Releases: space-commits/SPT-Realism-Mod-Client
SPT Realism Mod v1.4.5 for SPT AKI 3.9.8 - Test Build 4
SPT Realism Mod v1.4.5 for SPT AKI 3.9.8 - Test Build 4
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, 2 on Shoreline and 2 on 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. For testing purposes they all have 100% spawn chance.
- 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.
Test Build 4 Changes:
- Upped gun heat factor.
- Added ability to place some medical items in patch 0.15 AKS-74 tourniquet stock.
- Tweaked gas mask protection stats.
- Added safe zones to labs, behind some locked doors. If the doors are closed, rads and toxicity rates are are reduced to 0. In future these will probably be tied to a quest or series of quests.
- Redid how hazard rates are calculated: hazards are less sticky now and actually go back to 0 instead of lingering for a long time. They also gradually build up when in a zone (quickly) instead of instantly. This may have implications for balance.
- Geiger counter and gas analyser react much quicker to entering a zone.
- Labs gas is now divided into three zones for each level, increasing in intensity towards the lowest level. Increased radiation intensity on labs.
- There were issues with recoil changes, I had to redo them. Please rest your recoil settings (recoil multi, reset speed, reset sensitivity + smoothness, s-pattern multi). Added extra recoil dispersion/spread after 4 rounds fired to encourage burst fire more.
Fixes:
- Fixed very heavy weapons not being handled correctly in all cases. 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. In future will overhaul how malfunction chance is calculated to be more consistent.
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 cause damage that can rapidly lead to death. The rad and toxicity treatment strength of meds has been generally reduced. Damage from built of radiation and toxicity has been increased. 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. 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.
- Passive Regen: passive regen has been expanded from only healing certain types of damage to healing all types of damage, under specific conditions. By default you must have received no damage for 10 minutes, have close to full hydration + energy, not be under any negative stratus 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.
- 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.
- Tweaked deafening effect visuals to be more subtle.
- Added compatibility/stats for all patch 0.15 items.
- Increased fragment count of all grenades.
- Globally increased the heat rate of weapons.
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.
SPT Realism Mod v1.4.5 for SPT AKI 3.9.8 - Test Build 3
SPT Realism Mod v1.4.5 for SPT AKI 3.9.8 - Test Build 3
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, 2 on Shoreline and 2 on 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. For testing purposes they all have 100% spawn chance.
- 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.
Test Build 3 Changes:
- Fixed errors on raid start if the new dynamic zones quest isn't found in user profile.
- Added stats for all patch 0.15 items.
- Increased fragment count of all grenades.
- Globally increased the heat and cooling rate of weapons.
- Gas strength threshold for gas poisoning effect while in gas without a gas mask is now factored by immunity skill.
- Fixed the dynamic zone quest condition for Shoreline zones completing/being completed by Customs quest condition.
- Rebalanced some stims a little.
- Added spawn protection from player spawning in rad zones on Labs.
Fixes:
- Fixed very heavy weapons not being handled correctly in all cases. 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.
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 cause damage that can rapidly lead to death. The rad and toxicity treatment strength of meds has been generally reduced. Damage from built of radiation and toxicity has been increased. 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. 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.
- Passive Regen: passive regen has been expanded from only healing certain types of damage to healing all types of damage, under specific conditions. By default you must have received no damage for 10 minutes, have close to full hydration + energy, not be under any negative stratus 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.
- 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.
- Tweaked deafening effect visuals to be more subtle.
- Added compatibility/stats for all patch 0.15 items.
- Increased fragment count of all grenades.
- Globally increased the heat and cooling rate of weapons.
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.
SPT Realism Mod v1.4.5 for SPT AKI 3.9.8 - Test Build 1
SPT Realism Mod v1.4.5 for SPT AKI 3.9.8 - Test Build 1
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, 2 on Shoreline and 1 on 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. For testing purposes they all have 100% spawn chance.
- 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.
Fixes:
- Fixed very heavy weapons not being handled correctly in all cases.
- 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.
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.
- 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 cause damage that can rapidly lead to death. The rad and toxicity treatment strength of meds has been generally reduced. Damage from built of radiation and toxicity has been increased. 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 healing all types of damage, under specific conditions. By default you must have received no damage for 10 minutes, have close to full hydration + energy, not be under any negative stratus 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.
- 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.
- Tweaked deafening effect visuals to be more subtle.
- Added ammo stats for .50 AE and client compatibility.
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.
SPT Realism Mod v1.4.5 for SPT AKI 3.9.8 - Test Build 5
SPT Realism Mod v1.4.5 for SPT AKI 3.9.8 - Test Build 5
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. For testing purposes they all have 100% spawn chance.
- 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.
Test Build 5 Changes:
- Upped gun heat factor.
- Added ability to place some medical items in patch 0.15 AKS-74 tourniquet stock.
