes across 19 patches, newest first

Build 42 Stable (42.20.0) Wednesday, 29 July 2026

  • FIXWeapons

    Fixed: holsters unequipping weapons and changing positions on the hotbar after relogging

    Fixed holsters unequipping weapons and changing positions on the hotbar after relogging

    Official source
  • FIXWeapons

    Fixed: being able to fire weapons without ammo when the player has a high ping

    Fixed being able to fire weapons without ammo when the player has a high ping

    Official source
  • FIXWeapons

    Fixed: being unable to get up quickly while holding a weapon

    Fixed being unable to get up quickly while holding a weapon

    Official source

42.19.0 (Build 42 Unstable) Monday, 1 June 2026

  • FIXWeapons

    Fixed: weapon magazines disappearing after reloading

    Fixed weapon magazines disappearing after reloading

    Official source
  • FIXWeapons

    Fixed: weapon condition desync when an item is transferred

    Fixed weapon condition desync when an item is transferred

    Official source

42.18.0 (Build 42 Unstable) Monday, 11 May 2026

  • FIXWeapons

    Fixed: point-blank calculations for ranged weapons

    Ranged weapons now work out point-blank shots correctly.

    Fixed point-blank calculations for ranged weapons

    Official source

42.17.0 (Build 42 Unstable) Monday, 20 April 2026

  • FIXWeapons

    Fixed: emotes not being performed when character holding a non-weapon item in their offhand

    Fixed emotes not being performed when character holding a non-weapon item in their offhand

    Official source

42.16.0 (Build 42 Unstable) Tuesday, 31 March 2026

  • FIXWeapons

    Players can hear ranged-weapon sounds for distant remote players

    Official source
  • CHANGEWeapons

    Repositioned Weapon Attachments for correct alignment

    Weapon attachments are repositioned so they line up correctly on the guns.

    Official source

42.13.2 (Build 42 Unstable) Monday, 19 January 2026

  • FIXWeapons

    Fixed: weapons unequipping when character is climbing through windows

    Fixed weapons unequipping when character is climbing through windows

    Official source

Build 42 Multiplayer (42.13.0) Thursday, 11 December 2025

  • CHANGEWeapons

    When an item is equipped from the hotbar and it’s not a weapon, it will be placed in the secondary slot

    Non-weapon items equipped from the hotbar now go in your secondary slot, or in the primary slot if the secondary is taken and the primary is free.

    When an item is equipped from the hotbar and it’s not a weapon, it will be placed in the secondary slot.

    • When an item is equipped from the hotbar and it’s not a weapon, it will be placed in the secondary slot. If the slot is already occupied and the primary slot is free, it'll be equipped there.
    Official source
  • FIXWeapons

    Fixed: missing hand raise indicator for jaw stabs with the Carving Fork weapon

    Jaw stabs with the Carving Fork now show the hand raise indicator again.

    Fixed missing hand raise indicator for jaw stabs with the Carving Fork weapon.

    Official source
  • FIXWeapons

    Fixed: error when equipping weapons while wearing an unstowed backpack sprayer

    Fixed error when equipping weapons while wearing an unstowed backpack sprayer.

    Official source

42.12.0 (Build 42 Unstable) Thursday, 25 September 2025

  • CHANGEWeapons

    Ranged weapon damage can now make use of specific body part damage modifiers

    Guns now use body part damage the same way melee does, so head shots deal 3x damage and shots to arms and legs deal far less.

    Ranged weapon damage can now make use of specific body part damage modifiers.

    • Ranged weapon damage can now make use of specific body part damage modifiers. This brings ranged damage into line with how melee combat works, head shots will receive 3x damage, legs and arms get dealt far less.
    Official source
  • FIXWeapons

    Fixed: ranged weapon condition bug

    Loaded ranged weapons now lose condition when fired.

    Fixed ranged weapon condition bug.

    • Fixed ranged weapon condition bug. Loaded ranged weapons check for condition wear when fired.
    Official source
  • CHANGEWeapons

    Non-weapon items that have a sharpness quality, such as detached knife blades

    Non-weapon items that have a sharpness quality, such as detached knife blades, will display their current sharpness value in their item tooltip just as weapons with sharpness do.

    Official source

42.9.0 (Build 42 Unstable) Tuesday, 10 June 2025

  • FIXWeapons

    Fixed: ranged weapons targeting, hitting and damaging vehicles

    Fixed ranged weapons targeting, hitting and damaging vehicles

    Official source
  • FIXWeapons

    Fixed: player temporarily losing backward-stepping Nimble bonus when swapping weapons

    Swapping weapons no longer briefly takes away the Nimble bonus for stepping backward.

