DayZ
InediaInfectedAI
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Pembaruan: 3 Nov 2024 @ 1:53am

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InediaInfectedAI v1.16
The mod has been updated.
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⚠️ HOTFIX ⚠️
The damage handler for survivors is disabled for "DayZ-Expansion-AI" bots that have modified damage multipliers (DamageReceivedMultiplier != 1 or DamageMultiplier != 1) in ExpansionMod\Settings\AISettings.json or in quest objectives Quests/Objectives/(AICamp or AIPatrol).

The issue was that if these parameters were set to values other than "1", both "InediaInfectedAI" and "DayZ-Expansion-AI" would control damage from and to such bots simultaneously, causing a conflict that prevented killed bots from being counted in "DayZ-Expansion-Quests" objectives.

Now, if the "DamageReceivedMultiplier" parameter is set to a value other than "1", damage from the player to these bots will be processed by "DayZ-Expansion-AI", not "InediaInfectedAI". This means that weapon multipliers ("Zombies.DamageToZombieWeaponsMultipliers") and melee damage multipliers from injured hands will no longer apply to these bots. If "DamageMultiplier" is set to a value other than "1", damage to the player from such bots will be handled by "DayZ-Expansion-AI", meaning that damage multipliers will not apply to bot damage to the player.

Pembaruan: 1 Nov 2024 @ 4:04am

https://github.com/ysaroka/InediaInfectedAI/wiki/PatchNotes_1.16

Pembaruan: 20 Okt 2024 @ 5:43am

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InediaInfectedAI v1.15
The mod has been updated.
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⚠️ HOTFIX ⚠️
The synchronization of the player's configuration variables has been reworked through RPC, without using the functionality "PlayerBase.RegisterNetSyncVariable*()", as this functionality has a limitation on the number of registered variables, leading to various issues such as disappearing sounds, etc.
With this hotfix, I removed about 20 variables synchronized in this way, which should reduce the likelihood of such problems occurring.

Pembaruan: 19 Okt 2024 @ 7:00am

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InediaInfectedAI v1.15
The mod has been updated.
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⚠️ HOTFIX ⚠️
For action "ActionSearchZombieBodyToViewCargo", the setting "IsLockTargetOnUse" has been disabled, as it could potentially cause issues. Although I did not encounter these issues in my tests, I disabled it just in case.

Pembaruan: 19 Okt 2024 @ 5:50am

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InediaInfectedAI v1.15
The mod has been updated.
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Brief update description:
- Many compatibility fixes with DayZ 1.26, as well as added support for the new weather conditions in DayZ 1.26;
- Major refactoring of the mod's entire functionality, with many methods renamed and some removed. Keep this in mind if you were overriding methods from this mod, as this update breaks backward compatibility;
- Added limb fracture system, now in addition to legs, characters can break arms, ribs, and suffer skull fractures;
- Added blood splatter and blood trails when creatures bleed (video: https://www.youtube.com/watch?v=R4k9jgGgRBs);
- Added the ability to configure infected HP;
- A new parameter has been added to balance the attack system on unconscious players, allowing for both preventing the outright killing of unconscious characters and making unconsciousness a fairly dangerous status that results in significant damage;
- Infected now have a new mechanic for attacking players with a leap;
- Improved the functionality to prevent clustering of infected. Now they do not disable search mode but can bypass each other, so there will be far fewer infected clusters in narrow spaces;
- Several new admin commands have been added, such as the \idmgdebug command, which enables damage debugging for creatures;
- Rebalanced many configuration parameters;
- Many fixes and improvements;

You can read more about the new features, as well as how to disable them if necessary, in the detailed patch notes:
https://github.com/ysaroka/InediaInfectedAI/wiki/PatchNotes_1.15

Pembaruan: 28 Jun 2024 @ 3:54am

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InediaInfectedAI v1.14
The mod has been updated.
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☑️ 1) In the parameter "Zombies.DamageToZombieWeaponsMultipliers", the ability to specify not only weapons but also ammo has been added, allowing for more flexible configuration of damage to zombies.
For example, you can adjust the damage for a specific bullet or a specific type of attack, such as fist attacks regardless of the item held in hand.
More details can be found here:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesdamagetozombieweaponsmultipliers

☑️ 2) The vanilla mechanic for irritating the infected by officers has been disabled.
Prior to this change, it completely ignored the Inedia-mechanic, and officers always attracted the infected upon transitioning to the ALERTED state.
However, if you want to bring this mechanic back, you can read about how to do it here:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesscreamhandlerisactive

Additionally, the default configuration parameter "Zombies.ScreamAttractsZombiesInRadius" for officers was set to "100" meters and the chance of a scream ("Zombies.ScreamChancePercent") is increased from 25% to 50%.