- Added safe zones to labs, behind some locked doors. If the doors are closed, rads and toxicity rates are are reduced to 0. In future these will probably be tied to a quest or series of quests.
- Redid how hazard rates are calculated: hazards are less sticky now and actually go back to 0 instead of lingering for a long time. They also gradually build up when in a zone (quickly) instead of instantly. You cannot reduce total accumulated hazard while in a hazard zone unless you have 100% protection from gas mask, however the current hazard rate can be reduced to 0. This means while you can't heal a hazard while in a hazard zone, you can prevent it from increasing. This may have implications for balance.
- Tweaked gas mask protection stats: slight buff to respirator, nerf to GP-5 + GP-7 rad + toxicity protection.
- Nerfed protection from anti-rad and toxicity meds.
- Geiger counter and gas analyser react much quicker to entering a zone.
- Labs gas is now divided into three zones for each level, increasing in intensity towards the lowest level. Increased radiation intensity on labs.
- There were issues with recoil changes, I had to redo them. Please rest your recoil settings (recoil multi, reset speed, reset sensitivity + smoothness, s-pattern multi). Added extra recoil dispersion/spread after 4 rounds fired to encourage burst fire more.
- Added 2 new zones, for Shoreline and Interchange respectively.
Fixes:
- Fixed very heavy weapons not being handled correctly in all cases. 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. In future will overhaul how malfunction chance is calculated to be more consistent.
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 cause damage that can rapidly lead to death. The rad and toxicity treatment strength of meds has been generally reduced. Damage from built of radiation and toxicity has been increased. 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. 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.
- 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.
- 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.
- Tweaked deafening effect visuals to be more subtle.
- Added compatibility/stats for all patch 0.15 items.
- Increased fragment count of all grenades.
- Globally increased the heat rate of weapons.
- 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.
SPT Realism Mod v1.4.5 for SPT AKI 3.9.8 - Test Build 2
SPT Realism Mod v1.4.5 for SPT AKI 3.9.8 - Test Build 2
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, 2 on Shoreline and 2 on 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. For testing purposes they all have 100% spawn chance.
- 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.
Test Build 2 Changes:
- Hopefully fixed spawn issues when spawning inside hazard zones.
- Added additional dynamic zone on Interchange.
- Dynamic zones now will only spawn after player has reached lvl 20 or a new quest is started.
- Hazard zones are less likely to spawn at low PMC level (Fika excluded).
- Damage from hazard zones will be displayed as radiation or toxin damage in end of raid screen.
- Reduced cost of repeatable treatment quest.
- Added stats for patch 0.15 Uzi, Deagle and SR3M so far.
- Fixed incorrect randomization of dynamic hazard loot which resulted in the same loot being spawned all the time.
- Fixed the placement of some zones.
- Various small tweaks to hazard related values
Fixes:
- Fixed very heavy weapons not being handled correctly in all cases.
- 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.
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 cause damage that can rapidly lead to death. The rad and toxicity treatment strength of meds has been generally reduced. Damage from built of radiation and toxicity has been increased. 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. 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.
- Passive Regen: passive regen has been expanded from only healing certain types of damage to healing all types of damage, under specific conditions. By default you must have received no damage for 10 minutes, have close to full hydration + energy, not be under any negative stratus 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.
- 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.
- Tweaked deafening effect visuals to be more subtle.
- Added ammo stats for .50 AE and client compatibility.
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.
SPT Realism Mod v1.4.4 for SPT AKI 3.9.5
SPT Realism Mod v1.4.4 for SPT AKI 3.9.5
Note: please see the "known issues" section at the bottom of this post before reporting issues.
If using Fika, you will need this for stances to be replicated between clients: https://github.com/LevelCrush/Realism-Stance-Replication/releases/tag/v1.1.0
Fixes:
- Fixed custom attachments/weapons causing exceptions when used with the muzzle effects config option, for the second time, for real this time.
Tweaks & Changes:
Known Issues:
- Bots won't avoid gas for now, 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.
SPT Realism Mod v1.4.3 for SPT AKI 3.9.5
SPT Realism Mod v1.4.3 for SPT AKI 3.9.5
Note: please see the "known issues" section at the bottom of this post before reporting issues.
Fixes:
- Fixed custom attachments/weapons causing exceptions when used with the muzzle effects config option.
- Fixed SVM pocket change option preventing geiger + analyser from being put into special slots.
Tweaks & Changes:
- Buffed RPD recoil.
Known Issues:
- Bots won't avoid gas for now, 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.
SPT Realism Mod v1.4.2 for SPT AKI 3.9.5
SPT Realism Mod v1.4.2 for SPT AKI 3.9.5
Note: please see the "known issues" section at the bottom of this post before reporting issues.
Fixes:
- Fixed mounting not cancelling properly when it should.
- Fixed pistol patrol stance transition.
- Fixed BSG's accuracy bug, the accuracy stat of guns actually does something now.