    Fixed player temporarily losing backward-stepping Nimble bonus when swapping weapons

    Official source

42.8.1 (Build 42 Unstable) Tuesday, 20 May 2025

  • BUFFWeapons

    Several modified Baseball Bat weapons had their weight decreased and critical characteristics increased

    Several modified Baseball Bats are now lighter and have better critical stats.

    Several modified Baseball Bat weapons had their weight decreased and critical characteristics increased.

    Official source
  • CHANGEWeapons

    Long and Short Spearheads and Crude/Simple Blades are no longer weapons

    Long and Short Spearheads and Crude/Simple Blades are no longer weapons and lose the Sharp Knife and several other crafting qualities, which makes some menus less cluttered.

    Long and Short Spearheads and Crude/Simple Blades are no longer weapons, and don't have the Sharp Knife and several other qualities for crafting and interactions.

    • Long and Short Spearheads and Crude/Simple Blades are no longer weapons, and don't have the Sharp Knife and several other qualities for crafting and interactions. This is to make some interfaces less confusing/spammy.
    Official source
  • CHANGEWeapons

    Weapons and other items with conditions that "matter", or have sharpness values

    Weapons and other items that spawn as clutter now get a random condition and sharpness, where those values matter.

    Weapons and other items with conditions that "matter", or have sharpness values, will have those values randomized when they spawn as clutter.

    Official source
  • CHANGEWeapons

    Several modified Long Branch Cudgel weapons had their critical characteristics increased

    Several modified Long Branch Cudgels now have better critical stats.

    Several modified Long Branch Cudgel weapons had their critical characteristics increased.

    Official source
  • BUFFWeapons

    Increased the Critical Chance of the Large Branch and several Maul and Scrap-type heavy weapons

    The Large Branch and several Maul and Scrap heavy weapons now have a higher critical chance.

    Increased the Critical Chance of the Large Branch and several Maul and Scrap-type heavy weapons.

    Official source
  • CHANGEWeapons

    Certain non-weapon items may have their condition randomized when spawned as loot

    Some items that are not weapons may now turn up as loot with random condition, so some may already be worn.

    Certain non-weapon items may have their condition randomized when spawned as loot.

    Official source
  • CHANGEWeapons

    This includes items that are weapon parts, such as Sledgehammer Heads in the trash

    Weapon parts such as Sledgehammer Heads found in the trash can also spawn with random condition, and so can items that wear down when used as tools or tool parts.

    This includes items that are weapon parts, such as Sledgehammer Heads in the trash, as well as items that are intended to have their condition reduced from being used as tools/tool parts.

    Official source
  • BUFFWeapons

    Increased the durability of several Baseball Bat derived crafted weapons

    Several crafted weapons based on the Baseball Bat are more durable, so they last longer before breaking.

    Increased the durability of several Baseball Bat derived crafted weapons.

    Official source
  • BUFFWeapons

    Several crude/improvised type weapons that could use Rags, Denim Strips, Leather Strips, or Twine

    Several crude weapons such as Shivs and Stone Axes can now use Burlap Pieces in place of Rags, Denim Strips, Leather Strips or Twine, but Spears cannot.

    Several crude/improvised type weapons that could use Rags, Denim Strips, Leather Strips, or Twine, and an ingredient can now also use Burlap Pieces instead.

    • Several crude/improvised type weapons that could use Rags, Denim Strips, Leather Strips, or Twine, and an ingredient can now also use Burlap Pieces instead. This does not apply to Spears, but items such as Shivs and Stone Axes.
    Official source
  • BUFFWeapons

    Increased the durability characteristics of Rake Head weapons

    Rake Head weapons are more durable, so they last longer before breaking.

    Increased the durability characteristics of Rake Head weapons.

    Official source
  • BUFFWeapons

    Reduced the weights of the Mace and Stone Mace weapons

    The Mace and Stone Mace weigh less, so they are lighter to carry.

    Reduced the weights of the Mace and Stone Mace weapons.

    Official source
  • FIXWeapons

    Fixed: bone-spiked branches being Axe weapons

    Bone-spiked branches now count as blunt weapons, not axes.

    Fixed bone-spiked branches being Axe weapons; a previous version of there weapons were much more "pick like" and as picks are axes, they were axes.

    • Fixed bone-spiked branches being Axe weapons; a previous version of there weapons were much more "pick like" and as picks are axes, they were axes. Now they are properly blunt.
    Official source
  • BUFFWeapons

    Slightly boosted the durability characteristic of the Spiked Short Bat weapon

    The Spiked Short Bat is slightly more durable, so it lasts a little longer before breaking.