☑️ 3) Fixed a bug where the infected would remain in a crouching position after jumping over a fence and would not exit this position unless hit.
Also fixed a conflict with the vanilla mechanics, which caused the infected to loop constantly, triggering the fence jumping animation.

☑️ 4) Added the ability to influence the degree of damage inflicted on player clothing by projectiles, but due to implementation specifics, this is done through a modification of config.cpp and applies universally to all projectiles:
https://github.com/ysaroka/InediaInfectedAI/wiki/FAQ#how-to-change-the-damage-of-players-clothing-by-projectiles-thrown-by-infected-and-players

☑️ 5) Due to the fact that after one of the DayZ updates the ability to adjust the relationships between predators and infected through the method ZombieBase.CanBeTargetedByAI(...) disappeared, it was decided to completely remove the predator-infected relationship mechanic.
Now they are always friendly towards each other, i.e., the vanilla mechanic is used.
Accordingly, the "Zombies.AttackAnimalsWolfs" and "Zombies.AttackAnimalsBears" parameters have been removed and are no longer relevant.
If you need to make the infected and predators enemies, this can only be done by modifying config.cpp. For this purpose, you can use a mod that makes this modification, such as the "Zombies vs Wolves" server mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2026455681

☑️ 6) The "Zombies.ResistContaminatedEffect" parameter can now be configured for animals as well.
If you already have animals for which protection from contaminated zones is configured via scripts, I recommend double-checking this functionality.
If, for some reason, your animals lose their protection against contaminated zones, you can disable the "Zombies.ResistContaminatedEffectHandlerIsActive" parameter for them, thereby restoring your mechanics.
Also, when using parameter "Zombies.ResistContaminatedEffect", it's important to remember certain limitations outlined here:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesresistcontaminatedeffect

☑️ 7) Added support for the "DayZ-Dog" modification.
Dogs no longer bleed out, and the interaction between dogs and infected is entirely managed by the "DayZ-Dog" mod.

You can always check what has changed in the default configuration file, which is updated after each modification update:
https://github.com/ysaroka/InediaInfectedAI/wiki/Default-configuration-file

Pembaruan: 8 Jun 2024 @ 3:18am

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InediaInfectedAI v1.13
The mod has been updated.
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☑️ 1) Fixed the logic for infected reaching their search goal in search mode.
Previously, the goal was considered reached if they approached within 2 meters of it, which prevented the infected from entering small spaces, such as balconies of buildings, as they would reach the goal point without stepping onto the balcony.
In the revised logic, the goal is considered reached if the infected approach within 1 meter horizontally and within 2 meters vertically.

☑️ 2) The parameters "Zombies.DamageToZombieShockToStunThresholdMelee" and "Zombies.DamageToZombieShockToStunLightHeavyAnimationThresholdMelee", responsible for configuring the stun animation for light melee attacks, have been removed.
Due to the way the light stun animation works, its constant activation caused infected to stop attacking the player, allowing for exploitation by killing infected of any difficulty without harm.
Now, light melee attacks use the fully vanilla stun logic.

☑️ 3) With the release of DayZ 1.25, the vanilla sounds of opening and closing doors started to attract infected very effectively within a radius of about 20 meters.
However, no option was provided for players to open doors quietly.
Therefore, it was decided to disable the vanilla mechanic of infected being irritated by door noise by default in this mod.
If for some reason you want to enable it again, you can do so using the parameter "Players.DisableVanillaDoorNoiseSystem":
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#playersdisablevanilladoornoisesystem

☑️ 4) Added the influence of Syberia "Stealth" skill on the noise made by players when jumping off obstacles.
Thus, players with upgraded stealth will land more quietly.

☑️ 5) Now limbs injury is correctly handled for the bots from the "DayZ-Expansion-AI" mod. Previously, they could take injury, but it would not heal over time.

