SPT Realism Mod v1.4.5 for SPT AKI 3.9.8 - Test Build 6
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SPT Realism Mod v1.4.5 for SPT AKI 3.9.8 - Test Build 6
Note: please see the "known issues" section at the bottom of this post before reporting issues.
TESTING NOTES:
- There are 3 dynamic zones on Customs, Shoreline and Interchange. They're time consuming to make so more will be added before release of v1.4.5 and after. Please give feedback on their hazard strength, loot and impact on gameplay.
- If you fall through the map or see bots falling through the map, or notice any issues caused by the spawn changes, let me know.
- Passive regen balance will be tweaked over time, please give feedback and keep in mind it's highly dependent on skills levelling.
- Report any strange behaviours of bots trying to navigate in/through/around hazard zones.
- Please test Therapist insurance thoroughly and report any errors in server log relating to insurance returns. Insurance is returned after an hour. Report any issues like getting the item back instead of the cash value.
Test Build 6 Changes:
- Upped gun cool factor.
- Added insurance rebalance, where Therapist gives cash value of items and Prapor gives the items back but at a low chance of return.
- Rebalanced/fixed malfunction chances.
- Coughing in gas zones has a threshold that needs to be met before you start taking damage, to give the player a chance to get out without taking damage. This threshold is modified by immunity skill.
- Coughing from radiation sickness comes in waves instead of being constant and is chance based. The time interval and chance is based on immunity skill and total radiation level.
- Med station and vents now reduces toxicity while out of raid if generator is on. The higher the level, the more reduction.
- Reduced bot weapon durability.
- Fixed/refined hermetic door sound effects when opening and closing them.
- Dynamic zone spawn chance is no longer 100%.
Fixes:
- Fixed very heavy weapons not being handled correctly in all cases, leading to strange behaviour including wiggling around. This should fix issues with really heavy custom weapons added by other mods IF they have a properly set up compatibility patch.
- The player and bots will now be moved to the nearest "safe" location if about to be spawned inside a hazard zone. Most zones will block bots from trying to navigate through them where possible.
- Fixed radiation not reducing the resource of filters.
- Fixed 0 durability weapons being able to fire.
Tweaks & Changes:
- "Dynamic" Hazard Zones: These are hazard zones accompanied by map assets that can appear in unexpected places, to block routes or high loot areas. These zones have a stronger concentration of hazardous materials, and contain loot spawns with rare to basic loot. For now there are a handful of them on Shoreline, Interchange and Customs but more will be added over time. They won't start spawning until the player has reached a certain level, or a new quest is started.
- Hazards Rebalance: gas and radiation will now "stick" to the player after they've left a hazard zone, adding more rads/toxicity for some time. Being in a toxic zone without a gasmask will cause blurry vision, debuffs to movement and weapon manipulation, and causes damage that can rapidly lead to death. The rad and toxicity treatment strength of meds has been generally reduced. Toxic gas zones will not spawn on Ground Zero at a low PMC level. At a low PMC level, hazard zones are less likely to spawn. Damage from built up radiation and toxicity has been increased.
- Med station and vents now reduces toxicity while out of raid if generator is on. The higher the level, the more reduction.
- Radiation Sickness: Coughing from radiation sickness comes in waves instead of being constant and is chance based. The time interval and chance is based on immunity skill and total radiation level. Radiation has a chance to cause random light bleeds based on total radiation. Being on anti-rad meds reduces the damage received from radiation effect.
- Passive Regen: passive regen has been expanded from only healing certain types of damage to include healing all types of damage, under specific conditions. For general passive regen by default you must have received no damage for 10 minutes, have close to full hydration + energy, not be under any negative status effects, must not be sprinting, not be affected by a hazard zone and it will only apply to body parts that have HP above 90%. The thresholds for remaining HP, hydration/energy and the time threshold are greatly affected by Vitality and Health skills. A fresh account will effectively have no passive regen capability, while a fully levelled account will have significant passive regen. Can be disabled in config.
- Insurance Rebalance: Therapist gives cash value of items instead of the items themselves, Prapor still gives the items back but at a low chance of return. Can be disabled.
- Rebalanced Malfunction Chance: Previous iterations didn't properly calculate malfunction chance. It is now much more closely linked to weapon durability, but is also significantly affected by weapon heat. In addition, increasing the fire rate of a gun through attachments, and long strings of fire, also increases malfunction chance. Effectively all this means that single and burst fire is less likely to cause malfunctions than mag dumping, and that durability more significantly affects malfunction chance. Remember that weapon attachments can affect malfunction chance too.
- Globally increased the heat rate of weapons. They won't glow after one mag but heat management is much more important now.
- Reduced bot weapon durability to make it harder to horde pristine weapons and encourage use of traders.
- Recoil tweaks: tweaked default recoil config settings to make burst fire a bit smoother, and slow down vertical reset after firing especially for stockless weapons. Rebalanced a few weapons. Stockless weapons no longer get recoil reduction from player weight. Recoil dispersion/spread increases after 4 rounds to encourage burst fire further.
- Significantly increased the accuracy on all pistols.
- Tweaked deafening effect visuals to be more subtle.
- Added compatibility/stats for all patch 0.15 items.
- Increased fragment count of all grenades.
- Tweaked weapon inertia to be more subtle at lower weapon weight.
Known Issues:
- Bots won't avoid some of the hazard zones, and will eventually die if they don't have a gasmask.
- Can't treat radiation or toxicity out-of-raid except for Therapist quests at this time due to limitations.
- Balancing is always on-going.
- Glock 18C recoil is bugged, BSG issue.
- High ready sprint animation bugs out sometimes, BSG issue.
- Can hit self with melee in the legs.
- SPT/EFT is cursed.