PatchNotes_1.26 - ysaroka/InediaInfectedAI GitHub Wiki
☑️ 1) Infected cannot enter certain areas, ignore and do not break some doors, or pass right through closed doors.
These issues are not related to InediaInfectedAI mod, so there’s no need to report them to me.
They are connected to the vanilla navigation mesh that InediaInfectedAI mod uses, which started causing problems in the vanilla game after Bohemia rolled the patch back to 1.28. You can easily verify this by simply removing InediaInfectedAI mod and checking everything with vanilla infected - unreachable areas will remain inaccessible to them.
At the moment, it is known that infected can no longer access the spiral staircase in the fire station, and they can also pass through some doors without breaking them.
I believe that with the release of DayZ 1.29, BI will fix this, since the issue seems to be that in 1.28, due to the rollback, the game is using the new navigation mesh from 1.29.
☑️ 2) The Zombies.RangeAttacksHandlerIsActive parameter is now enabled by default.
This change will not affect configurations that have already been generated, only new ones. Therefore, those who already have generated configs will need to enable this parameter manually. Below I will explain which issues it addresses:
"Zombies": {
// ...
"RangeAttacksHandlerIsActive": {
"all": 1
},
// ...
}
At the moment, there are many spots in the game that allow players to kill infected without any risk. All of these spots follow the same formula: the player needs to be on an obstacle that infected cannot climb, while nearby there must be a window or an impassable but visible barrier behind which there is a space the infected can reach. In this case, the pathfinding script identifies the nearest point to you that the infected can reach - behind that barrier. As a result, they end up clustering there, and the player can kill them freely while remaining protected by the obstacle.
Enabling this parameter will allow infected to attack slightly further than usual when the player is on an obstacle (as described above), which prevents such exploits.
Here are a few examples of locations that could previously be abused:
- The roof of a fire station with a tower and a circular staircase. Players could lure infected into the tower without risk by standing on the roof and killing them through a window.
- Certain village houses with small ledges along their perimeter. By standing on such a ledge and having access to a window, players could kill infected inside the house through the window.
- In some multi-story buildings, players could open a door into a corridor, blocking infected from passing while allowing safe kills in the created opening.
I’m sure there are still many potential abuse opportunities related to safe melee distance, which will be addressed by activating this parameter.
☑️ 3) The old backstab logic with injured hands has been changed.
With the old logic, if you tried to perform a backstab while your arms were in pain, it simply wouldn’t trigger, and players often couldn’t understand why, assuming it was a bug. Now the character will always play the backstab animation; however, if their arms are injured, they will make a pain sound, and the infected won’t die at the end of the animation.
However, this will only work if the infected has damage processing enabled - parameter Zombies.DamageToZombieHandlerIsActive = 1. Otherwise, the logic remains the same: the character simply won’t perform the backstab.
☑️ 4) Inedia Pain System: Torso pain debuff updated.
As experience has shown, the torso pain was not a very strong debuff, especially on servers with high stamina regeneration multipliers (stamina recovered very quickly between reset intervals).
Therefore, stamina regeneration has been disabled for a certain number of seconds after a reset. By default, this value is 10 seconds, and it can be changed using the parameter Players.DisableStaminaRegenWhenTorsoPainDurationSeconds.
Due to this change, the chances of stamina depletion were reduced from 5%–15% per second to 2%–8% per second.
☑️ 5) Inedia Pain System: Changes to weapon sway mechanics with injured hands.
According to feedback from some mod users, the weapon sway with injured player hands was too intense and unrealistic. Therefore, small adjustments have been made to this mechanic:
- The sway frequency on both axes has been reduced by 25%, making the movement slightly slower and smoother.
- The sway amplitude on both axes has been halved, as it was previously too strong.
- Additionally, the sway amplitude on the X-axis has been reduced by another 50% compared to the Y-axis, since in reality injured hands mainly affect weapon stability along the Y-axis.
- The reduction in sway amplitude on both axes will not apply when the character aims from the hip, preserving the additional difficulty of hip aiming with injured hands at its previous level.
- A bug has been fixed where the smoothness of the sway depended on the current client-side FPS.
☑️ *) Fixes:
- Often, when zombies jumped, due to the way collisions are implemented in the DayZ engine, they would bounce off walls like balls at very high speed. This looked strange and sometimes caused problems, as zombies could end up in places they weren’t supposed to reach. To address this, a feature was introduced that applies a slowdown whenever their jumping speed exceeds a certain threshold, effectively mitigating this engine quirk. As a result, they will still bounce off objects like balls - since that’s an inherent engine behavior - but they won’t fly off farther than 3 meters.
- Fixed a minor issue that caused parameter values not to work for infected groups when the configuration file was first created (i.e., when it was initially generated on disk).
- Fixed an issue where the reverse damage from the test character (the \iplayer command) did not take into account the weapon damage multipliers specified by the Zombies.DamageToZombieWeaponsMultipliers parameter.
- Fixed an issue where the damage multiplier set by the Zombies.DamageToZombieWeaponsMultipliers parameter did not affect the bleeding rate received by the infected.
You can always check what has changed in the Default configuration file, which is updated after each modification update. You can also view the configuration file DIFF between the latest versions here.