Major Update
This release includes major re-balancing, various improvements and important bug fixes.
Over the numerous releases in the past, quite some parts of the mod have became flawed or outdated, many of these got reviewed and updated in this release.
[Preview] [Preview] [Preview]
If you've tweaked the settings, it's recommended to reset everything, try the new balance in different time/weather for several raids then tweak it to your liking.
Also, if you've disabled the meters, consider enable them to understand the impact of ambience shadow. (Remember, the 2nd is the processed result of the 1st, and it's the final impact to bots)
- Lit Score calculation is now more accurate and less erratic, and no longer randomly skyrocket.
- Ambience shadow is fully integrated. Make sure you stick to shadows in clear days/nights to gain advantages... or accept disadvantages.
- It's no longer blocked by most transparent glasses.
- Noted that the shadow comes from ambience brightness, so the impact depends on the sun/moon.
- Added Extra score processing for GZ basement, Interchange & Interchange parking to match the unusual visual brightness. I tried my best...
- Known issue: The top half of some of the GZ buildings don't have proper collider models, thus when you are not far away from bottom of the buildings and ambience lighting is not blocked by anything else, Ambience Shadow impact would drop. Maybe Streets have the problem too, not tested.
- After a day of of research I concluded there's no mean to fix this.
- Though not perfect, this feature completes That's Lit. Now even your positioning (under sun/moon light) becomes a decision.
- The whole SeenCoef calculation is overhauled (found quite some fucked up stuff I left there...) and all the mechanics are deeply integrated.
- Overall bots are more human and less blinder than before.
- Highlight penalty is no longer minimized for the improved score calculation and the new ambience shadow feature.
- However, total penalty (from all features combined) is now capped to 50%.
- To simulate bots paying attention to the position they have spotted you, bots are less impacted if you don't move after exposing. (Before this, they need to find you again after looking away)
- This fades out overtime. So if somehow they are distracted, they may forget you are there and get full impact.
- Extreme darkness now additional delay bots much more than before.
- This means it's safer to sit or sneak in pitch dark locations in Night Factory, and maybe some maps that can get very dark in cloudy nights.
- Also, the Night Factory roof beams are now somewhat usable if you slowly sneak and the bot is not too accurately looking at your direction (ex: bots right below you). Needless to say, it's still very dangerous because once you are spotted
you are a sitting duck without covers.
- Grasses calculation is reworked.
- Overall it's more effective when properly utilized and will not overly effective in close range or higher poses.
- By crawling through dense grasses you can get closer to unaware enemies.
- You can now actually try to get out of sight and re-approach again in low poses from different angle.
- Lying down in very dense grasses in front of bots no longer just blind them.
- High poses now properly grants less stealth than lower poses.
- Changes to Foliage Blending (the one that works against bots far away). Now allows multiple foliage to be evaluated instead of just the nearest one. Can be configured in a range of 1 (default) to 5.
- This allows Foliage Blending to works against bots from different directions.
- Alternative Reaction Fluctuation (Optional and enabled by default): When Brightness module is disabled, makes bots' SeenCoef slightly fluctuates.
- It should be not noticeable, but rarely you may get lucky (or unlucky).
- Added a piece of code patching a specific scenario:
- In vanilla code, for some time after a bot seeing you, it gets instant visual on you.
- The patch randomly add a minor delay according the distance you moved after the last seen position and the direction the bot is facing.
- Probably not very noticeable.
- Fixed wrong implementation of player movement impact to visibility. It hadn't been reading actual speed before.
- If you are slow enough like slow walking and crouch walking, the impact will be hugely reduced.
- Fixed a old flaw in equipment light/laser detection that makes lasers ignored when no light found.
- Bots are now classified into Bosses, Followers, Default. Bosses are... bosses. Followers are regular boss followers and factions like Rogue, Bloodhound, Raiders, etc.
- Followers SeenCoef are 50% less increased/decreased by That's Lit. And Bosses too, If the Include Bosses options is enabled.
- Note: Santa Scav is boss class and Scav Sniper is follower class.
- Removed Global Overlook Chance option.
- Various minor improvement/changes/fixes.
Doesn't seem that much or major, eh?
The release cost me at least 90 hours. I mean, literally 90+ dedicated hours. Almost went through a breakdown for this.
Big changes in the model and the following balancing work usually requires me to:
Modify -> Launch the game -> Go to most of the maps -> Check all the numbers on various combinations of time x weather on every type of locations... -> Test bots reaction in various situations... -> Test every feature works and bug fixed...
Again. Again. Again. Again. Again and again.
And if I eventually change something, then again.
Damn! I really need to stop doing shits for fun and go get a job before I go broke lifeworththinking
Notes
- I've received several report of getting unusual headshots since 3.8. However it's still rare cases and one of them fixed it by reinstalling their SPT, so maybe it's not caused by That's Lit?
- I've been revising the mod description, some of them requires your attention:
- SAIN has added some feature that greatly affect difficulty, please check "Recommended Mods".
- A Loadout mods that properly gives bots NVGs and flashlights in nights is highly recommanded for balanced gameplay.
- Lit Score calculation is based on game visual brightness instead of theoretic brightness. For example, Reserve bunkers are unusually bright even without any light, and the score reflects that.
- Reminder: Some edge cases exist for Lit Score calculation. Some examples:
- Ground Zero: the character receives sun light in basement floor... would you believe that... (The basement is considered slightly less darker than it looks like, but not too off)
- Night Factory: Next to the tanks there is a very dim ceiling lamp somehow has a very large lighting range. And the tunnel walls near Emergency Exit leaks lights.
- Yes it will work for 3.8.1. As long as it's the same EFT version it usually works.