    Slightly boosted the durability characteristic of the Spiked Short Bat weapon.

    Official source
  • FIXWeapons

    Fixed: Dropping Weapons not playing drop sound

    Fixed Dropping Weapons not playing drop sound.

    Official source

42.7.0 (Build 42 Unstable) Monday, 7 April 2025

  • CHANGEWeapons

    Several higher-tier weapon and tool head crafts require steel

    Several higher-tier weapon and tool heads now need steel to craft, and you can melt those heads down to get steel back.

    Several higher-tier weapon and tool head crafts require steel, and the weapon or tool heads can be melted down for steel.

    Official source
  • CHANGEWeapons

    Rebalanced several nail spiked and broken weapons

    Several nail-spiked and broken weapons have had their stats rebalanced.

    Rebalanced several nail spiked and broken weapons.

    Official source
  • BUFFWeapons

    Reduced the weight of the Sawblade Hatchet and Sawblade Axe weapons

    The Sawblade Hatchet and Sawblade Axe are lighter to carry.

    Reduced the weight of the Sawblade Hatchet and Sawblade Axe weapons.

    Official source
  • FIXWeapons

    Fixed: some improvised weapon recipes not requiring nuts

    Some improvised weapon recipes now also need nuts and bolts, matching their models and the wrench they already required.

    Fixed some improvised weapon recipes not requiring nuts and bolts despite them having them on the model and requiring a wrench to craft.

    Official source
  • CHANGEWeapons

    Non-weapon tinted models like open umbrellas are now tinted when equipped

    Tinted items like open umbrellas now keep their colour when equipped, and filled containers like mugs or buckets now look filled during actions.

    Non-weapon tinted models like open umbrellas are now tinted when equipped and filled fluid containers, like mugs or buckets, now use their filled models for timed actions.

    Official source
  • NERFWeapons

    Very light nerf to Short Bat weapons in general

    Short Bat weapons are slightly weaker across the board.

    Very light nerf to Short Bat weapons in general.

    Official source
  • BUFFWeapons

    Reduced the weight of the Hatchet weapon items from 2 to 1.5 as part of general axe-balancing for crafting

    Hatchet weapons are lighter to carry, going from 2 to 1.5 weight.

    Reduced the weight of the Hatchet weapon items from 2 to 1.5 as part of general axe-balancing for crafting.

    Official source

42.6.0 (Build 42 Unstable) Monday, 24 March 2025

  • CHANGEWeapons

    Nail-Spiked weapons will drop 1 unit of Nails on the ground when they break

    Nail-spiked weapons now drop one nail on the ground when they break, so you get a little back.

    Nail-Spiked weapons will drop 1 unit of Nails on the ground when they break.

    Official source
  • CHANGEWeapons

    Smaller weapons require less Nails to spike than larger weapons

    Spiking smaller weapons now takes fewer nails through a new separate recipe, while the existing recipe for larger weapons still uses a fair amount.

    Smaller weapons require less Nails to spike than larger weapons; this require adding a second recipe to handle the smaller weapons, but the existing recipe also uses a fair amount of Nails.

    Official source
  • FIXWeapons

    Fixed: several crafted weapons having the wrong Display Category

    Fixed several crafted weapons having the wrong Display Category.

    Official source

42.5.0 (Build 42 Unstable) Tuesday, 11 March 2025

  • CHANGEWeapons

    Ranged weapons no longer split damage across multiple targets

    Ranged weapons no longer divide their damage among several targets.

    Ranged weapons no longer split damage across multiple targets.

    Official source
  • CHANGEWeapons

    Addressed Walking/Sneaking speed discrepancy with different weapons equipped

    Walking and sneaking speeds no longer change depending on which weapon you have equipped.

    Official source

42.4.0 (Build 42 Unstable) Tuesday, 4 March 2025

  • CHANGEWeapons

    Rebalanced Tableleg weapons

    Weapons made from table legs have been rebalanced.

    Rebalanced Tableleg weapons.

    Official source
  • CHANGEWeapons

    Rebalanced the weapons that can be produced by welding, generally strong reductions in durability

    Welded weapons now lose much more durability, and they deal a bit less damage and land fewer criticals.

    Rebalanced the weapons that can be produced by welding, generally strong reductions in durability, and lesser reductions in damage and criticals.

    Official source
  • CHANGEWeapons

    Rebalanced several Cudgel type weapons in regards to their damage and criticals

    Several cudgel-type weapons now have rebalanced damage and critical hits.

    Rebalanced several Cudgel type weapons in regards to their damage and criticals.