☑️ 6) The bug has been fixed where the functionality allowing an infected to exit a stuck state was triggered during an animation.
This caused players to take damage while the infected was, for instance, in a stun animation.

☑️ 7) Fixed a bug where the bleeding visual effect for infected did not stop 20-40 seconds after death.

☑️ 8) Fixed an error:
NULL pointer to instance when trying to access variable 'ScreamHandlerIsActive' (Parent instance is null)
Function: 'HandleMindStateChange'
Stack trace:
InediaInfectedAI/scripts/4_World/InediaInfectedAI/entities/creatures/infected/zombiebase.c:1916

☑️ 9) The errors occurring in the admin logs of "VPPAdminTools" has been fixed:
NULL pointer to instance
Class: 'PluginAdminLog'
Function: 'PlayerHitBy'
Stack trace:
VPPAdminTools/4_World/vppadmintools\plugins\pluginbase\pluginadminlog.c:80
scripts/4_World/entities/manbase/playerbase.c:954
InediaInfectedAI/scripts/4_World/inediainfectedai\entities\manbase\playerbase.c:695

You can always check what has changed in the default configuration file, which is updated after each modification update:
https://github.com/ysaroka/InediaInfectedAI/wiki/Default-configuration-file

Pembaruan: 28 Mei 2024 @ 3:54am

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InediaInfectedAI v1.12
The mod has been updated.
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☑️ 1) Significant performance improvement + elimination of server freezes that occurred in large cities when spawning a large number of infected simultaneously.
- The vanilla Object.IsKindOf() method turned out to be rather slow, so it has been wrapped in a caching wrapper, which should improve performance.
- Added a small random delay to initialize the infected config from 0 to 1 second, thus excluding simultaneous initialization of multiple configs when a large number of infected are spawned and spreading it over time.

☑️ 2) Now the infected can hear when the player jumps over or off obstacles.
The noise depends on the height of the fall and ranges from 0 to 30 meters.
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesreactplayerfalldaynoise

☑️ 3) Changes to debuffs when a player receives head damage:
The duration of blurred vision upon being stunned has been increased to 10 seconds, and the duration of slowdown has been increased to 20 seconds.
However, stunning is no longer activated if the incoming shock-pain damage is less than 5 HP. If it exceeds this threshold, the duration of blurred vision and slowdown is calculated based on the damage received.
Therefore, when wearing a helmet and mask, the character may either not get stunned at all or experience a very short duration of it.
Meanwhile, a character without a helmet will experience prolonged stun and slowdown durations.

☑️ 4) Added inertia effect during infected stop phases in search mode.
Now, when the infected is close to reaching the current search target point, it will slow down, thereby eliminating abrupt animation jerks upon sudden stops at the target point.

☑️ 5) The logic of block penetration has been changed.
Now, when parameter "Zombies.DamageToPlayerHandlerIsActive" is disabled, block penetration will not occur, and consequently, receiving pain in the block and parameters "Zombies.PainToPlayer*InBlockMultiplier" will not work.
The influence on the appearance of block piercing animation from many other parameters, such as "Zombies.DamageToPlayerInBlockStaminaPercent", "Zombies.DamageToPlayerInBlockBloodPercent", "Zombies.StunToPlayerInBlockChancePercent", "Zombies.PainToPlayerArmsInBlockDisarmMultiplier", "Zombies.DiseasesToPlayerAgents" has also been removed, since block piercing animation is not required for these mechanics to work.

You can review the new block penetration logic here:
https://github.com/ysaroka/InediaInfectedAI/wiki/FAQ#infected-deal-damage-through-blocking-how-can-this-be-configured

☑️ 6) Now the mechanics of ranged attacks by infected (parameter "Zombies.RangeAttacksHandlerIsActive") no longer penetrate the player's block if any damage to the block is disabled.

☑️ 7) Now infected can knock off a splint from a player if they hit the leg, and break the leg again. Previously, a character with a splint was immune to fractures.

☑️ 8) Vanilla infected don't attack the player's head, but in this modification, they were allowed to do so.
However, it was not taken into account that when the health of the vanilla head zone drops to zero, the character dies.
Therefore, a fix was implemented, restoring the health of the vanilla head zone to maximum after each hit, thus preventing such player deaths.

