PatchNotes_1.21 - ysaroka/InediaInfectedAI GitHub Wiki
☑️ 1) Added two Inedia medkits, medicine aggregators.
Added a small medkit and a large case, both medkits attach to the player's belt instead of a canteen.
Added two color variants, black and white:
- InediaPain_FirstAidKit_White
- InediaPain_FirstAidKit_Black
- InediaPain_FirstAidCase_White
- InediaPain_FirstAidCase_Black
You can check their appearance and available slots on the Steam page of the "InediaPain" mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3381261297
You can also read here how to bind your own medical items to slots in these medkits: https://github.com/ysaroka/InediaInfectedAI/wiki/Inedia-Medicine-guide#how-to-make-your-custom-item-attachable-to-inedia-medkit-slots
The types have been updated, they are still located in the mod's root directory under the types
folder.
☑️ 2) Added flashing of the pain icon at critical pain level (>90%).
Before this, players often didn't understand why their health was decreasing, as the critical pain level looked the same as the red level. Now, at the critical pain level, the pain icon will flash, making it clear to players why they are losing health and allowing them to address it by taking painkillers.
Accordingly, visual guides have been updated to reflect this information:
- EN: https://github.com/ysaroka/InediaInfectedAI/wiki/Inedia-Pain-System-Visual-Guide-EN
- RU: https://github.com/ysaroka/InediaInfectedAI/wiki/Inedia-Pain-System-Visual-Guide-RU
☑️ 3) Added the Zombies.ReactFriendlyWeaponShotNoise parameter since infected will no longer react to gunfire from friendly NPCs by default.
Fixed an issue where infected continued to react to gunfire from "DayZ-Expansion-AI" bots belonging to factions that are set as friendly with the infected in "DayZ-Expansion-AI", such as the "Shaman" faction. Now, the infected will no longer react to bots from such factions in any way.
However, for those who were used to this bug or found it an interesting mechanic, the Zombies.ReactFriendlyWeaponShotNoise parameter has been added, allowing you to customize the infected's reaction to gunfire from friendly NPCs, similar to how it is configured for other irritants. Accordingly, it is now possible to set up the reaction to shots from friendly NPCs for different types of infected separately. By default, the reaction to friendly NPC gunfire is disabled for all infected.
☑️ 4) Now, the amount of blood damage affects the chance of receiving a deep wound.
Previously, a character would always receive a deep wound or a gunshot wound if blood damage exceeded 0%. This led to illogical situations where armor providing, for example, 80% protection against blood damage was no different from armor with zero protection.
Now, the chance of receiving a deep wound will be calculated based on blood damage. This means that even armor that does not provide 100% protection against blood damage will have a certain chance to protect the character.
This change allows for the creation of armor that gives players a small chance of receiving deep wounds (and consequently bullet wounds with internal bleeding). To achieve this, you need to configure the armor parameter in config.cpp
, setting "GlobalArmor -> Melee/Infected/Projectile -> Blood" to a value greater than "0" (>0%) but below "1" (<100%), for Projectile - below or equal "0.5" (<=50%). Keep in mind that for bullets (Projectile), the chance will only be calculated when blood damage is 50% or lower, otherwise, it will always be 100%. This is designed to prevent illogical situations where a bullet loses 20% of its blood damage due to distance (100 meters is enough) and has a chance not to inflict a deep wound on an unarmored character, which is illogical. So, if you want to configure the chance of receiving wounds from bullets, you must set the armor's "Blood" protection to no more than "0.5".
You can read more about how to configure the character's armor to protect against pain system debuffs here:
☑️ 5) Added a configuration parameter Players.HealthDrainWithRedPainLimbPerSecondPercent.
This parameter allows you to set HP loss for a character when the pain in their limb reaches the red zone (50%-90%). By default, this parameter is disabled.
Additionally, the Players.HealthDrainWithOverPainedLimbPerSecondPercent parameter, which controls HP loss at a critical pain level (>90%), has been renamed to Players.HealthDrainWithCriticalPainLimbPerSecondPercent, and its default value has been increased from "0.1" to "0.15", as now the character does not lose HP due to pain shock while unconscious and can therefore take painkillers in advance.