    Official source
  • CHANGEWeapons

    Rebalanced the skill level requirements for the welded weapons

    Welded weapons have rebalanced skill requirements, so fewer of them are packed into the lowest skill levels.

    Rebalanced the skill level requirements for the welded weapons as they were too "bottom heavy".

    Official source
  • FIXWeapons

    Fixed: times repaired not transferring from the weapon to the blade when dismantling blades

    Taking the blade off a weapon now carries over its times repaired count, though repair counts on weapon parts may still have bugs.

    Fixed times repaired not transferring from the weapon to the blade when dismantling blades.

    • Fixed times repaired not transferring from the weapon to the blade when dismantling blades. The times repaired inheritance for weapon parts is probably going to have more gremlins to flush out.
    Official source
  • CHANGEWeapons

    Rebalanced some weapons produced by knapping in regards to durability and damage output

    Some knapped weapons have rebalanced durability and damage.

    Rebalanced some weapons produced by knapping in regards to durability and damage output.

    Official source
  • CHANGEWeapons

    Rebalanced Animal Bone club-type weapons

    Animal Bone club-type weapons have been rebalanced, so their stats may differ from before.

    Rebalanced Animal Bone club-type weapons.

    Official source
  • CHANGEWeapons

    Aluminum Scrap can be used for the Scrap Sheet Metal Weapon craftRecipes

    Aluminum Scrap now works in the Scrap Sheet Metal weapon recipes, giving you another material option for them.

    Aluminum Scrap can be used for the Scrap Sheet Metal Weapon craftRecipes.

    Official source
  • CHANGEWeapons

    This doesn't affect Spiked clubs and Maces, both of which are made from Short Bats

    Spiked Clubs and Maces made from Short Bats keep their damage, because the Short Bat nerf does not apply to these endgame Blacksmithing weapons.

    This doesn't affect Spiked clubs and Maces, both of which are made from Short Bats; these are endgame Blacksmithing weapons and as such should be meta weapons.

    Official source
  • CHANGEWeapons

    The intent of these weapons is to be "crappier" crude versions of "properly crafted" weapons

    Welded weapons are meant to be crude, weaker versions of properly crafted weapons, and a skilled blacksmith should make the real versions instead.

    The intent of these weapons is to be "crappier" crude versions of "properly crafted" weapons; under ideal circumstances a skilled blacksmith would produce properly crafted real weapons instead of the crude welded weapons.

    Official source
  • CHANGEWeapons

    Some minor rebalancing of mace and morningstar type weapons

    Mace and morningstar weapons get minor balance tweaks.

    Some minor rebalancing of mace and morningstar type weapons.

    Official source
  • NERFWeapons

    Based on community feedback, mildly nerfed Short Bat class weapons

    Short Bat class weapons do slightly less damage now because their minimum damage roll is lower.

    Based on community feedback, mildly nerfed Short Bat class weapons; their minimum damage value was reduced by 0.1, which means that damage, before additional calculations, will be 0.05 less on average.

    Official source
  • CHANGEWeapons

    All bomb/bomb-type weapon items have a maximum condition of 1

    Bombs and bomb-type weapons can no longer spawn in a Worn state because of a change to their maximum condition.

    • All bomb/bomb-type weapon items have a maximum condition of 1
    • this is to prevent them from ever spawning in a "Worn" state from having a condition of less than 1/3rd maximum.
    Official source
  • BUFFWeapons

    Slight buff to brake-disc type weapons

    Brake-disc weapons get a slight buff because they were underperforming as heavy weapons.

    Slight buff to brake-disc type weapons; as heavy-type weapons they were under performing.

    Official source
  • CHANGEWeapons

    Weapons that do not generate Maintenance XP now have a tooltip warning the player as such

    Weapons that give no Maintenance XP now say so in their tooltip, so you can tell which ones will not train the skill.

    Weapons that do not generate Maintenance XP now have a tooltip warning the player as such.

    Official source

42.3.0 (Build 42 Unstable) Tuesday, 11 February 2025

  • CHANGEWeapons

    Pressing shift + rack (default x) will now cycle through fire modes for select fire weapons

    Select fire weapons can now switch fire modes by holding shift and pressing the rack key, which is x by default.

    Official source
  • CHANGEWeapons

    Adjusted the Wooden Spade item weapon values and removed/changed some inappropriate item tags and script fields

    The Wooden Spade has new weapon stats and some tags and settings that did not fit it were removed or changed.

    Adjusted the Wooden Spade item weapon values and removed/changed some inappropriate item tags and script fields.

