Survivalist: Invisible Strain

Survivalist: Invisible Strain

SIS Extended: Adaptive Combat
Showing 1-9 of 9 entries
Update: 30 May, 2022 @ 11:55am

v9
- replaced deterministic rand into predicted

Update: 21 May, 2022 @ 3:24am

v8
- more Null Checks - should fix some rare crashes
- Improved performance of Lukcy Chance code
- Added infection immunity when heath is over certain threshold
- now using deterministic rand
- introduce damage normalizing (log base 5 of damage+1) instead of 50% reduction in human vs human fights

Update: 2 May, 2022 @ 1:42pm

v7
- bugfix - some damage was not properly modified under certain circumstances

Update: 2 May, 2022 @ 5:53am

v6
- damage output from most of the weapon types now has a certain degree of randomization. Some are more consistent, some are less
- zeds and humans no longer fall down when hit in legs 100% of times
- higher tier zeds are harder to knock down and are faster to get up
- assassination made much harder and progressively more hard depending on enemy strength. Now you need to be strong and skilled (fitness and hand to hand) to assassinate strong enemies
- integrated Archery Reworked and No Combat Assassination (configurable)

Update: 27 Apr, 2022 @ 1:54am

v5
- huge refactoring of injection code and setting reader. Now settings are properly laoded during game load and not on the first usage of mod
- improved compatibility in case .dll or settings file of this mod is available in several mod folders
- introduced priority to settings so that you can control which of the configs if you have many is the one that has to be used

Update: 23 Apr, 2022 @ 10:32am

v4
- damage to Zeds modifiers can now be adjusted based on strain. Default values in SIS_Extended_Adaptive_Combat.xml keep overall difficulty progression from strain to strain but make it less steep for NPCs (fully configurable)
- New "Lucky Chance" mechanics - NPCs (possible to configure to include player faction as well) 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

Update: 19 Apr, 2022 @ 10:15am

v3
- refactored code
- renamed dll file to match mod name
- renamed settings file to match dll name (if you have changed your setting previously please change them again in new file)
- added configurable damage modifier from Humans to Zeds. Default 1.5 and by default only Humans from non-player faction benefit from this. Configurable via SIS_Extended_Adaptive_Combat.xml
- refactored mod loader to make sure that it loads correctly every time, does not conflict in case this DLL appears in severald mods and reloads data correctly when loading saved game

Update: 17 Apr, 2022 @ 5:47am

v2
- updated to game v147
- reduced config value of extra fatigue for blunts from 0.5 to 0.1 as it was initially intended. Sorry for this bug
- minor performance improvements

Update: 14 Apr, 2022 @ 10:52am

v1
- Initial upload