You can always check what has changed in the default configuration file, which is updated after each modification update:
☑️ 6) Added support for the "Athletic -> StrongBones" perk from the "TerjeSkills" mod.
Now, leveling up this skill will affect the chance of fractures, regardless of whether they are caused by creature damage or falling.
By default, at max level, the skill reduces the chance of fractures by 75%. In my opinion, that's too much, but I didn't change anything, so feel free to adjust this value in the "TerjeSkills" settings at your discretion.
☑️ 7) Added an Inedia-irritant for horse hoofstep noise when it runs (mod "DayZ Horse").
The Inedia irritant was added because infected reacted very weakly to the vanilla irritation method. Now, they will respond to the noise of horse hooves from a distance of approximately 60 meters (depending on the surface type).
Accordingly, parameters have been added to adjust the infected's reaction to this sound:
☑️ 8) Visual and other changes to the pain system tools.
- The splint kit can now be attached to the belt instead of a canteen;
- The splint kit texture has been improved;
- Surgical kit texture has also been enhanced and changed to a more realistic one;
☑️ *) Fixes + Rebalance:
- Fixed an issue where a character had a small chance of receiving a deep leg wound even from a minor fall. Now, a deep wound from falling can only occur if the shock damage from the fall exceeds 30% or if the player loses consciousness upon impact.
- The Zombies.PainToPlayerLimbsDeepWoundChancesMultiplier parameter now affects only melee damage to exclude its influence on the chance of causing a deep wound from character bullets, as bullets should almost always have a 100% chance of causing a deep wound.
- Fixed a bug where infected attacked friendly NPCs who were unconscious.
- Fixed a bug where infected killed enemy NPCs who were unconscious, ignoring the Zombies.AttackPlayersUnconsciousHitsLimit parameter.
- Fixed a bug where infected, while chasing the player, would sometimes illogically jump off obstacles, breaking their legs or dying, such as on fire escapes in buildings.
- Fixed an issue where an infected with injured hands inflicted deep wounds with the same probability as with healthy ones. Now, if one hand is injured, the chance is reduced by half, and if both hands are injured, it becomes zero, meaning an infected with both injured hands can no longer cause deep wounds or bleeding.
- Fixed an issue where damaged limbs of an infected had no effect on the pain damage they inflicted. Now, if one arm is damaged, the infected will deal only half of the pain damage, and if both arms are damaged, they will deal only 20% of the damage. There is also a flaw in the configuration: the Zombies.InjuryHandlerInjuredBothArmsPainMultiplier parameter was set to "0", which means that if both arms are damaged, the infected will not deal any pain damage at all. I strongly recommend changing this parameter to "0.2", setting this chance to 20%. Naturally, this value has already been adjusted to "0.2" in the default configuration file.
- The functionality of opening and closing broken doors has been significantly reworked. Now, "InediaInfectedAI" no longer monopolizes the hooks ActionCloseDoors.OnStartServer() and ActionOpenDoors.OnStartServer(), allowing other mods to add their own logic. This should eliminate any compatibility issues with mods that use these hooks.
- Sakhal containers ("ContainerLockedBase") that require a key to open have been added to the list of doors that cannot be opened quiety, as well as to the list of doors that infected cannot break down. I recommend updating your configurations for the "Zombies.BreakingDoorsRestrictedDoors" and "Players.QuietDoorOpeningMechanicRestrictedBuildings" parameters. You can view the new values in the default configuration file here.
- The random spread of the delayed initialization time for infected configs has been increased from 3 to 10 seconds, which theoretically should eliminate minor lags that could occur when a huge number of infected spawn simultaneously on servers with low player counts, where result caching happens very rarely.
- Added clearing of Inedia debuffs on player respawn event. This was done because some mods affect the respawn process and the recreation of the "PlayerBase" object, which sometimes caused debuffs to persist on the player after death. I personally couldn't reproduce this issue under vanilla conditions, so I believe it is caused by a conflict with some mod. But in any case, I hope that after this change, the problem will be resolved.
- The movement method for infected passing through doorways and narrow passages has been slightly improved. They will now get stuck in such places much less often when chasing the player.