☑️ 9) Now the modification fully supports "Polaris" and "Methadone" from "AdditionalMedicSupplies".

☑️ 10) Now the "Stealth" skill from the "Syberia Project" affects the Inedia-mechanics of irritating infected by the noise of footsteps.
There are currently no settings available to influence the range of the irritation radius, all parameters are hardcoded into the modification and cannot be changed.

☑️ 11) Added methods "InediaInfectedAI_Restrictions.PainSystem_PainkillersEffectIsActive(...)" and "InediaInfectedAI_Restrictions.PainSystem_MorphineEffectIsActive(...)" that, when overridden, allow any status or medicine affecting the player to have the effect of painkillers or morphine.

☑️ 12) In the default configuration, the infected "ZmbF_ClerkFat_Base" has been added to the "city" group, which was absent in any of the groups, hence it had no settings, for instance, it didn't throw projectiles.

You can always check what has changed in the default configuration file, which is updated after each modification update:
https://github.com/ysaroka/InediaInfectedAI/wiki/Default-configuration-file

Pembaruan: 3 Mei 2024 @ 3:10am

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v1.11
The mod has been updated.
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☑️ 1) Added admin command \ireload
With this command, you can reload the game configuration file (InediaInfectedAIConfig.json) without restarting the server.
That is, after making changes to the configuration file, it is not necessary to restart the server, it is sufficient to execute this command.
If there are errors in the configuration file after reloading, the default configuration file will be used, and a corresponding warning will be displayed in the in-game chat.
Also, now if an error is present in the configuration file, upon entering the game, the administrator will be issued a corresponding message.
The modification configuration will now become much easier!

Due to this change, the parameter "AdminsSteamIds" has been removed from the mod configuration and moved to a separate configuration file that will be used by all Inedia mods.
Here you can read where this file is located and how to obtain administrator privileges:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#admin-privileges-and-commands

☑️ 2) Significant changes in the functionality of infected speed control:
- The ability to control the speed of infected in CALM mode has been added, for which parameter "Zombies.SpeedLimitInCalmMode" have been introduced.
- Added parameters "Zombies.SpeedMinimumIn*Mode", allowing to specify the minimum value of infected speed in various modes:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesspeedminimumincalmmode
Regarding the CALM mode. As I mentioned before, the vanilla zombie control script really dislikes speed overrides, so even the slightest increase in speed would cause infected to get stuck on any obstacle. Therefore, a stuck handler was added for this mode. That is, now, if the speed of an infected in CALM mode is changed and they get stuck, the override speed will be disabled, and they will switch to a fully vanilla speed mode for 3 seconds. I'm not sure if this could cause any issues, but despite all these workarounds, it seems to have turned out quite well.
- Added parameters "Zombies.SpeedMultiplierIn*" allowing to configure the speed multiplier for infected. Thus, there is now the possibility to make them both very fast and very slow, disregarding vanilla restrictions. But this method has its costs, read more about them in the parameter description:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesspeedmultiplierincalmmode
- Added the "Zombies.SizeSpeedMultiplierScalingIsActive" parameter, which enables the influence of the infected size on the speed multiplier (by default, the parameter is enabled). Thus, the speed of the infected will now correspond to their size:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiessizespeedmultiplierscalingisactive
- Previously, there were occasional situations where infected would become irritated by something but wouldn't enter the search mode because there was no target. For example, when bullets were fired from a silencer and fell, or in the case of limiting the activation of the search mode by the parameter "Zombies.ReactVanillaMindstateChange". In such cases, the infected encountered a situation where their speed was not controlled because they were neither in search mode nor in chase mode.
This has now been corrected, and in the event an infected encounters such situations, the speed handler will consider them to be in search mode and apply the speed multipliers corresponding to the search mode.

