Survivalist: Invisible Strain

Survivalist: Invisible Strain

25 ratings
SIS Extended: Adaptive Combat
   
Award
Favorite
Favorited
Unfavorite
Tags: IsMod
File Size
Posted
Updated
405.890 KB
14 Apr, 2022 @ 10:52am
30 May, 2022 @ 11:55am
9 Change Notes ( view )

Subscribe to download
SIS Extended: Adaptive Combat

Description
Easily configurable mod that changes the combat pace and damage mechanics

Default Features
  • Fully configurable (you can change all values and enable/disable all and every of them)
  • Melee attacks on humans are normalized to reduce mortality rate and make one-shots impossible
  • Headshots from blunt and sharp weapons, arrows and bullets do x1.25 damage instead of vanilla x2 on humans
  • Player-faction (configurable) members use extra 10% stamina per pound of weapon weight when swinging blunt weapons. The heavier it is - the more you tire
  • NPCs (configurable) do more damage to zeds: overall difficulty progression from strain to strain is kept but it is less steep for NPCs
  • New "Lucky Chance" mechanics - NPCs (configurable) have a chance of not being infected when bitten by Zeds. Also if NPC doesn't gain any new injuries for some period of time (default = 10 minutes) then single next injury from any strain except invisible will be cleansed of infection with 100% probability
  • Each strain has each own health threshold required to infect a target. You can't be infected with green in you are over 65% HP, blue - 50%, red - 35%, white - 20%
  • Small damage output randomization
  • Zeds and humans no longer fall on their knees every time you hit their legs and are much harder to keep them down
  • Assassinations overhaul - it's much harder to assassinate tough enemies
  • Integrated "Archery Reworked"
  • There's now a possibility to define extra skills for weapons damage scaling as percentage of standard damage scaling. Disable by default

Configuration
  • Done by editing HumanCombatDamageModifiersFramework.xml in mod folder
  • enabled -> enables or disables mod, also there are individual enablers for each distinct feature of the mod

    FATIGUE WHEN USING BLUNT WEAPONS
  • BluntWeaponsExtraFatiguePerPound.Modifier -> extra fatigue in percentage of weapon swing fatigue added per pound of blunt weapon weight. Set to 0 to disable
  • BluntWeaponsExtraFatiguePerPound.PlayerFactionOnly -> controls whether this effect applies to player faction only or all humans

    EXTRA DAMAGE TO ZEDS
  • ExtraDamageToZeds.StrainBasedModifier.Strain - defines strain for given multiplier block
  • ExtraDamageToZeds.StrainBasedModifier.Modifier - defiles damage multiplier dealt to zeds of a given strain
  • ExtraDamageToZeds.NPCFactionOnly - controls whether only NPC factions or player faction as well benefit from this multiplier. Default is "true" which stands for "NPC Only"

    HUMAN VS HUMAN DAMAGE MODIFICATION
  • HumanFightDamageModifier -> multiplier for all melee damage done from humans to humans (zeds not affected)

    DAMAGE MODIFICATION BASED ON BODY PART
  • BodyPartsDamageModifier.InjuryType -> sets which injury type this block controls (valid values are: Bullet, Arrow, ZombieBite, Explosion, Fire, SharpObject, BluntObject, Swallowed and TrapExplosion
  • BodyPartsDamageModifier.ModifierBlock.InjuryLocation -> controls damage to which body part harmed with BodyPartsDamageModifier.InjuryType are we multiplying (valid values are: Torso, Head, LeftArm, RightArm, LeftLeg and RightLeg)
  • BodyPartsDamageModifier.ModifierBlock.Modifier -> multiplier applied to damage caused by InjuryType to InjuryLocation defined above (standard game multipliers are x2 for head and x0.5 for limbs, capping limb damage at 25% health max AFAIU)

    LUCKY CHANCE - DON'T GET INFECTED WHEN BITTEN
  • LuckyChance.StrainBasedModifier.Probability -> defines a probability of avoiding infection when bitten by a zed of a certain strain (I don't recommend using "Invisible" here)
  • LuckyChance.StrainBasedModifier.Strain -> sets a strain that is affected by the given probability
  • LuckyChance.SecondsBetweenInjuriesToGetImmunity -> if NPC last injury (any injury from any source) was longer ago than the number of seconds defined here than he will avoid infection from single next injury. Set 0 to disable
  • LuckyChance.NPCFactionOnly -> defines whether only NPCs (true) or Player Faction as well (false) benefit from LuckyChance mechanics

    DAMAGE RANDOMIZATION
  • DamageRangeDefinition -> adds randomization to damage done by weapons (by injury type) by adding damage ranges (From and To), i.e. converting 10 damage into 8-12 or 5-15 or anything else
  • DamageRangeDefinition.InjuryType -> defines an jury type that will be affected by range in To and From
  • DamageRangeDefinition.From -> minimum damage range modifier
  • DamageRangeDefinition.To -> maximum damage range modifier