    Official source
  • CHANGEWeapons

    Adjusted the autoLearn requirements for several craftRecipes

    Several recipes, mostly improvised weapons and carving, now have different skill requirements before you learn them automatically.

    Adjusted the autoLearn requirements for several craftRecipes, mostly related to improvised type weapons and carving.

    Official source

42.2.0 (Build 42 Unstable) Monday, 27 January 2025

  • FIXWeapons

    2handed and projectile weapons still allow a 70-degree max-twist

    Two-handed and projectile weapons can still twist up to 70 degrees while aiming.

    2handed and projectile weapons still allow a 70-degree max-twist.

    Official source

42.1 (Build 42 Unstable) Tuesday, 21 January 2025

  • CHANGEWeapons

    The FlintNodule and Stone2 weapons are no longer Short Blunt

    The FlintNodule and Stone2 weapons no longer count as Short Blunt, so no weapon skill improves them anymore.

    The FlintNodule and Stone2 weapons are no longer Short Blunt; they aren't a skill-associated weapon anymore, and no weapon skills provide any benefit when using them.

    Official source
  • CHANGEWeapons

    Rebalanced several cudgel weapons

    Several cudgel weapons have had their stats rebalanced.

    Rebalanced several cudgel weapons.

    Official source
  • CHANGEWeapons

    Shiv weapons all require no more than 1 Maintenance to craft

    Shivs now need at most 1 Maintenance skill to craft, so any shiv can be made with little or no Maintenance training.

    Shiv weapons all require no more than 1 Maintenance to craft.

    Official source
  • CHANGEWeapons

    The Stone2 weapon was given the same pushback mod and lower damage values

    The Stone2 weapon now does less damage and has the same pushback as the FlintNodule.

    The Stone2 weapon was given the same pushback mod and lower damage values as the FlintNodule weapon.

    Official source
  • CHANGEWeapons

    Added sharpness property and condition bars to non-weapon scissors items (safety and medical)

    Safety and medical scissors now have a sharpness value and a condition bar, so you can see how sharp and worn they are.

    Added sharpness property and condition bars to non-weapon scissors items (safety and medical).

    Official source
  • NERFWeapons

    Reduced the DoorDamage of the Kettle Maul weapons from 40 to 30

    Kettle Maul weapons do less damage to doors, so breaking doors down with them takes longer.

    Reduced the DoorDamage of the Kettle Maul weapons from 40 to 30.

    Official source
  • FIXWeapons

    Fixed: some new weapons incorrectly being Long Blunt and not Short Blunt

    Some new weapons now count as Short Blunt instead of Long Blunt, so they use the Short Blunt skill.

    Fixed some new weapons incorrectly being Long Blunt and not Short Blunt.

    Official source
  • FIXWeapons

    Fixed: some weapons improperly being Short Blunt and not Long Blunt

    Some weapons now count as Long Blunt instead of Short Blunt, so they use the Long Blunt skill.

    Fixed some weapons improperly being Short Blunt and not Long Blunt.

    Official source
  • FIXWeapons

    Fixed: the sharp stone fragment being, incorrectly, in the weapon item type; it's not, it's a normal-type item

    The sharp stone fragment now counts as a normal item instead of a weapon, so it no longer crashes the game when equipped.

    Fixed the sharp stone fragment being, incorrectly, in the weapon item type; it's not, it's a normal-type item.

    • Fixed the sharp stone fragment being, incorrectly, in the weapon item type; it's not, it's a normal-type item. This would cause crashes when equipped.
    Official source

42.0.2 (Build 42 Unstable) Monday, 23 December 2024

  • FIXWeapons

    Fixed: weapons with 0 base rate from jamming on rack

    Weapons with a 0 base jam rate can no longer jam when you rack them.

    Fixed weapons with 0 base rate from jamming on rack

    Official source

41.72 (Build 41) Thursday, 7 July 2022

  • FIXWeapons

    Fixed: incorrect weights of weapons with upgrade parts

    Fixed incorrect weights of weapons with upgrade parts.

    Official source
  • FIXWeapons

    Fixed: not being able to equip a weapon as secondary when a handgun is equipped as primary

    Fixed not being able to equip a weapon as secondary when a handgun is equipped as primary.

    Official source
  • FIXWeapons

    Fixed: Weapon-part models (for scopes, etc) not being displayed for weapons on the ground

    Fixed Weapon-part models (for scopes, etc) not being displayed for weapons on the ground.

    Official source
  • FIXWeapons

    Fixed: weapon parts not appearing on equipped weapons on corpses or on the character-info avatar

    Fixed weapon parts not appearing on equipped weapons on corpses or on the character-info avatar.

    Official source