☑️ 3) Added parameter "Zombies.DamageToZombieShockToStunCumulativeDamage", allowing to activate cumulative shock damage, which is used to trigger the zombie stun animation.
By default, the parameter is enabled, meaning that cumulative shock damage from all hits that occurred within the last 200 milliseconds will be used to trigger the stun animation, instead of just the last hit.
This is necessary for weapons that inflict small damage with a single bullet to have a chance to stun the infected if they inflict damage with multiple bullets within a unit of time.
For example, when firing a shotgun with buckshot, shock damage will be determined for all buckshot pellets, and therefore when firing a shotgun from close range, the infected will almost always be stunned.
The same applies to rapid-fire submachine guns, such as the MP5. The infected will not be stunned if you shoot with a single bullet. However, if you hold down the trigger and hit more than 2 bullets within 200 milliseconds, the infected will be stunned.
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesdamagetozombieshocktostuncumulativedamage

☑️ 4) The new parameter "Zombies.DamageToZombieShockToStunLightHeavyAnimationThresholdMeleeHeavy" has been added, allowing configuration of the stun effect on infected from heavy melee attacks (those performed by the player swinging).
By default, it is set to "0", meaning that all heavy melee attacks will stun infected.
Consequently, the default value of parameter "Zombies.DamageToZombieShockToStunLightHeavyAnimationThresholdMelee" has been changed to "100", as I believe regular melee attacks should not trigger heavy stun animations.

☑️ 5) Since the mechanics of stunning infected in this mod currently include vanilla mechanics but also add some features not present in vanilla mechanics, such as cumulative shock damage, it was decided to activate it in the default configuration by default: "Zombies.DamageToZombieShockToStunHandlerIsActive" => 1.
Naturally, this will not affect current configurations.

☑️ 6) For agents configured in parameter "Zombies.DiseasesToPlayerAgents", new parameters "AddChanceInBlock" and "AddAmountInBlock" have been added, allowing to specify the chance of receiving agents and the amount of agents during zombie attacks while the player is blocking.
Parameter "IgnoreBlock" has been deprecated and is no longer used.
Those who used it are advised to revise their configurations using the new parameters "AddChanceInBlock" and "AddAmountInBlock".
If this is not done, the default values of "AddChanceInBlock"/"AddAmountInBlock", which is "0", will be used, meaning agents will not be transmitted during zombie attacks while the player is blocking.

☑️ 7) The chance of a player being hit in the head by a creature has been increased from 10% to 15%.
Fighting without a helmet will now become slightly more challenging, as head damage entails increased shock damage.
However, blocking attacks still provides protection against head damage and redirects it to other parts of the body.

☑️ 8) The damage multiplier in the infected bleeding rate calculation formula has been increased from "0.3" to "0.5" and a dependency on blood damage is added to the formula. Consequently, the list of weapons capable of causing lethal bleeding has expanded.
Additionally, the default value of parameter "Zombies.BloodLossRateMaxMl" has been changed from "50" to "60". Thus, infected will die slightly faster from blood loss with sufficient damage.

The addition of a dependency on blood damage allowed for accounting for the armor of the infected when causing bleeding. That is, it will be problematic to cause bleeding to an infected wearing body armor by shooting the body, or shooting the head while they're wearing a helmet.

The remaining update details couldn't fit due to Steam limitations, but you can find them on Discord[discord.gg].

Pembaruan: 20 Apr 2024 @ 3:03am

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v1.10
The mod has been updated.
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☑️ 1) Helicopters from "DayZ-Expansion-Vehicles" mod did not attract infected with the noise of rotating blades, as the CarScript.EngineIsOn() method did not work for them, as well as methods for obtaining RPM.
Now this is taken into account, and engine activity and RPM are determined based on rotor rotation.
Be cautious, Expansion helicopters now attract infected!

☑️ 2) Infected now attack helicopters from the "DayZ-Expansion-Vehicles" mod, including using projectiles if the helicopter is within range of the projectile.
Now low-altitude flights will become less safe.
In the default configuration, "Zombies.AttackCarElementsMultiplierByCarClassId" damage configurations for helicopters have been added. The same has been done for expansion cars.

☑️ 3) Now, if a player is involved in an accident on any type of vehicle, they will receive limb injuries.

☑️ 4) Now, when colliding with a car, players receive limb injuries.

☑️ 5) Now projectiles damage the player's clothing.
Unfortunately, it cannot be configured, as the vanilla clothing damage mechanics are based on the "Ammo" that the projectile hits with.
And all Inedia projectiles use the same "Ammo" - "InediaInfectedAI_ThrowingProjectile".
I don't have time to implement either a clothing damage system or functionality that uses different "Ammo" for different projectiles.
Thus, all Inedia projectiles will damage the player's clothing equally.