    KNOCKDOWNS WHEN ON LEG ATTACKS
  • FallChanceOnLegsHit -> changes the probability of entities falling down when hit in legs. Split into blocks that modify different injury types affecting knockdown probabilities and probabilities based on strain
  • DamageTypeProbabilityModifierBlock.InjuryType -> defines injury type
  • DamageTypeProbabilityModifierBlock.ProbabilityModifier -> sets probability modifier for defined injury type
  • StrainBasedChance.Strain -> defines a strain (Human is for non-zombies) for this block of modifiers
  • StrainBasedChance.Probability -> chance of knocking down defined entity. 10 means that 90% of the time you will not be able to knock him down
  • StrainBasedChance.MinRagdollTime -> min time spent lying on ground before trying to get up
  • StrainBasedChance.MaxRagdollTime -> max time spent lying on ground before trying to get up
  • StrainBasedChance.WontStayDown -> if true, hitting downed non-crippled entity in torso or head will not keep it down
  • AssassinationFramework.PlayerFactionOnly -> as usual, whether only player faction is affected by these settings but since I've never seen AI chocking/assassinating I don't think anything will change if you set it to false

    ASSASSINATION MODIFIERS
  • AssassinationFramework.GlobalDurationIncrease -> global factor of increasing how hard assassination is. More - harder
  • AssassinationFramework.CombatAssassinationAllowed -> controls whether you can assassinate target who are in combat
  • AssassinationFramework.Strain -> choses the staring for this block of modifiers or living humans if strain is equal to Human
  • AssassinationFramework.AssassinationAllowed -> allows you to disable assassination for certain strains or humans entirely
  • AssassinationFramework.DurationModifier -> affects how fast assassination bar fills/depletes on it's own
  • AssassinationFramework.DifficultyModifier -> affects how fast your stamina drains during assassination

    FATIGUE WHEN AIMING BOW
  • AimingDrawsStrength -> defines how much stamina is used per second (modified by Fitness) when aiming bow specified in <Weapon>. Full stamina bar has value of 1 so FatiguePerSecond should be any number between 0 and 1

Please note that anything except Bullet, Arrow, SharpObject and BluntObject calculate damage slightly differently so be careful when adding modfiers to other damage types

Compatibility: actually should be compatible with pretty much anything. At least I think so

13 Comments
Wish Granter 3 Apr @ 8:04am 
Oh I thoughts its just for NPCs as it said "NPC chance". If it applies for everyone then it should work I give it a try with full version. Kinda waiting for it.
erikem  [author] 3 Apr @ 2:17am 
@Wish Granter
I think it should be configurable via

LuckyChance.StrainBasedModifier.Probability -> defines a probability of avoiding infection when bitten by a zed of a certain strain (I don't recommend using "Invisible" here)

LuckyChance.StrainBasedModifier.Strain -> sets a strain that is affected by the given probability
Wish Granter 30 Mar @ 5:00am 
Very interesting. Id love a option to turn off the non infection property for player under certain HP. Right now this means that its straight up impossible to be infected by white strain when not already bitting 3 or 4 times.
This makes (for me) looting white strain/ red strain citys, esp combined with mods like "zombies in buildings" completely harmless as I know the first 2-3 bites cant even infect me.
⚡Electro Javaboy⚡ 3 Jun, 2023 @ 4:04pm 
is there a setting to change how often the player and npc get stunned?
Viralent 22 May, 2023 @ 12:39pm 
Hi, I can't seem to locate an actual Mod folder for the game, doesn't seem to be in the game folder. Where would I find it please?
erikem  [author] 14 Mar, 2023 @ 4:59pm 
From the description above:
HumanFightDamageModifier -> multiplier for all melee damage done from humans to humans (zeds not affected)
0.5 means that all of that damage is multiplied by 0.5

The head part is another multiplier 0.625 for head attacks. I think by default game multiplies head hits by x2 which is very lethal in most of the cases. When I introduce 0.625 I basically make all head strikes do x1.3 (0.625*2) damage instead of x2
SuperNiceGuy 13 Mar, 2023 @ 5:17pm 
<HumanFightDamageModifier>0.5</HumanFightDamageModifier>

What does 0.5 mean? Also below this line, it only damage to the head part only. no other part, and all are 0.625, what does 0.625 mean?
erikem  [author] 25 Jul, 2022 @ 10:58am 
@luo2430 glad u've liked it!
luo2430 25 Jul, 2022 @ 10:04am 
@erikem
What a good mod!
erikem  [author] 21 May, 2022 @ 3:39am 
New major feature:

Each strain has each own health threshold required to infect a target. You can't be infected with green in you are over 65% HP, blue - 50%, red - 35%, white - 20%