PatchNotes_1.19 - ysaroka/InediaInfectedAI GitHub Wiki

☑️ 1) The boxing technique of the infected has been slightly improved.

Added parameter Zombies.FastAttackToPlayerChancePercent, which allows, with a certain chance, to remove the vanilla delay after the infected’s attack animation. https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesfastattacktoplayerchancepercent

By default, the parameter is set to 100%, meaning infected will now attack much faster, preventing players from abusing some of their slow animations that previously allowed safe tactics like approaching and retreating during their attack.

The parameter has not been thoroughly tested, especially with custom infected, so if any issues or errors occur, you can set the parameter to "0" for problematic infected, fully reverting to the vanilla mechanics.

☑️ 2) Now, when infected are alarmed and in search mode, they can move much faster.

Before this change, infected in an alarmed state while in search mode could only move at a light jog. Now, they can accelerate at their discretion, and with a small chance, they may even break into a sprint.

This change will not affect infected in CALM mode, meaning when they have settled down after being alarmed. In CALM mode, infected always walk while in search mode. The change only applies to the ALERTED mode, which lasts for a short time in regular infected but considerably longer in military ones.

If for any reason you are not satisfied with this change, you can limit their speed in search mode using the Zombies.SpeedLimitInSearchMode parameter by setting its value to "2.1", thereby restoring the old mechanics where infected cannot exceed a speed of "2.1" in search mode.

☑️ 3) The influence of footwear on step noise for Inedia-irritants has been added.

Now a character without footwear will produce only 60% of the noise, a character in light footwear (soundAttType="Sneakers") will produce 80% of the noise, and a character in heavy footwear (soundAttType="Boots") will, as before, produce 100% of the noise.

Keep in mind that this only affects Inedia-irritants and does not impact the vanilla mechanics.

☑️ 4) A new parameter has been introduced for throwable projectiles: "Parameters.ThrowConditionTargetInWater".

This parameter allows you to control whether the projectile can be thrown depending on whether the target is in water. https://github.com/ysaroka/InediaInfectedAI/wiki/Description#parametersthrowconditiontargetinwater

Additionally, a new projectile "GarbageIfPlayerInWater" has been added to the configuration file. This projectile can be used if you have disabled the infected's ability to walk on water. When this projectile is assigned to an infected, the infected will throw projectiles at the player when the player is in water and the infected cannot reach them. By default, this projectile is not assigned to any infected.

☑️ *) Fixes + Rebalance:

  • Fixed compatibility issues with DayZ 1.27 update.
  • The time for a bullet in a limb to reach Stage 2 has been increased from 1 to 2 hours (parameter Players.LimbsBulletTimeToSecondStageSeconds). At the same time, the minimum pain level caused by a bullet in a limb has been increased to the orange level at Stage 1 and to the red level at Stage 2.
  • The default values of the Players.ArmsPainShockDamageActions parameter have been moved from the config to the code, so there's no need to update the config every time these values change when updating the mod. However, the config can still be used to override the default values or add custom ones.
  • The chance of inflicting deep wounds with empty hands by one player on another is significantly reduced. Also now, when receiving damage to the head, the chance of sustaining a deep wound increases by 3 times.
  • Fixed a type conversion error that caused pain system multipliers to round to whole numbers in hints.
  • The vanilla sound position for doors in the building "land_mil_atc_small" has been fixed, allowing infected to break down doors in this building.
  • Sometimes, possibly due to mods interfering with the character respawn process or server issues during restarts, Inedia debuffs would persist for players after death and respawn because the server did not recreate the PlayerBase object. Now, upon a player's death, Inedia debuffs are cleared, which theoretically should prevent such situations.
  • Now, the infected cannot throw projectiles when they are underwater.
  • The character can no longer receive deep wounds from a collision with a vehicle or a grenade if the damage dealt per hit is less than 3%.
  • Fixed an issue where attempting to extract a bullet with the deep wounds feature disabled did not cause the character to receive vanilla bleeding.
  • Fixed an issue where explosions did not cause deep head wounds to the character.

You can always check what has changed in the default configuration file, which is updated after each modification update: https://github.com/ysaroka/InediaInfectedAI/wiki/Default-configuration-file