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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
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.
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
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?
What a good mod!
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%
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)
- 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
- 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