Survivalist: Invisible Strain

Survivalist: Invisible Strain

SIS Extended: Adaptive Combat
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%
erikem  [author] 2 May, 2022 @ 5:56am 
Really big update that might make the combat feel VERY different

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)
erikem  [author] 23 Apr, 2022 @ 10:35am 
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
erikem  [author] 19 Apr, 2022 @ 10:20am 
v3
- 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