This is an important updated, it's a huge polish pass on existing features. The main overhaul is to the 'efficiency' system:
- Did a big refactor of my internal 'efficiency' calculation. This stat governs many aspects of the mod's features, most notably the intensity of the sway and parallax (sight alignment) calculations. Many things will cause you to be less efficient and handle your gear with less control. The exact values are as follows (everything stacks).
- General health: at zero health you will have a 100% penalty (and also be dead).
- Being overweight between the YELLOW and RED status adds up to 50%
penalty (so 50% at red). - Concussion adds 20% penalty for its duration.
- Broken bones: each broken bone will give you 15% penalty.
- Tremor adds 5% penalty for its duration.
- Stamina and arm stamina each give a 10% penalty at zero.
- Light bleeding anywhere will give 5% penalty.
- Heavy bleeding anywhere will give 15% penalty.
- Being poisoned / infected will give a 10% penalty. This feature is represented well in the Realism mod, where the risk of poison is not just from cultists but also somewhat likely from eating junk food.
- Hydration and nutrition deficit each add 5% penalty when at zero.
- Speed and stance: slower speed and lower stance each buff efficiency by up to 50%. (So at minimum walking speed and a full crouch, these stack to a 75% efficiency buff.) Going prone gives another 50% buff (that would be a 87.5% total efficiency buff). The buffs actually are division operations of the total, applied after all the penalties, so perhaps that seems confusing but it looks like: 1 * 0.5 = 0.5; 0.5 * 0.5 = 0.25; 0.25 * 0.5 = 0.125, in other words a 87.5% buff. This should illustrate how powerful your speed and stance are.
- Sprinting will apply a 50% penalty. Astute readers will say, "but your weapon is not up whilst running anyway" But the change in efficency is not immediate...
- Change in efficiency: the changing status of efficiency is not immediately reflected in your player, but is FLUID. The rate of change itself is ALSO GOVERNED by your efficiency. For example, if your efficiency is very poor (you are heavy, injured, and starving), decreasing efficiency will be reflected to the player MORE QUICKLY and increase MORE SLOWLY (for example, going in and out of a sprint). Vice versa, if your efficiency stat is good in general (uninjured, good stam, good nutrition), a momentary decrease in efficiency (again, the easiest example is sprinting) will result in a slower reflected loss of efficiency and a faster return to base efficiency after the sprint.
The system will always respond more favourably if you are in a good condition, and it's up to you to maintain that condition, through your health, nutrition, and movement.
Other changes:
- Added fluctuation period in sway calculation, where previously the effect was immediate. This became noticeable going in and out of ads rapidly, you could see the polarity reversing in an awkward manner (stocked weapons in ads will lag behind the player camera, whereas out of ads they will lead). Now the change is fluid.
- Added new animations to your head camera movement when throwing grenades. Unique animations for over- and under-handed throws. Inspired by Squad.
- Redid the arm shake visual effect and tweaked values.
- Updated footstep visual effect, effect is now present when out of ADS.
- Changed how parallax works specifically for pistols. Since the points of control contact are so few (thanks to beta tester for pointing this out), they're especially hard to aim. So in the mod the sights become more easily misaligned when you're rotating, but they have a uniquely faster recenter time when not rotating. The point is you can practice on the range with a particular pistol and get good at aiming it during movement even when the sights are not perfectly aligned, and make better use of lasers etc.
- Along the same lines, pistols are debuffed with 2x more hand shake effect than other weapons.
- Added a weight attenuation curve: since the weapon weight acutely affects weapon handling, I've added a smooth curve for the factored weight to max out at 6.5 kgs to avoid cartoonish levels of weapon sway and deadzone.
- Fixed speed-efficiency calculation to reflect non-movement.
- Fixed blindfire to work with my mechanics.