☑️ 6) Now, when receiving damage from infected or animals - with a certain probability and under specific conditions, players may acquire agents of various diseases.
Уou can configure which agents are transmitted, the amount of agents transmitted, the transmission probability, and much more.
Or you can completely disable this mechanic by setting parameter _Zombies.DiseasesToPlayerHandlerIsActive_ to "0".
For further details, refer to the parameter descriptions:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesdiseasestoplayerhandlerisactive
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesdiseasestoplayeragents

This mechanic is enabled by default, but it will not affect existing configs, meaning in the current configs, it will be disabled because the agents are only configured for groups initialized upon creating the configuration file.
Therefore, if you want to add this mechanic to an existing config, you need to refer to the default configuration file, which shows how to configure the above-mentioned parameters:
https://github.com/ysaroka/InediaInfectedAI/wiki/Default-configuration-file

☑️ 7) Added the parameters to adjust the blood damage inflicted by zombies on the player.
By default, these parameters are set to "0", meaning blood damage is disabled.
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesdamagetoplayerbloodpercent
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesdamagetoplayerinblockbloodpercent

Also, a parameter "Parameters.TargetBloodDamage" has been added for projectiles, allowing to adjust blood damage. Naturally, this damage is disabled by default (the default value of the parameter is "0").

☑️ 8) Added parameter "Zombies.DamageToZombieShockToStunFromButtstockHit" allowing to configure the stun animation of the infected upon receiving damage from a weapon buttstock:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesdamagetozombieshocktostunfrombuttstockhit

☑️ 9) Added parameter "Players.QuietDoorOpeningMechanicDisabledForOpening" allowing to disable quiet door opening function while keeping quiet door closing.
By default, this parameter is enabled, meaning that in older configurations, quiet door opening will cease to function, while quiet door closing will remain active.
If you wish to restore quiet door opening functionality, set this parameter to "0".
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#playersquietdooropeningmechanicdisabledforopening

☑️ 10) By default, crawling infected are not allowed to break doors.
The parameter "Zombies.BreakingDoorsCrawlersChanceMultiplier" has been added, allowing to set the multiplier for the chance of door-breaking for crawling infected.
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#zombiesbreakingdoorscrawlerschancemultiplier

☑️ 11) The mechanics of zombie escape from a stuck position have been reworked.
There will no longer be situations where zombies jump onto obstacles towards the player due to this mechanic when up-jump handler is disabled.

☑️ 12) The collision functionality between jumping zombies and the player has been significantly reworked and optimized.
Now, situations where an infected deals damage to the player while standing nearby without performing any attacks will occur much less frequently.

☑️ 13) Now, infected are prohibited from jumping on each other, as this often led to situations where they would fall into objects they couldn't jump high enough onto, such as closed containers.
As a result, it was quite easy to gather all the infected inside such a container and leave them there.
Fixing this through some other means was not feasible, as the game engine does not register collisions of the infected with such objects, thus there was no way to determine when they should be stopped in jump.

☑️ 14) The \iiaiheal command now removes agents, bleedings, broken legs, bloody hands, arrows, and also adds a temperature boost.
Also, several more commands have been added to facilitate testing irritants: \iiaihealeq \iiaieq \iiaiday \iiainight \iiairain
More details here:
https://github.com/ysaroka/InediaInfectedAI/wiki/Description#adminssteamids

☑️ 15) Rebalance default parameters and mechanics:
- The amount of shock inflicted by a projectile with unspecified exact shock damage but calculated based on the projectile's weight has been doubled, meaning the maximum shock damage inflicted by such a projectile is now 60 instead of 30.
- The default multiplier for noise suppression inside the building (parameter "SoundInHouseMultiplier") has been changed from "0.6" to "0.5".
- The default range of the door opener irritant has been changed from 20 meters to 15 meters.
- Since only quiet door closing remains enabled by default, and this action itself is rare, the duration of quiet door closing (parameter "Players.QuietDoorOpeningMechanicSeconds") has been increased from "2" to "3" seconds.

You can view all the aforementioned changes in the default configuration file, which is updated after each modification update:
https://github.com/ysaroka/InediaInfectedAI/wiki/Default-configuration-file

The remaining update details couldn't fit due to Steam limitations, but you can find them on Discord[discord.gg].