- Fixed slow ADS speed if forgetting to remove RealismMod.dll when client-side features are disabled in config.
- Fixed the "Revert Med Changes" config option not resetting.
- Fixed/improved left shoulder pistol ADS.
Tweaks & Changes:
- Muzzle Effects: optional mechanic where the intensity of muzzle effects (flash, smoke/gas, flame, sparks) is affected by weapon durability, heat, being indoors vs. outdoors, barrel length, calibre and weapon attachments. There is a new "gas" and "flash suppression" stat for attachments which can increase or decrease these effects, from muzzle devices to gasblocks to charging handles (AR-15 "gas buster" charging handles have a purpose now). Direct gas impingement weapons (AR-15 etc.) get extra gas with suppressors.
- Tweaked visual recoil to be a bit smoother and more noticeable.
- Left shoulder has slower bolt/pump speed.
- At 0 Stress Resistance, Adrenaline has a negative effect on weapon manipulation and movement speeds, and only gradually gives bonuses as the skill is levelled.
- Increase cover detection distance when prone to make it easier to find the right angle.
- Reduced vertical recoil on bolt action rifles. Reduced camera recoil on AS-VAL/VSS, SR-2M, AK-74 pattern rifles.
- More ammo stat tweaks.
- Tweaked the impact of pose (crouch/prone) on recoil.
Known Issues:
- Bots won't avoid gas for now, 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.
SPT Realism Mod v1.4.2 for SPT AKI 3.9.5 - RC 2
SPT Realism Mod v1.4.2 for SPT AKI 3.9.5 - Release Candidate 2
Note: please see the "known issues" section at the bottom of this post before reporting issues.
Fixes:
- Fixed mounting not cancelling properly when it should.
- Fixed pistol patrol stance transition.
- Fixed BSG's accuracy bug, the accuracy stat of guns actually does something now.
- Fixed slow ADS speed if forgetting to remove RealismMod.dll when client-side features are disabled in config.
- Fixed the "Revert Med Changes" config option not resetting.
Tweaks & Changes:
- Muzzle Effects: optional mechanic where the intensity of muzzle effects (flash, smoke/gas, flame, sparks) is affected by weapon durability, heat, being indoors vs. outdoors, barrel length, calibre and weapon attachments. There is a new "gas" and "flash suppression" stat for attachments which can increase or decrease these effects, from muzzle devices to gasblocks to charging handles (AR-15 "gas buster" charging handles have a purpose now). Direct gas impingement weapons (AR-15 etc.) get extra gas with suppressors.
- Tweaked visual recoil to be a bit smoother and more noticeable.
- Left shoulder has slower bolt/pump speed.
- At 0 Stress Resistance, Adrenaline has a negative effect on weapon manipulation and movement speeds, and only gradually gives bonuses as the skill is levelled.
- Increase cover detection distance when prone to make it easier to find the right angle.
- Reduced vertical recoil on bolt action rifles. Reduced camera recoil on AS-VAL/VSS, SR-2M, AK-74 pattern rifles.
- More ammo stat tweaks.
Known Issues:
- Bots won't avoid gas for now, 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.
SPT Realism Mod v1.4.2 for SPT AKI 3.9.5 - RC 1
SPT Realism Mod v1.4.2 for SPT AKI 3.9.5 - Release Candidate 1
Note: please see the "known issues" section at the bottom of this post before reporting issues.
Fixes:
- Fixed mounting not cancelling properly when it should.
- Fixed pistol patrol stance transition.
- Fixed BSG's accuracy bug, the accuracy stat of guns actually does something now.
- Fixed slow ADS speed if forgetting to remove RealismMod.dll when client-side features are disabled in config.
- Fixed the "Revert Med Changes" config option not resetting.
Tweaks & Changes:
- Muzzle Effects: optional mechanic where the intensity of muzzle effects (flash, smoke/gas, flame, sparks) is affected by weapon durability, heat, being indoors vs. outdoors, barrel length, calibre and weapon attachments. There is a new "gas" and "flash suppression" stat for attachments which can increase or decrease these effects, from muzzle devices to gasblocks to charging handles (AR-15 "gas buster" charging handles have a purpose now). Direct gas impingement weapons (AR-15 etc.) get extra gas with suppressors.
- Tweaked visual recoil to be a bit smoother and more noticeable.
- Left shoulder has slower bolt/pump speed.
- At 0 Stress Resistance, Adrenaline has a negative effect on weapon manipulation and movement speeds, and only gradually gives bonuses as the skill is levelled.
- Increase cover detection distance when prone to make it easier to find the right angle.
- Reduced vertical recoil on bolt action rifles. Reduced camera recoil on AS-VAL/VSS, SR-2M, AK-74 pattern rifles.
- More ammo stat tweaks.
Known Issues:
- Bots won't avoid gas for now, 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.